Quick Download Links:
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Item Cards:
- Aberrant Claw
- Arathin's Rod of Reanimation
- Augmenteer
- Bioforge Hammer
- Biosmith Goggles
- Bloodforge Powder
- Devil's Sting
- Dracon Tongue
- Hare Extensions
- Hemoglobe
- Owl's Peer
- Polymerge Lancet
- Polymutic Shot
- Tyncture of Celestial Radiance
- Tyncture of Fey Glamour
Note: If an item has variant rarities, it's printed on separate cards.
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CARD KEY

Some information on cards have been simplified to save space. Here's a short key on how it works:
Card Icons. There are several icons located on the lower-right of each card front to assist in quickly identifying their type. If there's no special icon, that means it doesn't apply (e.g. nonmagical items will not have an attunement or rarity icon)
Key Properties. Certain properties have been condensed. You might see some of the following:
- "Attacks" for static bonuses to attack, damage
- "Defenses" for static bonuses to AC, etc.
- "Special" for modifications to standard objects
- "Spells" for shortened spell lists.
Key Words. Immediately after property names, you might see in italics words that simplify the property. Key words like Action; 1/dusk implies the property requires an action to activate, and can only be done once between dusks. DCs as a property references any saving throws the property forces. Others like 3 charges; regains 1d6+3 at dawn describes the charges.
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PRINTING CARDS
The cards are all sized for standard tarot-sized cards (70mm x 120mm) with a built-in 3mm bleed (the area around the edge that is cut off by a printer). Any standard printing service will let you upload these files and send them to print.
You will have to print on both sides.
2023-11-13 15:01:01 +0000 UTC
View Post
A clever gnomish invention, these rods leverage the twisting motion to strike a strip of the dark metal tenebrite, amplifying the material's innate darkness aura. Surface travellers carry a rod as a contingency for the Blighted Sun.
—
Lumendamp Rod
Rod, uncommon
You can use an action to twist open this rod, revealing a core that absorbs light in a 10-foot radius sphere around the rod. Within this area for the next 10 minutes, nonmagical bright light becomes dim light, and nonmagical dim light becomes darkness. Additionally, creatures in the sphere's dim light or darkness have resistance to radiant damage for the duration. When the effect ends, the rod becomes nonmagical.
—
Common Variant. The common version of this rod does not grant resistance to radiant damage.
Rare Variant. The rare version of this rod has the following changes. It lasts for 1 hour instead of 10 minutes; its sphere’s radius increases to 20 feet; and its sphere also affects magical light created by cantrips.
Very Rare Variant. The very rare version of this rod has the following changes. It lasts for 1 hour instead of 10 minutes; its sphere’s radius increases to 30 feet; and its sphere also affects magical light created by spells cast at 3rd-level or lower.
——
DESIGN COMMENTARY
For this item, I wanted a counterpart to the glimmerstones that would be usable as everyday gear. Functionally, I imagine them like those tactical/military glowsticks, except it does the opposite thing. That's ... pretty much it!
For art, it had to straddle a line between being visually interesting and visually simple (because functionally, why would look that special?). I focused more on texture instead, adding very dim contrast light at the ends of the rods and some smokey particle texture to complicate the darkness.
2023-11-13 15:00:04 +0000 UTC
View Post
These tiny stones are crucial to adventurers in the shadow of the Blighted Sun, even traded as currency among their ranks. They make excellent exploration tools, capable of illuminating distant darkness or ravine depths, as well as life-saving wards against monsters of the dark. Apprentice enchanters in their first several years are often tasked with their production, much to their chagrin.
—
Glimmerstones
Ammunition (sling), rarity varies
When you launch this enchanted stone from a sling, it leaves behind a faint trail of light until it hits or misses your target. For the next minute, the stone emits bright light in a 10-foot radius and dim light for an additional 10 feet, and the trail emits dim light out to 10 feet. The stone leaves no further trails of light for this duration. After the light fades, the stone becomes nonmagical. Several types glimmerstones exist, each enchanted via different materials and processes. They may have additional properties in addition to the light it sheds when launched.
- Blighted Sunspot (Very Rare). This stone irradiates with light of the Blighted Sun. It deals an extra 2d4 radiant damage to a target it hits, and the light that the stone and its trail sheds is Blighted sunlight. The stone’s light is comparatively weak; if a creature contracts Solar Sickness from this stone, its symptoms do not progress beyond the third level, unless it is later exposed to Blighted sunlight from a different source.
- Durable (Common). This stone is enchanted with more powerful magic. After the stone's light fades, roll a d20. On a roll of 16 or higher, the stone does not become nonmagical.
- Flameheart (Uncommon). A magical flame supplies this stone's light. It deals an extra 1d4 fire damage to a target it hits.
- Glimmerstone (Common). This simple enchanted stone has no additional properties.
- Phosphor (Uncommon). A lustrous mineral compounds this stone's light. It deals an extra 1d4 radiant damage to a target it hits.
- Sporelight (Uncommon). Bioluminescent spores supply this stone's light. It deals an extra 1d4 necrotic damage to a target it hits.
- Sunspot* (Rare). This stone is imbued with the radiance of the sun. The light that it and its trail sheds is sunlight, and it deals an extra 2d4 radiant damage to a target it hits.
*This type of stone sheds normal sunlight instead of Blighted sunlight, which cannot be found in the Azira setting.
—
Enduring Variants. Each type of glimmerstone has a more longer-lasting version whose light lasts for 10 minutes instead of 1 minute. The rarity of these versions increases by one tier in the following order: common, uncommon, rare, very rare, legendary.
The rules for Blighted Sunlight Exposure and Solar Sickness are attached; you can also access them via this link.
——
DESIGN COMMENTARY
I wanted to design something for the oft-forgotten sling, as well as design some unique, useful tools for cavern exploration. This uses a couple ideas I already explored with the flare arrow. Interestingly, these glimmerstones are a pretty interesting introduction to the various ways the Aziran inhabitants produce light that isn't from the sun!
I designed the glimmerstones to read different, through different colors and silhouettes. There's the super-round Sunspot stone, contrasting a flat-shaped Sporelight stone, contrasting the sharp-edged Phosphor. I had initially wanted to carve some runic designs on the center stone, but the other glimmerstones already looked different enough and didn't have natural space for runes. Leaving runes out of the other stones would have implied they didn't need them, so I just stuck with a basic light carving design - which I now realize look a bit too much like a sun.
2023-11-06 15:00:08 +0000 UTC
View Post
Quick Download Links:
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Item Cards:
- Apotheose Dial
- Axonomaly
- Chronostad Needle
- Contradent
- Dimensional Sieve
- Eternal Parchment
- Fractal Coil
- Hypermace
- Infinity Edge
- Superposition Charm
- Vanishing Point
Note: If an item has variant rarities, it's printed on separate cards.
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CARD KEY

Some information on cards have been simplified to save space. Here's a short key on how it works:
Card Icons. There are several icons located on the lower-right of each card front to assist in quickly identifying their type. If there's no special icon, that means it doesn't apply (e.g. nonmagical items will not have an attunement or rarity icon)
Key Properties. Certain properties have been condensed. You might see some of the following:
- "Attacks" for static bonuses to attack, damage
- "Defenses" for static bonuses to AC, etc.
- "Special" for modifications to standard objects
- "Spells" for shortened spell lists.
Key Words. Immediately after property names, you might see in italics words that simplify the property. Key words like Action; 1/dusk implies the property requires an action to activate, and can only be done once between dusks. DCs as a property references any saving throws the property forces. Others like 3 charges; regains 1d6+3 at dawn describes the charges.
---
PRINTING CARDS
The cards are all sized for standard tarot-sized cards (70mm x 120mm) with a built-in 3mm bleed (the area around the edge that is cut off by a printer). Any standard printing service will let you upload these files and send them to print.
You will have to print on both sides.
2023-10-30 14:01:01 +0000 UTC
View Post
Kyropti folktales say this winged axe is made of misbehaving bat familiars, permanently polymorphed into an enchanted object by a vengeful mage. Though never verified, kyropti elders continue to repeat this story to coerce young kyropti into good behavior.
—
Bat 'Til Axe
Weapon (battleaxe), uncommon (requires attunement)
While you hold this magic weapon, you have darkvision out to a range of 30 feet if you don't already have it. The weapon has 3 charges for the following properties and regains 1d3 expended charges daily at dusk.
Echolocate. While you hold this weapon in an area of dim light or darkness, you can use an action to expend 1 charge, gaining blindsight out to a range of 15 feet. This blindsight has a duration of 1 minute, and you must maintain concentration on this sense (as if concentrating on a spell). This blindsight is suppressed while you are deafened or in an area of bright light. As normal, this blindsight does not reveal creatures Hidden from you behind total cover.
Bat Glide. When you begin to fall in an area of dim light or darkness while you hold this weapon, you can use a reaction to expend 1 charge, transforming the weapon into a pair of bat wings. The wings allow you to safely glide, moving 60 feet horizontally and descending 10 feet every round. The wings last for 1 minute, or until you land, let go of the weapon, enter an area of bright light, or hit an obstacle. While the weapon is in winged form, you can't make attacks with it.
—
Rare Variant. The rare version of this weapon also grants a +1 bonus to attack and damage rolls made with it, and the range of its blindsight benefit increases to 30 feet.
Very Rare Variant. The very rare version of this weapon has 5 charges and regains 1d4+1 expended charges instead. It also grants a +2 bonus to attack and damage rolls made with it, and the range of its blindsight benefit increases to 30 feet.
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DESIGN COMMENTARY
Probably the most groan-inducing pun name.
Blindsight tends to be very powerful, hence its several limitations on range, duration, and concentration. A dagger of blindsight is a rare item with constant blindsight, so those limitations feel appropriate for an uncommon item. The increased rarity allows for additional uses and grants attack bonuses, to keep it competitive.
The visual design of the weapon was not far off from what I had imagined: bat wings that would splay out to form the same silhouette as an axe. The blade design still went through a couple iterations, experimenting with more curved or rigid designs. The final rigid design felt much sturdier than a curved one (and more axe-like); the "bat"ness was instead represented by actual bat figures in the core and handle. Bat wings, though impractical, help make the grip look and read more interesting than a conventional grip.
2023-10-30 14:00:05 +0000 UTC
View Post
EDIT: Cosmos III has been added to the pool (oops)
Shadows is such a cool theme. It was honestly difficult to create right after Necromancy because of how similar their scope is - darkness, black, etc. But the Blighted Sun setting has always been about how the Sun is Bad and Darkness is Good, so it actually worked out. Recontextualizing "darkness" in different forms was hard, but ultimately rewarding and cool. The setting is cool yall. Hopefully not so cool it warrants some overtime.
As always, thank you for your generous support.
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Let's take a look at the options for the next theme. The poll concludes 2 weeks before the release of the most recent compendium (around mid-January). If you have any requests or ideas, feel free to leave a comment below.
- Cosmos III - Technomancy. After 2 years, it's coming back! This time, this cosmic theme focuses on technomancy. More technomantic items, a cybernetic warrior and artificially intelligent warlock patron, and ways to interact with or play inside the (Holo)Grid, the primary technet world to which most devices connect.
- In Footsteps of Giants. Encounter the societies of giants including new types of giants such as sand and gloom giants, as well as the colossal god they worship that may one day reclaim the world for giantkind.
- Reign of Radiance. The lumenpunk magic of light reigns in the city of Ellumara, from the radiant sunstar of its divinity to the emberheart glow of its forges, from the lightning flash of its technology to the neon stylings of its undercity.
- Tiny Adventures. You may be the size of mice but adventure never ends. Use makeshift weapons made from everyday objects like the needle rapier, and fight small beasts now the size of dragons! A conversion template transforms existing stat block into their relatively giant counterparts.
2023-10-23 15:06:26 +0000 UTC
View Post
After attunement, the bracer manages to remain attached to one's wrist despite the lack of latches or buckles. The cool metal occasionally tickles the skin as if it had briefly moved.
—
Cavern Crawler's Bracer
Wondrous item, uncommon (requires attunement)
While you wear this bracer, you ignore movement restrictions caused by webbing, and you have a climb speed equal to your walking speed.
This bracer has 2 charges and regains all expended charges daily at dusk. As an action while wearing this bracer, you can expend 1 charge and cast spider climb on yourself. Damage cannot break your concentration on this spell.
—
Rare Variant. The rare version of this item has 4 charges instead. Additionally, while wearing the bracer, you can use an action to expend 1 charge to transform the bracer into a spider-like construct. It has the statistics of a spider, except it is a Construct with immunity to poison and psychic damage, as well as the blinded, charmed, deafened, frightened, paralyzed, petrified, and poisoned conditions. It acts independently of you and can't attack, but can take other actions as normal. You can communicate with the construct telepathically while it is within 500 feet of you. You can use an action to see and hear through the construct's senses until the start of your next turn. The construct transforms back into a bracer after an hour or if it is reduced to 0 hit points.
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DESIGN COMMENTARY
This item (and the upcoming one) are designed to not embody shadows, but to occupy the space of shadows. It's mainly important to the Azira setting since everyone lives in caverns, but cool in any setting nevertheless. This item is meant for utility/exploration, allowing you to easily traverse any cave wall.
Two castings of a 2nd-level spell would be on the low side for uncommon attunement, but protection from concentration saves is extremely useful for cave-fighting martials and bumps that up. The climb speed incentivizes players to keep it attuned. Ignoring webs is fun but a big situational ribbon. The rare version adds extra castings as well as (effectively) a find familiar spell without the material cost, in line with that rarity.
Design-wise, I originally got halfway through a more geometric-looking spider body without much thought as to whether it was a contraption or a living bracelet. I was eventually dissatisfied enough to scrap and redo it, choosing a rounder body and slightly less articulated limbs. The peridot gemstone looks way better than before and adds a much-needed splash of eye-catching color.
2023-10-23 14:00:04 +0000 UTC
View Post
A simple shield procured via necessity against the Blighted Sun. They are typically supplied to travellers' guards. Common messengers would do anything to get their hands on a shield.
—
Shield of the Eclipse
Shield, rare (requires attunement)
While you wield this shield, you have resistance to radiant damage. When an ally within 5 feet of you takes radiant damage, you can use your reaction to reduce the radiant damage taken by 1d6, to a minimum of 1 damage.
—
Very Rare Variant. The very rare version of the shield grants a +1 bonus to your AC while you wield it, and reduces the damage your ally takes by 2d6 instead of 1d6.
Legendary Variant. The legendary version of the shield grants a +2 bonus to your AC while you wield it, and reduces the damage your ally takes by 3d6 instead of 1d6.
—
DESIGN COMMENTARY
This shield is primarily designed as one of few items that would assist in traversing the surface of Azira and the Blighted Sun. Resistance or damage reduction will help avoid Solar Sickness, a condition that triggers upon meeting a damage threshold.
An armor of resistance is already Rare, so I needed to keep the secondary benefit minimal. Reducing damage by 1d6 (3.5 damage on average) is pretty low-stakes, particularly against such an uncommon damage type.
The final engraving on the shield, though not very visible, actually depicts shadows (the closed-eye like curls) protecting an underground society (on the triangle, symbol of the earth god), against the sun (center, with a sword passing through it). An easter egg for myself, I guess.
2023-10-16 14:00:03 +0000 UTC
View Post
Quick Download Links:
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Item Cards:
- Conchuest of Seas
- Guardian Whistle
- Lamp of the Lightkeeper
- Ocean's Edge
- Pail of Excess Sand
- Ragebristle Spine
- Sand Disc Buckler
- Shell Shock
- Sunward Parasol
- Tidepool Staff
- Torrentializer
- Tranquility
Note: If an item has variant rarities, it's printed on separate cards.
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CARD KEY
Some information on cards have been simplified to save space. Here's a short key on how it works:

Card Icons. There are several icons located on the lower-right of each card front to assist in quickly identifying their type. If there's no special icon, that means it doesn't apply (e.g. nonmagical items will not have an attunement or rarity icon)
Key Properties. Certain properties have been condensed. You might see some of the following:
- "Attacks" for static bonuses to attack, damage
- "Defenses" for static bonuses to AC, etc.
- "Special" for modifications to standard objects
- "Spells" for shortened spell lists.
Key Words. Immediately after property names, you might see in italics words that simplify the property. Key words like Action; 1/dusk implies the property requires an action to activate, and can only be done once between dusks. DCs as a property references any saving throws the property forces. Others like 3 charges; regains 1d6+3 at dawn describes the charges.
---
PRINTING CARDS
The cards are all sized for standard tarot-sized cards (70mm x 120mm) with a 3mm bleed (the area around the edge that is cut off by a printer). There are two ways to print these cards:
- Professional Services. Any standard printing service will let you upload the cards' JPEG files and send them to print. Nowadays, this should be a simple process. You will have to print on both sides.
- Self-Printing. You can also print the Print & Play PDF on 8.5" x 11" or similar-sized paper. After printing, follow the instructions to fold and cut out the cards yourself.
2023-10-16 14:00:02 +0000 UTC
View Post
Quick Download Links:
Item Cards:
- Bat 'Til Axe
- Blackmaw
- Cavern Crawler's Bracer
- Glimmerstones
- Horn of Resounding Echoes
- Lumendamp Rod
- Lunar Quell
- Murkweaver Glove
- Pointe of the Shadowdancer
- Shadow Blade
- Shadowkin
- Shield of the Eclipse
- Sporeheart Corona
- Umbrashroud
- Zenith Catalyst
Note: If an item has variant rarities, it's printed on separate cards.
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CARD KEY

Some information on cards have been simplified to save space. Here's a short key on how it works:
Card Icons. There are several icons located on the lower-right of each card front to assist in quickly identifying their type. If there's no special icon, that means it doesn't apply (e.g. nonmagical items will not have an attunement or rarity icon)
Key Properties. Certain properties have been condensed. You might see some of the following:
- "Attacks" for static bonuses to attack, damage
- "Defenses" for static bonuses to AC, etc.
- "Special" for modifications to standard objects
- "Spells" for shortened spell lists.
Key Words. Immediately after property names, you might see in italics words that simplify the property. Key words like Action; 1/dusk implies the property requires an action to activate, and can only be done once between dusks. DCs as a property references any saving throws the property forces. Others like 3 charges; regains 1d6+3 at dawn describes the charges.
---
PRINTING CARDS
The cards are all sized for standard tarot-sized cards (70mm x 120mm) with a built-in 3mm bleed (the area around the edge that is cut off by a printer). Any standard printing service will let you upload these files and send them to print.
You will have to print on both sides.
2023-10-09 14:02:01 +0000 UTC
View Post
It's said that pure, refined gloomsilk is blessed by the shadow god Tenebor himself. A cloak woven from such divine thread could literally become one with the formless dark.
—
Umbrashroud
Wondrous item, rare (requires attunement)
While you wear this cloak, you have darkvision out to a range of 60 feet, if you don't already have it.
Gloomsilk Weave. This cloak is woven from gloomsilk, an enchanted dark thread. While you wear this cloak, you can attempt to Hide from a creature when you are lightly obscured from it by dim light or darkness. The cloak's camouflage does not obscure as well as physical cover would; if you move out of your space while you are hidden this way, you are no longer hidden.
Umbral Stride. While attuned to the cloak, you can draw from the extensive magic of shadows. When you are in an area of dim light or darkness, you can use an action to gain a flying speed of 40 feet that lasts for 1 hour. This fly speed is suppressed while you are in an area of bright light or incapacitated. When the duration ends, you can't use this action again for 1d12 hours.
—
Very Rare Variant: Shielding Shadows. The very rare version of this shroud also has the Shielding Shadows property. When a creature you can see targets an ally within 5 feet of you with an attack, you can use your reaction to grant your ally half cover against the attack.
—
DESIGN COMMENTARY
5e doesn't value flight as that valuable, probably because by the time you hit Uncommon or Rare rarity, it's already available as a spell. Or that certain races already gain flight. Anyway, this shroud is balanced against the Rare item Wings of Flying, which provides flight at 60 feet every 1d12 hours; the Umbrashroud provides less fly speed and requires darkness to function; hence it offers some secondary abilities. Hiding in dim light or darkness is very useful especially to Rogues (note that dim light appears as bright light to those with darkvision, so you'd have to stand still in darkness to make this work). Hiding is good here, though movement limitations restricts it to mainly combat use.
The gloomsilk is another fabric that'll be introduced in this compendium. Perhaps I'll gun for a Fibromancy compendium later on, and add this new material to it.
2023-10-09 14:00:03 +0000 UTC
View Post
Quick Download Links:
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Item Cards:
- Agony & Ruin
- Ambrosia of Champions
- Aubade Core
- Aureliate Nectar
- Bloody Strife
- Bracers of Zealotry
- Crown Judgment
- Eulogy
- Hexaegis
- Horn of Extravagant Wealth
- Pale Respite
- Pyrite Idol
- Shattered Horizons
- Traitor's Tongue
- Witherstep
- Worldshapers
Note: If an item has variant rarities, it's printed on separate cards.
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CARD KEY
Some information on cards have been simplified to save space. Here's a short key on how it works:

Card Icons. There are several icons located on the lower-right of each card front to assist in quickly identifying their type. If there's no special icon, that means it doesn't apply (e.g. nonmagical items will not have an attunement or rarity icon)
Key Properties. Certain properties have been condensed. You might see some of the following:
- "Attacks" for static bonuses to attack, damage
- "Defenses" for static bonuses to AC, etc.
- "Special" for modifications to standard objects
- "Spells" for shortened spell lists.
Key Words. Immediately after property names, you might see in italics words that simplify the property. Key words like Action; 1/dusk implies the property requires an action to activate, and can only be done once between dusks. DCs as a property references any saving throws the property forces. Others like 3 charges; regains 1d6+3 at dawn describes the charges.
---
PRINTING CARDS
The cards are all sized for standard tarot-sized cards (70mm x 120mm) with a 3mm bleed (the area around the edge that is cut off by a printer). There are two ways to print these cards:
- Professional Services. Any standard printing service will let you upload the cards' JPEG files and send them to print. Nowadays, this should be a simple process. You will have to print on both sides.
- Self-Printing. You can also print the Print & Play PDF on 8.5" x 11" or similar-sized paper. After printing, follow the instructions to fold and cut out the cards yourself.
2023-10-02 14:01:02 +0000 UTC
View Post
Light and shadow: where one exists, the other must follow. While the mystical Blighted Sun Blade sears poisonous radiance across Azira's surface, its counterpart rises from the depths to challenge it.
—
Shadow Blade
Weapon (dagger, greatsword, shortsword, or longsword), rare (requires attunement)
This weapon appears to be a blade hilt. While grasping the hilt in an area of darkness, you can use a bonus action to condense shadows into one of the following blade forms: dagger, greatsword, shortsword, or longsword. Once summoned, you can use another bonus action to dismiss the blade or change its form to another from the list. While the hilt has a blade, it reduces any bright light other than sunlight in a 5-foot radius around it to dim light.
You gain a +1 bonus to attack and damage rolls made with this weapon, which deals necrotic damage instead of slashing damage. The weapon is nearly weightless; it always lacks the Heavy property. If you are proficient with longswords, you are proficient with this sword in all its forms.
Each weapon form grants one special benefit. While using the weapon in that form, you can gain that benefit once; then you can’t gain that benefit again until the next dusk.
- Dagger. Immediately after you throw this weapon at a target within the weapon's normal range and you hit or miss, you can teleport to an unoccupied space within 5 feet of the weapon's target (no action required). You then catch the weapon in your hand.
- Greatsword. As an action, you can whirl the weapon around you, making a separate melee attack roll against each target within 5 feet of you.
- Longsword. Immediately before you make a melee attack with this weapon on your turn, you can change its reach to 20 feet until the end of your turn (no action required).
- Shortsword. When you take the Attack action and attack only with this weapon, but miss all of those attacks, you can take the Attack action again.
—
Uncommon Variant. The uncommon version of this weapon lacks the weapon forms' benefits, and you do not become proficient with it if you are proficient with longswords.
Very Rare Variant. The very rare version of this weapon has these changes. You can use each weapon’s benefit twice between dusks. Also, while you wield the weapon, you can cast the darkness spell from it. This spell does not require concentration to maintain. You can cast the spell once, and can’t do so again until the next dusk.
—
DESIGN COMMENTARY
Welcome all to the latest and possibly the most unique theme: Shadow of the Blighted Sun! On this planet of Azira, a dying sun god and its Blighted Sun poisons all who dare stand on its surface, as do the two moons at night that reflect the sun's light. Driven below the surface, people turn to the darkness to survive.
The theme was a pain to sort out and find unique ways to play with darkness, but it all came together. Still on the radar are tentative player ancestries (bat and/or fungi-based) and backgrounds, whose existence will depend on whether they are interesting or not. The Blighted Sun rules are already complete, and will probably be included with the Zenith Catalyst artifact post.
This item, the Shadow Blade, was designed to be a counterpart to the Sun Blade (or a Blighted Sun Blade on this planet). Like the counterpart, the Shadow Blade (flavorfully?) appears as a hilt, summoning alternative forms later on; the lack of Heavy and the proficiency exceptions allow characters to make full use of all its forms. The Shadow Blade's bonus is a +1 instead of a +2, but makes up for it with its limited-use weapon benefits. The dim light effect (be prepared to see this a lot) is of questionable power because it would make hiding easier from creatures without darkvision, but I figured it's probably fine.
Also, I'm starting to generate rarity variants for items! This will let players use the item for more play tiers and could even be a fun "evolving item" a character could stick with over a campaign. Big improvement to flexibility of play.
2023-10-02 14:01:01 +0000 UTC
View Post
This is a preview for September's Necrosheer Wastes compendium! This 47-page compendium, features 9 exciting locations, a necroshorn template to transform creatures into monstrous undead, 9 dark spells, 24 items with beautiful illustrations, 10 monsters of necromancy, and 8 adventure hooks to kick off a campaign in the deadly Necrosheer Wastes.
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Want to see more? Purchase it now either through Patreon's Shop or via DriveThruRPG!
2023-09-25 14:01:01 +0000 UTC
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Download the pdf to check out the 47-page compendium, featuring 9 exciting locations, a necroshorn template to transform creatures into monstrous undead, 9 dark spells, 24 items with beautiful illustrations, 10 monsters of necromancy, and 8 adventure hooks to kick off a campaign in the deadly Necrosheer Wastes.
Thank you so much to all the new patrons, as well as those of the past. You have all been very supportive after the Patreon reward changes and I'm blown away by the love. Hope you enjoy this big treat of a compendium — can't wait to dive into the next one!
The Loot Tavern Ryoko's Guide kickstarter is ongoing so that's taking up my time, but I hope to get all my items compiled into item cards at a rate of 1/week. The cards also come with rebalances and fixes, which I'll eventually sync to the compendiums as well.
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DESIGN COMMENTARY
This necromancy theme really blew up to nearly 50 pages! There were just so many good ideas they all had to be included in the compendium. This theme is all about necromancy, centered around a location called the Necrosheer Wastes. The compendium expands on the various sub-locations within, with enough information, loot, and history to run adventures in it. Inspired by my friends at Loot Tavern, the content includes details that allow for variable adjustments across all character levels - a first for me. The wasteland is also surrounded by Delver Camps, whose brief forays work well as short adventures for tables who prefer that type of play.
The compendium also features a nice quality of life page hotlinks, allowing you to click page numbers and move to that page.
Necrosheer Corruptions. These corruptions are designed to make the Necrosheer Wastes difficult to navigate. The wasteland is irradiated with necromancy from an ancient civil war, which presents dangerous and unique challenges for adventurers. The three separate tables make them easy to adapt to different party levels. They're balanced against the tiers-of-play DC and hit point costs.
Necroshorn Templates. These, like the half-red-dragon template in 5e, turn monsters into Undead. It borrows a little from the one established in Polymer Lab, but expands on its options. The stats and CR are balanced using the DnD CRCalculator tool, which is based on the DMG and has been fairly accurate!
2023-09-25 14:00:03 +0000 UTC
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Carefully cultivated by druids of the Aratharai conclave, these skulls carry remnants of carrionette spores, a fungus that reanimates its food to spread their kind. Sufficiently dangerous to sow chaos across the realm, the carrionette remains dutifully restrained by the druids. The spores are sometimes used as components in necromantic rituals.
——
Carrionette Bomb
Wondrous item, rare
This item has no effect if you are not one of the following: a druid, a ranger, a Nature-themed character, a character proficient in Nature, or a character with a nature-related background.
As an action, you can throw this skull at a point within 60 feet of you, which bursts into a plume of spores upon shattering. Each humanoid within 10 feet of the point must succeed on a DC 15 Constitution saving throw or be subjected to the effects of a dominate person spell that lasts until the start of your next turn. The spores work through physical contact. A creature immune to the charmed condition is still affected as a normal creature would, but a creature automatically succeeds on the saving throw if it is immune to poison damage or the poisoned condition.
——
Uncommon Variant. This uncommon version of the item only targets one humanoid within 60 feet of you rather than all targets in an area. The save DC is reduced to 13.
Very Rare Variant. This very rare version of the item produces the effects of dominate monster instead of a dominate person spell, targeting creatures instead of humanoids.
——
DESIGN COMMENTARY
This final item is motivated by the carrionette, a fungus from the botany compendium that is necromantic but fills a unique plant-based niche. I also wanted to design more consumables because they don't occupy precious attunement slot or permanent brain space. This bomb basically reproduces a 5th-level spell scroll (a rare item); it's less powerful in that the spell lasts for a shorter time, but balanced by the fact the spell affects multiple targets instead.
2023-09-18 14:00:03 +0000 UTC
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The art of spiritcasting was controversial among necromancer’s circles. Critics often cited the comparatively smaller soul reserve, potential liability, and limited effective options as major concerns. Nevertheless, spiritcasting conclave remained strong during the civil war under protection of the Order Aeternal until its conclusion.
——
Soulsmite
Rod, uncommon (requires attunement)
This rod can be used as a spellcasting focus. When you use this rod to cast a necromancy spell, you have a +1 bonus to your spell attack rolls and spell save DC for that spell.
Blood For Blood. While you hold this rod, you can use an action to expend 3 of your unused hit dice to cast inflict wounds from it. As part of the action used to cast this spell, you may expend additional unused hit dice to empower it in one of the following ways of your choice:
- You heighten the spell’s potency. The spell increases by 1 for every 2 additional hit dice you spend.
- You split the spell in two. You spend 2 additional hit dice to target two different targets within range instead of one.
——
DESIGN COMMENTARY
While Uncommon rods typically empower mages with a +1 to DC, the rod instead limits the effects to necromancy spells. Minor diminish in power (most characters should be able to just play around this limitation). To make up for it, the rod also offers a sort of "free" spellcasting at the expense of hit dice. 3 hit dice is a steep cost for low-level characters, but characters could also sort of play around that with plenty of rest or healing.
2023-09-11 14:00:03 +0000 UTC
View Post
Quick Download Links:
--------
Item Cards:
- Ambuscade Stone
- Arrow of Tracing
- Daybreak
- Equilibrium
- Eye of the Primeval Mother
- Furnal Claws
- Fury Reaver
- Hunter's Cap
- Reignbow (+ 7 Arrow Cards)
- Shadow Trace
- Stormcall (+Reference Card)
- Terraformers (+Reference Card)
- Veil of the Hollow
Note: If an item has variant rarities, it's printed on separate cards.
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CARD KEY
Some information on cards have been simplified to save space. Here's a short key on how it works:

Card Icons. There are several icons located on the lower-right of each card front to assist in quickly identifying their type. If there's no special icon, that means it doesn't apply (e.g. nonmagical items will not have an attunement or rarity icon)
Key Properties. Certain properties have been condensed. You might see some of the following:
- "Attacks" for static bonuses to attack, damage
- "Defenses" for static bonuses to AC, etc.
- "Special" for modifications to standard objects
- "Spells" for shortened spell lists.
Key Words. Immediately after property names, you might see in italics words that simplify the property. Key words like Action; 1/dusk implies the property requires an action to activate, and can only be done once between dusks. DCs as a property references any saving throws the property forces. Others like 3 charges; regains 1d6+3 at dawn describes the charges.
---
PRINTING CARDS
The cards are all sized for standard tarot-sized cards (70mm x 120mm) with a 3mm bleed (the area around the edge that is cut off by a printer). There are two ways to print these cards:
- Professional Services. Any standard printing service will let you upload the cards' JPEG files and send them to print. Nowadays, this should be a simple process. You will have to print on both sides.
- Self-Printing. You can also print the Print & Play PDF on 8.5" x 11" or similar-sized paper. After printing, follow the instructions to fold and cut out the cards yourself.
2023-09-04 14:01:02 +0000 UTC
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As effective as these weapons are at separating flesh from bone, most necromancers shun these implements for its inelegance and mess. The organic matter obtained this way can only be used for mixing and fleshcraft - not a problem for the Fleshmasons.
——
Fleshrazor Weapon
Weapon (any blade), uncommon (requires attunement)
When you reduce a Small or Medium creature to 0 hit points with this magic weapon, you can use your reaction to siphon all the flesh from it, leaving behind a pile of bones. This reaction fails if the creature is Undead or has no flesh. You produce one of the following effects of your choice:
- For the next minute or until you choose another option, the weapon deals an extra 1d4 necrotic damage on hit.
- The flesh transforms into a fleshmire under your control (the GM has its statistics). In combat, the fleshmire takes its turns immediately after yours. The fleshmire melts into sludge at the end of your next turn, if it dies, or if you create another one using this option.
- You absorb the flesh and gain 5 temporary hit points. The temporary hit points disappear if you choose another option.
——
DESIGN COMMENTARY
Even though the blade's property can be used indefinitely, it can still be considered Uncommon because each effect is generally mutually exclusive to each other (their benefits normally end when you choose another option; same benefits don't stack). Evaluated individually, each benefit is slightly more powerful than Uncommon level items (1d4 ~= +2 to damage, which is half of a +1 weapon tbh; 5 temp HP on a kill can block ~10 damage per combat if you're lucky) but requires a bit of luck and finesse to activate in combat, balancing that out. Excepting the ill-spirited bag of rats trick,
Visually, I wanted to bring out the carving knife aspect of the blade, but eventually settled on rendering flesh to better illustrate its purpose.
2023-09-04 14:00:03 +0000 UTC
View Post
Quick Download Links:
--------
Item Cards:
- Amplified Loupe
- Brewsome Masher
- Combinator Costrel (+ Reference Card)
- Dart of Penmanship
- Death Threads
- Infiltrator's Map
- Iron Grip
- Molten Breath
- No Safe Arbor
- Revenant Block
- Rogue Skinner
- Roughian File
- Rubble, Gravel, Sand, Dust
- Severance Wire
- Skull Piercer
- True Colors
Note: If an item has variant rarities, it's printed on separate cards.
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CARD KEY
Some information on cards have been simplified to save space. Here's a short key on how it works:

Card Icons. There are several icons located on the lower-right of each card front to assist in quickly identifying their type. If there's no special icon, that means it doesn't apply (e.g. nonmagical items will not have an attunement or rarity icon)
Key Properties. Certain properties have been condensed. You might see some of the following:
- "Attacks" for static bonuses to attack, damage
- "Defenses" for static bonuses to AC, etc.
- "Special" for modifications to standard objects
- "Spells" for shortened spell lists.
Key Words. Immediately after property names, you might see in italics words that simplify the property. Key words like Action; 1/dusk implies the property requires an action to activate, and can only be done once between dusks. DCs as a property references any saving throws the property forces. Others like 3 charges; regains 1d6+3 at dawn describes the charges.
---
PRINTING CARDS
The cards are all sized for standard tarot-sized cards (70mm x 120mm) with a 3mm bleed (the area around the edge that is cut off by a printer). There are two ways to print these cards:
- Professional Services. Any standard printing service will let you upload the cards' JPEG files and send them to print. Nowadays, this should be a simple process. You will have to print on both sides.
- Self-Printing. You can also print the Print & Play PDF on 8.5" x 11" or similar-sized paper. After printing, follow the instructions to fold and cut out the cards yourself.
2023-08-28 14:01:02 +0000 UTC
View Post
Necromancers and street magicians alike greatly enjoy the use of these metal plates, though for entirely contrary purposes. Uninformed mages often mistake these instruments for arcane devices of portal conjuration, rather than their gruesome truth.
——
Cadavera Lamina
Wondrous item, uncommon
These sheet metal plates always come in pairs. You can use an action to push both plates into a willing creature’s limb or hand and sever it. One plate remains attached to the creature while the other remains attached to the severed part. The plates’ necromantic magic temporarily prevents both creature and severed body part from bleeding to death, and the creature can still move or take actions with its severed body part as if it were still attached, using its own senses and statistics. Different severed parts have different movement speeds or available actions, as follows.
- Arm. The arm has a walking speed of 10 feet and an AC equal to 8 plus the creature's Dexterity modifier. It can make weapon attacks with held objects, make unarmed strikes, or manipulate things with fine control using its creature's statistics, but does so blindly if the creature cannot see its arm or the target.
- Hand. The hand has a walking and climbing speed of 10 feet and AC 5. It can manipulate Tiny objects with fine control using its creature's statistics, but does so blindly if the creature cannot see the hand or its target.
- Leg. The leg has a walking (hopping) speed of 15 feet and an AC equal to 8 plus the creature's Dexterity modifier. It benefits from any magical boot it wears. It can make unarmed strikes using its creature's statistics, but does so blindly if the creature cannot see the leg or the target. While the leg is severed, its original creature's speed is halved.
If a severed body part takes damage, its original creature takes that damage. If a body part has been severed for more than 1 hour, the creature loses 2d8 hit points every hour and its hit point maximum is reduced by the same amount; the creature dies if its hit point maximum is reduced to 0. This reduction cannot be reversed until the severed part is reattached and the creature finishes a long rest. Any creature can use an action to reattach a severed limb to its original creature by pressing both plates together.
Once these plates have been used to sever a body part, they can't be used again until the next dusk.
——
DESIGN COMMENTARY
While brainstorming, I wanted to touch on some alternative uses of necromancy beyond "raising the dead" and "healing." Some necromancy spells are capable of keeping creatures alive, and so do these. These were partially inspired by a magician's cut-someone-in-half trick.
This set of magic items are Uncommon without attunement requirement. The main factor in this consideration is how the severed limbs require vision for most of their work and have fairly poor statistics, which generally limits them to slow or careful scouting missions. They overall function like a worse version of find familiar, and are pretty safely in the Uncommon range.
The requirement for a willing creature snuffs out most shenanigans, even if you use charm person (the charmed target is friendly, but under no impulse to obey) or dominate person (the target obeys physically, but isn't technically mentally "willing"... that's up to your GM. It would be hard or not worth the effort to make work in combat anyways).
2023-08-28 14:00:04 +0000 UTC
View Post
Quick Download Links:
--------
Item Cards:
- Cirran Winglift
- Cloudweave Gambeson
- Fan of the Windwalker
- Farclasp Wraps
- Heaven's Dominion
- Maelstrom
- Mantle of the Eyrie
- Nimbus Cloak
- Starcatcher's Cape
- Sunpath
- Thunderstompers
- Weathercaster's Mote
Note: If an item has variant rarities, it's printed on separate cards.
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CARD KEY
Some information on cards have been simplified to save space. Here's a short key on how it works:

Card Icons. There are several icons located on the lower-right of each card front to assist in quickly identifying their type. If there's no special icon, that means it doesn't apply (e.g. nonmagical items will not have an attunement or rarity icon)
Key Properties. Certain properties have been condensed. You might see some of the following:
- "Attacks" for static bonuses to attack, damage
- "Defenses" for static bonuses to AC, etc.
- "Special" for modifications to standard objects
- "Spells" for shortened spell lists.
Key Words. Immediately after property names, you might see in italics words that simplify the property. Key words like Action; 1/dusk implies the property requires an action to activate, and can only be done once between dusks. DCs as a property references any saving throws the property forces. Others like 3 charges; regains 1d6+3 at dawn describes the charges.
---
PRINTING CARDS
The cards are all sized for standard tarot-sized cards (70mm x 120mm) with a 3mm bleed (the area around the edge that is cut off by a printer). There are two ways to print these cards:
- Professional Services. Any standard printing service will let you upload the cards' JPEG files and send them to print. Nowadays, this should be a simple process. You will have to print on both sides.
- Self-Printing. You can also print the Print & Play PDF on 8.5" x 11" or similar-sized paper. After printing, follow the instructions to fold and cut out the cards yourself.
2023-08-21 14:01:04 +0000 UTC
View Post
Carrying a sacred flame bestowed by Halean, the God of Sun and Life, the radiant paladin surges into battle against the undead. Even with her regiment decimated, not a single moment of fear crosses the paladin's face as she watches a bone giant rise from the blackened ash.
The light will protect her; the light will guide her.
---
Reverent Beacon
Wondrous item, very rare (requires attunement by a good character)
When lit, this lantern sheds bright light in a 20-foot radius and dim light for an additional 20 feet. You can use an action to extinguish the fire or light it again. While you hold this lantern, you can cast the sacred flame cantrip from it (spell save DC 17).
Entrust the Flame. While attuned, divine wards suffuses the lantern's area of bright light with antinecrosis. Creatures in the bright light have advantage on saving throws made to resist necromancy spells and necromantic effects, and Undead creatures in the bright light have disadvantage on attack rolls.
Blaze the Beacon. You can use a bonus action to touch the lantern and increase its divine protection. For the next 10 minutes, its area of bright light gains the effects of an antimagic field spell that only affects necromancy spells and necromantic magical effects, including the necrotic corruption of the Necrosheer Wastes. This bonus action can't be taken again until the next dawn.
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Legendary Variant: Fan the Spark. The legendary variant of this lantern increases its spell save DC from 17 to 19 and also gains this property. As an action, you can touch a weapon to the lantern's fire and transfer a portion of the fire to that weapon. You can take this action once, and can't do so again until the next dawn. The fire lasts for 1 hour or until its wielder uses an action to extinguish it. While the fire persists, the chosen weapon gains the following benefits:
- The weapon sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
- The weapon gains the effects described by the lantern’s Blaze the Beacon property. As normal, the property’s benefits are limited to the weapon’s area of bright light.
- If the weapon is nonmagical, it becomes a +2 weapon and deals an extra 1d10 radiant damage to targets.
---
DESIGN COMMENTARY
It's important to include an anti-item within every theme that is oppressive or dark. This is especially true for the Necrosheer Wastes, whose necrotic corruptions can be extremely deadly.
This lantern was a way to enact the idea of an "antimagic field that only affects necromancy." Originally, this was a permanent effect for the bright light, but upon later evaluation, I felt that would be quite powerful in the right settings - like a permanent 8th level spell. Also, the Fan the Spark property was also originally part of the base Very Rare level. It was a cool visual idea that really lends to the flaming sword paladin + holy leader. The fire does create ostensibly a Very Rare weapon, but it only applies to nonmagical ones. Since players should already have a bunch of magic weapons by this level, this really shouldn't matter, but you could always give a flaming weapon to your sidekick NPC.
I think the best way to evaluate this item is evaluate as if it was normal. Note that, despite its situational use in campaigns, it shines exceptionally well for prepared parties, particularly if they know they're about to enter a dangerous undead dungeon.
The bone giant mentioned in the flavor text, though it won't show up in true capacity in the compendium, shows up in a couple ways - there's a version of a Bone Guardian and a Bone Titan Hand that I'm real excited to share.
The visual design for the lantern was a fun challenge, too. I was reminded by my flavor text that this was likely a flame of Halean (the God of Sun and Life who wishes to die), so I incorporated more Aureliate motifs into the base of the lantern, as well as the Sun-Top pyramid onto its hood. The spikey bits all have 10 rays (more Aureliate numbering). I struggled with the lantern cage, but eventually settled on a single ring of halo rays and the molten solar pattern even though fantasy people probably haven't looked at the sun this way!
2023-08-21 14:00:07 +0000 UTC
View Post
Quick Download Links:
--------
Item Cards:
- Alignment Adjudicator
- Arcana Counter
- Brasstion Cog
- Cogling Aviad
- Cogling Dracog
- Cogling Hexapod
- Elementalist's Gauge
- Equivalent Exchange
- Gearshift Stopclock
- Nick of Time
- Relentless March
- Scales of Order
- Telltale Tick
Note: If an item has variant rarities, it's printed on separate cards.
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CARD KEY
Some information on cards have been simplified to save space. Here's a short key on how it works:

Card Icons. There are several icons located on the lower-right of each card front to assist in quickly identifying their type. If there's no special icon, that means it doesn't apply (e.g. nonmagical items will not have an attunement or rarity icon)
Key Properties. Certain properties have been condensed. You might see some of the following:
- "Attacks" for static bonuses to attack, damage
- "Defenses" for static bonuses to AC, etc.
- "Special" for modifications to standard objects
- "Spells" for shortened spell lists.
Key Words. Immediately after property names, you might see in italics words that simplify the property. Key words like Action; 1/dusk implies the property requires an action to activate, and can only be done once between dusks. DCs as a property references any saving throws the property forces. Others like 3 charges; regains 1d6+3 at dawn describes the charges.
---
PRINTING CARDS
The cards are all sized for standard tarot-sized cards (70mm x 120mm) with a 3mm bleed (the area around the edge that is cut off by a printer). There are two ways to print these cards:
- Professional Services. Any standard printing service will let you upload the cards' JPEG files and send them to print. Nowadays, this should be a simple process. You will have to print on both sides.
- Self-Printing. You can also print the Print & Play PDF on 8.5" x 11" or similar-sized paper. After printing, follow the instructions to fold and cut out the cards yourself.
2023-08-14 14:02:00 +0000 UTC
View Post
This flaming whip is an ingenious weapon invented by the spiritcasters: sorcerers who draw their magic from their own life essence. The process involved in its creation - the extraction and refinement of a soul - is buried and lost to blackened history.
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Soulfire Tether
Weapon (whip), rare (requires attunement)
You have a +1 bonus to attack and damage rolls made with this magic weapon, which deals fire damage instead of its normal damage.
When you use this weapon to hit a creature that isn't Undead or a Construct, you can expend one of your unused hit dice to deal extra fire damage to it. The extra damage equals one roll of that hit die.
--
Very Rare Variant: Soul Tether. The very rare variant of the whip has this property. As an action, you can link your soul to a willing creature within 10 feet of you, forming an ethereal translucent tether that connects you to the target. The tether lasts for 10 minutes or until you are ever more than 60 feet from the target. Once you use this property, you can't use it again until the next dusk. The tether grants the following effects for the duration:
- Any damage dealt to you or the tethered creature is halved, and the tethered counterpart takes the remaining damage.
- When you would expend a hit die to deal extra damage with this whip, you can expend one of the tethered creature's unused hit die instead.
Legendary Variant. The legendary variant of this whip has these improvements. The bonus to attack and damage rolls increases to +2. It also has the Soul Tether property; when you form a tether, spells that affect only you or the tethered creature also affects the tethered counterpart.
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DESIGN COMMENTARY
In this world, the spiritcasters are mages who channel the soul and work primarily with materials that invite or rebuke ethereal Undead (like ghosts). This is mechanically represented as expenditure of hit dice. It's a little strange to grade because there's still a net equal cost to using some of the features, but I equated that to items that grant extra spell options.
The very rare variant includes a once-per-day form of warding bond that amps up the other property. There's some cool uses like tethering to your Barbarian to share damage and increase the hit die spent damage. The shared spell property, though potentially a downside when facing enemy casters, works like a 10-minute Twin Spell that would have been too powerful for Very Rare alone.
2023-08-14 14:00:04 +0000 UTC
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The blade of this axe is forged from iron refined in a sloughs of enhanced blood and intricately carved to manifest resonance with nearby blood. Sanguinites carry multiple weapons of similar circular design, each attuned to a different density or type of blood.
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Exsangutioner
Weapon (greataxe), uncommon (requires attunement)
This magic weapon has 3 charges for the following properties and regains all expended charges daily at dusk.
Clot. While holding the weapon, you can use an action to expend 1 charge and cast cruor* from it.
Drain. When you hit a creature that has blood with this weapon, you can immediately use a bonus action to expend 2 charges and cast withering smite* on the target (spell save DC 13).
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DESIGN COMMENTARY
I love the word "exsanguinate" but it was impossible to come up with a good name for it. "Exsanguinutioner" was one tongue-twisty possibility.
The weapon is a basic Uncommon item - any item with 1d3 charges for spells generally falls into this category. This was an item essentially designed to make use of the two remaining spells from the new spells I created. I thought about adding more beyond just casting spells, but I was also conscious of the number of Uncommon vs Rare items in the theme. I stuck with Uncommon and limited its features.
The visual design was an attempt at creating a different kind of language for blood (and necromancy). I previously designed the bloody Heart Cleaver for the Infernal theme, which was jagged and organic. For this, I went in a different direction that's more rigid and manipulates blood in a different way (via resonance). I also love circles, so I gave that a shot. I think it's 80% designed; maybe some development integrate its visuals better with potential lore. By the time I finished, I realized the axe itself didn't scream "blood" in any way so I added some nice blood effects.
2023-08-07 14:00:06 +0000 UTC
View Post
Once worn by the Winged Pharaoh Atukhati, this ring was thought lost when the mummy lord's forces were overrun by the Osseus Knights. The loss of the ring marked the beginning of the end of the Necromancer's Civil War, but its power still lays in wait for the right person to one day find.
---
Signet of the Empire Eternal
Ring, very rare (requires attunement by a spellcaster)
While you wear this ring, you have resistance to necrotic damage. Additionally, undead creatures with an Intelligence score of 3 or lower cannot be hostile to you unless you attack them or their allies.
Desert Magic. This ring has 3 charges and regains all expended charges daily at dusk. While you wear this ring, you can use an action to cast one of the following spells using your spell save DC, expending the necessary charges: blindness/deafness (1 charge), dominate undead (3 charges; as dominate person, but targets undead only), misty step (1 charge; you transform into sand as you teleport), mummific binds* (2 charges).
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DESIGN COMMENTARY
I'm trying to cover all types of undead. This ring was originally intended to belong to a mummy lord, hence the inclusion of the mummific binds spell. Since a ring of resistance is already a rare item (somewhat debatable), I made sure the low charges didn't add too much utility to the ring to make it a legendary ring. The ward against low-intelligence undead and the dominate undead variant of the spell are situational, but shines very bright in an undead setting - so be careful when giving out this ring.
The Empire Eternal is an ancient empire led by a now-mummy lord.
Design-wise, I leaned into the Egyptian brass and turquoise color scheme, with the overall signet shape inspired by scarab rings. The signet actually belongs to a mummy lord ascended to mummified dragon (stat block coming later), hence the dragon design. The band was initially going to be dragon scales, but they looked weird size-wise compared to the wings, and the ring needed more "mummy" to it. I settled for some zig-zag bands to evoke the feeling of bindings.
2023-07-31 14:00:07 +0000 UTC
View Post
Quick Download Links:
--------
Item Cards:
- Cirran Winglift
- Cloudweave Gambeson
- Fan of the Windwalker
- Farclasp Wraps
- Heaven's Dominion
- Maelstrom
- Mantle of the Eyrie
- Nimbus Cloak
- Starcatcher's Cape
- Sunpath
- Thunderstompers
- Weathercaster's Mote
Note: If an item has variant rarities, it's printed on separate cards.
--------
CARD KEY
Some information on cards have been simplified to save space. Here's a short key on how it works:

Card Icons. There are several icons located on the lower-right of each card front to assist in quickly identifying their type. If there's no special icon, that means it doesn't apply (e.g. nonmagical items will not have an attunement or rarity icon)
Key Properties. Certain properties have been condensed. You might see some of the following:
- "Attacks" for static bonuses to attack, damage
- "Defenses" for static bonuses to AC, etc.
- "Special" for modifications to standard objects
- "Spells" for shortened spell lists.
Key Words. Immediately after property names, you might see in italics words that simplify the property. Key words like Action; 1/dusk implies the property requires an action to activate, and can only be done once between dusks. DCs as a property references any saving throws the property forces. Others like 3 charges; regains 1d6+3 at dawn describes the charges.
---
PRINTING CARDS
The cards are all sized for standard tarot-sized cards (70mm x 120mm) with a 3mm bleed (the area around the edge that is cut off by a printer). There are two ways to print these cards:
- Professional Services. Any standard printing service will let you upload the cards' JPEG files and send them to print. Nowadays, this should be a simple process. You will have to print on both sides.
- Self-Printing. You can also print the Print & Play PDF on 8.5" x 11" or similar-sized paper. After printing, follow the instructions to fold and cut out the cards yourself.
2023-07-24 14:01:02 +0000 UTC
View Post
Dark wizards typically prefer a meticulous, controlled process of raising their dead, but a necro-organic blade can perform the same task in a pinch. The results are quite sloppy, so no self-respecting necromancer would be caught dead using one.
---
Corpsunder
Weapon (longsword), rare (requires attunement)
You have a +1 bonus to attack and damage rolls you make with this magic weapon.
Master of Flesh. While attuned, whenever an effect would command you to move or take a physical action against your will, such as the fear or dominate person spell, you can use your reaction to roll a d20. On a roll of 11 or higher, you don't move or don't take that action.
Flesh, Skin, and Bone. You can use this weapon to separate a creature into flesh, skin, and bone. This can be done using an action targeting a corpse that has died within 10 days, or as a reaction when you kill a creature with this weapon (targeting the dead creature). The target cannot be undead or a construct.
When you do this, you transform the corpse into a fleshmire, skeleton, and a skinmeld. The GM has these creatures' statistics. In combat, the undead creatures take their turns immediately after yours and obey your verbal commands. The undead remain for 1 hour or until they die. Once used, this property can't be used again until the next dusk.
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Very Rare Variant. The very rare version of this weapon has this property. The bonus to attack and damage rolls increase to +2, and you can use the Flesh, Skin, and Bone property twice instead of once between dusks.
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DESIGN COMMENTARY
This is essentially the item version of the "Disembody Self" spell (or the spell is the item version of this sword... hm). It allows players to essentially summon three minions, which is kind of similar to a very limited version of a 3rd-level Animate Dead.
To make the sword itself more interesting, I added Master of Flesh, a mostly ribbon ability with some in-game utility, particularly against other necromancers or wizards, which fits this theme well.
Together, the +1 property brings the sword up to Uncommon; the Master of Flesh ribbon equals the opportunity cost of attunement; Flesh, Skin, and Bone brings it up to Rare.
I think visually, the ruby came out well, as did the bony hand. The blade is supposed to separate into 3 to represent the Flesh, Skin, Bone property, but ended up a little messy visually to really notice. Oh well. I always have trouble coming up with ideas for swords.
2023-07-24 14:00:07 +0000 UTC
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Easily mistaken for an ooze from a distance, the fleshmire is little more than a cobbled mass of resurrected flesh, organs, and bile fused into monstrous form. Partially melted forms of hands, feet, and limbs from multiple bodies protrude from the heap of undead flesh, each reaching out for more to subsume. Eyes and faces are not an uncommon sight, somehow glued onto the flayed flesh.
Fleshmires represent one of the crowning achievements of necromancy, perhaps spawning the first specialist field of sarcomancy. Because most basic undead require bones for ambulation, necromancers who can raise fleshmires are no longer restricted to skeletons and zombies. A sarcomancer’s laboratory often holds towering vats of putrid flesh for their work. Though more convenient to store, transport, and hide than corpses, undead flesh is more prone to natural decay.
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DESIGN COMMENTARY
As a monster, they were created to essentially fulfill this idea that all corpses could be turned into three undead - skin, flesh, and bone - as a way to get some more unique undead. In a way where skinmelds are gaseous and skeletons are solid, fleshmires could be considered liquid. In battle, they're rather straightforward (it's a CR 1/4), but I made sure to include a little ribbon uniqueness where they're more effective against fleshy creatures (warforged rejoice!)
Necro-sarcomancy is a new compound word - the muscle to the bones of osteomancy. A little long for a name though.
As for the art, I started a little oddly using a different process than I normally would - just continuous overpainting. I started with a block, sketch, then continued to render details until it looked done. Unfortunately, that also meant some of the linework turned into thick black lines and parts were rendered improperly (or overrendered), plus the textures made it difficult to gradient. I should stick with my old method of black+white first for something this complicated. I ended up spending much of my LONG worktime trying to fix it. At least I learned some muscle drawings and it looks rightly creepy. Hopefully not too gory.
If I were to do this again, I'd also try for a different silhouette and reserve some time for creating a messier, drippier look. Unfortunately, I can't spend forever on one piece!
2023-07-17 14:00:07 +0000 UTC
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