r/ttrpgdesign

300+ Mythological Items for 5E and 5.5E is coming to Kickstarter on September 29th!
▲ 41 r/ttrpgdesign+7 crossposts

300+ Mythological Items for 5E and 5.5E is coming to Kickstarter on September 29th!

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Hello, fellow adventurers! Today, we're excited to announce that 300+ Mythological Items for 5E and 5.5E is coming to Kickstarter on September 29th!

Step into a realm of ancient gods, legendary heroes, and forgotten civilizations with this 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.

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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.

For those seeking an epic narrative that transcends cultural borders, Game Masters can create a world where mythologies collide - a setting in which Norse artifacts clash with Egyptian relics, or where heroes must gather legendary items from multiple pantheons to avert a cataclysmic threat. Imagine forging a party where one character wields a relic of Hindu gods while another carries an enchanted item from Aztec myth, bound together by fate and the relics they bear.

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Evolving and "Rarity Varies" Items

In addition to stand-alone relics of fixed rarity, each section in this manual also includes a selection of items labeled as Rarity Varies. These items are designed to represent legendary artifacts whose power is not static, but grows alongside the story, the wielder, or the importance of the role they play within a campaign. Rather than being limited to a single tier of play or a specific power level, they can evolve through multiple rarities over time, often beginning at Uncommon or Rare rarity and scaling up to Legendary. This approach appears with many items throughout the book, with examples such as the Tablet of Destiny, Kusanagi-no-Tsurugi, and other scaling relics intended to be relevant across a long campaign.

At the same time, these items are not required to function necessarily as scaling treasures. Every rarity tier can also be used on its own as a complete version of the item. If a campaign calls for only the Rare form of a relic, or if a Game Master wishes to place the Legendary version directly into the world as an endgame reward, that specific rarity can simply be selected and used independentlyl allowing Rarity Varies items to work equally well as evolving artifacts or as separate ready-to-use magic items, depending on the needs of the campaign.

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Item Sets

Some magic items in this manual are also presented as parts of item sets, groups of mythologically linked treasures that belong together through origin, legend, or divine purpose. These sets represent artifacts that are stronger when reunited, reflecting the stories from which they are drawn. A crown, weapon, and sacred ornament might each be powerful on their own, but when gathered by the same bearer, their connection awakens a greater share of their legendary power.

Each item within a set can still be used as a normal magic item by itself, complete with its own rarity, lore, and effects. However, when a creature becomes attuned to all items belonging to the same set, the bond between them grants additional benefits. These bonuses may take the form of new passive properties, enhanced versions of existing abilities, or special effects that only become available once the full set is united.

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A Must-Have for Game Masters and Worldbuilders

With over 300 entries, Mythological Items is a rich resource designed to fuel creativity, deepen immersion, and honor the timeless stories that shaped our world. Whether your players are seeking divine favor or falling victim to ancient curses, these items will elevate your campaign with the weight of legend.

The myths live on - now it’s your turn to wield them.

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Click here to download over 30 pages of preview from our manual.

Also remember to subscribe to the pre-launch page for additional updates and to be notified when the project goes live!

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We are a dynamic duo of content creators united by our love for tabletop role-playing games. Our story is one of friendship, creativity, and a shared journey through the vast and imaginative landscapes of TTRPGs. Our paths crossed years ago, initially as fellow players, taking turns in the roles of Game Master and player. This experience laid the foundation for a deep, collaborative friendship, one where our strengths as storytellers and GMs complemented each other perfectly.

Today, as DMSlash and JonnyDM, we founded Mythos Chronicles, dedicated to creating and sharing content that enhances and celebrates the TTRPG experience. We believe in the transformative power of storytelling and the unique magic that collaborative creativity brings to the gaming table. Our goal is to craft content that not only sparks the imagination but also strengthens the bonds within the 5E community.

Throughout our journey, we have honed our craft and emerged as bestselling authors for 5E across various platforms with over one hundred thousand of sales on DMsGuild, DrivethruRPG, and Patreon. After our successful Kickstarter campaigns for Mythological Creatures and Atlantis: War of the Tridents, this project marks another venture into crowdfunding.

If you wish, you can check out our adventures and past projects on Instagram:

Luigi Caterino (DMSlash): u/dungeonmasterslash
Filippo Bardoscia (JonnyDM): u/jonnydmandgames

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As always, we extend our deepest gratitude to all the talented artists who contributed to bringing our project to life, including: Alec Adams, Agarthaai2030, Anton Filipenko, Anugrahputra, Bazzier, Brgfx, Dean Spencer, Elen_Art, Elio Pest, Ernawati, Fat Goblin Games, Gbart, Hakujiharuka, Happypictures, Harryarts, Iaroslava, Inksyndromeartwork, Macrovector, Migphoto, Pikisuperstar, Rick Hershey, Studio4rt, Studiogstock, Tatianapankova, Upklyak, Vectorpocket, Vladik, Yliv

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u/MythosChronicles — 1 day ago
▲ 1 r/ttrpgdesign+1 crossposts

TTRPG/Wargame

I'm making a game that mix TTRPG mechanics and some Wargames mechanics, this is a sci-fi game, inspired by Warhammer 40k but I'll do anything in my power to not copy it, the game will revolve around discovering and conquering new worlds randomly generated, the players are soldiers in the army that will eventually rank up and end up as captains who guide the army they were in or they'll create a new one. What do you think about this concept for this game? Any feedback or idea is accepted

reddit.com
u/Sad_Department1193 — 3 days ago
▲ 3 r/ttrpgdesign+1 crossposts

Really freaky characters / creatures?

I am currently collecting all my stuff for a ruleset, and I have entered the "experimental" department now. I have a TON of rules for creating freaky weird characters in a point-buy system, but I feel a need to streamline and simplify it all, to make it more usable. So I need a better idea of how freaky weird it can get. Let me know some ideas for really freaky weird character or creature designs, the kind that diverge entirely from the usual semi-humanoid ones we see everywhere. Living fungi that move by scent-guided spore clouds. Swarm bodies that transform into different merged shapes to perform specific tasks. Intangible spirits that can only see things that are on fire and can only affect matter above a certain temperature. Or better yet, way weirder than those simple examples...

reddit.com
u/EmbassyOfTime — 5 days ago

Recommend me RPGs with similar approach for HP.

Hayo! Kinda rookie with TTRPGs —only played DnD and read the Dune rulebook— and looking for other games that could inspire me to create my own health system for a TTRPG I am making for my friends. My current concept is the following:

I broke up HP to 3 seperate conditions: Physical, Stress and Vital. If any of the named Conditions reach 0 twice or two of them reaches 0, the player is forced to surrender combat. If any of these Conditions (that they can strengthen by increasing their attributes) reaches a critical point the player recieves a debuff they can only cure with a longrest.

My issue is: these Tolerances (basically HP for any of the 3 named segments) work with high numbers. They can go as far as 80 at level one and I want to simplify it so the calculations work with lower numbers. However the other roadblock is the freedom of modificators I cannot simply erase from my game. Instead of predetermoined casts and races, you can freely make any character you want (even from other media), you could only fit the character into a Height / Mass matrix that has currently 5x4 possible combinations.

The higher and heavier you are, the higher your damage and health is but also the easier to hit and spot you, while being small has the opposite advantages. This system is the heart of my game and as I said it effects the damage you receive and apply, and that 5x4 bossible body type forced me to work with higher numbers as well since each of them have different hit die starting from D4 to D12.

Thank you for your help; I’m excited to learn more about RPGs and improove on my health system! ^^

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u/pudlizsan — 6 days ago
▲ 57 r/ttrpgdesign+4 crossposts

[For Hire] Commissions Open - Group Arts / Character Design / Illustrations - Details on Comments

u/Smooth-Row-4744 — 6 days ago
▲ 3 r/ttrpgdesign+3 crossposts

Character Sheet

Welcome to my thread. Fir the ttrpg, Slayers of Rings and Crowns (SORC), I've been given the task of restructuring the Character Sheet, so I put Abilities on pause for a bit.

Following the character creation steps, 1 - 12 (see link below), I was able to create my first full blown character, Brunn (again below). I did simulate the first level and quest, and he was grouped with three others, but this is my result. In the character sheet, I linked each area so people that want can read about them, but it is incomplete. It works, but there's more work to do.

Knowing it is a d100 system, we designed and formulated SORC so that it doesn't ask the target to roll to meet the attacker's roll. For instance, if a monster attacks you, you don't roll, he either hits or misses. It's all passive, see combat (protection score - PROTS) and Traits section for Difficulty Scores (DIFS), the latter uses the 7 Layers of Aura stacked with the Traits Score as the target number for attackers. It's not perfect, but it's faster (no table to look up) and it works. .

I want to ask.

  1. Did following the 12 steps work? If anyone actually goes through the 13 steps, extra cookies for you :)

  2. Are they in the right order?

  3. Is it easy to read it understand?

  4. Should data on the front and back be reversed?

  5. Feel free to add your own comments and we appreciate all of the constructive feedback, even constructive criticism and those that have actually been constructive here have played a huge role. We thank you for that even if it's only as a Hobby.

Warning, In currently working on it. I recently forgot to close a div adding pagination and notable events to calendar.

- SORC Management

Anyway, here is the Character Sheet.

Brunn, LVL 1 Main Class Abilities: Fighter.

Note: There are no set classes. Players choose abilities that they can use if the proper READIED Armaments are drawn or Donned. See Readied Armament Drawn/Sheathed and Donned/Doffed, and various resting periods; Breather, Short Rest, Full Day.

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u/No-Addendum6563 — 7 days ago
▲ 11 r/ttrpgdesign+5 crossposts

I'm attempting to make a Slice of life game.

I’ve been recently working on a TTRPG called, “Project AiO: Open for Business”, and I think it’s finally ready for an initial round of outside feedback.

Open for Business is a slice-of-life workplace game about ordinary employees getting through a Shift together. The default settings are cafés, bars or nightclubs, and restaurants. This can be expanded to retail shops, hotels, offices, and similar workplaces.

The workplace gives the game structure, but the Characters are the real story. A Shift might involve a rush, a difficult customer, missing supplies, or broken Equipment. It might also just be about two coworkers talking during cleanup, a regular acting differently than usual, someone bringing Personal Pressure into work, or a quiet moment after a stressful service.

The game uses a lighter version of my larger Project AiO rules set, but it is not meant to be rules-lite per-se. The goal is for the mechanics to stay out of the way when they are not needed and become more involved when the situation calls for them. 

Longer campaigns track both the Employees and the workplace. Characters advance through Employment Level, which improves access to personal Tools. The business advances through Workplace Rating, which determines the quality of its Equipment. Over time a workplace can improve, struggle, decline, or eventually close.

This is an initial review draft, not a finished layout. At this stage I’m mostly interested in whether the game itself holds together.

https://docs.google.com/document/d/1Z72Y_eWHq7oNxGM0bEV0RmWVk4grt8kaeDFBPjajNjM/edit?usp=sharing

u/cyrosgold — 10 days ago

Feedback on my Fantasy Western Combat System

I’ve been working on this system for a bit, but I’d like to get some feedback before I start asking friends to help stress test it. I’m focusing here on the combat system but I can go into further detail on the world or character building if anyone is interested. Any advice is appreciated.

Design Philosophy:
This is a semi-classless ttrpg where tactical gun combat is the focus. My goal is a system that’s easy to pick up and understand but with plenty of tactical depth.

Combat phase 1: Draw (roll for initiative+draw bonuses)
At the start of combat everyone rolls 1d20+speed modifier for initiative score. Your roll also determines if you get a draw bonus. The draw bonus is 20-your weapon’s related ability’s stat modifier. If you roll over that draw bonus threshold you can choose a round 1 boon. These boons are character build dependent and can be anything from bonus movement, aim bonuses, extra actions, or more situational options.

Action rules and landing attacks:
Each character gets 1 major action, 1 minor action, and movement per turn. You can choose to attack using your basic weapon attack or a spell/ ability. The basic threshold to land an attack is to roll a 10-your weapon skill stat. So if your weapon skill stat is 3, the threshold becomes 7. This is on a d20 roll. That sounds low, but the enemy gets a modifier of +6 or +12 to the threshold depending on if they’re in low or high cover. The idea being that cover and tactical movement is crucial for defense.

Focus:
Focus is your resource for using spells and abilities. At the start of combat everyone starts with half of their max focus (this can change based on builds or equipment). Your regular weapon attack by default will add +1 focus, and landing an attack will give an additional +1. Different builds and equipment also gain new ways to build their focus. Using spells and abilities will spend focus. The goal is to create an ebb and flow in combat where you’re building/ spending focus tactically to maximize impact.

Armor:
This is where I think I could use some more help. Since this is a western, people aren’t wearing traditional armor. As of right now armor just gives bonuses to health and potentially other stat bonuses depending on armor quality. It doesn’t affect if an attack against you lands or not.

These are the basics of combat. My goal with the roll thresholds+ modifiers was to make it so someone caught in the open would be hit most of the time. Someone with average combat stats will hit someone in half cover about 50% of the time, and someone with maxed combat skills would hit someone in full cover about half the time. Not accounting for various character build variations and skills+abilities. This system was the closest I could figure out that works out that way mathematically. But I’m open to suggestions or pointing out flaws in my thinking. Or any other ideas. Thanks for taking the time to read all this.

reddit.com
u/Dclipp89 — 8 days ago

Making Home Bases

I'm writing up the rules for laying out a home base (a speakeasy, in this case) for my new game. If your interested in the details, they are in a much longer post on r/FATErpg, Home Bases in Fate. But one thing that stood out to me when working on this is that there are few examples I could think of among indy rpgs, especially rules light ones, that emphasize describing your home base.

What have you done for home bases in your own games or that you'd suggest to look at in designing my rules and guidelines? What do you consider essential in having a home base in your games?

reddit.com
u/TheGameMaponReddit — 10 days ago
▲ 8 r/ttrpgdesign+3 crossposts

Origin Log: Cerebiotic

Cerebiotic (Sara-biotic)

Once a highly exclusive procedure reserved only for the most rich and powerful, the introduction of Jar Braining to the masses was an overall success. Pioneering the process, Tydeus Inc. discovered immortality.

Extracting the cerebrum from any living individual and soaking it in a proprietary jelly allowed the patient’s brain to remain intact well beyond its years. It was the subsequent discovery of a neuron discharge reader that could be housed in a robotic body that propelled an individual to practically live forever. 

Originally a procedure only for the most powerful business leaders in the known galaxies, the notion that power hungry peoples would never have to relinquish their post was just too enticing. Once word had gotten out that functional immortality was achieved, The Gully Christo Corp acquired Tydeus Inc. in a hostile takeover.
After some tweaks to the procedure, truncating the steps necessary, Gully Christo released the Cerebiotic medical procedure to the public as a paid service. 

Still mostly used in the galactic corporate world, many who shell out for the service partake to extend their ability to rise the ranks. Others seek it out as a last ditch effort to live beyond their years, afraid of death. As all things, however, it comes with a cost. Their loss of physical identity often alienates them from their original species of origin, so despite their lack of organically created culture they often congregate together and find community among their own, obtuse as they are. 

Although Cerebiotics are robotic in nature, they differ from their Constructoid counterparts greatly. With a memory of corporeal feeling, and the overall shortened Jar Braining process, there is something lost in the conversion. Whether it’s an apathy gained from the notion of living indefinitely, or something of the soul lost, Cerebiotics are often cold and calculating, focused mostly on their own place in the world. 

Sometimes their place amongst the stars involves research or exploration. As ever living beings, their aptitude for cataloging and being living history journals has carved out a perfect spot for them on Xanoroet. Where there is knowledge, power, or community to be gained, a Cerebiotic is surely headed that way. 

u/DrawnToTheStars — 10 days ago
▲ 9 r/ttrpgdesign+3 crossposts

Origin Log: Radonis

Radonis
Clumped excitable gaseous molecules found upon the Gas Giant Fielug III, the Radonis species lived for eons in the swirling pool of air. The clouds of sentient life were community driven, creating a society with no infrastructure to speak of.

Their origin is contested even amongst their own scholars, but their physical make-up is mostly a combination of noble gasses sending electrical signals amongst each other acting as neurons.

Discovered by Scinillian Pact drones during the last quarter of Communal Cycle (CC) 340, the Radonis peoples were monitored and studied for only a few Local
Cycles before their integration commenced.

Just as their molecules suggest, the gaseous folk proved to be very high energy and adventurous. They picked up common communication very quickly and, in a joint effort with Pact scientists, developed specialized suits to allow a Radoni to interface with the physical world in a more actualized way.

Despite a lack of written genealogical tradition, when assigning surnames to the Radonis an average individual could identify a familial connection with a massive quantity of other living members of their species, and could easily recount the branching heritage that connected them. Of about 13 million living Radonis, the Pact only assigned 11 surnames.

The majority of the living peoples reside upon their home planet of Fielug III, leaving the outside worlds for only the most daring of them to explore. Their integration into the Pact’s culture was essentially seamless, many even widely picking up the use of a “medicinal” inhaler called Caledonix. Seeing a Radoni out in the charted territories likely means you will be meeting an adrenaline junkie incarnate, or at the very least one of the most excitable explorers known.

With the current rush of fortune seekers to Xanoroet keep your eyes peeled for a Radoni thrill seeker itching to make their mark on the world. Where there is gas, there is great adventure!

u/DrawnToTheStars — 13 days ago