Content of the article: "Made some Non-Magic items (5e)"
hey, I made some Non-Magic items for DnD 5e, maybe you like some, maybe you have some critique or tips.
but here we go,
This ceramic pot contains chemical compounds and sharp metal shards that on ignition explode in a cloud of dangerous shrapnel. As an action you can remove the pin and throw the pot up to 20 feet away, make a ranged attack on a creature or object. Any creature within 10 feet of the blast must make a Dexterity saving throw (DC 14) taking 6d4 piercing on a failure and half as much on succes. a creature that is hit by or on the same tile as the pot automaticly fails it's saving throw.
This ceramic pot contains chemical compounds that on ignition create a loud bang and bright flash. as an action you can remove the pin allowing the contents to mix and throw the pot up to 20 feet away. any creature that is within 15 feet that can see and hear the explosion must make a dexterity saving throw (DC 14) or be stunned until the end of your next turn. creatures that fail the saving throw but can only see the explosion are blinded and creatures that can only hear it are deafend.
This ceramic pot contains chemical compounds that on ignition create a large cloud of coloured smoke. as an action you can remove the pin allowing the contents to mix and throw the pot up to 20 feet away. The pot creates a 20 foot-radius cloud of coloured smoke that spreads around corners and the area is heavily obscured. the cloud last for ten minutes unless a wind of moderate or greater speed (at least 10 miles per hour) disperses it. The pot comes in five colour variants marked on the side of the pot, green, red, blue, white and black.
Small coloured torch
This small hollow tube is filled with chemical compounds that once ingnited burn in a bright red flame. you can use your action to ignite the torch creating a small bright red flame which sheds a 20 foot-radius bright light and an other 20 foot-radius of dim light. the flame remains lit under water.
Flare of Warning
This small hollow tube is filled with chemical compounds that when ignited shoots out a brightly glowing orb that slowly glides to the ground. as an action you can pull the string at the bottom of the tube and shoot the flare up to 100 feet away. when in the air it will slowly glide down 10 feet per turn. The flare burns for 1 minute and creates bright light in a 60 foot-radius and dim light for an additional 60 feet. The flare will ignite flamable objects not worn or carried. The flare comes in four color variants, green, red, white and blue.
Armor of Fire Immunity
Heavy armor AC 14 Str 14 Disadvantage on Stealth
This full suit of armor made from a varaity of fire resistant materials created in a collaboration between Dwarfs and Gnomes gives the wearer complete protection from even the hottest of dragon fire. The armor requiers atleast one other creature to help don and doff. When wearing this armor you are immume to fire damage but due to the bulk of the armor your speed drops by 5 feet, you have disadvantage on Dexterity saving throws and checks, disadvantage on Wisdom(perception) checks and when prone you can only get up with another creatures help or by succeeding a DC 16 Strength check.
Vial of Fire Beetle Juice
This vial is filled with fluids from the Fire Beetle's bioluminecent glands. You can use your bonus action to shake the vial and make it glow, the vial sheds bright light in a 10 foot-radius and another 10 feet of dim light. The vial also has a handy ring you can use to hang it from your backpack or clothes. Sometimes special dyes are added to change the color of the fluid which normally is red. color variants include, green, blue, white and orange. The vial remains lit for 30 minutes and even glows under water.
Crossbow Bolts of Netting
These specially crafted blots come in sets of four connected by a net, when fired the bolts spread out unfolding the net. As a bonus action you can load these on a heavy crossbow, the range is decreased to 40/120 feet. Make a ranged attack against a creature, on a hit the target take 1d6 blugeoning damage and must make a Strength saving throw (DC 14) or be knocked prone. A target hit by the net is restrained unless the target is formless or huge or larger, the target can make DC 12 Strength check freeing itself or another creature withing its reach. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.
Slighly Revealing Clothes
This tailor made set of fine clothing carefully designed to show off the best quallities of its owner give the wearer all the attention they requier. When wearing this set of clothes the wearer has advantage on Charisma checks (Deception, Performance and Persuasion). The effect only applies for the person the clothes were designed for. The effect doesn't apply when combined with armor (except shields).
you are all welcome to use these in your own campaigns of course!
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