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Wednesday, August 30, 2017

Project: D&D Item Sheet

Since D&D has become a bigger part of my life over the past few months, I've been having a huge interest in compiling resources and making the DMing process as streamlined as possible. My latest venture has been copying all of the items from the Dungeon Master's Guide into a Google Sheet for easy filtering by rarity, item type, etc. After doing this, I decided to have some fun and adapt the artifacts from Heroes of Might and Magic III and the items from Warcraft III into D&D 5th edition as well. They've been one of the most amazing sources of inspiration for me. It's fun to try and adapt things like morale bonuses and Warcraft mechanics into D&D's system. Here are a few examples of the items and my take on what they do in D&D:
Wondrous item, rare

This item resembles a round, polished stone with a faintly glowing blue rune imprinted on it. In order to attune to the hearthstone, you must spend 10 minutes meditating and holding the stone, at which point an invisible destination mark is placed at your location. After this attunement takes place, you can speak the command word and spend 1 minute holding the stone and concentrating on it, after which you instantly transport yourself and everything you are carrying back to the mark, even if it is on a different plane of existence. Once being used this way, the hearthstone cannot be used again for 24 hours. You can create a new destination mark at any time, spending the 10 minutes of concentration again. If you break your attunement with the hearthstone or if someone else attunes to it, the mark you have made vanishes.

Khadgar's Pipe of Insight
Wondrous item, very rare

When this intricately crafted pipe is smoked by a spellcaster during a short rest, any spellcasters within the 30-foot faint smoke cloud regain spell slots with a combined level of equal to or less than a third of the smoker's spellcasting level (minimum 3), similar to the Arcane Recovery ability of wizards. In addition, all creatures within the smoke with an Intelligence score of at least 11 who can speak a language gain the ability to cast the prestidigitation cantrip until their next long or short rest. The pipe can only be smoked in this way once per dawn.

Ancient Janggo of Endurance
Wondrous item, uncommon

If you use your activity while traveling to beat on this janggo during a forced march, all members of your party have advantage on the Constitution saving throws to avoid exhaustion. If you are proficient in the Performance skill while doing this, all party members also get a bonus to their roll equal to your Performance skill modifier.

Amulet of the Undertaker
Wondrous item, very rare

If you die while wearing this coffin-shaped amulet, you immediately rise as a zombie, using the stats of the zombie found in the Monster Manual, except your Intelligence score matches the one you had in life. You can use your items as normal, but you count as Undead and cannot regain lost hit points. If you reduce a creature to 0 hit points using your Attack action while in zombie form, your body is restored to life with 1 hit point, and the amulet turns to dust. You suffer the -4 penalty condition matching that of the resurrection spell thereafter. If you are reduced to 0 hit points while in zombie form or if the amulet of the undertaker is removed from your person in this form, you and your zombie form are utterly destroyed.

The Grail
Wondrous item, artifact

This resembles a dazzling, expertly crafted golden chest, lined with pearls and topped with an ornate golden crest. The Grail sheds bright light in a 30-foot radius and dim light 30 feet beyond that. No one knows what is inside the chest, as it is magically sealed and impossible to open. As long as the Grail is above ground and not surrounded by dirt or buried, divine blessings follow it wherever it goes. The following effects apply within a 1-mile radius of the Grail:
  • All plant life is immune to disease and become "enriched" as per the plant growth spell; any diseases the plants currently have fade after 1d4 days upon entering the Grail's radius.
  • Pests and vermin within the radius feel afraid of the Grail and avoid it, making efforts to move away from it over time.
  • Humanoids and beasts within the radius are affected as if by the protection from evil and good spell.
  • All food and drink within the radius is purified, as per the purify food and drink spell.
  • All humanoids and beasts who die within the radius are affected immediately with the gentle repose spell, but cannot be affected more than once by it.
It is likely that villages and towns recognize the holder of the Grail as a great and noble leader, and they are likely to want to build a structure to keep the Grail above ground and guarded. Enemies or rivals of the Grail's town may attempt to steal the Grail or seize it through violent means. 
The Grail cannot be destroyed, but its effects can be suppressed if it is interred in the earth or surrounded by dirt. In this situation, its effects fade over the course of 1d6 days, and it is affected as if by a nondetection spell. Within 10 miles of this location, mysterious writings, riddles, engravings, and clues work their way into books, stone and wood carvings, and other forms of language. Those who are seeking the Grail can follow these riddles to eventually narrow down its location and unearth it.

Kudos if you recognize any of the names of these items! If you'd like to look at my sheet, feel free to check it out here, It may be incomplete for a while yet, and I may add new additions to it in the future that you'll find useful if you're a DM, such as monster creation guides or spells. Either way, I always love me a good project!

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