Friday, August 11, 2023

DnD Magic Item Conversions: Antennae and Anvils


Antennae of Triangulation

Wondrous Item, Very Rare (requires attunement)

Aura: Strong Divination


This magic item appears to be antennae removed from some gargantuan insect. Usually over 8 feet in width and 20 or more feet in length, they must be mounted somewhere on a vessel that has a spelljamming helm installed. The antennae include a helmet that you wear in order to receive information from the antennae.


While wearing the helmet, you have a complete picture of the space around your vessel. You automatically detect any creature or object that is huge sized or larger within a 1-mile-radius sphere centered on the antennae and can see and hear through any point within that area as if you were there.


High Anvil of the Dwarves


Wondrous Item, Legendary (requires attunement by a dwarf)

Aura: Strong Transmutation


This large and elaborately carved anvil is forged from an alloy of adamantite and steel and adorned with depictions of great events from dwarven history. It was crafted by the dwarves to help create some of their greatest works. Most dwarven communities that manage to obtain one of these anvils regard it among their most prized treasures and guard it accordingly. 


Even without attuning to the anvil, any smith using the anvil to craft finds their skills greatly increased. When used to craft items, both magical and nonmagical, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.


If you are attuned to the anvil, weapons and armor you craft are sometimes imbued with magical abilities, which are only apparent after your work is completed. When you finish crafting a nonmagical weapon or suit of armor using the anvil, roll a d8 and consult the following table to see the result:


1 - No additional effect

2 - No additional effect

3 - Weapon: it becomes a magic weapon with a +1 bonus to attack and damage rolls. Armor: You gain a +1 bonus to AC.

4 - Weapon: whenever you hit with this weapon, it deals an additional 1d4 fire damage. Armor: Whenever you take fire damage, that damage is reduced by 1d4.

5 - Weapon: whenever you hit with this weapon, it deals an additional 1d4 cold damage. Armor: Whenever you take cold damage, that damage is reduced by 1d4.

6 - Weapon: whenever you hit with this weapon, it deals an additional 1d4 lightning damage. Armor: Whenever you take lightning damage, that damage is reduced by 1d4.

7 - Weapon: whenever you hit with this weapon, it deals an additional 1d4 thunder damage. Armor: Whenever you take thunder damage, that damage is reduced by 1d4.

8 - Weapon: whenever you hit with this weapon, it deals an additional 1d4 radiant damage. Armor: Whenever you take radiant damage, that damage is reduced by 1d4.


Iron Anvil of the Armies

Wondrous Item, Rare

Aura: Moderate Transmutation


This is a large, black, iron anvil embossed with runes of power in gold and brass. A smith can complete tasks with uncanny quickness. When used to craft nonmagical items, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.


Anvil of the Lortmil Mountains

Wondrous Item, Rare (requires attunement)

Aura: Moderate Transmutation


This anvil was enchanted in a shrine of Moradin. While attuned to it, you can craft weapons and armor of exceptional quality. When you use this anvil to craft nonmagical weapons and armor, it takes you twice the normal time. When you finish crafting one of these items, make an ability check using your smith’s tools (DC 20). If you succeed, the weapon or armor is imbued with magic and becomes a +1 version of that weapon or armor.


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. The first of these is made to accompany a Spelljammer campaign, perhaps alongside one of my favorite items: the Accelerator. Most of these aren't intended as the sort of items you have stuck in your backpack to carry around for daily use. Then again, perhaps if you were particularly determined to get the most out of your downtime you could get a miniature smithy set up in a portable hole, fully decked out with magic anvil and ready to go at a moment's notice.

















Thursday, July 27, 2023

DnD 3.5 to 5e Monster Conversions: Hound Archon

  

A powerfully built humanoid with the head of a dog appears both serene and ready for action, with a greatsword strapped across its broad back and an expression that indicates intelligence and protectiveness.
- Dungeons and Dragons v3.5 Monster Manual



Wednesday, July 26, 2023

DnD Magic Item Conversions: More Anklets


Anklet of Levitation

Wondrous Item, Rare (requires attunement)

Aura: Moderate Transmutation

While you wear these anklets, you can use an action to cast the levitate spell, targeting yourself, at will.


Anklet of Sinking

Wondrous Item, Uncommon (requires attunement)

Aura: Minor Transmutation


While wearing this anklet, you are able to move across any liquid surface- such as water, acid, mud, snow, quicksand, or lava- as if it were harmless solid ground (if you cross molten lava you can still take damage from the heat).


Curse. The anklets are cursed. Whenever you attempt to cross a liquid surface, the anklets stop functioning at some inconvenient point, instead increasing in weight until they weigh 100 pounds. When they stop working, all other spells and magical effects that allow you to walk on liquid surfaces are also dispelled.

Anklet of Sure Footing

Wondrous Item, Uncommon 

Aura: Minor Transmutation


Woven from kelp to help adapt to a life at sea, these anklets are designed to be used while on seafaring adventures. While wearing them, you are unaffected by seasickness and can move at normal speeds across ship decks, even under the most treacherous of conditions. You automatically pass any ability checks or saving throws to maintain your footing while on a ship and gain a climb speed equal to your walking speed.


Anklet of Walking

Wondrous Item, Uncommon (requires attunement)

Aura: Minor Transmutation


While wearing this anklet, you are able to move across any liquid surface- such as water, acid, mud, snow, quicksand, or lava- as if it were harmless solid ground (if you cross molten lava you can still take damage from the heat).


Here are some more items converted from the Dungeons and Dragons 2e Encyclopedia Magica into 5e and published on the DMsGuild under Artifacts of Antiquity Volume 1. Other than that, there's not much more to add: have some fancy magical anklets, some more cursed than others.

Monday, July 24, 2023

DnD 3.5 to 5e Spell Conversions: Acid Sheath

 

Acid Sheath

4th-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a handful of fire ants)
  • Duration: 10 minutes
  • Classes: Sorcerer, Wizard

You enclose yourself in a fluid sheath of acid for the duration. You can end the spell early by using an action to dismiss it. This sheath grants you resistance to acid damage and any creature that touches you or hits you with a melee attack while within 5 feet of you takes 2d4 acid damage. If you are in a grapple, other creatures in the grapple take acid damage once per round at the beginning of their turn.

In addition, your melee weapon attacks deal an additional 1d4 acid damage.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage you deal when a creature touches you or hits you with a melee attack increases by 1d4 for each slot level above 4th and the additional damage dealt by your melee attacks increases by 1d4 for every two slot levels above 4th.


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. Even more acid damage on the agenda here, with this one intended to be cast when you're planning on going up close, or at least someone anticipating the enemy to get into melee range.

Friday, July 21, 2023

DnD 3.5 to 5e Monster Conversions: Aranea

The creature appears to be a monstrous spider, but it has two small humanlike arms below its mandibles. 
- Dungeons and Dragons v3.5 Monster Manual


Another monster from the 3.5 monster manual that got left behind in 5e is the Aranea. They aren't really lycanthropes, but they do happen to be one of the closest things to a werespider in the Forgotten Realms. Spider-like creatures with inherent spellcasting, they also have shapechanging abilities similar to a lycanthrope, with the ability to change forms between that of a giant spider, a humanoid and a hybrid form between the two.

 Art is by Wizards of the Coast.

Tuesday, July 18, 2023

DnD Magic Item Conversions: Artifact and Anklets

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


Anklet of Growth

Wondrous Item, Rare (requires attunement)

Aura: Moderate Transmutation


While you wear these anklets, you can use an action to cast the levitate spell on yourself at will. 


Curse. This anklet is cursed. Whenever you use the anklet to cast levitate, you grow six inches taller over the course of the next hour, and your Dexterity is reduced by 2. These changes revert over the course of 24 hours if the anklet is removed.


Anklet of Hobbling

Wondrous Item, Common

Aura and strength


While wearing one of these anklets, a creature must spend 2 feet of movement for every 1 foot it moves. While wearing two of these anklets, that creature must instead spend 4 feet of movement for every 1 foot it moves.  Once one of these anklets is clasped around a creature’s ankle, it magically seals itself until the command word is spoken. Escaping the anklet requires a successful DC 25 Dexterity check.


Here are some more items converted from the 2e Encyclopedia Magica into 5e and published on the DMsGuild under Artifacts of Antiquity Volume 1. Though I've mostly been releasing them in alphabetical order, back in the day when I still attempted to generate some AI art for each item the Hand of the Healing Spirit was a bit of a problem because, well, AI hands. At the time I skipped it, but now it's back!

Monday, July 17, 2023

DnD 3.5 to 5e Spell Conversions: Acid Breath

Acid Breath

1st-level evocation


  • Casting Time: 1 action
  • Range: Self (30-foot line)
  • Components: V, S, M (a handful of fire ants)
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard

You exhale a cloud of acidic droplets. Each creature in a line 30 feet long and 5 feet wide must make a Dexterity saving throw. A creature takes 3d6 acid damage on a failed save, or half as much damage on a successful one.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.


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 a fairly basic spell, though decent enough if you're doing an acid-themed build. I believe I was in the middle of converting this well before Tasha's Cauldron of Everything came out, along with the Caustic Brew spell. It definitely does less damage over time, but doesn't hold up your concentration and does slightly more damage at one time.