Monday, September 25, 2023

DnD 3.5 to 5e Monster Conversions: Chaos Beast

Foul and terrible, the creature before you has no set form. It constantly melts and reforms, apparently drawing each shape from every nightmare that has ever plagued humankind. It chaotically shifts through a dozen monstrous forms before shaping itself into a bulbous thing with ten eyes swimming in a viscous sac at the top of a body that's surrounded by a ring of smacking mouths.
- Dungeons and Dragons v3.5 Monster Manual


STATBLOCK

DnD 3.5 to 5e Spell Conversions: Animate Elements

 

Animate Elements

1st-level conjuration


  • Casting Time: 1 minute
  • Range: 90 feet
  • Components: V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water)
  • Duration: Concentration, up to 1 hour
  • Classes: Druid, Wizard

You call forth an Elemental spirit, which manifests in an unoccupied space that you can see within range. This creature uses the Animated Element stat block. When you cast this spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a tiny version of a regular Elemental of the chosen type, and the type chosen determines certain traits in its stat block. The elemental is friendly to you and your companions for the duration and takes its turn immediately after you in initiative. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.

While concentrating on this spell, you can use an action to dismiss the Elemental early. If your concentration is broken, the Elemental doesn’t disappear. Instead, you lose control of the elemental. When this happens, it becomes hostile toward you and your companions and it might attack. An uncontrolled Elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it. 



One of the spells from my conversions of the entire Dungeons and Dragons 3.5 Spell Compendium into 5e and published in Spells of Antiquity. This one is just a super low level conjuration spell to get the party pet train rolling.

Sunday, September 24, 2023

DnD Magic Item Conversions: Armor Part 1

       

Abbathor's Armor

Armor (leather armor), Very Rare (requires attunement)

Aura: Strong Necromancy


While wearing this leather armor, you gain a +2 bonus to AC. In addition, you can use a bonus action to force a creature you can see within 30 feet to make a DC 15 Constitution saving throw. On a failed save, the target is blinded until the end of your next turn.



Armor of Absorption
Armor (light, medium, or heavy), Rare 
Aura: Moderate Abjuration


While wearing this armor, you gain a +1 bonus to AC. The armor has 3 charges. Whenever you are subjected to a spell or magical effect that would reduce one of your ability scores or hit point maximum, one charge is expended and your ability score or hit point maximum is not affected.


The armor regains 1d3 charges daily at dawn.



Armor of Acidic Secretion
Armor, Rare (requires attunement)
Aura: Moderate Abjuration


While wearing this armor, you gain a +1 bonus to AC.


Curse. Whenever you take damage from a weapon attack, you take an additional 1d4 acid damage as the armor begins to secrete a corrosive acid.



Anything Armor
Armor (plate), Uncommon (requires attunement)
Aura: Minor Transmutation


You have a +1 bonus to AC while wearing this armor. As a bonus action you can speak a command word and cause this armor to transform into any other kind of armor. This transformation lasts for 24 hours before the armor reverts to its original form.



Aquatic Armor
Armor (light, medium, or heavy), Uncommon 
Aura: Minor Transmutation


This armor has been designed for fledgling underwater adventures. While wearing this armor, you have a swimming speed equal to your walking speed. 



Here are some more magic items converted from the Dungeons and Dragons 2e Encyclopedia Magica into 5e and published on the DMsGuild under Artifacts of Antiquity Volume 2. Here we go with one of the bigger categories that will take up most of the rest of the way through volume 2: armors!

Tuesday, September 19, 2023

DnD Magic Item Conversions: Armbands Part 2

 

Armband of Snake Changing

Wondrous Item, Uncommon (requires attunement)

Aura: Minor Transmutation


As an action you can transform yourself into either a constrictor snake or poisonous snake. The transformation lasts for 1 hour, or until you end it early as a bonus action, drop to 0 hit points, or die. Your statistics are replaced by the statistics of the chosen snake. You retain your mental ability scores, alignment and personality. 


You assume the hit points of your new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.


You are limited in the actions you can perform by the nature of your new form and you can't speak, cast spells or take any other action that requires hands or speech.


Your gear melds into your new form. You can’t activate, use, wield, or otherwise benefit from any of your equipment.


Once you have used this property, it can’t be used again until the next dawn.



Armband of Strength
Wondrous Item, Uncommon 

Aura: Minor Transmutation


This armband bears the symbol of a lion, and can be used to bolster your own strength in times of need. This armband has 3 charges. Whenever you make a Strength-based ability check, attack roll, or saving throw, you can expend one charge to gain advantage on that roll.


The armband regains 1d3 expended charges daily at dawn.



Trueheart's Warding
Wondrous Item, Artifact (requires attunement by a creature of good alignment)

Aura: Overwhelming Abjuration, Evocation and Transmutation


This artifact is the third in the Circle of Love, created by Sirrion for the goddess Mishakal during the Age of Dreams. To prove the strength of love over deceit, Mishakal drew the girl Mirri to the young enemy warrior Trae. They fell in love. Allied with Trae's brother Heris, the lovers set out to establish peace between their warring nations. The evil god Hiddukel, however, betrayed the lovers, imprisoning each of their spirits in one artifact from the Circle of Love. Trae is bound in the Trueheart's Warding. The armband opposes the Dagger of Vengeance in Hiddukel's Triad of Betrayal. It appears as a bronze armband etched with a hawk that bears arrows in its talons and four roses upon its breast, and it confers several benefits upon the one who wears it. 


The armband has a permanent nystul’s magic aura effect on it, causing it to appear as a common magic item with an aura of faint abjuration to anyone that can detect magic auras.


Trae’s Protection. You have a +2 bonus to AC while wearing this armband and resistance to bludgeoning, piercing and slashing damage from nonmagical attacks. You also have advantage on saving throws against spells and other magical effects.


Avoidance. If you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. 


Undying Bond. You no longer age while attuned to this armband. As an action, you can regain all your hit points, and end all effects on you described in the greater restoration spell. Once you have used this trait, you cannot do so again until the following dawn.


Random Properties. Trueheart’s Warding has the following random properties. 

  • 2 minor beneficial properties.

  • 1 major beneficial property.



Armband of Variable Strength
Wondrous Item, Uncommon (requires attunement)

Aura: Minor Transmutation


This armband bears the symbol of a lion, and can be used to bolster your own strength in times of need. This armband has 3 charges. Whenever you make a Strength-based ability check, save or attack roll, you can expend one charge to gain advantage on that roll.


The armband regains 1d3 expended charges daily at dawn.


Curse. This armband causes your Strength to fluctuate wildly. Each day at dawn, roll a d8. Until the following dawn, your Strength score changes based on the following table:


D8

Strength

1

4

2

6

3

8

4

10

5

12

6

14

7

16

8

18



Here are some more magic items converted from the Dungeons and Dragons 2e Encyclopedia Magica into 5e and published on the DMsGuild under Artifacts of Antiquity Volume 2. Not a ton to add, the main standout being a Dragonlance artifact. It is a pretty powerful, though I guess that's the point of an artifact.

DnD 3.5 to 5e Monster Conversions: Belker

A mass of dark smoke moves against the breeze, shifting shape as it comes closer. Cloudlike, roiling, it suddenly explodes into a demonic creature of smoke and wind, with large bat wings, clawed tendrils, and a biting maw.
- Dungeons and Dragons v3.5 Monster Manual


DnD 3.5 to 5e Spell Conversions: Anger of the Noonday Sun

 

Anger of the Noonday Sun

5th-level evocation


  • Casting Time: 1 action
  • Range: Self (20-foot radius)
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Druid

Your body explodes with radiance, bathing the area around you in sunlight. Each creature other than you within a 20-foot-radius sphere centered you must make a Constitution saving throw. On a failed save, a creature takes 5d8 radiant damage and is blinded until the start of your next turn. On a successful save, it takes half as much damage and isn’t blinded. Undead and Oozes have disadvantage on their saving throw.

If any of this spell’s area overlaps with an area of darkness created by a spell of 5th level or lower, the spell that created the darkness is dispelled.


One of the spells from my conversions of the entire Dungeons and Dragons 3.5 Spell Compendium into 5e and published in Spells of Antiquity. Fancy big druid spell- useful for blinding drow and burning vampires.

Thursday, September 14, 2023

DnD 3.5 to 5e Spell Conversions: Angelskin

 


Angelskin

2nd-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Cleric, Paladin

Until the spell ends, one willing creature you touch gains resistance against radiant damage and against bludgeoning, piercing and slashing damage from nonmagical attacks.


One of the spells from my conversions of the entire Dungeons and Dragons 3.5 Spell Compendium into 5e and published in Spells of Antiquity. This one is fairly simple and straightforward. Just a decent little low-level buff spell.

DnD 3.5 to 5e Monster Conversions: Abyssal Greater Basilisk

The creature looks like a thick-bodied reptile with eight legs. Rows of bony spines jut from its back, and its eyes glow with an eerie, pale green incandescence.
- Dungeons and Dragons v3.5 Monster Manual



DnD Magic Item Conversions: Armbands Part 1

 

Comfort of Sleep Armband

Wondrous Item, Common

Aura: Faint Enchantment


While wearing these black arm wrappings, you sleep soundly and comfortably, free of mundane nightmares. This armband does not protect you from spells or other magical effects that would cause you to have nightmares.



Armband of Death
Wondrous Item, Rare (requires attunement)

Aura: Moderate Evocation


This armband bears an insignia of two serpents entwined about a staff. The armband has three charges. Whenever you would normally roll one or more dice to restore hit points with a spell that targets a single creature, you can expend one charge and instead use the highest number possible for each die (for example, instead of restoring 2d6 hit points to a creature, you restore 12).


The armbands regain 1d3 expended charges each day at dawn.


Curse. This armband is cursed and cannot be removed until the curse is broken. Upon successfully attuning to it, the serpents on the insignia animate and begin to bite the wearer. The serpents bite the wearer once each round, on initiative count 20. When they do, the wearer takes 1 piercing damage and must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour and gain 1 level of exhaustion. 


The serpents will continue to attack the wearer until the wearer dies or the armbands are removed or destroyed. The armbands have an AC of 13 and 20 hit points.



Armband of Healing
Wondrous Item, Rare (requires attunement)

Aura: Moderate Evocation


This armband bears an insignia of two serpents entwined about a staff. The armband has three charges. Whenever you would normally roll one or more dice to restore hit points with a spell that targets a single creature, you can expend one charge and instead use the highest number possible for each die (for example, instead of restoring 2d6 hit points to a creature, you restore 12).


The armbands regain 1d3 expended charges each day at dawn.



Armband of Music
Wondrous Item, varies (varies)

Aura: Varies


This item appears to be and functions in all respects as another magic armband that has 1 or more charges (typically an armband of healing or an armband of strength). However, each time you expend a charge from the armband, it emits the sound of a brass band, audible from as far away as 300 feet. The music lasts until the end of your next turn.



Armband of Salutation
Wondrous Item, Uncommon (requires attunement)

Aura: Minor Enchantment


This armband bears the symbol of a fleur-de-lis. You know the compelled duel spell and can cast it any number of times without expending a spell slot.


Curse. While attuned to this armband, whenever you roll initiative, the only action you can take on your first turn in combat is to cast compelled duel targeting a hostile creature and the only movement you can make is to move closer. While concentrating on compelled duel, you cannot willingly drop concentration on the spell or make any movement that would end with you being more than 30 feet away from the creature you cast compelled duel on.



Here are some more magic items converted from the Dungeons and Dragons 2e Encyclopedia Magica into 5e and published on the DMsGuild under Artifacts of Antiquity Volume 2. Here's one batch of armbands to keep you going, with a variety of rarities- none too terribly powerful though and at least one a little bit cursed.