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[Necromancy] Item - Dead Eye

Voidseers obey the balance between life and unlife, their moderate necromantic and divination magic free to share with those willing to sacrifice. "An eye for many eyes," as their saying goes.

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Dead Eye
Wondrous item, rare (requires attunement)

As part of the attunement process to this eye, you must place it in your empty eye socket. Once attuned, the eye functions identically to a normal eye and cannot be removed against your will. If you don't already have darkvision, this eye grants you darkvision out to 30 feet.

This eye has 3 charges and regains 1d3 expended charges daily at dusk. As an action, you can expend 1 charge to gain one of the following benefits for 1 minute:

  • Detect Undeath. You open your senses to the presence of undeath. For the duration, you see a shadowy aura emanate from any undead creature within 60 feet of you that is not behind total cover, as well as any locations desecrated by undead.
  • Sight Beyond. You connect to the eyes of death. For the duration, you can see through the eyes of every corpse or undead creature within 500 feet of you simultaneously, regardless of whether they still have intact eyes. If you see through the eyes of a corpse, your field of perception is limited to the natural turn of its eyeball from when it was still alive. You gain the visual senses of your targets, including those from when the corpse was alive.

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DESIGN COMMENTARY

The eye, though not flashy, is meant to be some unique utility. It's inspired by the undead-looking greek Fates who pass a single eye around, who form a neutral faction of the necromancers. From a power perspective, it sits right between uncommon and rare - the ability to see out to 500 feet with no restrictions is quite strong (kinda like an arcane eye spell), but rare with attunement is a big opportunity cost, especially if the eye may get later replaced with stronger items. Just to be safe, I stuck with rare.

Drawing this thing was an interesting challenge too. I'm not experienced with drawing eyes, so this was good practice, but I also ran out of ways to make eyes interesting. I like the black orb (demon eye) aesthetic, but didn't know how to make it cool beyond "black orb." Luckily the red looks kinda cool and I decorated it with my favorite star field.

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[Necromancy] Weapon - Osteocast

Once wielded by the Shattered King and leader of the Horde of Bone, this bow now rests forgotten in the mires of the Necrosheer Wastes. Warm bloody marrow ooze from the bow's pale spurs, protected for centuries by the material's preservation instincts. The spurs seem to twitch and bend toward any living creature that approaches it.

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Osteocast
Weapon (longbow), legendary (requires attunement)

You must spend the duration of the attunement period holding this bow, during which you absorb the bow into your body. If you don’t normally have bones, the bow grows some for you. Once attuned, you cannot be disarmed of the bow, and you sprout spines and horns from your body, granting you the Natural Weapons benefit of an alter self spell.

Osseus Bow. You can use an action to painfully summon the bow from your body or dismiss it back into your body. You also have a +1 bonus to attack and damage rolls made with this magic weapon. Immediately before you make a ranged attack with this weapon, the bow produces a shard of bone for you to use as ammunition.

Osteomancy. This weapon has 5 charges for the effects listed below. You must expend the necessary number of charges to use an effect; if an effect imposes a saving throw, the DC is 17. The bow regains 1d4+1 expended charges daily at dusk.

  • Bone Spikes (1 charge). As an action, you can fire an arrow at a point within 150 feet of you, no attack roll required, and cast spike growth centered on that point. This spell summons bone spears instead of plants and damage can't break your concentration on this spell.
  • Ossify (1 charge). Immediately after you hit a humanoid with an arrow fired from the bow, you can use a bonus action to cast hold person on the target.
  • Armor of Bone (2 charges). As an action, you transform bone into makeshift armor. For the next hour, you have resistance to nonmagical bludgeoning, piercing, and slashing damage.
  • Legion of Bone (3 charges). As an action, you can fire an arrow at a point within 150 feet of you, no attack roll required. A burst of necromantic energy sweeps out from that point out to 10 feet in all directions. Within that area, each dead creature of CR 1 or lower that has bones rises as a skeletal version of its former self. In combat, your skeletal minions take their turns immediately after yours and obey your commands to the best of their ability. They use their original statistics with the following changes: it is undead; it has vulnerability to bludgeoning damage; it has immunity to poison damage and cannot be exhausted or poisoned; any damage it deals that isn't bludgeoning, piercing, or slashing it deals becomes magical piercing damage, manifesting as bone. Each skeletal minion lasts for 1 hour or until it dies.

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DESIGN COMMENTARY

This bow is designed to fill a couple niches - I wanted something bone-related for the theme, as well as a magic bow, which is quite uncommon in the game (plus I need practice drawing bows). Interestingly, a lot of "ostemoancy" falls under "biomancy," which tends to fall under transmutation, so I was ended up creating effects first and finding analogue spells to reflavor. Armor of Bone was almost Boneskin (reflavored stoneskin), which would have sounded really dumb.

Legion of Bone is meant to call to the Shattered King's role as an army leader of skeletons. It's usable at most once per day and summons several minions for assistance. Though powerful because of 5e's bounded accuracy design, the minions must be CR 1 or lower, which at least limits the availability of this option.

For the art, I studied a couple bone-related references, like the animal spine for the grip, the spiraling antelope horns for the arms, and a stretchy ligament for the string. The coloration started out a little messy but I think pulled together. It's just a little hard to read silhouette-wise well because of how thin a bow is.

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Free Item Cards

This is a preview and example of the item cards available to the Rare+ patrons. Hopefully this helps you get a sense of the content you receive if you decide to pledge!

Item Cards:

  • Box of Banded Aids
  • Glove of Blasting
  • Heartbreaker
  • Long-Winded Great Axe
  • Rot

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 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.

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[Miscellaneous] Item Cards

Item cards for items released without a corresponding theme.

Item Cards:

  • Box of Banded Aids
  • Forlorn Hope
  • Glove of Blasting
  • Heartbreaker
  • Long-Winded Great Axe
  • Rot
  • Stenographer's Folio

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 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.

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[Primordial] Item Cards

Quick Download Links:

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Item Cards:

  • Arcstratos Shard
  • Belt of Primal Air
  • Boots of Elemental Passage
  • Cloak of Primal Water
  • Crown of Primal Fire
  • Eminence Spire
  • Helm of Primordial Command
  • Infernus Halo
  • Null Reaver
  • Plate of Primal Earth
  • Primordial Brand
  • Sliver of Prime Essence
  • Torrential Lash

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 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.

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[Chance] Item Cards

Quick Download Links:

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Item Cards:

  • Blade of Exorbitant Wealth
  • Cane of the Fairemaster
  • Clinker's Pegsword
  • Cutthroat Deck (compiled separately)
  • Liar's Dice
  • Orb of the All or the Nothing
  • Robe of the Golden Hoard
  • Roulette Plate
  • Sharpshooter's Gallery
  • Shield of Fortune
  • Slots Slammer
  • Two-Hand Buster

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 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.

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Item Cards Masterpost

This post collects the links to all the item cards released so far. Currently working through the backlog of existing items.

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[Necromancy] Item - Doll of Resurrections

Necromantic theory of "astra" use thin needles to manipulate spirit and reanimate flesh. Before lichdom and soul preservation became the dominant form of unlife, ancient necromancers inserted hundreds of magical needles to prolong their own existences.

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Doll of Resurrections
Wondrous item, rare

When first found, this doll has 1d4 + 2 needles. Each needle ranges between 5 to 10 inches long, made of a variety of arcane materials.

Over the course of 10 minutes, you can carefully insert a needle into a humanoid corpse and activate the needle's necromantic magic. The needle revives the creature with a temporary surge of life. The target must have been dead no longer than a century, cannot be undead, and cannot be missing its head. If the target's soul is willing and at liberty to rejoin the body, it regains consciousness with 1 hit point. Any magical curses or similar effects that have not been removed from the corpse resume their effects. The target keeps its original statistics except for the following changes:

  • The target becomes undead. It no longer needs to eat, drink, or breathe to survive.
  • The target is immune to poisons and diseases.
  • The target's Dexterity score decreases by 2.

A needle's magic is finite. The target creature dies 4d10 days after revival. Additional needles inserted into the target can delay this death, with each needle extending the duration by another 4d10 days. The target also dies if any of its inserted needles are removed. A creature can use an action to pull out the needle by succeeding on a DC 24 Strength check. Once a needle is removed, it becomes a nonmagical object.

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Legendary Variant: Doll’s Bargain. The legendary version of the doll has this property. The doll produces its own needles, conjuring a needle every 2d20 days.

The needles also exerts some control over corpses they revive. As an action, a creature holding the doll can attempt to control an undead revived by the doll’s needles. The creature makes a Charisma check against a DC equal to 50 minus the number of the doll’s needles inserted in the target. On a success, the creature takes control of the target for 1 hour as outlined by the dominate person spell. The creature must maintain concentration for the duration (as if concentrating on a spell). Once taken, this action can’t be taken again until the next dusk.

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DESIGN COMMENTARY

This item came about as an intersection of two things: a unique method of resurrection and a scary-looking creature/villain. At its core, it revolves around a necromancer doing unspeakable things to continue creating new needles to extend their life. As a utility item, it can be used to revive teammates (along with a nice adventure drive) or temporarily revive dead people for conversation. The number of needles and life duration was hard to balance since most games rarely take months into consideration.

The legendary version allows the necromancer villain to concretely serve as a viable villain, along with a built-in plot quest for finding its doll version of a lich's phylactery.

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[Necromancy] Item - Skinmeld Balloon Kit

With a low barrier to entry, the skinmeld is perfect for a beginner necromancer seeking to raise their first undead. With a simple stitch of skin and gas from the kit's canister, even a child can summon a skinmeld - and it's a flying one too for added fun!

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Skinmeld Balloon Kit
Wondrous item, rare (requires attunement by a character that knows at least one necromancy spell)

This kit can also be used as weaver's tools.

Animate Skinmeld. Over the course of 1 minute, you can cast animate dead from this kit, targeting the skin of a dead humanoid instead of corpses or bones. The skin can be in a loose pile or still on a fresh corpse. The target skin becomes a skinmeld (the GM has the statistics) with the following changes:

- The skinmeld has a fly speed of 20 feet.
- The skinmeld is proficient with shortbows and light crossbows, and it can use them to make attacks.

Once cast, you can't cast this spell from the kit again until the next dusk. Only an animate dead spell cast from this kit allows you to reassert control over any skinmelds you created this way. If you end your attunement while you still control any skinmelds, your control over them ends.

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If you are a Rare+ Patron, follow this masterpost link for this item's item card.

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Design Commentary

As far as the effectiveness goes, it's basically a once-per-day cast of a 3rd-level spell, with a couple bonuses. Most rare items allow 1/day casts of 3rd to 4th level spells, so the attunement requirement cost bumps it up slightly, allowing for some power trade-off. Since the kit's spell can't be upcast, characters can't create more than one skinmeld at a time.

The items presented in this kit were drawn from medieval kits. Visually that's a little boring, so I tried to add some creepy bits, like the pieces of skin and the overflowing canister (of helium? idk). Functionally, a necromancer would close the leather flaps and carry it by the leather thread; the loops at the bottom of the kit allow the canister and bellows to dangle.

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Theme Poll #2

The Necromancy theme is looking quite good. Much of the planned content feels exciting and unique and hopefully you'll like it too, despite the now longer time frame.

The Rare+ tier tarot-sized playing cards are also on their way, looking much better than my first go around. It would be really cool to see them in physical form!

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-September). If you have any requests or ideas, feel free to leave a comment below.

  • 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 fireheart glow of its forges, from the lightning flash of its technology to the neon stylings of its undercity.
  • Shadow of the Blighted Sun. The sun offers no respite in this world unlike yours — its light poisons and decays all that it touches. Its inhabitants live in a society of shadow, wield the magic of darkness, and explore a subterranean world whose rules are completely different.
  • 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.

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[Necromancy] Monster - Skinmeld

Uncharacteristically light on its feet, the bloated skinmeld is little more than a layer of skin filled with necromantic energy. Its eyes, nose, and other orifices have been melded shut by the necromantic process, sometimes with material harvested from other corpses. At the necromancer’s beck and call, the skinmeld shambles with a slight unnerving bounce.

New wave necromancers who make full use of a corpse may turn its skin into a skinmeld, in addition to a zombie or skeleton. Their choice of skinmeld filler varies, from the more common method of necromantic telekinetic reanimation to the rarer stuffing of straw, blood, or air. Traditional necromancers derisively refer to skinmelds as “skinflatables,” a point of contention that encouraged the divide between factions.

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DESIGN COMMENTARY

This creature was designed for two major reasons — I wanted an undead creature that is different from the typical flesh and bone undead, and I had a fun spell idea that turns you into multiple undead (disembody self). I immediately decided on "skin balloon," which during research I discovered didn't quite exist yet (there are currently reanimated skin and stitched skin examples). I also like the idea of "soft robotics necromancy" and the cute connection to miasma ("bad air").

This undead originally had flight and was a ranged combatant because it was a balloon, but was eventually deemed too mismatched for disembody self. Granting it ranged weapons also raised questions (did you know skeletons only have weapon attacks in its stat blocks? What happens when you raise a skeleton with raise dead? etc). Eventually it was reduced to CR 1/4 along with the skeleton and zombie, and given a bomber self-destructive role instead.

The name went through a bunch of iterations but this one was the best that explained its type. "Skinstitch" was already taken, and "skinflatable" was too silly. "Skinballoon" and "skinblimp" was too obvious.

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[Necromancy] Item - Robe of the Lich King

This black robe once belonged to the lich king Vernyx Dai'athell, who helmed the Black Brotherhood faction during the Necromancer's Civil War. As expected of an archlich, one scattered fragment of Vernyx's soul remains hidden in the robe, awaiting the opportunity to return to full life.

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Robe of the Lich King
Wondrous item, artifact (requires attunement by a spellcaster)

You must spend the duration of the attunement period wearing the robe. Once attuned, the robe binds to you and partially withers your limbs into blackened claws. If you end your attunement to the robe, you die and cannot be resurrected without an effect short of a true resurrection spell.

Semi-Sentience. The robe is imbued with a fragment of Vernyx's soul. Robe of the Lich King is a semi-sentient lawful evil robe with a Wisdom of 14 and a Charisma of 12. It cannot see or communicate, but can sense the intentions and actions of its wielder. The robe subtly casts suggestion (save DC 18) on the wielder to convince it take steps toward the resurrection of Vernyx, starting with use of the robe's Necropolis property. If the robe's wearer casts restless necropolis* from the robe such that it becomes permanent, Vernyx's soul grows strong enough to return to the world, free to possess bodies or accomplish his goals.

Necromancer's Robe. While attuned to this robe, you have resistance to necrotic and poison damage. If you have at least one level of the wizard class, you can copy any of the spells listed in the Spellcasting property to your spellbook without paying its gold cost, provided it is of a level you can cast. Finally, when you cast a necromancy spell that consumes a material component, the cost of the component is halved.

Empowered Necromancy. If you cast a necromancy spell while attuned to this robe, you have a +3 bonus to your spell attack rolls and spell save DC related to that spell. If you expended a spell slot to cast that spell, you regain hit points equal to twice the level of the spell slot expended.

Antimagic Weave. Whenever a spell targets you, roll a d6. On a roll of 1 or 2, the spell has no effect. If that spell is a necromancy spell, it has no effect if the roll is a 1, 2, 3, or 4 instead.

Spellcasting. This robe has 10 charges and regains 1d6+4 expended charges daily at dusk. While you wear this robe, you can use an action to cast one of the following spells from it without requiring components, expending the necessary number of charges: fear (3 charges), flash of decay* (1 charge), ghostly haunt* (4 charges), levitate (2 charges), throat rot* (2 charge), vampiric touch (3 charges). You use your spell save DC for the DC of these spells.

Necropolis. While you wear the robe, you can cast restless necropolis* from it without providing material components. Once you cast this spell, you can't cast it again until the next dusk. If you cast the spell in the same area the following day, its casting time becomes 1 action instead of 10 minutes.

* Necromancy Spells can be found at This Post

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If you are a Rare+ Patron, follow this masterpost link for this item's item card.

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DESIGN COMMENTARY

An artifact with a straightforward built-in storyline for Vernyx to return as the lich king he is. Many of the features are designed around being really good at necromancy - a small gift in exchange for unwittingly fulfilling Vernyx's goals.

As an artifact, this item basically has no power cap. Be careful when giving this to your players!

One thing I did this time around is include SRD spells to replace the custom spells.

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[Necromancy] Spells of Dark Magic

Edit: Revisions as spells are reexamined.

  • Ghostly Haunt's teleport range has been changed to within 10 feet.
  • Flash of Decay can now be upcast for warlocks to take advantage of.
  • Restless Necropolis and Throat Rot removed from cleric spell lists as they're too unholy.
  • Throat Rot subsequent damage reduced to avoid abuse.
  • Soul Swap language re-clarified.

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A necromantic theme naturally features necromancers, which naturally features some necromancy spells. Here are the base list of necromancy spells designed for this theme, most often used by the magic items.

Spell List:

  • Cruor
  • Disembody Self
  • Flash of Decay
  • Ghostly Haunt
  • Mummific Binds
  • Restless Necropolis
  • Soul Swap
  • Throat Rot
  • Withering Smite

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DESIGN COMMENTARY

These spells are intended to cover a breadth of necromantic themes, such as blood (Cruor), Decomposition (Flash of Decay), Undeath (Flash of Decay), Undead creatures (Mummific Binds), Wizardry (Restless Necropolis).

Disembody Self is probably my favorite; dividing yourself into three smaller creatures for a brief time. Pretty good utility, kind of like a limited polymorph (three CR 1/4 unlike polymorphs's CR 9) for extra hit points plus a flock of familiars for scouting. See the fleshmire (upcoming) and skinmeld stat blocks.

Throat Rot and Cruor offer unique control options that encourage targets to either not cast spells or move, respectively. The operative word is "encourage," since they are unsaveble yet its low damage is wholly avoidable. It's kind of like heat metal. I've gone back and forth with Cruor because I feel unsaveable spells tend to start around 2nd-level to avoid introducing such swingy effects so early, but counter-examples like magic missile's auto-damage and entangle's difficult terrain is similar to what Cruor is doing. The damage swung between d4 and d8, and d6 probably won't break the game.

Restless Necropolis is a version of guards and wards and druid's grove but for necromancers. Mostly for flavor, but good for NPCs.

Withering Smite is the only option for Paladins and Rangers, to expand on the spell list availability. Otherwise pretty straightforward, like a more focused version of blinding smite or staggering smite (all converge on the main utility of imposing disadvantage on attack rolls).

Soul Swap is a total flavor spell, but has some combat use. At 7th level, it's kind of like a very short-duration dominate monster. Since dominate monster is a 1-hour 8th level spell, 7th level feels appropriate.

Ghostly Haunt and Mummific Binds are the extensions of Vampiric Touch. Ghostly Haunt is a very unique buff and/or debuff, using a mechanic not yet known before. Its utility allows casters to follow difficult targets, which is about as useful as (half of) dimension door, with the danger of being too close, so best used for gishes. Mummific Binds is a basic debuff option.

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[Necromancy] Item Cards

Quick Download Links:

Current Item Cards:

  • Blackhand's Grasp
  • Cadavera Lamina
  • Carrionette Bomb
  • Corpsunder
  • Dead Eye
  • Doll of Resurrections
  • Exsangutioner
  • Fleshrazor Weapon
  • Osteocast
  • Reverent Beacon
  • Robe of the Lich King
  • Signet of the Empire Eternal
  • Skinmeld Balloon Kit
  • Soulfire Tether
  • Soulsmite

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.

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[Necromancy] Item - Blackhand's Grasp

Welcome back to another theme. This time the Necromancy Wastes (soon to be renamed Necrosheer Wastes) won by a pretty nice margin so we're heading down to some fun undead stuff. I've already got some fun stuff planned, such as the skinmeld - the skin undead to the fleshy zombie and boney skeleton. Necromancy is ... fun?

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According to lich legend, this bony hand was cut from the corpse of the first Blackhand, the visionary, sage, and leader of the Black Brotherhood. The hand has passed between subsequent Blackhands up until their disbanding in the aftermath of the Necromancer's Civil War.

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Blackhand's Grasp
Wondrous item, legendary

When first found, this severed hand has 1d4 + 1 fingers remaining. While you hold this hand, you can cast the chill touch cantrip from it (spell save DC 19), requiring no components.

Fingers of Death. While you hold this severed hand, you can use an action to cast finger of death from it (spell save DC 19). Once that spell has been cast, one of the hand's remaining fingers disintegrates to ash. Once the hand has no fingers remaining, it becomes a nonmagical stump and loses all its magic.

Rare Variant. The rare version of this item decreases its spell save DC to 15 and reduces the necrotic damage dealt by finger of death to 3d8 + 10.
Very Rare Variant. The very rare version of this item decreases its spell save DC to 17 and reduces the necrotic damage dealt by finger of death to 4d8 + 15.

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If you are a Rare+ Patron, follow this masterpost link for this item's item card.

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DESIGN COMMENTARY

There's a couple necromantic methods/factions to explore for this theme; we start off with the classic lich. Because necromancy is also so intertwined with the school of magic, it makes sense to combine them with finger of death. Also I wanted to draw a zombie hand.

After the 1-use-per-finger came together organically, I assigned the rarity, which is as strong as legendary even though it's a consumable. The lore was then adjusted to fit, plus extra variants to allow this item in lower-tier games.

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2023 Update - Part 2

Half a month ago, I wrote I received an opportunity and must slow down production, with updates to come. Here it is!

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Details. I've been approached by good friend and fellow creator Loot Tavern, who I have long admired, to essentially join them. I'm currently working in a more-or-less full-time capacity, meaning I have little time to produce content for Aripockily.

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Changes to Patreon

Content Volume. Going forward, my output will be significantly reduced. I'm aiming for 1-2 posts per week, each either a piece of drawn content (item, monster, etc) or the Compendium post itself. Realistically, it'll be 1 per week until the LLTT Kickstarter finishes.

Compendium Volume. The theme compendium then releases every few months when there is sufficient content to form one.

Theme Polls. These polls now much longer due to these changes. They'll go live when a compendium releases and end 2 weeks before the next. A link to the most recent poll can now be found on the landing page's Welcome Screen (below the Xan Rockman picture).

Reflections in Pledge Tiers. Pledges will be altered to reflect the reduced output. I'd halve all pledges across the board if I could, but Patreon is bad at changing pledge tier amounts and mass-editing tier access to posts. Instead, I'll add benefits to tiers to retain their value:

  • Uncommon. From June forward, Uncommon patrons receive access to compendiums on release (does not include the Item-Only Collections).
  • Rare, Very Rare, Legendary. From June forward, these patrons receive an additional reward to compensate: printable item cards in addition to the normal square cards. The size is either tarot or poker size (tbd). I'll also look into VTTs at some point.

What This Means. This means if you're currently at the $5 tier, you can receive the same future benefits by supporting at the $2 tier. You'd still have to support at $5 to access the 26 previous compendiums (which is pretty fair at just $5), so make sure to download everything before switching tiers.

The art benefit from the $10 tier remains at this tier as patrons essentially receive 400+ pieces of art for just $10; the $25 tier remains the generous support tier.

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Final Words

Thank you for everyone's support over the past years! I hope the changes are understandable. If these changes aren't favorable, you can always consider one-time purchasing the same content through DriveThruRPG when the compendium releases. You can also consider supporting through Loot Tavern, as their caliber of work far surpasses mine!

As always I remain eternally grateful.

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[Chance] Bonus Game - Suit Up!

Thanks for all the support over the past 2.5 years! This minigame was cut from the supplement for a number of reasons - It's a card game that's too hard to simulate with dice; it's not really played against a dealer; and needs more playtest. The rules presented are what were briefly tested; they can be changed via Modifications at the bottom.

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Overview. The game pits players against each other in card battle. Players must attempt to defeat opponents by reducing health to 0.

Players. 2 players.

Set-Up. The game requires only 1 deck of standard playing cards. This set uses Clubs, Swords (spades), Hearts, and Shields (diamonds).

Each player draws 5 cards from a shuffled deck. Each player uses some means to track their hit points, which starts at 7.

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Rules. The game occurs over any number of rounds.

Each player selects 4 cards from the 5 to play, all placed facedown in front of the player. 1 card becomes the Turn Order Card and the rest go into the player's Pool. Both players simultaneously reveal their chosen cards. The player with the highest Turn Order card goes first that round; if there is a tie, both players replace their Turn Order card with a random card drawn from the deck until there is no tie.

The first player plays their three remaining cards from their Pool in any order. Then the second player goes, playing their three remaining cards from their Pool in any order. Not all cards have to be played.

Cards have effects based on only their suits when played. Once played, cards immediately go into a discard pile.

  • Sword. Deal 1 damage to your opponent.
  • Heart. Regain 1 hit point.
  • Club. Discard 1 other card in your Pool to deal 2 damage to your opponent. You deal no damage if you don't discard a card.
  • Shield. This card can't be played on your turn. Instead, if this card is in your Pool when an opponent uses a Club card to damage you, you can discard the Shield to reduce the damage to 0.

If the cards in your Pool form a hands (set), you gain a special ability. If you have a hand when the Pool is revealed, you gain an ability that you can use once on your turn this round.

  • One Pair. Swap one card in your Pool with one from your opponent's Pool.
  • Straight (increasing number). Discard 1 card from your Pool to deal 3 damage.
  • Flush (same suit). Discard 1 card from your Pool to regain 2 hit points.
  • Triple (same number). Also counts as a One Pair. When you play a card from your Pool, play resolve its effect 2 additional times.

Once all players have taken their turns playing cards from their Pool, the round ends. Players draw back up to 6 cards in hand and repeat the round. If the deck is empty, shuffle discard pile to form the new deck.

Victory. Players win by reducing opponents' hit points to 0.

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Modifications. Game's still being tested, so here are some variables to adjust if you wish.

  • Players. Up to 4 players can play. You might use 1 or 2 decks for this.
  • Hand Size. 6-card hand instead of 5.
  • Hit Points. Change the max hit points to 5 or 10.
  • Shield Strength. Change the Shield suit such that it is effectively only if its card value exceeds the Club card's value. You might allow Shields to block Sword damage this way.

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[Preview] - Games of Chance

This is a preview for April's Games of Chance compendium! This 29-page supplement presents minigame guidelines, forms of stakes, 13 minigames, 22 items for gamblers, 2 monsters, and 7 pages of details for the opulent Golden Hoard Casino and delightful Scintella Faire, including locations, 20 encounters, extra games, and the powerful people who run them.

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In case you haven't the chance to read the 2023 Update, I'm taking May off to take on a new opportunity and likely can't retain my original content schedule. I'll have more details around May, but it's looking to be tough.

To thank all the patrons past and present, I've uploaded another minigame cut from this supplement called Suit Up! Thank you to everyone who has donated their generous support be it monetary or social, for building this community this far.

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Want to see more? Purchase it now either through Patreon's Shop or via DriveThruRPG!

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[Chance] Weapon - Maw of Avarice

None can be certain who created this weapon. Some say the gods gifted this to mortalkind as punishment for those who would purchase power. Some tales attribute it to an exiled artificer seeking revenge on a king. The truth is perhaps simpler: a dragon with an insatiable need to gamble her hoard.

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Maw of Avarice
Weapon (shortsword), uncommon

Golden Compass. While you wield this weapon, you can use an action to speak its command word and instantly learn direction to the wealthiest creature within 60 feet of you. Once you use this action, you can't use it again until the next dawn.

Gilded Hubris. Immediately before you make an attack roll with this magic weapon, you can insert up to 10 gold coins into the hilt (no action required). If you hit your target, the weapon returns half the coins inserted for the attack. If you score a critical hit, the weapon returns all coins inserted for the attack and deals extra weapon damage to the target equal to the number of coins returned. Unreturned coins are absorbed into the weapon.

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DESIGN COMMENTARY

There needed to be at least one item in this theme capable of consuming your gold. This design was pretty simple after that; high risk-high reward. It should feel easy to use for wealthier players.

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[Chance] Shield - Shield of Fortune

Followers of a deity of luck imbue their implements with concentrated fortune, forcing increasingly favorable outcomes by allowing for increasingly dangerous risk, mitigated only by a nudge of fate.

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Shield of Fortune
Shield, rare (requires attunement)

While you wield this shield, when you or an ally within 5 feet of you is hit by a weapon attack, you can use your reaction to attempt to block the attack. The attacked creature rolls a d8 and adds it to its AC, potentially turning the hit into a miss. However, if the attack still hits, the attack becomes a critical hit. A creature reduced to 0 hit points this way immediately fails one death saving throw.

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DESIGN COMMENTARY

"Spin! That! Wheel!!!"

Wheel-spinning chance games are so popular, and their bulky form can only really translate to a buckler shield. This shield is in some ways a counterpart to the Two-Hand Buster, except for the defending creature. What fun!

As for the balance, this can be compared to other +1/2/3 shields, which are already considered powerful for what they can do. At minimum, this shield is a reaction-based +1 shield (since your minimum d8 roll is 1), and a +1 shield is considered uncommon. Players will likely prefer to chance a roll for +2 to +3, since the chances of failure is only 37.5%, rendering it comparable to other +2 shields. To offset this potential failure, the wielder gains an alternative benefit to block hits for allies.

If you consider this shield a +4.5 shield because that's the average roll of d8, you must also remember that the fail condition is double damage taken. For each hit you successfully block, you'd take a nearly equal amount of double damage hits.

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[Chance] Weapon - Clinker's Pegsword

Built into the blade of this weapon is a pegboard used in the popular chance game of Clinker. The weapon was clearly made by an artificer with a deep passion for gambling, though it sometimes serves as an idol for a deity of luck and fortune.

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Clinker's Pegsword
Weapon (greatsword), uncommon (requires attunement)

You have a +1 bonus to attack and damage rolls made with this magic weapon.

This weapon has 3 charges and regains expended charges daily at dawn. When you hit a creature with this weapon, but before you roll for damage, you can activate its internal mechanism for a potential bonus effect (no action required). Then roll for damage. Consult the Pegsword Effect table using the combined value of your damage roll. If you rolled three or more d6s for damage, use only the first two d6s you rolled.

Pegsword Effect

6 or 8 - Your attack is unaffected.
2 - You can immediately make one additional attack with this weapon (no action required).
3-5 - You can add 1d6 to the next attack roll you make against the target before the end of your next turn.
7 - You deal an extra 1d6 weapon damage to the target.
9-11 - The target must subtract 1d6 from the first attack roll it makes against you before the start of your next turn.
12 - You knock the target prone, provided it is Large or smaller.

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DESIGN COMMENTARY

Before anyone gets funny with the word "Peg," please keep in mind its origins from "Pegboard" where the game is played.

You may recognize the game by its many other names such as "Plinko" or "Pachinko,"  but those are actually proper nouns. It's a little alarming how there isn't a widely accepted name for this game beside "pegboard ball game." I ended up creating my own ("Clinker") that is as similar to Plinko and "tinker" as possible.

I added a pinball ball launch into the sword's hilt. Fun!

The pegsword's boons were surprising to balance, too. For starters, because it requires attunement, it needed to have a base benefit (+1 weapon). The rest of the boons had to be on par with the opportunity cost for attunement (because a +1 weapon doesn't require attunement). Normally in a game of pegboard ball game, your best boons might be near the edges of the board because it's harder to achieve. However, this weapon uses the 2d6 damage roll to determine its boon (my idea to reduce the rolling delay), so I also had to take into account that rolling 12 damage is already pretty great on its own while rolling 2 damage is unfortunate.

Overall the chances of producing no additional effect (roll total of 6 or 8) is 27.8%. This is the "downside" of the gamble, which isn't that bad.

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[Chance] Item - Orb of the All or the Nothing

The glass orb used by the pair of mystics at the Scintella Faire may not actually have precognitive properties, but surprisingly contains a small measure of divination magic. One must be warned, however, of the dangers of reducing outcomes into a binary proposition of absolute success or failure.

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Orb of the All or the Nothing
Wondrous item, rare

Immediately before you make an attack roll, you can speak this orb's command word and roll a d6. On a roll of 4 or higher, you automatically score a critical hit on the attack. On a roll of 3 or lower, you hit yourself with the attack. Once used, this property cannot be used again until the next dawn. 

Very Rare Variant: Push Your Luck. This higher rarity variant also has this property. Immediately after you roll a 3 or lower on the d6 and hit yourself with your attack, you can choose to push your luck (no action required). You can roll the d6 again, which produces the same results described except any damage you deal to yourself for rolling a 3 or lower is doubled. You can continue to roll the d6 this way, doubling any damage you deal to yourself each consecutive time you do so.

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DESIGN COMMENTARY

"All or Nothing" is a common desperate gambling phrase. In my home game I have an item called Ball or Nothing that basically did something similar (reduce attacks to a coin flip). It actually has the same stats as Game of Chicken from the Cooking compendium, so I knew I needed something different.

I kept the ball theme (since a crystal ball exists at a fairground's mystic hut/tent), but added the variant for pushing your luck. I'm personally not sure how far I'd go with pushing my luck - maybe once.

It's also interesting to note that doubling the damage you deal to yourself is actually worse than critting your enemy, since you'd double the ability modifier damage dealt to yourself (but not for your enemy). The house odds always wins!

Also note that this is balanced around base critical hit rules. If you use alternative crit rules (such as doubling all damage or max first die roll), the balance will end up different.

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[Chance] Item - Liar's Dice


Liar's Dice is already a popular game among sailors, but that didn't stop the designers of these dice. Followers of a deity of trickery or mischief wield these dice as a weapon against agents of wealth or luck.

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Liar's Dice
Wondrous item, uncommon

This set includes 6 dice: a four-sided die (d4), a six-sided die (d6), an eight-sided die (d8), a ten-sided die (d10), a twelve-sided die (d12), and a twenty-sided die (d20). After you or a creature within 30 feet of you rolls a die that matches one of your dice, you can use your reaction to roll your corresponding die and replace the target's result with your own. You can use this reaction after you learn the result of the roll.

Once you have rolled one of your dice this way, that die becomes a non-magical die and can't be used again. 

Common Variant. The common variant of this item includes only 1d3 of the 6 dice rather than the full set. The GM can decide which dice are present or roll to randomly choose.

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DESIGN COMMENTARY

Not much to say about the stats. The visual design though, was a process. I initially intended for everything to be wood, but later realized it'd look more interesting if they were another pretty material (marble, obsidian). The agate die came later as a alternate realization of tree ring patterns. The cup (part of a regular liar's dice game equipment) has a sea monster to imply its nautical origins.

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[Chance] Weapon - Sharpshooter's Gallery

For master archers so confident in their own skills, from the scopeless arbalesters to the round-circle quickdraw bowman, this crossbow puts their purported exceptional skills to the test. The Scintella Faire archery booths invites participants of all ages!

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Sharpshooter's Gallery
Weapon (light crossbow), uncommon

Immediately before you make an attack roll with this magic weapon, you can declare a number of your choice from 1 through 20. If your declared number equals the d20 result, the attack becomes a critical hit. If your declared number fails or exceeds the d20 result by 3 or more, any damage you deal with the attack is halved (if you hit). 

If your declared number is 20 and you also roll a 20, you roll three additional damage dice instead of one for scoring a critical hit.

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DESIGN COMMENTARY

This was one of the few "games of chance" I could wrestle out of the fairground theme (since so many are actually games of skill), based on the archery/shooting gallery games. I actually struggled a while to figure out the declaration mechanism, testing ideas ranging from consecutive hit bonuses (an idea already used in the Nick of Time sword) and thresholds (this doesn't work since players would simply declare specific number thresholds for a relatively consistent benefit). In the end, I stuck with a bulls-eye mark where you do better the closer you are to your declared number.

It's important to note that though the stats really boils down to shifting the crit number around with added penalties, you can take advantage of it. Consider some of these examples:

  • If you're fighting a high AC monster where you only hit on a roll of 16 or higher, declaring 18 ensures you're expanding your crit range with no drawback. If you're a Champion fighter, that number also changes.
  • If you have the ability to re-roll the d20 and choose the result (such as Lucky), you have higher odds of hitting your declared number.
  • You can set your declared number to match a Divination Wizard's portent even if it is low, i.e. you can declare a 5 and it is still considered a crit.
  • If you have disadvantage on an attack and don't expect to roll high, you can declare a low crit number in hopes of hitting a low number critical.

Also remember that because this weapon doesn't require attunement, there's no cost to lugging this around and using it whenever you wish.

Also did you catch the 360 no scope reference

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[Chance] Weapon - Cane of the Fairemaster

This ornate cane rarely leaves the grip of Iridess, the spirited Fairemaster of the Scintella Faire, who uses it to further his own indulgence in the delight and protection of the fairegoers. The Fairemaster sometimes grants a child access to this cane for a day, delighted in the potential chaos it may bring.

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Cane of the Fairemaster
Weapon (club), legendary (requires attunement)

This magical dueling cane has grants a +2 bonus to its attack and damage rolls, and deals an extra 1d6 psychic damage on a hit. This dueling cane is considered a Finesse weapon.

Faire Mark. When you hit or touch a creature using this cane, you have advantage on the first Charisma check you make to interact with it until the end of your next turn. You can't gain this advantage against the same creature again until the next midnight.

Aspect of Iridess. Colorful dancing lights hover around you while you wield this cane, which grants you the following benefits:  

  • You have resistance to psychic damage. 
  • You are proficient with Deception or Performance (your choice when you first attune to this cane). 
  • You know the prestidigitation cantrip and can cast it at will. 
  • You can use an action to conjure a faire ticket into your hand. You can't do so again until the next midnight.

Spellcasting. This cane has 10 charges and regains 1d6+4 expended charges daily at midnight. While you wield this cane, you can use an action to cast one of the following spells without requiring material components, expending the necessary charges (spell save DC 19): compulsion (4 charges), command (1 charge), enthrall (2 charges), hideous laughter (1 charge), hypnotic pattern (3 charges), modify memory (5 charges).

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DESIGN COMMENTARY

This cane is wielded by the opposing dragon of Gouldraphe: Iridess. It's unclear whether they're rivals or friends yet, but their matched love for games of chance have different goals — one being wealth and the other being delight.

Iridess is the head of the Faire, a somewhat loaded word that implies fey origins. Thus he's some sort of fey dragon whose hoard is "delight," and his cane is appropriately more magical than Gouldraphe's robe. I did my best to distance this from the Witchlight Carnival, but I can only go so far!

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[Chance] Item - Robe of the Golden Hoard

Gouldraphe, the Curator of the Golden Hoard casino, is never seen without her most prized possession: a robe of flowing molten gold equally iconic and functional. Its gilded fabric seems to catch every shining light of the Golden Hoard casino; its deep pockets seems to produce the endless coins Gouldraphe tosses to her patrons. Every passing day invites a compounding challenge to relieve her of her riches.

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Robe of the Golden Hoard
Wondrous item, legendary (requires attunement)

Private Vault. This robe contains an extradimensional space accessible via its sleeves, interior pockets, or folds. You can only store objects of a type you consider most to be wealth. For many, that category is currency (coins, gems, and bills), though the GM may allow alternative forms of wealth such as knowledge (books, scrolls, and records) or survival (food, water, and raw materials). The extradimensional space can hold up to 2,000 pounds of material not exceeding a volume of 100 cubic feet. The robe always weighs 5 pounds regardless of its contents.  Objects you store in the robe must fit through a 2-foot diameter opening. Only you can store or retrieve an item from the robe, which requires an action. When you end your attunement to the robe, its contents spill forth unharmed. 

Aspect of Gouldraphe. Golden sparkles hover around you while you wear this magical robe, which grants you the following benefits:

  • You have resistance to fire damage.
  • You are proficient with Intimidation or Persuasion (your choice when you first attune to this robe).
  • You can use an action to learn the direction toward the wealthiest creature within 60 feet of you, that wealth as defined by the contents of your robe. You can't use this action again until the next dawn. 

Spellcasting. While you wear this robe, you can use an action to cast the following spells from the cloak without expending material components: burning hands (spell cast at 3rd-level), heat metal, locate object. If a spell requires a saving throw, its DC is 19. Once a spell is cast, that spell can't be cast again until the next dawn.

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DESIGN COMMENTARY

This item is one of two legendaries, one for the casino and one for the fair. The idea of a gold dragon running a casino as her hoard is not unique, but fun enough to play with. Gouldraphe is a hoarder, greedy, and effectively stores a personal hoard within her person at all times. That's also why the robe has fire resistance and magic. What I'd love to see in game is the player negotiating with the DM to determine what their idea of "wealth" is, as well as the ability for the wearer to detect the wealthiest person within range.

I had originally intended the robe to visually look like molten or liquid gold, but I wasn't fully able to get the creases and colors to look right. Instead, only the drape bears that language and forms a sort of sneaky dragon's wings.

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[Chance] Weapon - Slots Slammer

This weapon is a particular favorite of the Curator, typically bestowed to head guards of the Golden Hoard casino or her favored patrons. Whether that is purely thematic or a sly bribe remains to be seen.

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Slots Slammer
Weapon (warhammer or maul), uncommon (requires attunement) 

You have a +1 bonus to attack and damage rolls made with this magic weapon.

Lucky Slots. Three spinning slots are built into this weapon's head. Whenever you roll for initiative and are not surprised or incapacitated, you can spin the slots for a potential boon. Roll 3d6 and consult the Slots Boon Table to determine your possible benefit. You gain all of the benefits for which you qualify, which last for 1 minute.

Slots Boon
At least one 6 - You gain 10 temporary hit points that disappear at the end of the duration.
At least two 6s - You deal an extra 1d6 weapon damage to targets you hit with this weapon.
Three 6s - You have advantage on attack rolls made with this weapon.

Rare Variant: Push Your Luck. This higher rarity variant also has this additional property. Immediately after you roll for your Lucky Slots property, you can choose to lose 5 hit points to reroll one of the d6s. This hit point loss cannot be prevented or deflected in any way. You can repeat this re-roll any number of times, losing another 5 hit points each time you do so.

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DESIGN COMMENTARY

This weapon is based on another popular casino game, the slots. The slots were easy to translate to dice rolls (rolling a d6 for each), but the difficulty was calibrating the potential rewards. The probabilities of rolling 1, 2, and 3 6s had to be considered: 

  • Only one 6 - 34.9%
  • Two 6s - 6.9%
  • Three 6s - 0.4%
  • At least one 6 - 42.2% (sum all)
  • At least two 6s - 7.3% (sum 6.9 & 0.4)

Given the chances of rolling at least one 6, this translates to a net gain of ~4 temporary hit points per battle. This to me seems appropriate as the difference between a +1 weapon (no attunement) and this one (requires attunement).

If you decide to Push Your Luck, you're best off attempting a d6 reroll once you have at least one 6, allowing the temporary hit points to absorb some of the cost. On average, you have to roll a d6 six times to get a 6 (here's a good summary of how that probability breaks down), so that's an average cost of 25 lost hit points per Push (excluding the first roll) to gain the next benefit. That's not bad if you have allies ready to heal you.

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[Chance] Weapon - Two-Hand Buster

Ironically, the legend allegedly concocted around this glistening carver may have contributed to its own continued success. The cautionary tale — one of a rapacious hero who could not withstand the immense power sought — only invited hundreds of adventurers who believed their luck and restraint stronger.

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Two-Hand Buster
Weapon (great axe), rare (requires attunement)

While attuned to this weapon, you become proficient with all gaming sets that use cards. 

Gambling Hand. This weapon has 5 charges and regains charges daily at dawn. Immediately after you make an attack roll with this weapon but before you know whether you hit or miss, you can expend 1 charge to improve your roll. Roll a d10 and add it to the attack roll. You can accept this result or roll another d10 and add it, repeating until you choose to stop. However, if your attack roll result becomes 22 or higher this way, you stop adding d10s and instead target yourself with the attack. The damage you deal to yourself cannot be prevented or reduced in any way.

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DESIGN COMMENTARY

This one is designed around the blackjack concept, aka "Busting" when you go higher than 21. It's actually pretty straight-forward and fairly easy to use and I like it a lot. How lucky do you feel?

The two-hand refers to its Two-Handed weapon trait, but also segued well into the visual design of two hands with card fans. The cards are a little hard to see but I suppose it's meant to be somewhat subtly embossed from the axe blade.

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Theme Poll #1

Important: If you haven't already, read the most recent Major Update about how things are/may be changing.

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As always thank you for your generous support. I'm a little sad I have to curb the support so soon, but on the bright side, the added time for each theme does allow for stronger content. Games of Chance was a quality surprise.

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Let's take a look at the options for the next theme. The poll will run for 2 weeks and end on the 24th. As always, the second and third most popular options from last month are brought back, but I also want to revisit an exciting older idea for tiny adventures because that's a whole new dimension. If you have any requests or ideas, feel free to leave a comment below.

  • 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.
  • The Lights of Lumon. The magic of light reigns in the city of Lumon, from the radiant sunstar of its divinity to the fireheart glow of its forges, from the lightning flash of its technology to the neon stylings of its undercity. Welcome to the lumenpunk aesthetic (I'm still brainstorming this tbh)
  • The Necrosis Wastes. In the aftermath of the Necromancy Civil War, nature revitalized across the land except for one particular barren location. Now as the magic fades, the ghosts of undead past return to life.
  • 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.

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[Update] 2023 and Major Changes

This update is MAJOR so I encourage you read through it. I promise to keep it short. Here's the summary; details and explanations are found further below.

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SUMMARY

  • A potential opportunity came up for me that demands more of my time.
  • Because of that, I need to take May off. Billing for May will be paused (set to begin Apr 28).
  • After May, content production for the Patreon will be reduced. It is currently unclear by how much.
  • If you delete your pledge, make sure to download your accessible content first!
  • More details to follow in mid-May.

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CONTEXT

I first started this Patreon endeavor a little over 2 years ago. At the time I promised content that seemed reasonable, but as time progressed, the art, design, and production work became more elaborate and took up a lot of my day.

Recently I was offered an opportunity that seems really nice. If it works out, it would take away from my Patreon work time. This means changing the Patreon content structure moving forward to something manageable, but I don't know what that would look like just yet. I still plan to produce compendiums, but each compendium will take anywhere between 2-4 months instead of 1. After June, I'll keep the tiers active for new pledges who want access to certain content or licenses, or those who want to donate monetary support, but without the expectation of monthly themed compendiums. As always, the compendiums are still sold as a package on DTRPG; I may also take this time to add content to other sites or VTTs.

Charging the same amount for significantly reduced content is understandably dissatisfactory. That's why I'm pre-emptively pausing billing for May, to allow current patrons to download any content you have access to while I figure things out. Please please only support me if you're financially stable or when the pricing is affordable. I'll come back with a second update in mid-May to clarify the future.

Feel free to ask questions if you have any!

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It's a bittersweet to change so drastically, especially after gaining so many new patrons from the recent compendiums, but I hope you understand! Thank you patrons and non-patrons alike for your support. You have collectively produced some incredible content for everyone.

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