Unleashing the Power of Starting Magic Items: Part 3

Greetings, adventurers, and welcome back to the thrilling continuation of my saga—the unveiling of custom magic items in my Call of the Netherdeep campaign! Now, before we proceed, let’s once again address the mighty elephant in the room—yes, these items may appear quite formidable. However, do bear in mind that as the dungeon master, I have carefully balanced these artifacts to suit the unique challenges of our epic journey. To amp up the excitement, I’ve infused our world with equally daunting adversaries and amplified the frequency of exhilarating encounters.

This particular item is tailored for Gowron, a brave Half-Orc Beastmaster Ranger, whose path intertwines with the essence of nature itself. As this is crafted for a player newer to the realm of Dungeons & Dragons, I sought to design an item that seamlessly blended simplicity, engagement, and delightful fun.

Gowron, Half-Orc Beastmaster Ranger – Hunter’s Bow Sight

Introducing the Hunter’s Bow Sight—a wondrous magical sight that can be affixed to a bow, bestowing upon the skilled Beastmaster Ranger a trio of empowering benefits.

 

This magical sight can be attached to a bow to provide the following benefits to the beast master ranger who wields it.

Arrow Flurry. Once per turn, when you or your companion hit with an attack, you can make an additional ranged weapon attack against the same target, or a different creature within 15 feet of the target. You don't add your ability score modifier to the damage of this bonus attack.

Bestial Speed. You know the Quick Step cantrip. When you cast it, it also increases your companion's speed by the same amount. If your companion ends this movement within 5 feet of a creature, it can make an attack against the creature.

Seeking Missiles. You know the Magic Missile spell, and you can cast it a number of times equal to your PB with this item. Whenever you cast magic missile using this item, or with spell slots, you can fire one extra missile. You regain all uses of this property when you finish a long rest.

Firstly, the Arrow Flurry ability presents an exhilarating opportunity. Once per turn, whenever Gowron or his loyal companion lands a successful attack, Gowron can unleash an additional ranged weapon attack against either the same target or a different creature within 15 feet. However, it is worth noting that this bonus attack omits the addition of the wielder’s ability score modifier to its damage. The thrill of added strikes amplifies the player’s feeling of prowess, making them a formidable damage-dealing force!

Faster than the wind, Bestial Speed is bestowed upon Gowron. This unique ability grants him the knowledge of the Quick Step cantrip. When activated, not only does this magical movement increase the ranger’s speed but also empowers his loyal companion with the same swiftness. Should the companion conclude this enhanced movement within 5 feet of a creature, it gains the opportunity to launch a swift attack against its newfound target.

Finally, we unfurl the awe-inspiring Seeking Missiles—a feature that embodies the art of masterful marksmanship. By wielding the Hunter’s Bow Sight, Gowron gains knowledge of the Magic Missile spell, a spell renowned for its unerring accuracy. Notably, this magical bow sight empowers Gowron to cast Magic Missile a number of times equal to his PB (proficiency bonus). And here’s the truly captivating twist: whenever he casts Magic Missile with this extraordinary item or through spell slots, he unleashes an extra missile. The sensation of firing a barrage of projectiles that always find their mark is a testament to the mastery and precision of any remarkable ranger.

Some of the links I share below may be affiliate links, which means I may earn a small commission if you make a purchase through those links. The comission is at no cost to you, but helps to support what I do here.

In crafting this item, my focus was on nurturing Gowron’s role as a formidable striker and damage dealer, empowering him to leave his foes in awe of his might. A wise choice, as bolstering a player’s damage output is a splendid means of engendering a sense of empowerment within them. After all, empowering players to unleash additional damage not only feels satisfying, but it also adds a delightful sense of potency to their actions, and to be frank, it’s one of the easiest things to balance against as a Dungeon Master.

Why, you may wonder, did I grant Gowron access to the Quick Step cantrip instead of merely increasing his movement speed? The answer lies in my desire to encourage him to explore the full extent of his abilities. By providing him with this nifty cantrip from Mage Hand Press’ Complete Warmage, Gowron can learn to master its swift movements and seize tactical advantages in the heat of battle. It is a subtle yet effective way to foster growth and strategic thinking, as it can be used to trigger Arrow Flurry.

Lastly, the awe-inspiring Seeking Missiles feature grants Gowron a chance to bask in the glory of a true marksman, raining down an unstoppable barrage of magic missiles that never miss their mark. An homage to the master archers of lore, this property embodies the essence of precision and unyielding accuracy.

So, my dear companions on this path of wondrous discovery, I extend my heartfelt gratitude for joining me once more. I hope the might of the Hunter’s Bow Sight sparks your imagination, inspiring you to create equally captivating magic items for your own journeys into uncharted realms. Until we reconvene for the next chapter, may your aim be true, and your arrows ever find their mark!

Unleashing the Power of Starting Magic Items: Part 2

Greetings, esteemed companions and seekers of mystical knowledge! I extend my gratitude to you for joining me once again as I continue to unveil the extraordinary starting magic items I’ve crafted for my new campaign in Critical Role’s Call of the Netherdeep. As a humble reminder, I must acknowledge that these items may appear mighty to some, but rest assured, I have carefully balanced this increase in player power with formidable adversaries and a heightened frequency of encounters.

Our focus now turns to Corryn Thistlebadge, played by a seasoned veteran of my gaming table, who is well-versed in the art of character creation. When they created Corryn, they took the initiative to select their own magic item from the vast archives of D&D Beyond. This item became the foundation for their personalized starting treasure. Given this player’s knack for utilizing every resource at their disposal, I was able to infuse it with a touch of complexity, as you shall soon see.

Corryn Thistlebadge, Forest Gnome Druid of the Land – Spirit Knife

Behold the Spirit Knife, a silver-bladed dagger that shimmers with the ethereal glow of moonlight. With a bonus action, Corryn can cast light upon the dagger, transforming it into a radiant beacon at will. Furthermore, this exquisite blade serves as a spellcasting focus for their druid spells, allowing them to seamlessly channel their mystic energies.

This silver-bladed dagger glimmers softly with moonlight. While holding the dagger, you can use a bonus action to cast light on the dagger at will. In addition, you can use the dagger as a spellcasting focus for your druid spells. The dagger provides the following benefits to a Circle of the Land Druid who holds it.

Improved Healing. You always have Goodberry prepared. When a creature eats one of your goodberries, or you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored.

Bonus Wild Shape. You gain one additional use of your wild shape, which recharges after a long rest.

Bestial Companion. You know the Summon Beast spell and always have it prepared. When you use your wild companion feature you can cast Summon Beast instead of find familiar. When you cast the spell in this way, you don't add the spells level to the damage it deals, it does not require concentration and it disappears after a number of hours equal to half your druid level, or after you use this property again.

Bestial Mark. Whenever your Bestial Companion deals damage to a creature, it marks that creature for 1 minute. Against a marked target, you gain a +2 bonus to attack and damage rolls with this dagger, and you gain a +2 bonus to spell attack rolls and the saving throw DCs of your druid spells.

Next, we come to the aspect of improved healing. Corryn always has the Goodberry spell prepared, a boon that ensures a constant supply of healing. When a creature consumes one of the succulent goodberries or benefits from Corryn’s healing spells, an additional roll of a d4 augments the restored hit points—an invaluable ability that will undoubtedly prove crucial in the trials that lie in Xhorhas and the Netherdeep.

In keeping with tradition, I have granted Corryn an extra use of their wild shape, I tempered its frequency by restricting its recharge to long rests instead of the more accessible short rests.

Ah, but the true essence of Corryn’s power lies within the enigmatic Bestial Companion. With this ability, he gains knowledge of the Summon Beast spell, always having it prepared and ready at his disposal. When Corryn employs his wild companion feature, he can cast Summon Beast instead of the traditional find familiar spell. In this unique manifestation, the summoned creature does not require concentration, and its ephemeral presence endures for a duration equal to half Corryn’s druid level, or until he employs this property again. It is worth noting that, when utilizing this spell through wild shape, the summoned beast does not inflict additional damage based on the spell’s level. However, the synergy between Corryn and his beastly companion is truly mesmerizing—a marked target suffers the consequences. Against a marked adversary, Corryn gains a remarkable +2 bonus to attack and damage rolls with the Spirit Knife, as well as a +2 bonus to spell attack rolls and the saving throw DCs of his druidic spells. A testament to the intricacies of their shared bond and coordination.

Some of the links I share below may be affiliate links, which means I may earn a small commission if you make a purchase through those links. The comission is at no cost to you, but helps to support what I do here.

The foundation for this starting item stemmed from Corryn’s selection of the Moon Sickle, a wondrous artifact found within Tasha’s Cauldron of Everything. Adhering to the player’s choice, I retained the core essence of improved healing and the bonus to attack rolls and spell DCs. However, I expanded upon these elements, granting access to the versatile Goodberry spell and enhancing its healing capabilities. With Corryn serving as the party’s primary healer, the improved healing bestowed by the Spirit Knife becomes a vital asset to support his comrades, providing them with potent mini-healing potions—an invaluable resource in the journey ahead.

As a fan of 3rd edition, and 3.5, I have long yearned for the days when druids could boast a formidable companion in the heat of battle. With the Bestial Companion, I sought to recapture that spirit. While mindful of the potential power derived from additional action economy, I ensured a fair balance by constraining the summoned beast to the lowest level of casting, and restricting the amount of damage it can deal. It’s thrilling to contemplate the possibilities that arise from the ability to summon a creature, without the shackles of concentration. Oh, the fun that awaits!

Lastly, the Moon Sickle’s ever-present bonus to attack and damage rolls, while initially a point of concern for me, is cleverly tied to Corryn’s coordination with their Bestial Companion. This requirement necessitates the utilization of their wild shape to summon the beast and execute attacks in order to fully harness the bestowed bonus. The result is a dynamic and engaging gameplay experience, one that rewards strategic decision-making and coordination with their summoned ally.

As we conclude this chapter, I eagerly anticipate your thoughts and musings. Have you run, or played in Call of the Netherdeep yourself? Have you embraced the joys of custom starting items? Share your tales and reflections, for it is through our collective experiences that the realm of gaming thrives and evolves.

Until we meet again, may the dice be ever in your favor, and may the realms of fantasy forever ignite your imagination!

Unleashing the Power of Starting Magic Items: Part 1

Greetings, fellow adventurers and lore seekers! Embarking on a new campaign is an exhilarating experience, filled with boundless possibilities and untold adventures. I’ve recently began a new campaign in the captivating realm of Critical Role’s Call of the Netherdeep. With each new campaign I undertake, I’ve developed a penchant for tailoring specific starting magic items for each character. This creative approach allows me to  help shape the narrative around a character, delve into their backgrounds, and establish a thematic connection that feats and class features simply cannot achieve.

Now, let’s address a pertinent concern that might flicker across your mind as you peruse these extraordinary artifacts—I assure you, these enchantments might appear, at first glance, astonishingly potent. Yet, let us remember that the final arbiter of balance and power lies in the hands of the dungeon master. In my realms of high power and lofty fantasy, I embrace a narrative that brims with grandeur, where heroes and heroines can wield formidable might and unfurl tales of legendary valor!

While it’s true that starting with potent magic items can tip the scales of balance, it’s essential to maintain a delicate equilibrium between power and challenge. As the DM, I continuously assess the game’s difficulty and adjust encounters accordingly, ensuring that the presence of these items doesn’t render encounters trivial. The thrill lies in striking the perfect balance, where the party’s newfound power is met with appropriately heightened opposition, cultivating a gripping and gratifying gaming experience.

Abyssa Neptune, Sea Elf Sorceror White Dragon Anscestor – White Dragon Scale Amulet.

Now, allow me to present you with one such extraordinary artifact: the White Dragon Scale Amulet, bestowed upon Abyssa Neptune, a Sea Elf Sorcerer and descendant of white dragons. This amulet, pulsating with the raw essence of glacial powers, serves as a spellcasting focus for sorcerers, unlocking a trove of benefits exclusive to those bearing the lineage of the white dragon.

This amulet carries the cold powers of a white dragon. It can be used as a spellcasting focus for sorceror spells, and grants the following benefits to a sorceror with a white dragon ancestor while it is worn.

Sorcery Points. You gain a number of additional sorcery points equal to your PB.

Ice Magic. You know the ray of frost and frigid blade cantrips. You also know Chaos bolt, but when you hit with it, it always deals cold damage. Additionally you also know Rime's Binding Ice. You can cast either of these spells using a number of sorcery points equal to the spells level, or spell slots as normal.

Spirit of the Ice Dragon. As a bonus action you can expend a sorcery point to summon a tiny draconic spirit to help you or an ally within 60 feet of you that you can see. The spirit floats around in the chosen creatures space for 1 minute or until you use this propery again. For the duration, the first time the creature hits with an attack on each of its turns, the spirit deals 1d6 cold damage to the target of the attack. Additionally, you can cast touch spells as if you were in the chosen creature's space

Firstly, the amulet bestows additional sorcery points upon its wearer, empowering them to manifest their sorcerous prowess with even greater potency. Furthermore, Abyssa gains mastery over ice magic, becoming well-versed in the chilling incantations of ray of frost and frigid blade cantrips. Additionally, she attains mastery over Chaos Bolt, a spell capable of delivering icy devastation to her foes. And, lo and behold, whenever she casts Chaos Bolt, its wrath is unyielding, as it unfailingly inflicts cold damage upon her targets. Moreover, Abyssa gains access to Rime’s Binding Ice, an area-of-effect spell from Fizban’s Treasury of Dragons, offering her a reliable means of unleashing frosty devastation upon her adversaries.

But that’s not all, my friends! Through the Spirit of the Ice Dragon, a unique property provided by this amulet, Abyssa gains the power to summon a diminutive draconic spirit, harnessed from the very essence of her ancestry. With a mere flicker of a bonus action and the expenditure of a sorcery point, she can unleash this spectral companion to assist her or an ally within 60 feet. For one minute, the spirit dances around the chosen individual, dealing icy punishment—1d6 cold damage—whenever the target lands a successful attack. Additionally, this ethereal entity enables Abyssa to cast touch spells as if she were in the space of the fortified ally, extending her healing powers to reach those who stand in dire need.

Lastly, in consideration of Abyssa’s augmented use of sorcery points, I ensured she possessed ample reserves to fuel her magical endeavors. As a parting note, it’s worth mentioning that most of my meticulously crafted starting items tend to provide additional uses for certain abilities, reinforcing the uniqueness and distinct playstyles of each character.

Some of the links I share below may be affiliate links, which means I may earn a small commission if you make a purchase through those links. The comission is at no cost to you, but helps to support what I do here.

In crafting this particular item, my aim was to breathe life into the fantasy of Abyssa’s dragon lineage, enhancing the thematic essence that the Draconic Bloodline Sorcerer features often fall short of achieving. With a focus on early-game options for unleashing frigid fury, I selected ray of frost as an iconic cold spell from the basic rules. To enrich her arsenal, I incorporated the Frigid Blade cantrip, an exquisite spell hailing from Magehand Press’s Complete Warmage PDF and the upcoming Valda’s Spire of Secrets. As for the first level spells, Chaos Bolt, a beloved sorcerer spell from Xanathar’s Guide to Everything, presented itself as a perfect fit, with the added twist that it would exclusively inflict cold damage—a delightful touch to emphasize her lineage. And lastly, the inclusion of Rime’s Binding Ice from Fizban’s Treasury of Dragons offered a reliable means of unleashing a frosty storm upon her foes, evoking a sense of power and mastery over the chilling arts.

Thank you, fellow adventurers, for joining me on this exhilarating journey of thought and imagination. It has been an absolute pleasure to unveil my creative process and insights with you all. Your thoughts, comments, and personal experiences are greatly valued, so please do share your reflections on running Critical Role’s Call of the Netherdeep, or embarking on its epic quest yourself. Let us weave together a tapestry of shared stories, forging a bond that transcends the boundaries of our gaming realms.

Until we meet again, may the dice be ever in your favor, and may the realms of fantasy forever ignite your imagination!

Jhymmee’s Pickle Jar – Archlight Horror

Welcome to Jhymmee’s Pickle Jar. A weekly update containing statistics and rules for mystical and magical monsters, and artifacts that Jhymmee the Pickled Wizard keeps preserved in his magical pickle jars.

Archlight Horror

Medium Construct, unaligned


  • Armor Class 20
  • Hit Points 74(10d8 + 24)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 16 (+3) 14 (+2) 15 (+2) 11 (+0)

  • Damage Immunities Force, Necrotic, Poison, Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Stunned
  • Senses passive Perception 12
  • Languages the language of its creator
  • Challenge 5 (1,800 XP)
  • Proficiency Bonus +3

Magic Resistance. The Archlight Horror has advantage on saving throws against spells and other magical effects.

Adaptive Spell Immunity. After the Archlight Horror fails it’s saving throw, and/or takes damage from a spell it becomes immune to that spell for 1 minute.

Actions

Multiattack. The Archlight Horror makes three melee attacks.

Archblade. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 10 (1d10 + 4)

Jhymmee’s Pickle Jar – The Living Longbow

Welcome to Jhymmee’s Pickle Jar. Where we share statistics and rules for mystical and magical monsters, and artifacts that Jhymmee the Pickled Wizard keeps preserved in his magical pickle jars.

You have a +1 bonus to attack and damage rolls made with this magic weapon. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.
Living Arrows. You can use an action to fire an arrow into the ground, when you do this, or when you miss with an attack, you can cause the arrow to transform into a Twig Blight with 1 hit point. The twig blight appears in an unoccupied space within 120 feet of you, and is treated as if it was conjured by the find familiar spell. It takes its turn immediately after yours. It dies after 10 minutes, or when it is reduced to 0 hit points.
When the twig blight dies, it falls to the ground and a magical flower sprouts in its place that lasts for 10 minutes. When a creature that you can see enters within 5 ft of the flower, you can cause the flower to blossom dealing 1d12 poison damage, or healing for 1d12 (Your choice) to that creature. Once the flower blossoms it becomes non-magical, and you can’t cause this effect again.
Once you use this property of the bow, you can’t use it again until you take a long rest.

Season 1.5 Ep 1: DMing for an Audience

Hey everyone! We’re taking a little bit to put season 2 together so in the meantime, enjoy this interlude with guest host Agnitti!

In this episode, we talk about considerations for recording or streaming your session and why you should or shouldn’t.

Ep. 19 – Campaign Primers

In this episode, we talk about Campaign Primers. Here at the end of season 1, we go over everything that should be on the one-page document that you provide to your players to prepare for your campaign.

Campaign Primer Example: https://docs.google.com/document/d/1uy3RQBIMwOAP-PK5RM-XurSWjCD4wyZSZjPhDEZPcPs/edit

Welcome to DMystified where solving DM mysteries in 20 minutes or less because the only hard part is scheduling the next session. We are three DMs who are here to help new DMs run their own table.