• Justin Handlin

Witiker's Well of Wondrous Items


Witiker's Well of Wondrous Items


Grazek lets out a fearsome wail. The anger and rage from within permeate the bones of those that stand before him as a cowardice that fills their hearts. Grazek locks eyes with the archer that loosed an arrow into his left shoulder. Firmly, he wraps his calloused fingers around the arrow’s shaft, pulls it out with a snarl, and tosses it aside. He raises his greataxe, the blade emitting an icy mist, and Grazek charges forward in a frenzied roar.


Magic permeates the fantasy world and is at the core of sword and sorcery games. Magic comes in a variety of shapes and sizes, from powerful artifacts that keep cities afloat in the sky, to a magical blade that bursts into flame with a simple command word.


Adventuring is dangerous work, and it is almost a guarantee, no matter how powerful, agile, or tactful an adventurer is, they will end up against something that mundane weapons just can’t hurt. The power stored within magical weapons is one that adventurers spend their careers chasing.


Making treasure chests, hoards, or just items used by enemies can add much-needed variety. This generator is designed to help that along.


THE WEAPON GENERATOR

Below, you will find that we have created affixes for the weapons. Each affix has a unique feature tied to its name. This allows for the GM to be able to roll on the table to generate magical weapons on the fly as rewards or to pick from the list and combine affixes to make a variety of different weapons.

The steps to using the generator are as follows:

  • Roll on the prefix table or choose an option. This name will be the first part of your new weapon. For example, we’ve rolled a 20 “Frosted”.

  • Next roll on the weapon table or choose an option. This is the second part of your new item. For example, we’ve rolled a 53 “Greataxe”.

  • Lastly, roll on the suffix table or choose an option. This is the third and last part of your new weapon. For example, we’ve rolled a 47 “of the Bear”.

  • Our new magic weapon is called “Frosted Greataxe of the Bear”.

  • Now we combine the different elements from our generator to form the description.

  • Since we decided all these items require attunement, we can start off with our first part, “Anyone attuned to this magic weapon gains the following benefits:”.

  • Next, we add our prefix bonus with “Frosted” that says, “When you hit with an attack using this magic weapon, the target takes an extra 1d4 cold damage.”.

  • Second, we add our base weapon “Greataxe”.

  • Lastly, we add our suffix bonus for “of the Bear” with “Additionally, you gain a +1 bonus to your Constitution ability score to a maximum of 20.”

Finally, our magical weapon should look like this:

FROSTED GREATAXE OF THE BEAR

Greataxe, uncommon

A creature attuned to this magic weapon gains the following benefits:

When you hit with an attack using this magic weapon, the target takes an extra 1d4 cold damage. Additionally, you gain a +1 bonus to your Constitution ability score, to a maximum of 20.


Check it out here!


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Vice of Domination

The world demands order. Chaos is a cancer, undermining civilization's advance, fomenting crimes, sowing discord, and encouraging upheaval. Understanding the world's crying need, you crusade for order at any cost. When necessary, you enforce your will harshly, making examples of the disobedient.


Good and evil are methods, not ends-they can both bring stability. You might attempt to serve the greater good even if your methods can be harsh. To channel your vlce, you might seek out the basest threats to stability, such as demons. marauding monsters, and other chaotically minded evildoers. Only evil blackguards give in to true tyranny, destroying the hearts and minds of subjects to make certain they obey every command.


Within a group, you push for ideas that involve imposing order on the situation most efficiently. You might have little tolerance for disorganization, even if such a state encourages freedom. You support authority, acknowledging the most effective leader of a group you're in even if that individual is not you. However, you expect a leader to handle situations competently or to step down. Dominance is earned, not claimed.

-D&D 4e Player’s Option: Heroes of Shadow-



Monster Variant:

Hoodwink Satyrs

Origin: Doppleganer

Hoodwink satyrs are often self-centered, greedy, and decadent creatures. Unlike some of their forgiving and endearing fey cousins. They enjoy good wine, food and many other pleasures. While they can seem docile, and friendly. This is often not the case. They use sly trickery and mind reading to take what they desire from others as it pleases them. Satyrs usually seek to “befriend” travelers they meet. This often means offering them a drink, bemusing them with song and dance, or telling them tales of adventure, love, lust and loss. All so they can rob them later. Hoodwink satyrs can smile and laugh one moment, and become bloodthirsty killers the next.


Lost Features: Shapechanger


New Features:

Movement Speed 40 ft.


Fey Charm. The satyr targets one humanoid or beast that it can see within 30 feet of her. If the target can see the satyr, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the satyr as a trusted friend to be heeded and protected. Although the target isn't under the satyr's control, it takes the satyr's requests or actions in the most favorable way it can.

Each time the satyr or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the satyr dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the satyr's Fey Charm for the next 24 hours.

The satryr can have no more than two humanoids and up to three beasts charmed at a time.

Legendary Action. 1


Brutal Ram. If the satyr moves at least 20 feet straight toward a target, the target must succeed on a DC 14 Strength saving throw or become stunned until the end of its next turn.


Encounter:

Alluring Mesas

Krusk Flame-Axe, sent out a call-to-action for adventurers in the area. Seeking help investigating the disappearance of some of Highbluffs regular merchants and traders. Since his call to action, several adventurer’s have taken up the job, but none have yet to return from their investigation.


A few months ago twin harpies made their way into the Dragon’s Spine. Their sadistic glee in suffering and death led them to this area of high traffic. Not only that, the general nature of the rising mesas make for a perfect place to easily hide their nest and activities. The harpies have been luring victims to their death with their luring song. Since settling, they have formed a nest and are looking to breed and make this bountiful area their new home


Magic Item: MT Blacks ‘The Book of Wondrous Magic 5e’

Forgewrought Arm

Wondrous item, very rare

This articulated device is made of bronze and is shaped like the arm of a medium-sized humanoid. You can attach it to your shoulder with a harness and it cannot be removed except by you. If used to replace a missing arm, it works exactly like a natural limb.


If you have two arms, you can also attach this to either shoulder and have it function as a third arm under your control. In this case, the item requires attunement. In combat, this arm can hold an item such as a rod or a shield. You can also use this third arm as your “other hand” when fighting with two weapons, but you cannot use it to fight with three weapons simultaneously.


Dungeon Master Tip:

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Player Tip: Don’t be a Dick

Character Creation: Playing it Forward

A solid build concept helps you stay true to your characterization goals during character creation and gameplay. As you make choices during character creation and development, think about which options make sense for your idea, and how you might explain your chosen options in light of your character concept. Why does your chosen class present the right method of achieving your goals? What significance does your starting spells and features have in light of your character concept? Do your features and spells need new names or flavor text to describe how you use them?


Imagine that a player chooses to play a scholarly character. They opt to choose the Wizard class due to the fact their power comes from study. As they level up, they look at their options for schools. The player finds themselves drawn to the illusion school. The player might decide that the character’s mother’s home was surrounded by an illusion to keep them hidden from monsters and bandits. Furthermore, the player may decide to take the disguise self spell to fit this hiding theme to protect themselves.


Try and create a sentence that boils down the essence of your character, and don’t be shy about sharing it with the table. When you introduce yourself or plop your miniature on the table announce, “My half-elf wizard, Witiker Von Elelume III, is a scholar and master of disguise-or at least he thinks he is.” you immediately leave the group fun ways to interact with your character.


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