
r/UnearthedArcana

A Collection of Simple Dragon Themed Magical Items
Euhedrals (Crystal Monsters)
These guys are meant to be like fighting a living prism. Art sourced from Thiago Almeida here: https://www.artstation.com/artwork/o8Q6w )
https://www.dndbeyond.com/monsters/6704561-euhedral
Medium Elemental, Lawful Good
AC 17 (natural armor) Initiative +2 (12)
HP 95 (10d8 + 50)
Speed 10 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +6 |
| DEX | 14 | +2 | +2 |
| CON | 20 | +5 | +8 |
| Mod | Save | ||
|---|---|---|---|
| INT | 14 | +2 | +2 |
| WIS | 16 | +3 | +3 |
| CHA | 12 | +1 | +1 |
Resistances Piercing, Slashing
Immunities Lightning, Poison; Blinded, Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Poisoned, Prone
Senses Darkvision 60 ft., Tremorsense 60 ft.; Passive Perception 16
Languages Telepathy 120 ft, Terran
CR 6 (XP 2,300; PB +3)
Traits
Prismatic Antimagic Reflection. The Euhedral has advantage on saving throws against spells, and any creature making a spell attack against the Euhedral has disadvantage on the attack roll. If the Euhedral succeeds on its saving throw against a spell or a spell attack misses it, an additional effect might occur, as determined by rolling a d6:
1–2. If the spell affects an area or has multiple targets, it fails and has no effect. If the spell targets only the Euhedral, it has no effect on the Euhedral and is reflected back at the caster, using the spell slot level, spell save DC, attack bonus, and spellcasting ability of the caster.
3–4. No additional effect.
5–6. The Euhedral's crystals converts some of the spell’s energy into a burst of destructive force. Each creature within 30 feet of the Euhedral must make a DC 16 Constitution saving throw, taking 4 (1d8) force damage per level of the spell on a failed save, or half as much damage on a successful one.
Piezoelectric Discharge. Whenever a creature within 5 feet of the Euhedral hits it with a Melee attack, the attacker takes 4 (1d8) lightning damage and must make a DC 16 Constitution saving throw. On a failed save, the target loses its Reaction and its Speed is halved until the end of its next turn.
Actions
Multiattack. The Euhedral makes two Resonance Strike attacks or two Prismatic Shard attacks, and Harmonic Blast (if available).
Resonance Strike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 3) slashing damage plus 4 (1d8) lightning damage.
Prismatic Shard. Ranged Weapon Attack: +6 to hit, range 60/120 ft., one target. Hit: 9 (1d10 + 3) piercing damage plus 4 (1d8) lightning damage.
Harmonic Blast (Recharge 5–6). The Euhedral emits a high-frequency, resonant sonic wave in a 30-foot Cone. Each creature in that area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 27 (6d8) thunder damage and is pushed 10 feet away. On a successful save, a creature takes half as much damage and isn't pushed. Nonmagical crystalline structures, glass, and stone objects in the area automatically take maximum damage.
Bonus Actions
Prismatic Refraction. The Euhedral refracts ambient light across its faceted body. Each creature of the Euhedral's choice within 20 feet that can see it must succeed on a DC 16 Constitution saving throw or gain the Blinded condition until the start of the Euhedral's next turn. A target can avert its eyes to automatically succeed on the save, but attacks against the Euhedral before the start of the target's next turn are made with Disadvantage.
The Mentor - A highly versatile Support class
To fulfil your dream of taking a protégée under your wings, protecting it and teaching him the art of your past. You were a Wizard, a Cleric, a rogue or a Warrior, but a terrible event put you down. You are now getting back-up and showing the rope to a young Pupil who will assist you in your adventure.
I wasn’t aware this class was already out there in the homebrew universe before posting, hoping my version brings you another alternative to this fantasy.
Sorry for the Templating format, not yet a pro with the tool!
The typo have been corrected in the homebrewery link!
Let me know what you think!
Link: https://homebrewery.naturalcrit.com/share/UWmXIvqmDNLo
Legendary Weapon: Noble Arm - Caliburn (D&D x Yu-Gi-Oh!)
You can find the PDF for free on my Patreon page: patreon.com/D20Saturno
where every week I'll publish a new free Yu-Gi-Oh!-themed subclass.
Paladin: Oath of Return and Sorcerous Origin: Starcrossed || Two subclasses, items, and history based on Asia's most famous love story
The Rogue wasn't cunning enough - optional features for Rogues
Go for Rogue!
I've recently been on a kick of designing optional class and general features to bring martial characters to the fore; and with the design restraint that I'd rather build upon existing features than invent new one wholesale. First, I came for your Hunter's Mark – and now, I've come for the Rogue.
Ever a bit lackluster in combat, I've tried to boost the Rogue a little through a slew of dastardly options: Additional Cunning Actions, subclass-specific Cunning Strikes, discounts on chosen Cunning Strikes (called Cunning Reserves) and the weirdest one of all, Tempt Fate, which may aid you in your attacks or may aid your face getting smashed to bits.
It's still a work in progress, so I welcome your feedback – but I hope you otherwise find it fun, because I certainly do!
Blackmaw’s Blight Skull [Free Item]
Blackmaw’s Blight Skull is a wonderfully nasty magic-item: a monster-hunter trophy turned into a wearable weapon, complete with poisonous strikes and a once-per-long-rest 40-foot cone of toxic miasma.
Fate Mage Base Compendium
HELLO EVRYNYAN. my name is gatierrante/wandering cat and im tryng to translate some of my content and first i have this compendium for a fate custom campgain, i spens some time, researching material in manga, novels and more. hope you enjoy it and sorry if the translation isnt the best.
this compendium has lineage, spells, a class, some spells aloingside a golsary and general rules for magic and how a grail war could work!!! soon ill upload my assasinss book with all the assasins from fate grand order as subclasses
Some Homebrew Rules I use for my games
Was told by friend I should i probably post my homebrew rules I use it might be helpful for other DM's who are running campaigns in the setting
1. New Resting Rules
I pulled these from the transformed book but extended them and I use grievous wounds system every time someone goes down instead of death saves but if they go down three times in a combat they are incapacitated the fourth time and susceptible to instant death of they go down again.
Rests are crucial for characters to regain their resources, especially for those with spells slots and abilities that require long rests to recover. For players seeking a more challenging experience in Etharis, you can change the rules for resting into the following suggested format:
Quick rest (1 hour) — Quick Rest
Benefits of a Quick Rest
When you finish the Quick Rest, you gain the following benefits:
Spend Hit Point Dice. You can spend one or more of your Hit Point Dice to regain Hit Points. For each Hit Point Die spent in this way, roll the Hit Point Die and add your Constitution modifier to it. You regain Hit Points equal to the total (minimum of 1 Hit Point). You can decide to spend an additional Hit Point Die after each roll.
Interrupting a Quick Rest
A Quick Rest is stopped by the following interruptions:
Rolling Initiative
Casting a spell other than a cantrip
Taking any damage
An interrupted Quick Rest confers no benefits and must be restarted to gain any benefits.
Short rest (8 hours) — A Short Rest is an extended period of rest—at least 8 hours—available to any creature. During a Short Rest, you sleep for at least 6 hours and perform no more than 2 hours of light activity, such as reading, talking, eating, or standing watch.
A Short Rest can occur in any location where you can sleep without interruption. This might take place in a dangerous location that has been temporarily secured and guarded. During sleep, you have the Unconscious condition. After you finish a Short Rest, you must wait at least 8 hours before starting another one or starting a Long Rest.
Regain Half Hit Point Dice. You regain a number of spent Hit Point Dice equal to half of your total number of Hit Point Dice (minimum of 1). For example, if you have eight Hit Point Dice, you regain up to four spent Hit Point Dice.
Spend Hit Point Dice.
Exhaustion Reduced. If you have the Exhaustion condition, its level decreases by 1.
Special Feature. Some features are recharged by a Short Rest.
Long rest (1 week) — A Long Rest is a period of extended downtime—at least 1 week—available to any creature. During a Long Rest, you sleep for at least seven 6-hour periods separated by 16 hours of light activity, such as reading, talking, eating, crafting, trading, or performing downtime activities.
A Long Rest can only occur in safe locations that provide shelter, warmth, comfort, and resources like food and water. This could be a settlement, homestead, stronghold, inn, castle, or large city. A Long Rest cannot be completed in areas of discomfort or danger, such as a wilderness, dungeon, alley, or sewer. If the location is dangerous enough that characters feel the need to post watch, it cannot accommodate a Long Rest.
During sleep, you have the Unconscious condition. After you finish a Long Rest, you must wait at least 16 hours before starting another one or a Short Rest.
2. Secondary Magic Effects
Magic in Etharis is not a tool—it is a force of nature, as feared as it is revered. In a land where sorcery is scarce, those who wield it do so with deadly precision, shaping the battlefield with every spell cast. Yet, the world does not bend easily to magic’s will.
With the new Long Rest and Short Rest rules, the rhythm of combat has changed. Healing is scarce, resources must be managed carefully, and spellcasting is no longer a limitless wellspring of power. This necessitates a shift—magic must be felt.
To reinforce this, spells are now more dangerous, more impactful, and more unpredictable. Every leveled spell cast carries weight, shaping not only the damage dealt but the very state of battle itself. Fire does more than burn—it lingers. Ice slows. Lightning disrupts. Acid corrodes armor, while Necrotic energy siphons life from its victims.
This is a balance patch for spellcasters, ensuring that when they do cast, it is an event—a moment that changes everything. Casters are no longer artillery batteries, slinging spells without cost. Instead, they are feared warlords, devastating the battlefield in rare but decisive moments.
Magic in Etharis is not just power—it is a weapon of desperation, destruction, and dread.
This section would be too long but I'll post three of the secondary magic effects I made you can message me separately if you want the rest. Disclaimer this only activates on leveled spells.
- Fire (Burning Damage)
You’re on fire only if you take the fire damage:
Ongoing Damage. At the end of each of your turns, you take damage. The damage amount are indicated by the level of spell condition, 1st or 2nd (1d6 Fire), 3rd or 4th (2d6 Fire), 5th or 6th (3d6 Fire), 7th - 9th (4d6 Fire). This does not stack
Ending the Condition. The condition ends if you or another creature within 5 feet of you can spend an action to extinguish the flames or scrape off the acid, or if some other effect douses the flames (such as being submerged in water).
Flammable objects ignite if not being worn or carried.
- Lightning (Reaction Disruption)
Targets hit by Lightning damage cannot take reactions until the end of their next turn.
If wearing metal armor, they have disadvantage on the saving throw against the effect and Lightning attacks have Advantage against them. Shields cannot be used to block this damage with reactions.
- Healing (Bolstered Heal)
When healing from a leveled spell is dealt the target gains Valor condition for one turn.
Valor
Add a die to your attack rolls and saving throws. The die rolled is specified by the the level of the spell, such as Valor 1st - 3rd (1d4), 4th - 6th (1d6), 7th - 9th (1d8).
3. Revised Fighter
This helps bring fighters to a good baseline this is very optional but all my martials love it
https://www.gmbinder.com/share/-MWXiWBPCvEPDxO1I9ai
4. Alchemy and Herbalism Kits rules extension
This gives martials a lot of missing versatility that casters benefit from which is key since casters are fewer in number since this is dark fantasy.
Kits do not have infinite resources they each cost 50 gold for base resources and you can craft a number of things equal to your proficiency bonus before the kit is exhausted using the Alchemy rules book
https://www.gmbinder.com/share/-MNG6P6I8-1tJM3aroaV
5. Shield Mechanics
Shield Block
This optional rule allows shield bearers to sacrifice their shield in order to reduce damage from an incoming attack. In this rule system, non-magical shields have their own set of hit points, which you can use in place of yours when the moment calls for it. When a creature wielding a shield is hit by an attack, it can use its reaction to direct damage from the incoming attack to the shield’s pool of hit points, instead of taking the damage itself. If the shield is reduced to 0 hit points, it is broken, and any excess damage is dealt to the creature wielding the shield as normal. A broken shield gives no bonus to the shield bearer’s AC.
A shield’s durability is based on the material it’s made of. Below is a list of example shields.
Shield Durability Table
Wooden Buckler Shield 5 HP 20gp
Normal Metal Shield 10 HP 40gp
Retractable Metal Shield 20 HP 300gp
Metal Tower Shield 30 HP 200gp
Shield Repair
If a shield takes damage or is broken, it can be repaired at any armorsmith at a cost of 1 imperial crown for each hit point recovered.
When a shield is damaged in this way, it is unable to be repaired by the tools available to an adventurer on the road such as their travelers artisan’s tools, or the Mending spell. Instead, to return the shield to its original condition it must be taken to a shop and repaired by a craftsman.
6. Weapon and Armor Durability
- Every time you roll a 1 (critical fumble) on an attack roll, your non-magical weapon takes damage. It loses -1 to attacks. This stacks with further crit fumbles, up to a maximum of -3, after which the non-magical weapon breaks and can’t be used. Poor quality weapons break after your first natural 1 because they are low quality and poor upkeep.
- Medium and Heavy Armor is treated a little differently: when an NPC or monster scores a 20 (critical hit), you as a player can decide whether you want to take the double damage or whether your non-magical armor is damaged with a -1 penalty to AC. This penalty stacks with successive crit hits up to a maximum of -3, after which the non-magical armor breaks and is unusable. (This option might potentially save the PC from being knocked unconscious or killed by a critical hit.)
- Damaged weapons and armor can be repaired by an armorer, weaponsmith or bowyer (depending on the weapon/armor) for half the original price of the weapon or armor.
- A PC can repair their own weapons and armor during down time if they have have the relevant background and tools (e.g. Guild Artisan or Clan Crafter Backgrounds with relevant area of expertise: armorer, bowyer, weaponsmith). They’ll need a forge if the weapon or armor is made of metal. The price for repairing their own weapons and armor is a quarter of the original cost of the item. Only armor can be repaired by the mending spell during a short rest (eg. 1 day) without going to a forge for repairs.
No matter who repairs the item, it takes 1 day per -1 to fix (i.e. 3 days to fix -3 damaged weapon).
7. Split Magic System
Based on the way that magic is explained in Grim Hollows there are 3 different magic systems Arcane, Primal, and Divine. I separate them and don't allow them to cross over so for multiclass requirements primal casters like rangers can't multiclass into divine. This is key for how magic is seen in the world. Primal and Arcane are feared and you need formative training to cast effectively without losing control while divine magic is more seen as performing miracles.
Arcane Casters:
Wizard
Sorcerers
Warlock
Primal Casters:
Druid
Ranger
Divine Casters:
Cleric
Paladin
8. Magic Miscast
The preface was key for this section to make sense. Magic is inherently dangerous in grim hollow, I built a magic miscast system that will activate every time an arcane or primal caster loses concentration on a spell they must roll on a table that has a chance of a negative effects happening even daemon possession. If interested I can send the table separately. This makes war casters feat make a player or npc seem more like a person who is more in control of their magic and trained for close combat casting.
9. Wild Magic Surges
This is the last one I will do since this is already a bit long lol. I have a modified dark fantasy wild magic surge table happen when players encounter rogue casters to lean into that fear of untrained magic and make the mechanics line up with the lore. I can send the table I made separately or DM's can make their own.
Lol bit of a long post but hope this helps someone
Blackguard’s Blade (Rare, A*) | The perfect sword for an evil paladin who chose ruin over redemption
The Elementalist, an Avatar-inspired DnD Class
Hey everybody! After more than a year of procrastinating, then writing, then procrastinating some more, I think the super super first alpha version of my Avatar DND class is ready to be posted as a whole.
This class is designed to give you as many possibilities as you could have as a bender, while not making you feel like you're a worse bender just because you can't, for example, control lightning: you don't need to be a bloodbender, or even learn basic phase changing, you could also just stick with plants and call it a day!
Now yes, the balancing may still be all over the place, but please be respectful when addressing those kinds of issues; I know they exist, and I'm happy for any constructive criticism.
Also, the "spells" section currently allows you to customize your bending techniques in a lot of ways, which can have a pretty significant impact on gameplay while still leaving lots of room for flavor, but it is still incomplete, so if you have an idea, feel free to let me know.
Here's the link to the full document, there's a 20 page limit so the element-specific techniques I've finished so far didn't make the cut.
Thanks in advance to anyone who takes the time to read this document. I hope this idea is as enjoyable to you as it is to me.
A collection of magic items inspired from Norse legends and myths from Mythological Items
Hello, fellow adventurers! Today, we are excited to share a collection of magic items inspired from Norse legends and myths our upcoming Kickstarter project, 300+ Mythological Items for 5E and 2024.
Step into a realm of ancient gods, legendary heroes, and forgotten civilizations with Mythological Items, a comprehensive compendium featuring over 300 magical items specifically designed for 5E and its 2024 ruleset update. This manual spans a vast array of cultural traditions, organizing its treasures into regional categories for easy reference and immersive worldbuilding. Each item includes not only full game mechanics, but also lore and background information to integrate it seamlessly into your campaign, whether as treasure, quest rewards, or the key to an unfolding mythic saga. From the storm-summoning weapons of thunder gods to cursed trinkets whispered of in ancient lore, this book brings myth to your table like never before.
This manual offers an extensive collection of magical items that can be incorporated into any campaign, regardless of its connection to specific mythological themes. The items presented in this volume, drawn from a multitude of global legends and folklore, are envisioned to enhance the diversity and depth of any fantasy world. This eclectic array mirrors the inherent blending of elements in many worlds and settings, where influences from various cultures and mythologies coexist harmoniously. For instance, Thor’s Hammer, Mjölnir, could serve as the centerpiece of a divine quest, while Draupnir, the Norse ring of endless wealth, might drive political intrigue or power struggles in a kingdom torn by greed.
Mythological Items also provides a solid foundation for campaigns that wish to delve deeper into the relics of a specific mythology or blend multiple traditions into a larger, interconnected setting. A campaign inspired by Greek mythology could see players donning the Nemean Lion’s Pelt, becoming nearly invulnerable as they take on challenges worthy of Heracles himself, while a campaign drawing from Japanese folklore could involve uncovering the Kusanagi-no-Tsurugi, the fabled grass-cutting sword tied to imperial lineage and divine storms.
We suggest checking our pre-launch page for additional info and an extended 30-page preview of our compendium, scheduled to release in May!
5.5e Healing Spells: Expanded
Hey y'all! I really dislike how little healing spells there are in dnd 5e and 5.5e. I love the added healing amount that 5.5e did, but it needed to be expanded upon. So, I made this! A healing supplement available for everyone to use, with each spell covering a niche, and not stepping on the niche of the main dnd healing spells!
Oath of the Machine - Uphold the Natural Order and Level the Playing Field in this Debuffing Paladin Subclass!
This is the Oath of the Machine 1.1, an updated version of my Oath of the Machine that I posted back in April. It's a paladin subclass based on debuffing your enemies & leveling the playing field, ousting sources of deceit and preserving the truth. Some minor wording changes have been pushed through, as well as a fully replaced Level 7 ability to be more impactful.
If you like this, this is a part of a series I'm doing to push myself on homebrew creation called "Mages of Della Fiamma". You can export it as a nicer PDF in high resolution from the Homebrewery page, where you can also find my other homebrewed subclasses that are a part of this collection! I intend to make at least one subclass for every class in the game, so please let me know what you think!
Titan's Grip || Dual wield giant greataxes with this new feat (in honor of the new WoW x D&D crossover)
Homebrew class: The Street Magician
Hi! I've always wanted a class that specializes in cantrips. Not like a Warlock, that has one really good cantrip and that's it. I wanted a class that feels unique and that can use many cantrips, improving them as they go.
I arrived at this Street Magician class that has learned little magic tricks and knows how to empower them, but hasn't got any magial studies, thus not knowing how to cast spells. It's a bit of a mix between a Rogue, a Bard and a Sorcerer I'd say, and I also got some inspiration from the Psychic class in Pathfinder 2e.
Feel free to check it out and give me any feedback! I think it's turned out quite unique and fun to play, but I still need to test it with friends. I did really ty to make it balanced but it probably isn't as these things usually end up being.
I grabbed all the art from here and there, as I'm not good at it myself, but the artists are all credited on the PDF.
Here is a PDF with the base class and subclasses
And here is a The Homebrewery link
[OC-Art] Axe of the Devoured Flame - A throwing axe that eats light, feedback welcome!
Hi everyone!
This is the latest relic from a small community project I run: every week my followers vote for a relic type and a mood, and I try to build the item from the winning combination.
This time the result was Handaxe + Dark & Shadow.
The Axe of the Devoured Flame can extinguish or suppress light to gain charges, then spend them to deal extra necrotic damage. When fully charged, it also becomes better as a throwing weapon and returns to the wielder after each attack.
The fun part is that Light & Shine almost won the poll too, so I kept a little of that idea inside the final concept: it literally consumes light and turns it into shadow.
As always, I’d love some feedback on the mechanics and balance. Would you use something like this at your table?
📜
Axe of the Devoured Flame
Weapon (handaxe +2), very rare (requires attunement)
Property Light, Thrown (range 20/60)
Weight 2 lb.
Magic Weapon +2. You gain a +2 bonus to attack and damage rolls made with this magic weapon.
Dual Aspect. As a bonus action, you can speak the command word to transform the axe into a torch with a violet flame, or vice versa. In torch form, it can’t be used as a weapon.
Light Devourer. The axe can hold up to 3 charges. As an action, while it is in axe form, you can extinguish a nonmagical flame or suppress until the next dawn a magical light created by a spell of 2nd level or lower within 30 feet of you. The axe gains 1 charge, up to its maximum. It loses all charges at dawn.
Shadow Bite. Once per turn, when you hit with the axe, you can expend 1 charge to deal an extra 2d6 necrotic damage, or 3d6 instead if the target is in dim light or darkness.
Shadow Recall. While the axe has 3 charges, after each ranged attack made with it, it reappears in one of your free hands, whether the attack hits or misses. If you have no free hand, it falls at your feet.
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✏️ Art by J. Zangrilli (Azarneth's Forbidden Emporium)
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I create printable item cards, cursed treasures, NPCs, tales & omens, and strange creatures for fantasy roleplaying games. You can find the project on Patreon and follow the daily updates on Instagram. 🧙♂️🎲