Tuesday, February 25, 2025

Humble Beginnings

The humble beginnings of this project occurred when a group of friends noted that the new 2024 version of the Player's Handbook included a large number of backgrounds, but seemed to be missing several permutations of ability score combinations. 

From that point, things slowly evolved into the idea of taking all of the pre-2024 backgrounds and crafting updated versions following the conventions created in the newest take on the PHB. From there, we figured we might as well include a pile of our own origin feats, several new backgrounds, and even a list of skill feats from Unearthed Arcana: Feats for Skills to use in place of origin feats (if you so desire).

All in all, we would like to present the following content:
- 53 Updated backgrounds.
- 4 Regional backgrounds.
- 32 New or updated origin feats.
- 18 Skill feats.

It can be found on the DMsGuild here.

Tuesday, August 6, 2024

Tome of Forgotten Foes

Here it is! 102 new monsters converted from the D&D v3.5 Monster Manual and available for use in your D&D 5e game. This list includes both new versions of existing creatures, as well as new creatures that haven’t yet found their way into 5e. Note: Several monsters in this volume were also recently released in the Planescape book: Morte’s Planar Parade (I’m looking at you, Archons and Guardinals). Since their stat blocks were already written, I decided to include them- no reason to cut finished content.

Sunday, July 7, 2024

Noseeum Amulet

 Noseeum
Wondrous Item, Uncommon (requires attunement)
Aura: Minor Abjuration

While wearing this amulet, you are protected from divination magic and magical scrying as though under the effects of a nondetection spell
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One of many items from my conversion of the old 2e Encyclopedia Magica into 5e-compatible content with my Artifacts of Antiquity collection. For a master list of all items currently converted, please check out this page.



Wednesday, July 3, 2024

Hands of the Healing Spirit

Hands of the Healing Spirit
Wondrous Item, Artifact (requires attunement by a bard, cleric, druid, or paladin)
Aura: Overwhelming Abjuration and Evocation

This powerful amulet was crafted during the Age of Dreams by the god Sirrion and gifted to the goddess Mishakal so that she would intercede on his behalf against another member of their pantheon. Since then, the amulet has changed hands among a number of mortals. It appears as an elegant amulet made of white gold, formed by three crooked arms, with three hands clasped together at its center.


Attunement. While attuned to the amulet, you feel a strong desire to provide succor for the oppressed and aid for the injured. Your alignment becomes neutral good, and you gain the following traits:


Divine Wisdom. Your Wisdom score becomes 20, unless it is already 20 or higher.


Mirri’s Love. You are continuously under the effects of the protection from evil and good spell. You know the light cantrip.


Mishakal’s Blessing. You stop aging while you wear this amulet, are immune to poison and disease, and are  immune to poison damage. You regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point.


Spells. This amulet has 10 charges. You can use an action to expend 1 or more of the amulet’s charged to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: cure wounds (1 charge), healing word (1 charge),  prayer of healing (2 charges), lesser restoration (2 charges), greater restoration (5 charges), heal (6 charges)


The amulet regains 1d6 + 4 expended charges daily at dawn.


Random Properties. The amulet has the following randomly determined properties:

  • 2 minor beneficial properties

  • 1 major beneficial property

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One of many items from my conversion of the old 2e Encyclopedia Magica into 5e-compatible content with my Artifacts of Antiquity collection. For a master list of all items currently converted, please check out this page.



Tuesday, November 7, 2023

DnD 3.5 to 5e Spell Conversions: Arrow Mind

 

Arrow Mind

1st-level divination


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a flint arrowhead)
  • Duration: 10 minutes
  • Classes: Ranger

You expand your awareness to the point where your bow feels like an extension of your own body. When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to make one ranged attack against the provoking creature.


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

DnD Magic Item Conversions: Armor Part 6


Elven Chain Mail
Armor (chain mail), Rare
Aura: Moderate Transmutation

You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with heavy armor.

Armor of Energy Drain
Armor (light, medium or heavy), Rare (requires attunement)
Aura: Moderate Necromancy

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

Curse. This armor drains your vitality. Whenever you take damage while wearing the armor, your hit point maximum is reduced by an equal amount. The reduction lasts so long as you remain attuned to the armor. You die if this effect reduces your hit point maximum to 0.

Armor of Etherealness
Armor (light, medium, or heavy), Very Rare (requires attunement)
Aura: Strong Transmutation

While you're wearing this armor, you can speak its command word as an action to gain the effects of the etherealness spell, which last for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can't be used again until the next dawn.

Evil Dragon Armor
Scale Mail, Rare 
Aura: Moderate Abjuration

This armor is fashioned from the hide of a chromatic dragon, granting the wearer resistance to one damage type depending on the kind of dragon it was created from.

Color - Resistance 
Black - Acid
Blue - Lightning
Green - Poison
Red - Fire
White - Cold

Armor of Fear
Armor (heavy), Uncommon (requires attunement)
Aura: Minor Necromancy

This magical armor has 7 charges and regains 1d4 expended charges each day at dawn. As a bonus action you can speak a command word and expend one charge to radiate an aura of fear in a 15-foot radius sphere centered on you until the start of your next turn. While the fear aura lasts, any creature other than you that starts its turn in the area or enters the area for the first time in a turn must succeed on a DC 12 Wisdom saving throw or be frightened of you until the aura ends. A Construct or an Undead is immune to this effect.


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.

DnD 3.5 to 5e Monster Conversions: Megaraptor


This lean, long-legged bipedal creature has wicked-looking claws on its feet and a brightly colored hide that reminds you of a tropical bird. It stands about 12 feet tall and its outstretched tail makes it twice that in length.  
- Dungeons and Dragons v3.5 Monster Manual

Spells of Antiquity Complete Edition

 

As an avid Dungeons and Dragons player for most of my life, I've journeyed through the various editions of this beloved game. While 5th edition holds a special place in my heart, my fondest memories often harken back to the intricate world of 3.5. It's in the spirit of this nostalgia and a desire to bridge the gap between the two editions that I embarked on a special project.

I'm thrilled to share with you the culmination of my efforts: a comprehensive collection of over 600 spells, painstakingly adapted from the 3.5 edition Spell Compendium to seamlessly integrate with 5th edition D&D. This project represents a labor of love, fueled by my deep appreciation for the rich history of the game and a desire to offer a treasure trove of new possibilities to the 5th edition gaming community.

Here, you'll find meticulously updated mechanics that not only retain the essence of the original spells but also align with the rules and dynamics of 5th edition. Whether you're a veteran of 3.5 looking to revisit cherished spells or a 5th edition enthusiast seeking fresh, diverse options for your campaigns, this collection is designed to enhance your D&D experience.

I invite you to explore this compendium and hope that it ignites your imagination, sparks new adventures, and adds a touch of the classic to your 5th edition games. So, without further ado, and after a year of revisions, I present the final compiled volume of my Spells of Antiquity conversion: Enjoy!

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.