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Darkjaw’s Crafting Catalog

Arrow Recipes

 
  • Poison: 3d6 poison damage, target makes a DC 14 Constitution saving throw (Huge & Gargantuan creatures have advantage) or are poisoned for a day. Target can repeat the saving throw at the end of each turn to fight off the poison, but the DC will increase by 1 on every subsequent attempt.
  • Toxic Fume: 2d12 poison damage to a 10 ft AoE, same rules as poison arrow but only poisoned for an hour.
  • Acidic Injection: 2d8 acid damage, opponent makes DC 14 Constitution save or takes 1d8 acid damage per turn for three turns, can retry the save at the end of each turn)
  • Acidic Explosion Arrow: 2d10 acid damage to a 10 ft AoE
  • Explosive Arrow: 3d10 thunder damage with an AoE of 20 ft
  • Vine Grapple: Grows a vine rope from the end of the arrow, no matter how far the arrow is shot. If it hits a creature, the target is grappled and is unable to move farther from the user, and the user can use a bonus action to pull the target up to 10 ft closer to themselves per turn. If the arrow hits a solid surface, the other end of the vine magically seeks an anchor point, so you can zipline across costing no movement.
  • Paralytic Gas: 1d8 poison damage to a 15 ft AoE, targets must make DC 14 Constitution Saving throw or be paralyzed for 1 minute (initial target of the arrow is paralyzed for 1 hour and has a seizure for their first turn while paralyzed, dealing 1d6 psychic damage. Targets can make Con saves at the end of each turn, and are immune to the effect for 24 hours if they fight it off.
  • Lightning Arrow: 4d8 lightning damage, anyone within 5 ft of target makes Dex save or takes 2d8 lightning damage.
  • Petrified Wood: If the target's body is made of flesh, the creature must make a DC 14 Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected, and they are immune to this effect for 24 hours. A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to wood and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind. While in wooden petrified form, the creature has resistance to bludgeoning, piercing & slashing attacks from nonmagical weapons, is immune to psychic damage, and is vulnerable to fire, lightning & cold damage. If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.)
  • Frostshard: 2d8 cold damage, target must make a DC 14 Dexterity saving throw or take 2d6 thunder & 1d10 piercing damage.
  • Frostbite: 1d8 poison & 2d8 cold damage, target must make a DC 14 Constitution saving throw or be slowly consumed by frostbite, starting from the wound. The target takes 1d8 cold damage at the start of each turn and is slowed by 10 ft. If they resist or fight off the effect via a saving throw at the end of each turn, they are immune to it for 24 hours. The frostbite condition continues until resisted or ended by a lesser restoration/similar spell.
  • Dragonspark: 4d8 lightning damage, anyone within 5 ft of target makes Dex save or takes 2d8 lightning damage.
  • Dragonfire: 4d8 fire damage, target must make a DC 14 Constitution saving throw or be burned, taking 1d8 fire damage per turn for three turns, can retry the save at the end of each turn.
  • Frostform: If the target's body is made of flesh, the creature must make a DC 14 Constitution saving throw. On a failed save, their movement is reduced to 0 as its flesh begins to harden, but they can still make melee attacks (within range), ranged attacks & spell casts that don't require movement. On a successful save, the creature isn't affected, and they are immune to this effect for 24 hours. A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns . If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to ice and subjected to the petrified condition for 1 minute. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind. While in frozen petrified form, the creature has resistance to bludgeoning, piercing & slashing attacks from nonmagical weapons, is immune to cold & psychic damage, and is vulnerable to fire damage. If the creature is physically broken while petrified, it takes the damage and suffers from similar deformities if it reverts to its original state.

Weapons & Armor

  • Spear of Vengeance (given to Nolya): can cast Animate Dead, Create Undead or Create Lesser Undead through the will of the user; can only cast at night. The spear holds three magic charges per day, which recharge after a Long Rest (1 recharge after a Short Rest).
  • Glaive of Reckoning: in addition to normal Glaive damage, the user can deal additional damage equal to 1/2 the damage they took in the current/previous round since their last turn of combat. This damage must be used this turn or be lost (cannot stack damage from prior turns), but it can be allocated to as many of the users strikes as they want
  • Lash of Mercy: Whip made out of plant matter and resembling a vine. Make a melee weapon attack and, with a commanding voice, demand the subjugation of your target. Beasts & sentient creatures (excluding constructs & undead) with a challenge rating lesser than or equal to half your player level (or whose current HP is less than half of Darkjaw’s) must succeed on a Wisdom saving throw (disadvantage for non-sentients) or be subjugated by their new master. For one minute, the master can order each of his subservients (at the start of their turn) to perform an Action or Movement, or forgo an order and choose to approve or deny the subservient's chosen Action or Movement. If the subjugated creature disobeys and denies the master's order/completes a disapproved Action or Movement, they immediately provoke an opportunity attack from the master, regardless of where they are positioned relative to each other. Subjugated creatures can roll a Wisdom saving throw at the end of each turn while under the spell's effect, breaking it's hold upon success. Additionally, if the master orders his subservient to do some something they would likely never be willing to do (ex. killing themselves or attacking an ally), the subservient can make a Wisdom saving throw on the spot, separate from the saving throw they can make at the end of each turn. This weapon gets 3 charges of this extra effect, which are expended whenever the user chooses to activate it. All charges reset after a Long Rest, while 1 resets after a Short Rest.
  • Chromatic Mail: Medium armor, AC=16+Dex, resistance to acid, poison, fire, cold & lightning damage, disadvantage on Stealth rolls when not in your Favored Terrain
Type
Guide, Generic

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