Image 1 — 10 Aberrant Feats for Characters Who Are Slowly Becoming Something Else
Image 2 — 10 Aberrant Feats for Characters Who Are Slowly Becoming Something Else
Image 3 — 10 Aberrant Feats for Characters Who Are Slowly Becoming Something Else

10 Aberrant Feats for Characters Who Are Slowly Becoming Something Else

These are 10 aberration and mutation-themed feats for characters whose bodies or minds have been altered by eldritch influence, forbidden experimentation, unstable magic, or contact with things that were never meant to exist.

Aberrant Constitution hardens the body against necrotic or psychic influence and even gives you a second chance when rolling a natural 1 on a death save.

Extra Arm gives your character a developing additional limb that can interact with objects, perform somatic components, make unarmed strikes, and help with grappling. If the mutation continues to develop, Enhanced Extra Arm turns it into a fully functional appendage capable of wielding a weapon or shield, manipulating objects independently, and making an additional weapon attack.

Mutable Form lets your body temporarily reshape itself to fit the situation, developing rubbery damage-resistant flesh, aquatic adaptations, or magical claws.

The other feats explore different directions that mutation can take:

Mutagenic Resilience provides resistance to poison, immunity to the poisoned condition, and bursts of temporary hit points when injured.

Aberrant Regeneration makes healing through Hit Dice unusually effective and can even allow you to remain standing at 1 hit point when an attack would otherwise knock you unconscious.

Aberrant Mind represents a consciousness becoming increasingly alien, providing resistance to psychic damage and greater protection against fear and charm.

Adaptive Mutation allows your body to change its defenses after each long rest, adapting to acid, cold, fire, lightning, or poison.

Cosmic Infusion channels stranger forces entirely, granting minor cosmic magic and the ability to create a localized gravitational field that pulls or repels nearby creatures.

Finally, Cosmic Awareness represents a mind beginning to perceive patterns beyond ordinary mortal understanding, allowing you to manipulate initiative and rely on unnatural certainty when making Arcana or Insight checks.

They’re intended for characters touched by aberrations, exposed to mutation zones, altered by experiments, descended from strange bloodlines, or simply slowly becoming something other than mortal over the course of a campaign.

These feats are from The Aberrant Codex: Mutations and Aberrations, a 5E manual centered on aberrations, mutations, evolving monstrosities, character transformations, and tools for bringing cosmic and body horror into a campaign.

The Aberrant Codex is available on DriveThruRPG, and a Hardcover edition is also available here:
https://buy.stripe.com/8x24gyfNNegY75qgwI6c005

What’s Inside:

Mutation Rules & Zones – Rules for unstable magical areas, arcane corruption, and the transformations they can cause.

Character Options – 12 subclasses, 10 backgrounds, 4 new races, and 30 feats focused on mutation, aberrations, and forbidden evolution.

Spells & Items – 33 spells and 80+ magic items shaped by aberrant and planar influences.

Monsters & Templates – More than 150 monster statblocks, alongside variant rules and mutations for creating altered creatures.

VTT Resources – 100+ creature tokens and 125+ art handouts for use in your games.

You can also find more of my creatures and manuals on DriveThruRPG, my Linktree, or by visiting r/JonnyDM!

If you enjoy my work and want to find even more, check out my bundle of small D&D manuals on DMsGuild.

u/jonnymhd — 22 hours ago

10 Aberrant Feats for Characters Who Are Slowly Becoming Something Else

These are 10 aberration and mutation-themed feats for characters whose bodies or minds have been altered by eldritch influence, forbidden experimentation, unstable magic, or contact with things that were never meant to exist.

Aberrant Constitution hardens the body against necrotic or psychic influence and even gives you a second chance when rolling a natural 1 on a death save.

Extra Arm gives your character a developing additional limb that can interact with objects, perform somatic components, make unarmed strikes, and help with grappling. If the mutation continues to develop, Enhanced Extra Arm turns it into a fully functional appendage capable of wielding a weapon or shield, manipulating objects independently, and making an additional weapon attack.

Mutable Form lets your body temporarily reshape itself to fit the situation, developing rubbery damage-resistant flesh, aquatic adaptations, or magical claws.

The other feats explore different directions that mutation can take:

Mutagenic Resilience provides resistance to poison, immunity to the poisoned condition, and bursts of temporary hit points when injured.

Aberrant Regeneration makes healing through Hit Dice unusually effective and can even allow you to remain standing at 1 hit point when an attack would otherwise knock you unconscious.

Aberrant Mind represents a consciousness becoming increasingly alien, providing resistance to psychic damage and greater protection against fear and charm.

Adaptive Mutation allows your body to change its defenses after each long rest, adapting to acid, cold, fire, lightning, or poison.

Cosmic Infusion channels stranger forces entirely, granting minor cosmic magic and the ability to create a localized gravitational field that pulls or repels nearby creatures.

Finally, Cosmic Awareness represents a mind beginning to perceive patterns beyond ordinary mortal understanding, allowing you to manipulate initiative and rely on unnatural certainty when making Arcana or Insight checks.

They’re intended for characters touched by aberrations, exposed to mutation zones, altered by experiments, descended from strange bloodlines, or simply slowly becoming something other than mortal over the course of a campaign.

These feats are from , The Aberrant Codex: Mutations and Aberrations a 5E manual centered on aberrations, mutations, evolving monstrosities, character transformations, and tools for bringing cosmic and body horror into a campaign.

You can find more of my creatures and larger previews of my manuals on DriveThruRPG, my Linktree, or by visiting r/JonnyDM!

u/jonnymhd — 2 days ago

Five Common Fire-Themed Magic Items for Low-Level Adventures

These are five Common fire-themed magic items designed to give characters small but flavorful magical tools early in a campaign, without immediately handing out major combat upgrades.

The Emberstone can ignite nearby objects and occasionally produce magical flame, while the Cinderbead can be crushed to briefly make nearby creatures more vulnerable to their next saving throw. The Charred Grimoire gives a spellcaster access to fire bolt or slightly improves it if they already know the cantrip, and the Candle of the Watcher provides a small protective area against fear.

The Firebrand Dagger is the most martial of the group, dealing a little additional fire damage, becoming more dangerous on a critical hit, and allowing its wielder to ignite the blade to use it as a source of light.

Since these are Common items, I wanted them to be treasures that can comfortably appear very early in an adventure: something found in an apprentice mage’s workshop, taken from a minor cultist, bought from an unusual merchant, or discovered among the first pieces of magical loot a party encounters.

These items are from Elemental Treasures: Fire Magic Items, a collection of 30 fire-themed magic items for 5E and the 2024 update, ranging from Common items like these all the way to Legendary treasures. The supplement includes weapons, armor, and wondrous items built around different aspects of fire, from useful sparks and protective flames to destructive high-level relics.

It is the first volume in the Elemental Treasures series, with each volume focusing on a different element and gradually building a larger library of themed magic items for different campaigns.

If you enjoy my work and want to find even more, check out my bundle of small D&D manuals on DMsGuild.

You can find more of my D&D content through my Linktree or at r/JonnyDM!

u/jonnymhd — 3 days ago
▲ 236 r/Spelljammer5e+12 crossposts

10 Aberrant Feats for Characters Who Are Slowly Becoming Something Else

These are 10 aberration and mutation-themed feats for characters whose bodies or minds have been altered by eldritch influence, forbidden experimentation, unstable magic, or contact with things that were never meant to exist.

Aberrant Constitution hardens the body against necrotic or psychic influence and even gives you a second chance when rolling a natural 1 on a death save.

Extra Arm gives your character a developing additional limb that can interact with objects, perform somatic components, make unarmed strikes, and help with grappling. If the mutation continues to develop, Enhanced Extra Arm turns it into a fully functional appendage capable of wielding a weapon or shield, manipulating objects independently, and making an additional weapon attack.

Mutable Form lets your body temporarily reshape itself to fit the situation, developing rubbery damage-resistant flesh, aquatic adaptations, or magical claws.

The other feats explore different directions that mutation can take:

Mutagenic Resilience provides resistance to poison, immunity to the poisoned condition, and bursts of temporary hit points when injured.

Aberrant Regeneration makes healing through Hit Dice unusually effective and can even allow you to remain standing at 1 hit point when an attack would otherwise knock you unconscious.

Aberrant Mind represents a consciousness becoming increasingly alien, providing resistance to psychic damage and greater protection against fear and charm.

Adaptive Mutation allows your body to change its defenses after each long rest, adapting to acid, cold, fire, lightning, or poison.

Cosmic Infusion channels stranger forces entirely, granting minor cosmic magic and the ability to create a localized gravitational field that pulls or repels nearby creatures.

Finally, Cosmic Awareness represents a mind beginning to perceive patterns beyond ordinary mortal understanding, allowing you to manipulate initiative and rely on unnatural certainty when making Arcana or Insight checks.

They’re intended for characters touched by aberrations, exposed to mutation zones, altered by experiments, descended from strange bloodlines, or simply slowly becoming something other than mortal over the course of a campaign.

These feats are from The Aberrant Codex: Mutations and Aberrations, a 5E manual centered on aberrations, mutations, evolving monstrosities, character transformations, and tools for bringing cosmic and body horror into a campaign.

The Aberrant Codex is available on DriveThruRPG, and a Hardcover edition is also available here:
https://buy.stripe.com/8x24gyfNNegY75qgwI6c005

What’s Inside:

Mutation Rules & Zones – Rules for unstable magical areas, arcane corruption, and the transformations they can cause.

Character Options – 12 subclasses, 10 backgrounds, 4 new races, and 30 feats focused on mutation, aberrations, and forbidden evolution.

Spells & Items – 33 spells and 80+ magic items shaped by aberrant and planar influences.

Monsters & Templates – More than 150 monster statblocks, alongside variant rules and mutations for creating altered creatures.

VTT Resources – 100+ creature tokens and 125+ art handouts for use in your games.

You can also find more of my creatures and manuals on DriveThruRPG, my Linktree, or by visiting r/JonnyDM!

If you enjoy my work and want to find even more, check out my bundle of small D&D manuals on DMsGuild.

u/jonnymhd — 22 hours ago
▲ 26 r/DnD

[OC] [ART] Five Common Fire-Themed Magic Items for Low-Level Adventures

These are five Common fire-themed magic items designed to give characters small but flavorful magical tools early in a campaign, without immediately handing out major combat upgrades.

The Emberstone can ignite nearby objects and occasionally produce magical flame, while the Cinderbead can be crushed to briefly make nearby creatures more vulnerable to their next saving throw. The Charred Grimoire gives a spellcaster access to fire bolt or slightly improves it if they already know the cantrip, and the Candle of the Watcher provides a small protective area against fear.

The Firebrand Dagger is the most martial of the group, dealing a little additional fire damage, becoming more dangerous on a critical hit, and allowing its wielder to ignite the blade to use it as a source of light.

Since these are Common items, I wanted them to be treasures that can comfortably appear very early in an adventure: something found in an apprentice mage’s workshop, taken from a minor cultist, bought from an unusual merchant, or discovered among the first pieces of magical loot a party encounters.

These items are from Elemental Treasures: Fire Magic Items, a collection of 30 fire-themed magic items for 5E and the 2024 update, ranging from Common items like these all the way to Legendary treasures. The supplement includes weapons, armor, and wondrous items built around different aspects of fire, from useful sparks and protective flames to destructive high-level relics.

It is the first volume in the Elemental Treasures series, with each volume focusing on a different element and gradually building a larger library of themed magic items for different campaigns.

You can find more of my D&D content through my Linktree or at r/JonnyDM!

u/jonnymhd — 5 days ago

Five Common Fire-Themed Magic Items for Low-Level Adventures

These are five Common fire-themed magic items designed to give characters small but flavorful magical tools early in a campaign, without immediately handing out major combat upgrades.

The Emberstone can ignite nearby objects and occasionally produce magical flame, while the Cinderbead can be crushed to briefly make nearby creatures more vulnerable to their next saving throw. The Charred Grimoire gives a spellcaster access to fire bolt or slightly improves it if they already know the cantrip, and the Candle of the Watcher provides a small protective area against fear.

The Firebrand Dagger is the most martial of the group, dealing a little additional fire damage, becoming more dangerous on a critical hit, and allowing its wielder to ignite the blade to use it as a source of light.

Since these are Common items, I wanted them to be treasures that can comfortably appear very early in an adventure: something found in an apprentice mage’s workshop, taken from a minor cultist, bought from an unusual merchant, or discovered among the first pieces of magical loot a party encounters.

These items are from Elemental Treasures: Fire Magic Items, a collection of 30 fire-themed magic items for 5E and the 2024 update, ranging from Common items like these all the way to Legendary treasures. The supplement includes weapons, armor, and wondrous items built around different aspects of fire, from useful sparks and protective flames to destructive high-level relics.

It is the first volume in the Elemental Treasures series, with each volume focusing on a different element and gradually building a larger library of themed magic items for different campaigns.

You can find more of my D&D content through my Linktree or at r/JonnyDM!

u/jonnymhd — 6 days ago
▲ 223 r/monsteraday+15 crossposts

From Loyal Dog to Battle Hound - Scaling Companion Statblocks That Grow with Your Party

Dogs are some of the most common companions in fantasy adventures, but an ordinary dog can quickly fall behind once the party starts gaining levels.

So I wanted to give them a proper progression path: Dog → Guard Dog → War Dog → Battle Hound. A simple pet can gradually become tougher, better trained, and capable of surviving alongside an adventuring party without suddenly turning into a completely different magical creature.

And the progression doesn’t stop there. The full dog section also includes stronger options such as the Warhound Alpha, Guardian Mastiff, Blink Dog, and Greater Blink Dog, with higher-level abilities focused on guarding allies, leading packs, protecting companions, and filling more specialized roles in encounters.

These statblocks are from Growing Pets and Animals Statblocks, a manual built around the idea that pets, mounts, scouts, familiarlike companions, and ordinary animals should be able to grow alongside the campaign instead of becoming irrelevant after a few levels.

The book contains 60+ animal statblocks covering dogs, cats, bats, owls, ravens, horses, panthers, tigers, spiders, scorpions, eagles, frogs, lizards, rats, and more, with progression chains that take many of them from ordinary animals into increasingly capable companions or encounter creatures.

The rules page also includes suggested advancement schedules for standard, gritty realism, low-magic, and high-magic/epic campaigns, so the DM can decide how quickly a companion grows rather than tying every game to the same progression speed.

After the original version performed well, I went back and created a full V2 update, commissioning and licensing new artwork throughout the book, cleaning up the presentation, revising existing material, and adding new statblocks and expanded progression paths. If you already own the manual, you can simply download the updated version again from DriveThruRPG.

You can also subscribe to the newsletter for updates on Mythological Items, launching on Kickstarter this September with 300+ magic items inspired by myths and legends from around the world. Subscribers can also download a free 30-page preview.

For more creatures, items, previews, and upcoming projects, you can also visit my DriveThruRPG, Linktree, or r/JonnyDM.

u/jonnymhd — 3 days ago

Chuuls (CR 1/2–8) - From Hatchling Aberrations to a Mutated Juggernaut

Chuuls are ancient aberrations created during the reign of the Aboleth empires, built as loyal servants and hunters whose original masters disappeared ages ago. Even now, many still follow instincts and commands embedded into them long before the civilizations around them existed.

I wanted to expand them beyond a single statblock and make them easier to use across different stages of a campaign. The Hatch Chuul is a CR 1/2 juvenile that already grapples prey and uses paralytic tentacles, while the standard Chuul sits at CR 4 as a much stronger ambush predator capable of sensing nearby magic.

At the other extreme is the Chuul Juggernaut, a CR 8 Huge aberration designed as a living siege beast. It can grapple massive creatures, smash groups of enemies to the ground, pursue weakened prey, and drag victims into range of its paralytic tentacles.

The pages also include a large collection of mutations for building different Chuuls. They can develop psychic screams, poisonous secretions, regenerative flesh, reinforced chitin, elemental adaptations, extra pincers, necrotic tentacles, burrowing, ambush abilities, slime trails, fear effects, and more.

Lore-wise, they work especially well as guardians of forgotten Aboleth ruins, collectors of magical relics, predators lurking beneath flooded temples, or creatures that have continued carrying out orders for masters that vanished thousands of years ago.

These creatures are from The Aberrant Codex: Mutations and Aberrations, my manual focused on aberrations, mutations, cosmic horror, strange creatures, and tools for building more varied unnatural encounters. You can find more previews from the manuals on r/JonnyDM.

The Hardcover edition of The Aberrant Codex is also available here: https://buy.stripe.com/8x24gyfNNegY75qgwI6c005

You can also subscribe to our newsletter to stay updated on upcoming projects, including a Kickstarter launching in the coming months: Mythological Items for 5E and 5.5E, inspired by myths from around the world. By joining the newsletter, you can download a free 30-page PDF preview of the upcoming Kickstarter. We only send emails occasionally, and only when there’s a new release, important news, or exclusive free content and discount codes to share.

For more of my creatures, items, and manuals visit DriveThruRPG, my Linktree, or r/JonnyDM!

u/jonnymhd — 8 days ago

Sword of the Abyss | A Scaling Demonic Blade from Uncommon to Legendary

Here is the Sword of the Abyss (Art by Rick Hershey), a cursed scaling weapon that evolves from Uncommon to Legendary as its wielder embraces abyssal power, performs forbidden rituals, sacrifices life and magic to the blade, and defeats powerful fiends. By consuming their essence, the sword reflects the brutal nature of demons, forever slaughtering and devouring one another in their endless struggle to grow stronger.

I wanted to create an evil counterpart to a traditional heroic growing weapon. The sword begins as a useful necrotic blade with a weakening aura, but each new rarity brings it closer to its true purpose. It eventually gains the power to summon demons, cast circle of death, restrain enemies with shadowy tendrils, overcome necrotic resistance and immunity, and open a devastating Abyssal Rift around its wielder.

The pages includes several possible advancement paths, allowing the sword to grow by defeating powerful abyssal creatures, absorbing the essence of legendary enemies, accepting dark bargains, feeding on sacrifices, completing forbidden rituals, or damaging the barriers between planes.

Its growth also strengthens its semi-sentient curse. The sword can compel its wielder to attack celestials and devils, and if it becomes powerful outside the Abyss, it may tear open a permanent portal that cannot be closed through ordinary means. At Legendary rarity, that danger becomes alarmingly real.

You can find the complete Sword of the Abyss supplement for free on DMsGuild.

It is also included in many of my discounted bundles on Dmsguild alongside the Growing Magic Items Collection, elemental treasures, and several other standalone relics.

For my larger projects and full-length manuals, visit my DriveThruRPG. For free previews, new creatures, magic items, and project updates visit r/JonnyDM!

u/jonnymhd — 10 days ago

Raven to Arcane Raven - A Growing Animal Companion That Becomes a Spy, Messenger, and Magical Trickster

Here’s the raven progression from Growing Pets and Animals Statblocks, designed to let a simple animal companion develop new roles and abilities as the campaign progresses.

It starts with the ordinary Raven and its familiar Mimicry, then develops into the Insightful Raven, which becomes better at reproducing voices and understanding those around it. The Mystical Raven takes the concept further, becoming an excellent eavesdropper and messenger that can remember and reproduce conversations it overhears.

Finally, the Arcane Raven becomes a genuinely supernatural companion. It can reproduce complex messages and sounds, understands every language it has heard, and can unleash an Arcane Echo that briefly confuses nearby creatures.

There’s also an optional Guardian of the Shadow Realm trait that can replace Eavesdropper, granting magical resilience and a limited automatic saving throw success. It can even be awarded later as a milestone reward for a player’s raven.

The idea behind the manual is that pets and animal companions don’t have to become irrelevant as the party levels up. Growing Pets and Animals Statblocks includes 60+ statblocks with progression paths for ravens, owls, dogs, cats, horses, panthers, tigers, spiders, and more.

For more of my creatures, items, and manuals visit DriveThruRPG, my Linktree, or r/JonnyDM!

u/jonnymhd — 11 days ago

Raven to Arcane Raven - A Growing Animal Companion That Becomes a Spy, Messenger, and Magical Trickster

Here’s the raven progression from Growing Pets and Animals Statblocks, designed to let a simple animal companion develop new roles and abilities as the campaign progresses.

It starts with the ordinary Raven and its familiar Mimicry, then develops into the Insightful Raven, which becomes better at reproducing voices and understanding those around it. The Mystical Raven takes the concept further, becoming an excellent eavesdropper and messenger that can remember and reproduce conversations it overhears.

Finally, the Arcane Raven becomes a genuinely supernatural companion. It can reproduce complex messages and sounds, understands every language it has heard, and can unleash an Arcane Echo that briefly confuses nearby creatures.

There’s also an optional Guardian of the Shadow Realm trait that can replace Eavesdropper, granting magical resilience and a limited automatic saving throw success. It can even be awarded later as a milestone reward for a player’s raven.

The idea behind the manual is that pets and animal companions don’t have to become irrelevant as the party levels up. Growing Pets and Animals Statblocks V2 includes 60+ statblocks with progression paths for ravens, owls, dogs, cats, horses, panthers, tigers, spiders, and more.

You can also subscribe to our newsletter to stay updated on upcoming projects, including a Kickstarter launching in the coming months: Mythological Items for 5E and 5.5E, inspired by myths from around the world. By joining the newsletter, you can download a free 30-page PDF preview of the upcoming Kickstarter. We only send emails occasionally, and only when there’s a new release, important news, or exclusive free content and discount codes to share.

For more of my creatures, items, and manuals visit DriveThruRPG, my Linktree, or r/JonnyDM!

u/jonnymhd — 12 days ago
▲ 14 r/dndnext

Magic Items That Grow with the Party, Plus Fire and Frost Treasures for 5E and 2024

I’ve been working on a lot of magic items built around two ideas I enjoy: equipment that remains relevant as characters advance, and strongly themed treasure that helps define a region, enemy, or adventure.

I recently collected several of those releases into a discounted magic-item-only bundle on DMsGuild, compatible with both 5E and the 2024 rules.

The largest part is the Growing Magic Items Collection, which contains 87 items that evolve through four ascending rarities. Instead of replacing a meaningful weapon or relic after a few levels, its powers can develop alongside the character through levels, quests, personal achievements, or important campaign milestones. Altogether, those progression paths provide 348 usable versions of the items.

I also reinvested in the collection by commissioning and licensing new artwork for the items, replacing much of the older presentation with dedicated illustrations and giving the books a more consistent visual identity.

The bundle also includes 30 fire-themed magic items and 30 frost-themed magic items, ranging from common equipment to legendary treasures, as well as several standalone evolving relics such as Beholder’s Bane, Sanctivow, the Sword of the Abyss, and the Trident of Atlantis. There are also a couple of darker Halloween-themed items.

Several of the smaller standalone releases are available as free downloads, so there are items you can try or use without purchasing the full bundle.

The bundle is currently discounted on DMsGuild at: https://www.dmsguild.com/en/product/579114

reddit.com
u/jonnymhd — 12 days ago
▲ 335 r/MagicItems+13 crossposts

Sword of the Abyss | A Scaling Demonic Blade from Uncommon to Legendary

Here is the Sword of the Abyss, a cursed scaling weapon that evolves from Uncommon to Legendary as its wielder embraces abyssal power, performs forbidden rituals, sacrifices life and magic to the blade, and defeats powerful fiends. By consuming their essence, the sword reflects the brutal nature of demons, forever slaughtering and devouring one another in their endless struggle to grow stronger.

I wanted to create an evil counterpart to a traditional heroic growing weapon. The sword begins as a useful necrotic blade with a weakening aura, but each new rarity brings it closer to its true purpose. It eventually gains the power to summon demons, cast circle of death, restrain enemies with shadowy tendrils, overcome necrotic resistance and immunity, and open a devastating Abyssal Rift around its wielder.

The pages includes several possible advancement paths, allowing the sword to grow by defeating powerful abyssal creatures, absorbing the essence of legendary enemies, accepting dark bargains, feeding on sacrifices, completing forbidden rituals, or damaging the barriers between planes.

Its growth also strengthens its semi-sentient curse. The sword can compel its wielder to attack celestials and devils, and if it becomes powerful outside the Abyss, it may tear open a permanent portal that cannot be closed through ordinary means. At Legendary rarity, that danger becomes alarmingly real.

You can find the complete Sword of the Abyss supplement for free on DMsGuild.

It is also included in many of my discounted bundles on Dmsguild alongside the Growing Magic Items Collection, elemental treasures, and several other standalone relics.

My next Kickstarter, Mythological Items, launches this September with more than 300 magic items inspired by myths and legends from around the world, including many scaling relics.

For my larger projects and full-length manuals, visit my DriveThruRPG. For free previews, new creatures, magic items, and project updates visit r/JonnyDM!

u/jonnymhd — 8 days ago

Four Common Orc Magic Items: Bonecarved Horn, Orcblood Tonic, Bloodstained Warbanner, and Orc Butcher’s Knife

Here are four common orc magic items designed as low-level rewards, warband equipment, or treasures recovered from conquered camps.

The Bonecarved Horn briefly strengthens nearby allies, granting advantage on their next saving throw. The Orcblood Tonic provides temporary hit points, but its crude mixture can leave the drinker poisoned. The Bloodstained Warbanner protects its bearer against fear while making stealth considerably harder.

The Orc Butcher’s Knife is an oversized +1 damage dagger that can tear open a bleeding wound. The effect deals only a small amount of additional damage, but it continues until the victim receives magical healing or someone successfully treats the injury.

I wanted these items to feel useful without losing their rough orcish character. Some offer straightforward support, while others come with risks or drawbacks that reflect the crude, brutal methods used to create them. They can be carried by enemy specialists, found in a war camp, awarded by an allied tribe, or claimed as practical early-campaign loot.

These items are from Orcs & Orcs, a collection of expanded orc statblocks, factions, lairs, optional traits, campaign tools, and more than 70 orc-themed magic items.

What’s Inside?

  • Dozens of Orc Statblocks – From the Orc Bannerbearer to the Red Orc Warlord, each entry includes extra traits and variants to help you customize encounters with brutal precision.
  • Powerful Orc Factions – Expand your bestiary with Ironpeak Orcs, Oathsister Orcs, Red Orcs, and twisted Mutant Orcs. Each brings unique abilities, lore, and lair ideas.
  • Orc Campaign Tools – Warband factions, tactical lairs, encounter suggestions, and more.
  • 70 Orc-Themed Magic Items – Tribal relics, cursed axes, brutal armor, spiritual totems, and more.
  • VTT & Art Resources – Includes 27 handouts and 17 creature tokens to bring orcs to life in-person or online.

Orcs fit into any fantasy campaign as enemies, allies, or complex factions. Wherever your world needs strength, rage, and scars earned in battle, orcs are ready.

You can find more of my creatures and manuals on DriveThruRPG, my Linktree, or by visiting r/JonnyDM!

u/jonnymhd — 15 days ago
▲ 15 r/onednd

Magic Items That Grow with the Party, Plus Fire and Frost Treasures for 5E and 2024

I’ve been working on a lot of magic items built around two ideas I enjoy: equipment that remains relevant as characters advance, and strongly themed treasure that helps define a region, enemy, or adventure.

I recently collected several of those releases into a discounted magic-item-only bundle on DMsGuild, compatible with both 5E and the 2024 rules.

The largest part is the Growing Magic Items Collection, which contains 87 items that evolve through four ascending rarities. Instead of replacing a meaningful weapon or relic after a few levels, its powers can develop alongside the character through levels, quests, personal achievements, or important campaign milestones. Altogether, those progression paths provide 348 usable versions of the items.

I also reinvested in the collection by commissioning and licensing new artwork for the items, replacing much of the older presentation with dedicated illustrations and giving the books a more consistent visual identity.

The bundle also includes 30 fire-themed magic items and 30 frost-themed magic items, ranging from common equipment to legendary treasures, as well as several standalone evolving relics such as Beholder’s Bane, Sanctivow, the Sword of the Abyss, and the Trident of Atlantis. There are also a couple of darker Halloween-themed items.

Several of the smaller standalone releases are available as free downloads, so there are items you can try or use without purchasing the full bundle.

The bundle is currently discounted on DMsGuild at: https://www.dmsguild.com/en/product/579114

reddit.com
u/jonnymhd — 15 days ago

Orc Beastmaster (CR 2) and Dire Wolverine (CR 1) - Two Hunters That Fight as One

The Orc Beastmaster and its Dire Wolverine are designed as a coordinated hunting pair rather than two unrelated creatures sharing an encounter.

The Beastmaster’s Feral Bond strengthens its companion while they remain close, and their abilities reward attacking the same target. When the wolverine knocks a creature prone, the orc can exploit the opening with its ranged attacks, while Beast Command and Savage Howl let the wolverine reposition or strike again outside its normal turn.

The Dire Wolverine is more than disposable support. Its Savage Instinct makes it increasingly dangerous after taking damage, while Feral Tenacity gives it a chance to remain standing when reduced to 0 hit points.

The optional traits can push their bond further. Blood Hunt allows the Beastmaster to mark prey for its companion, while Shared Fury makes the orc more dangerous once the wolverine is badly wounded.

These creatures are from Orcs & Orcs, available on DriveThruRPG in PDF and hardcover print! The full manual also expands the Mutant Orcs with their own lair, lair actions, battle-ready magic items, and treasures the players can find after bringing them down.

Orcs & Orcs is the ultimate guide to unleashing the full fury and depth of orc-kind in your 5E campaigns, whether you want savage warbands, disciplined armies, cursed berserkers, or iron-willed mercenaries.

What’s Inside?

  • Dozens of Orc Statblocks – From the Orc Bannerbearer to the Red Orc Warlord, each entry includes extra traits and variants to help you customize encounters with brutal precision.
  • Powerful Orc Factions – Expand your bestiary with Ironpeak Orcs, Oathsister Orcs, Red Orcs, and twisted Mutant Orcs. Each brings unique abilities, lore, and lair ideas.
  • Orc Campaign Tools – Warband factions, tactical lairs, encounter suggestions, and more.
  • 70 Orc-Themed Magic Items – Tribal relics, cursed axes, brutal armor, spiritual totems, and more.
  • VTT & Art Resources – Includes 27 handouts and 17 creature tokens to bring orcs to life in-person or online.

Orcs fit into any fantasy campaign as enemies, allies, or complex factions. Wherever your world needs strength, rage, and scars earned in battle, orcs are ready.

You can find more of my creatures and manuals on DriveThruRPG, my Linktree, or by visiting r/JonnyDM!

u/jonnymhd — 18 days ago
▲ 214 r/monsteraday+17 crossposts

Orc Beastmaster (CR 2) and Dire Wolverine (CR 1) - Two Hunters That Fight as One

The Orc Beastmaster and its Dire Wolverine are designed as a coordinated hunting pair rather than two unrelated creatures sharing an encounter.

The Beastmaster’s Feral Bond strengthens its companion while they remain close, and their abilities reward attacking the same target. When the wolverine knocks a creature prone, the orc can exploit the opening with its ranged attacks, while Beast Command and Savage Howl let the wolverine reposition or strike again outside its normal turn.

The Dire Wolverine is more than disposable support. Its Savage Instinct makes it increasingly dangerous after taking damage, while Feral Tenacity gives it a chance to remain standing when reduced to 0 hit points.

The optional traits can push their bond further. Blood Hunt allows the Beastmaster to mark prey for its companion, while Shared Fury makes the orc more dangerous once the wolverine is badly wounded.

These creatures are from Orcs & Orcs, available on DriveThruRPG in PDF and hardcover print! The full manual also expands the Mutant Orcs with their own lair, lair actions, battle-ready magic items, and treasures the players can find after bringing them down.

Orcs & Orcs is the ultimate guide to unleashing the full fury and depth of orc-kind in your 5E campaigns, whether you want savage warbands, disciplined armies, cursed berserkers, or iron-willed mercenaries.

What’s Inside?

  • Dozens of Orc Statblocks – From the Orc Bannerbearer to the Red Orc Warlord, each entry includes extra traits and variants to help you customize encounters with brutal precision.
  • Powerful Orc Factions – Expand your bestiary with Ironpeak Orcs, Oathsister Orcs, Red Orcs, and twisted Mutant Orcs. Each brings unique abilities, lore, and lair ideas.
  • Orc Campaign Tools – Warband factions, tactical lairs, encounter suggestions, and more.
  • 70 Orc-Themed Magic Items – Tribal relics, cursed axes, brutal armor, spiritual totems, and more.
  • VTT & Art Resources – Includes 27 handouts and 17 creature tokens to bring orcs to life in-person or online.

Orcs fit into any fantasy campaign as enemies, allies, or complex factions. Wherever your world needs strength, rage, and scars earned in battle, orcs are ready.

I’m also working on Mythological Items for 5E and 5.5E, an upcoming Kickstarter featuring 300+ magic items inspired by myths and legends from around the world. It includes weapons, armor, relics, artifacts, and scaling items that can grow with the characters over the course of a campaign. You can subscribe to our newsletter to get updates and download a free 30-page PDF preview. We only send emails occasionally, and only when there’s a new release, important news, or exclusive free content and discount codes to share.

You can find more of my creatures and manuals on DriveThruRPG, my Linktree, or by visiting r/JonnyDM!

u/jonnymhd — 15 days ago
▲ 245 r/loremasters+17 crossposts

Cthulhoids (CR 2-21) - Psionic Aberrations That Grow from Curious Mind-Thieves into Reality-Warping Archminds

Here are the Cthulhoids, an evolving race of psionic aberrations serving an ancient entity known as the Sleeper Beneath (Cthulhu).

The progression begins with the Young Cthulhoid, a CR 2 creature still experimenting with its developing powers. Even at this stage, it can communicate telepathically, manipulate emotions, grapple victims with its tentacles, drain their minds, and retaliate against attackers with bursts of psychic energy.

A mature Cthulhoid becomes a CR 5 mental controller capable of disrupting nearby spellcasting, stealing memories and secrets from creatures that fail against its magic, and overwhelming groups with a stunning psychic blast. The Elder Cthulhoid advances to CR 12, gaining flight, legendary actions, stronger mind-draining abilities, and sufficient psionic mastery to concentrate on two spells simultaneously.

At the height of their evolution stands the Cthulhoid Archmind, a CR 21 psionic leader capable of dominating powerful creatures, concentrating on three spells at once, accumulating psychic charges, and bending reality around itself. Its presence weakens mental defenses, disrupts spellcasting, and turns it into an encounter capable of controlling the entire battlefield rather than simply dealing damage.

Their advancement is not based entirely on age. Cthulhoids evolve through exceptional psionic development, exposure to cosmic revelations, survival of overwhelming mental trauma, or a deeper connection to the Sleeper Beneath.

These creatures are from The Aberrant Codex: Mutations and Aberrations, available on DriveThruRPG! You can also check it out there for a more extensive preview. Delve into the warped world of aberrations, mutations, and cosmic horror in your 5E campaigns.

What’s Inside:

  • Mutation Rules & Zones – Mechanics for wild magic areas, arcane corruption, and the strange transformations they cause.
  • Character Options – 12 subclasses, 10 backgrounds, 4 new races, and 30 feats themed around mutation, aberration, and forbidden evolution.
  • Spells & Items – 33 spells and 80+ magic items warped by planar influence or unstable energies.
  • Monsters & Templates – Over 150 monster statblocks, from psionic predators to mutated horrors, plus variant rules for custom mutations.
  • VTT Resources – Includes 100+ creature tokens and 125+ art handouts to bring your sessions to life.

Whether you want eldritch creatures, strange player options, or full rules for reality-warping regions, The Aberrant Codex has it all. The Hardcover edition of The Aberrant Codex is also available here: https://buy.stripe.com/8x24gyfNNegY75qgwI6c005

You can also subscribe to our newsletter to stay updated on upcoming projects, including a Kickstarter launching in the coming months: Mythological Items for 5E and 5.5E, inspired by myths from around the world. By joining the newsletter, you can download a free 30-page PDF preview of the upcoming Kickstarter. We only send emails occasionally, and only when there’s a new release, important news, or exclusive free content and discount codes to share.

For more of my creatures, items, and manuals visit DriveThruRPG, my Linktree, or r/JonnyDM!

u/jonnymhd — 29 days ago

Trident of Atlantis | A Scaling Magic Item Fueled by Ocean Lore, Sea Deities, and Mighty Foes

Here is the Trident of Atlantis, a scaling magic weapon that evolves from Uncommon to Legendary as its wielder reaches significant milestones, defeats powerful oceanic foes, or seeks the blessings of ancient sea deities.

I wanted to create a legendary ocean weapon that felt like more than a simple trident with extra damage. The Trident of Atlantis is infused with the power of the deep itself, granting its wielder the ability to control currents, breathe underwater, and command the tides. As your bond with the weapon deepens, its golden prongs and faint green glow grow in power, reflecting the true regality of Atlantis.

Each rarity retains the powers of the previous tiers while unlocking new abilities, ranging from utility spells like create or destroy water to a massive, crushing wave that dominates the battlefield at the Legendary tier. The page also includes distinct rules for advancement, allowing DMs and players to choose the best narrative fit for its evolution.

You can download the PDF for free on DMsGuild.

For anyone interested in more items built around the same scaling concept, the Growing Magic Items Collection includes more than 85 weapons, armor pieces, relics, and other magic items that grow in rarity and power alongside their wielders.

For my larger projects and full-length manuals, visit my DriveThruRPG. For free previews, new creatures, magic items, and project updates visit r/JonnyDM!

u/jonnymhd — 1 month ago

Crypt Goblin (CR 1) - It Hides with the Dead, Steals Your Loot, and Bargains for Its Life

The Crypt Goblin is a CR 1 undead scavenger born when goblins die in cursed barrows, tainted ground, or places saturated with necromantic energy.

Unlike mindless undead, Crypt Goblins retain their cunning, greed, and obsession with anything they consider valuable. They crawl through graveyards, battlefields, and forgotten tombs collecting bones, teeth, rusted jewelry, corpse fragments, and other treasures they affectionately call “grave-goods”.

Mechanically, they can lie motionless among the dead and become nearly indistinguishable from ordinary corpses. They are skilled at finding buried objects, can steal trinkets directly from a creature with their Bone Shovel, and throw decayed limbs or cursed bones to weaken their enemies.

My favorite feature is Undead Barterer. When badly wounded, a Crypt Goblin may try to negotiate instead of continuing the fight, offering information or a minor treasure in exchange for its survival, while still expecting something shiny in return.

This creature is from Undead & Undead, my manual focused on expanding undead encounters with new monsters, variants, lore, magic items, and campaign tools.

What’s Inside?

  • 90+ Undead Statblocks – From crawling hands and soul wisps to deathpriests, banshees, mummy sovereigns, and lich gods. Each entry includes optional traits and variants to customize your encounters.
  • Undead Lair System – A scalable, flexible system to turn crypts, cursed cities, and haunted ruins into deadly environments. Includes thematic traps, lair actions, environmental effects, and more.
  • 50+ Magic Items – Cursed relics, necrotic weapons, undead-bound artifacts, and forbidden tomes designed to horrify or empower.
  • Customizable Templates & Traits – Easily create unique undead with variant traits, thematic abilities, and storytelling tools for every archetype.
  • Campaign Tools – Includes undead cult generators, random encounter tables, unholy rituals, haunted visions, and apocalyptic plot hooks to fuel your adventures.
  • VTT & Art Resources – 60 art handouts and 45 VTT tokens to bring your undead encounters to life, whether in person or online.

You can find more of my creatures and manuals on DriveThruRPG, my Linktree, or by visiting r/JonnyDM!

u/jonnymhd — 1 month ago