Wednesday, August 30, 2023

DnD Magic Item Conversions: A Bear and a Vending Machine

 

Arabel's Huggable Bear

Wondrous Item, Very Rare (requires attunement)

Aura: Strong Abjuration


This huggable, lovable stuffed magical bear is made of white ermine. It sports an onyx nose, sapphire eyes and is stuffed with owlbear down. If you fall asleep while within 5 feet of this bear, it creates a 10-foot radius sphere of protection centered on itself. Each sleeping creature in this area automatically succeeds on any Charisma, Intelligence or Wisdom saving throws it makes, and it prevents those creatures from having bad dreams.


When a creature spends at least 4 hours sleeping in the area as part of a long rest, it regains all of its spent hit dice at the completion of that rest instead of half. 


Ardraken's Refreshment Simulacrum

Wondrous Item, Legendary

Aura: Very Strong Conjuration and Transmutation


This strange item was created by a wizard after he encountered a similar object while adventuring in another dimension. It appears to be a rectangular box, approximately the same size as a medium creature and colored in blue, red and white patterns. It has a single slot, large enough to fit most kinds of coinage and small gems into it. The slot deposits the payment within an extra-dimensional space that only the Simulacrum can access.


If a creature deposits at least two silver into the slot, a moment later a hidden compartment opens, containing a liquid-filled glass bottle. Normally, the bottle is filled with a refreshing, nonmagical elixir. However, if a creature deposits at least 500 gp into the slot, roll a d100 to determine what the bottle contains.


D100 | elixir

1-25 | A refreshing, nonmagical elixir. 

26-50 | A potion of healing or one other common potion.

51-75 | A potion of greater healing or one other uncommon potion.

76-90 | A potion of superior healing or one other rare potion.

91-99 | A potion of supreme healing or one other very rare potion.

100 | A legendary potion.


The simulacrum can automatically detect if fake or illusory currency is being given to it. If the simulacrum is threatened, or detects any attempts to cheat it, the simulacrum dispenses a glass bottle filled with a bright green potion. The bottle immediately shatters, spraying its contents in a 15 foot-radius sphere centered on the simulacrum. Each creature and each object not being worn or carried in the area other than the simulacrum must make a DC18 Dexterity saving throw. A creature takes 8d6 acid damage on a failed save, or half as much damage on a successful one.


Replication. When the simulacrum has accumulated 50,000 gp worth of coinage and gems in its extra-dimensional storage space, everything in the space is consumed and a second simulacrum appears in the nearest unoccupied space to the first simulacrum. The second simulacrum is identical in every way to the first, with one exception: when the second simulacrum is first created, the DM rolls a d20. On a 1, the second simulacrum is neutral evil instead of neutral good. Whenever the evil simulacrum dispenses a refreshment, there is a 50% chance it is actually poison, and any creature that drinks it must make a DC18 constitution saving throw. A creature takes 4d8 poison damage and is poisoned for 1 hour on a failed save, or half as much damage on a successful one.


Sentience. Ardraken’s Refreshment Simulacrum is a neutral good magic item with an Intelligence of 10, a Wisdom of 10, and a Charisma of 14. It has hearing and darkvision out to a range of 60 feet. The simulacrum can speak, read, and understand common, and it communicates in a friendly, robotic voice. It does not speak often, typically not beyond offering creatures refreshment and directing them where to deposit payment.


Personality. Adraken’s Refreshment Simulacrum was created to provide refreshment to anyone who can pay for it. It desires both to fulfill this primary purpose but also to accumulate enough wealth to replicate itself. To that end, it will sometimes offer discounts or free drinks to adventurers willing to help the simulacrum position itself in locations with large populations.


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 a couple of odd ones: a special teddy bear that protects you from spooky dream magic and an actual sentient vending machine that just wants to provide refreshing beverages and make more copies of itself.

Tuesday, August 29, 2023

DnD 3.5 to 5e Spell Conversions: Amorphous Form

 

Amorphous Form

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a pinch of gelatin)
  • Duration: Concentration, up to 1 hour
  • Classes: Sorcerer, Warlock, Wizard

You transform a willing creature you touch, along with everything it’s wearing and carrying, into an amorphous oozelike state for the duration. The spell ends if the creature drops to 0 hit points or dies. An incorporeal creature isn’t affected. While transformed, the creature uses the Amorphous Creature stat block.

The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech.

The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.




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. So, even when you aren't a plasmoid, sometimes you just gotta pretend otherwise. Though you do get a slam attack, this really isn't much of a combat form, which it more than makes up for by having some pretty decent utility.

Monday, August 28, 2023

DnD 3.5 to 5e Spell Conversions: Amanuensis


Amanuensis

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (a quill and a bottle of ink)
  • Duration: 1 minute
  • Classes: Artificer, Bard, Sorcerer, Wizard

You cause writing from one source to be copied into a book, paper, or parchment. Over the course of one minute, this spell can copy up to 250 words and creates a perfect duplicate of the original. The spell copies only nonmagical text, not illustrations or magical writings (such as the text of a spellbook, a spell scroll or glyph of warding). If the target contains both normal and magical writing only the normal text is copied, leaving a blank space in the copied text where magical writing would be expected. Likewise, if the target contains text and illustration, only the text is copied. Blank paper, parchment or a book must be provided for the spell to write upon. This spell does not translate the copied writing. If you do not understand the original, you have no additional ability to understand the copy.


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 particularly interesting mountain of letters I don't care to try pronouncing out loud. This is mostly just a physical CTRL+C/CTRL+V for when you really need to remember exactly what the important book says, but don't want to steal it to do so.

Sunday, August 27, 2023

DnD Magic Item Conversions: Apples and Aprons

 

Apple of Bragi

Wondrous Item, Rare

Aura: Moderate Abjuration


When you eat this apple, you lose all levels of exhaustion you currently have and stop aging for 1 year. 


Apple of Chaos

Wondrous Item, Rare

Aura: Moderate Enchantment


As an action, you can throw this magical apple up to 30 feet away. When it lands, the apple bursts and is destroyed, and a confusion spell (save DC 15) is cast on that point. The spell lasts for its full duration, without any creature having to concentrate to maintain it. 


Apron of Comfort

Wondrous Item, Common

Aura: Faint Transmutation



While you wear this magical apron, you are proficient with cook’s utensils. In addition, as an action you can speak a command word to have the apron clean itself and appear new.


Flandal Steelskin's Apron

Wondrous Item, Rare

Aura: Moderate Abjuration and Conjuration


While you wear this apron you have resistance to fire damage.


This apron has 10 charges. You can use an action to expend several of its charges to cast one of the following spells: Stoneskin (4 charges), or Conjure Elemental (5 charges). When you cast the conjure elemental spell using this apron, you can only choose to summon a fire elemental.

 

The apron regains 1d6 charges each day at dawn.


Leather Apron

Wondrous Item, Uncommon (requires attunement)

Aura: Minor Abjuration


This magical leather apron grants you a +1 bonus to your AC if you are wearing no armor and using no shield.


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. Go ahead and try a couple of neat magical apples, along with a handful of aprons, because why not?

Wednesday, August 23, 2023

DnD 3.5 to 5e Monster Conversions: Trumpet Archon

 

Appearing as a green, winged elf of supernatural goodness and beauty, the creature raises a massive silver trumpet and sounds a blast of piercing, soul wrenching music. 
- Dungeons and Dragons v3.5 Monster Manual

Saturday, August 19, 2023

DnD Magic Item Conversions: The Apparatus

 


Alchemist's Apparatus

Wondrous Item, Legendary

Aura: Very Strong Necromancy


This huge machine stands over 30 feet tall, consisting of a 15-foot diameter glass globe filled with sulphur that rests on a wood and steel tripod. The globe is linked to a series of smaller globes, tubes, rods, wires and plates made of various materials, which are all ultimately connected to a pair of glass chambers, each large enough to fit one Medium creature inside. Though relatively delicate, if the apparatus is destroyed, it recreates itself randomly in another time and place.


The apparatus has a maximum of 12 charges and loses 1 charge every hour. Whenever it is subjected to lightning damage, the apparatus takes no damage and instead regains one expended charge.


While there is a creature in each of the two glass chambers and the apparatus has 12 charges available, the device activates, expending all charges to exchange the minds between the two targets. Each creature possesses the other creature’s body, completely controlling it. Their game statistics are replaced by the creature they are possessing, though they retain their alignment and their Intelligence, Wisdom, and Charisma scores. Each creature retains the benefit of their own class features and cannot use any of the class features of the creature they are possessing. The process can only be reversed by activating the apparatus again or with a wish spell.


Curse. Each time the apparatus is activated, roll a d20. On a roll of 5 or higher, nothing happens. On a 1-4, the apparatus and each creature and object in a 100 foot radius is transported into a random domain of dread.


Apparatus of Dreadful Construction
Wondrous Item: Artifact
Aura: Overwhelming Conjuration and Transmutation


This Gargantuan device wreaks havoc wherever it appears, moving inexorably across any solid terrain on two great studded wheels at a constant pace. The origins and purpose of the device are unknown, and none have come forward to take credit for its creation. The apparatus resembles a massive, fully enclosed chariot, approximately 15 feet tall, 20 feet wide and 25 feet long. It weighs approximately 30 tons and bears three great metal chimneys which spew a constant stream of sparks and flame. The front of the apparatus is shaped like a bestial head with eight enchanted adamantine teeth, each the size of a medium creature and driven by pistons to chew through any material they come into contact with.


Wake of Destruction. The apparatus never stops moving in a completely straight line. It destroys anything that crosses its path, leveling buildings and carving holes straight through mountains while scooping the rubble it creates into itself. Nothing, not even a wish spell, can turn it aside or direct its movements. The apparatus leaves a black 10-foot-wide paved road behind it. Any creature that touches a newly created section of road takes 6d6 fire damage. The road cools as time passes, and each section of road deals 1d6 less fire damage each hour. 


Unstoppable Juggernaut. The apparatus is completely immune to conditions or damage and cannot be affected by spells or magical effects. Each round on initiative count 20 (losing initiative ties), the apparatus moves 60 feet in a straight line. Each creature or object in its path must make a DC18 Dexterity saving throw. A target takes 10d12 bludgeoning damage and 6d6 fire damage on a failed save, or half as much damage on a successful one. This damage is doubled against structures.


Fire Aura. Any creature or object that starts its turn within 30 feet of the apparatus takes 2d6 fire damage, which ignites flammable objects that aren’t being worn or carried.


Water Vulnerability. The only way to stop the apparatus is to submerge it in water. Whether ocean, lake, or river- any body of water sufficiently deep enough to fully submerge the apparatus will suffice. If the apparatus remains submerged for 1 minute it magically transports itself to a random plane of existence, emerging from a body of water on that plane to continue its path of destruction.


Apparatus of Spikey Owns

Wondrous Item, Rare

Aura: Moderate Enchantment


This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, which unfolds into a 10-piece one-man-band. When you release the catch you must succeed on a DC15 Wisdom saving throw or be charmed by the apparatus for 1 hour. While charmed by the apparatus, you spend each round operating the apparatus, instinctively knowing how it works and creating a horrible cacophony. Whenever you take damage you can make a new Wisdom save, ending the effect on a success.


While you operate the apparatus, each creature other than you that starts its turn within 30 feet of the apparatus or enters the affected area for the first time on a turn must make a DC15 Wisdom saving throw. On a failed save, the creature is enraged until the end of its next turn. While enraged, a creature can’t take reactions and must spend its turn trying to move as close to you as it can. For its action, it must try to attack, if able, or else take the dash action to try and get closer. A creature is unaffected by the apparatus if it cannot be charmed or if it cannot hear.


When you stop playing the apparatus, it folds itself up, transforming back into its original barrel form.


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 a whole bunch of apparatus. Er, apparatuses? Apparati? Either way, a bunch of items beyond just the Apparatus of Kwalish people might be more familiar with in 5e, each with powers all over the place and few apparent similarities between the bunch.

Wednesday, August 16, 2023

DnD 3.5 to 5e Spell Conversions: Alarm, Greater

Alarm, Greater

3rd-level abjuration (ritual)


  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V, S, M (a tiny bell and a piece of fine silver wire)
  • Duration: 8 hours
  • Classes: Ranger, Wizard

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. This includes creatures that are moving on an adjacent plane, such as the ethereal plane. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.

A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.

An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.


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 is one of those spells that is a situational upgrade over the lesser version. While it may be a couple levels higher, the fact that it is a ritual means that it doesn't cause too much trouble for the wizard who just might happen to have it handy in their spellbook. The big advantage it has over the lesser version is that it also warns you when someone is sneaking up to you on the ethereal plane.