Monday, October 30, 2023

DnD 3.5 to 5e Spell Conversions: Armor of Darkness

 

Armor of Darkness

4th-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 8 hours
  • Classes: Cleric, Warlock

You touch a willing creature who isn’t wearing armor, enveloping them in a protective shroud of flickering shadows until the spell ends. For the duration, that creature has darkvision out to a range of 60 feet. The creature’s base AC becomes 13 + its Dexterity modifier. The spell ends if the creature dons armor or if you dismiss the spell as an action. Additionally, the space the creature occupies is considered lightly obscured to creatures other than the target.

Undead creatures affected by Armor of Darkness have advantage on saving throws against Turn Undead.


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. Well, basically some special spooky mage armor that includes darkvision and makes it easier to hide.

DnD 3.5 to 5e Monster Conversions: Digester

 

This creature stands on two powerful hind legs. It has a long tail, but no other limbs, and a gray, pebbly hide with daggerlike markings. Its narrow head is equipped with a sucking mouth and a tubelike orifice in its forehead. 
- Dungeons and Dragons v3.5 Monster Manual


DnD Magic Item Conversions: Armor Part 5


Armor of the Desert Evening

Armor (scale mail), Common

Aura: Faint Evocation


This armor is designed to be worn in the desert heat without ill effects to the wearer. While wearing this armor, you and everything you wear and carry are unharmed by temperatures up to 150 degrees Fahrenheit. This does not grant any sort of resistance against fire damage. 


Dragonarmor
Armor (heavy), Very Rare (requires attunement)

Aura: Strong Abjuration


You have a +1 bonus to AC while wearing this armor and have resistance to cold damage and fire damage.


Eastern Wooden Armor
Armor (splint), Rare (requires attunement)

Aura: Moderate Transmutation


Created from strips of highly flexible wood, which have been treated and enchanted, you have +1 bonus to AC while wearing this armor and do not have disadvantage on Dexterity (Stealth) checks normally caused by wearing splint armor. In addition, Druids are always considered proficient with this armor.


Armor of Eelix
Armor (light, medium or heavy), Rare (requires attunement)

Aura: Moderate Conjuration


When not in use, this armor appears to be a silver ring. As an action you can activate it, causing armor made of blue light to appear around you. The kind of armor is determined when the ring is created and cannot be changed afterwards. You are considered proficient with this armor even if you lack the appropriate proficiency. You cannot activate this armor while already wearing another suit of armor.


Armor of Electricity
Armor (light, medium or heavy), Rare (requires attunement)

Aura: Moderate Evocation


While wearing this armor, you can use a bonus action and speak a command word to cause the armor to become charged with magical, electrical force for the next ten minutes. The next time a creature hits you with a melee weapon attack while within 5 feet of you, the armor discharges this energy and the attacker must make a DC16 Constitution saving throw. The creature takes 6d6 lightning damage on a failed save, or half as much damage on a successful one. Once you have used this trait, you cannot do so again until the following dawn.


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. More and more armor. For the rest of my life armor.

Thursday, October 26, 2023

DnD 3.5 to 5e Monster Conversions: Hellcat


Silently, with grace and power, a creature emerges on the path ahead. It has the shape of an enormous lion, but its form consists of blinding light and fiery sparks, as though its body were made of energy and not flesh and bone. 
- Dungeons and Dragons v3.5 Monster Manual


Tuesday, October 24, 2023

DnD Magic Item Conversions: Armor Part 4

 


Armor of Command

Armor (heavy), Rare (requires attunement)

Aura: Moderate Enchantment


While wearing this armor, you project an aura of confidence, bolstering allied forces. Each allied creature within 120 feet of you that can see you has advantage on Wisdom saving throws.  


Armor of Concealed Wizardry
Armor (light, medium, or heavy), rare (+1), very rare (+2), or legendary (+3)

Aura: Moderate (+1) , Strong (+2) or Very Strong (+3) Illusion


You have a bonus to AC while wearing this armor. The bonus is determined by its rarity. In addition, the armor appears nonmagical to spells and magical effects that detect magic.


Armor of Continual Cleanliness
Armor (light, medium or heavy), Common

Aura: Faint Transmutation


This suit of magical armor is continuously clean. It is never dirty, nor does it rust or show blemishes. 


Armor of Coolness
Armor (light or medium), Common

Aura: Faint Evocation


While wearing this armor, you and everything you wear and carry are unharmed by temperatures up to 150 degrees Fahrenheit. This does not grant any sort of resistance against fire damage. 


Armor of Cure Wounds
Armor (light, medium, or heavy), rare (+1), very rare (+2), or legendary (+3)

Aura: Moderate (+1) , Strong (+2) or Very Strong (+3) Evocation


You have a bonus to AC while wearing this armor. The bonus is determined by its rarity. In addition, you can cast the cure wounds spell, targeting yourself, using your spellcasting ability modifier. Once you have done so, you cannot do so again until the following dawn.


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. As you could imagine, among 6,000+ magic items, there are quite a few different sets of armor that show up, which means there are still a few more of these left.

DnD 3.5 to 5e Spell Conversions: Arc of Lightning

 

Arc of Lightning

3rd-level evocation


  • Casting Time: 1 action
  • Range: 30 feet (100 foot line)
  • Components: V, S, M (two small iron rods)
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard

Choose one creature or object in range and one other creature or object within 100 feet of the first target. A bolt of electricity to arcs between the two targets. Both targets and any other creatures in a 5-foot wide line between those two creatures must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot above 3rd.


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 quite a bit like lightning bolt, only instead of a bolt straight from the caster, you get to choose a pair of creatures to zap between.


Monday, October 9, 2023

DnD 3.5 to 5e Monster Conversions: Destrachan

Block of text here. A creature shambled forward on thick, taloned legs. Vaguely reptilian in form, its large, stooped frame ends in a mostly featureless head dominated by large eat structures and a gaping, toothless mouth.
- Dungeons and Dragons v3.5 Monster Manual


DnD 3.5 to 5e Spell Conversions: Appraising Touch

 

Appraising Touch

1st-level divination (ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (jeweler’s tools worth 25 gp)
  • Duration: Concentration, up to 1 hour
  • Classes: Artificer, Bard, Wizard

Objects near you suddenly seem clearer and more in focus, allowing you to notice blemishes and imperfections you had missed before. For the duration, you have a +10 bonus to Intelligence checks made to estimate the value of a precious item and can determine if an object is a magical item at a touch. If you spend 1 minute handling a magical item you can determine the rarity of the item.


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. Short and simple ritual spell, particularly good for those characters that feel like running some sort of side business.

DnD Magic Item Conversions: Armor Part 3

       

Blue Armor of the Crystalmist Mountains

Armor (scale mail), Rare (requires attunement)

Aura: Moderate Abjuration


This armor is created from the hide of a blue dragon. You have a +1 bonus to AC while wearing this armor and resistance to lightning damage. 



Bradlie's Leather Armor
Armor (leather), Uncommon

Aura: Minor Enchantment


You have a +1 bonus to AC while wearing this armor.


Curse. This armor is incredibly ugly and causes people you interact with to have an instinctive negative reaction. So long as you wear the armor, you have disadvantage on Charisma ability checks.



Callarduran Smoothhands's Chain Mail
Armor (chain mail), Very Rare (requires attunement)

Aura: Strong Abjuration


You have a +2 bonus to AC while wearing this armor. In addition, you have advantage on saving throws against spells cast by drow.



Armor of Charm
Armor (light, medium or heavy), Uncommon (requires attunement)

Aura: Minor Enchantment 


When you are hit by an attack while wearing this armor, the attacker must succeed on a DC 13 Wisdom saving throw or be charmed by you for 1 minute, or until you do anything harmful to them. Once the armor has successfully charmed a creature, it cannot do so again until the following dawn.


Notes:


Armor of Comfort
Armor (light, medium or heavy), Common

Aura: Faint Transmutation


This suit of magical armor is as comfortable to wear as ordinary clothing, and may be slept in without problems.



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. More and more armors, many of these ones fairly basic and with minor enchantments.

Tuesday, October 3, 2023

DnD 3.5 to 5e Monster Conversions: Delver



A huge creature burrows through the solid rock wall. Its teardrop-shaped, rocky body glistens with slime, and it uses the blunt claws of its two great appendages to clear away debris.
- Dungeons and Dragons v3.5 Monster Manual


DnD Magic Item Conversions: Armor Part 2

       

Arcane Armor

Armor (light), Legendary (requires attunement)

Aura: Very Strong Abjuration and Transmutation


You have a +2 bonus to AC while wearing this armor. If you die while wearing the armor, the armor is destroyed as it slowly melts away and dissipates.


Arcane Ward. The armor has 50 charges and regains all expended charges each day at dawn. Whenever you take any damage, that damage is reduced by 3, and the armor expends 3 charges. In addition, whenever you are the target of a spell of 3rd level or below, that spell fails and has no effect, and the armor expends charges equal to 5 + the spell’s level. So long as the armor is at 0 charges, neither of these traits function.


In addition, so long as the armor has at least 1 charge remaining, you have darkvision to a range of 60 feet, advantage on saving throws against being charmed or poisoned, and magic can't put you to sleep.



Arvoreen's Chain Mail
Armor (chain mail), Very Rare (requires attunement by a halfling)
Aura: Strong Evocation


You have a +2 bonus to AC while wearing this armor. 


This armor has 10 charges and regains 1d6+2 expended charges daily at dawn. While wearing it, you can use an action to expend 1 or more of its charges to cast the cure wounds spell, targeting yourself. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.



Aslyferund's Armor
Armor (scale mail), Legendary (requires attunement)
Aura: Very Strong Abjuration

Fashioned by a renowned smith from golden dragon scales and decorated with three holly berries etched into the center of the chest, there were only six of these breastplates known to have been created. You have a +2 bonus to AC while wearing this armor and are considered proficient with this armor even if you lack proficiency with medium armor. This armor does not impose disadvantage on your Dexterity (Stealth) checks like regular scale mail would. In addition, while wearing the armor, you are immune to fire damage as well as bludgeoning, piercing and slashing damage from nonmagical weapons.



Armor of Blackflame
Wondrous Item, Very Rare (requires attunement)
Aura: Strong Abjuration and Evocation

This armor appears to be a shimmering black suit of plate. The armor weighs nothing and does not impose disadvantage on Dexterity (Stealth) checks, but it also provides no AC and can’t be worn over other armor. You may wear this armor even if you do not have proficiency with heavy armor.


While being worn, the armor creates a vague, shifting aura of darkness, concealing you from magical scrutiny. You can’t be targeted by any divination magic or perceived through magical scrying sensors. In addition, you have resistance to cold and fire damage.



Armor of Blending
Armor (light), Uncommon (requires attunement)
Aura: Minor Illusion

This armor appears to be a mundane suit of armor, and anyone who views it with detect magic spell, must succeed on a DC 14 Intelligence saving throw to see anything other than an ordinary suit of nonmagical armor. As a bonus action, you can command the armor to change its appearance either to look like a set of normal clothing or to return to its normal appearance.



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. You haven't seen the last of armors here, and the list goes on and on!

DnD 3.5 to 5e Spell Conversions: Antimagic Ray

 

Antimagic Ray

7th-level abjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a pinch of powdered iron or iron fillings)
  • Duration: Concentration, up to 1 minute
  • Classes: Cleric, Sorcerer, Wizard

You project an invisible ray from your finger toward a creature or object in range. Make a ranged spell attack against the target. On a hit, the target and everything they are wearing and carrying are cut off from the magical energy that suffuses the multiverse. Spells and other magical effects, except for those created by an artifact or a deity, are suppressed and have no effect on the target and any magical items they are wearing or carrying cease to function and are considered nonmagical items while the spell lasts.

If cast on a willing target, your attack automatically hits. At the end of each of the target’s turns, it can choose make a Wisdom saving throw against the spell. On a success, the spell ends.


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. Here we go, a slightly lower leveled antimagic field, only targeting a single creature rather than an area, making it situationally better or worse.