Friday, September 8, 2023

DnD Magic Item Conversions: Arms

 


Arm of Doom

Wondrous Item, Legendary (requires attunement)

Aura: Very Strong Necromancy


This limb, severed from a lizardfolk long ago, has been infused with powerful magic. When you attune to this item, it attaches itself to your chest, back, pelvis or shoulders. If you are missing an arm, it can replace that arm. Otherwise, it serves as an extra arm, which can serve all the ordinary functions of a regular arm under the same muscular control as your own normal limbs.


Necrotic Grasp. The arm is a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal 2d12 necrotic damage, instead of the bludgeoning damage normal for an unarmed strike.


Antimagic Touch. You can use the arm to cast dispel magic as a 5th-level spell. Once you have used this feature, you cannot do so again until the following dawn. 


Curse. Once you have attuned to the arm and attached it to your body, it cannot be removed while you remain attuned to it. If you are no longer attuned to the arm, or if you die while attuned to it, it rips free from your body, dealing 4d6 necrotic damage to you.



Arm of Ergoth
Wondrous Item, Artifact (requires attunement by a creature of good alignment)

Aura: Overwhelming Transmutation


The Silver Arm of Ergoth was said to have been forged by dragon, elf, human and dwarf during the creation of the original Dragonlances. This artifact can only be worn by a creature that is missing a right arm, and this arm grafts itself to the creature that wears and is attuned to it. While you remain attuned to it, the Arm of Ergoth functions as a normal arm, in addition to the other benefits it grants.


Master Crafter. You have an innate understanding of any tools you hold with this arm and can craft wonders you never thought possible. You gain the following benefits:


-You are proficient with all artisan’s tools. Your proficiency bonus is doubled for any ability check you make that uses a set of artisan’s tools.


-If you craft a magic item, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.


Regeneration. While wearing the Arm of Ergoth, you regain 1d6 Hit Points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time. This regeneration does not restore the arm that the Arm of Ergoth is replacing.


Random Properties. The Arm of Ergoth has the following randomly determined properties:

-2 minor beneficial properties

-1 major beneficial property

-2 minor detrimental properties



Arm of Valor
Wondrous Item, Artifact (requires attunement)

Aura: Overwhelming Universal


This artifact was forged by a cabal of mighty archmages when Myth Drannor was strong, intended to be used by champions in the defense of Myth Drannor. It appears as five pieces of adamantine plate, which fit together to cover one arm. When all five pieces are assembled and worn, the pieces glow with a faint blue light and fuse together into a flexible but solidlinked unit that can separate again at your command. The Arm of Valor grants different benefits depending on which pieces you are currently wearing. Each piece of the Arm of Valor can be attuned to independently, granting only the power associated with that particular piece. If you have more than one piece, they can be worn together and are considered a single item for attunement. In addition to the benefits each individual piece bestows, there are additional benefits for wearing several pieces of the Arm of Valor at the same time.


Gauntlet. The gauntlet can be used to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 3d6 + your Strength modifier instead of the normal damage for an unarmed strike.


Vambrace. You can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow. In addition, you are immune to falling damage.


Couter. You have the ability to breathe underwater. In addition, you can use an action to cast the dimension door spell. Once you have done so, you cannot do so again until the following dawn.


Rerebrace. Any nonmagic weapon held by the arm you wear this piece of armor on becomes a magic weapon with a +3 bonus to attack rolls and damage rolls. If you are wearing the gauntlet, your attacks with the gauntlet also gain this benefit.


Pauldron. You have a +2 bonus to AC and saving throws. As an action, you can unleash a wave of force from the pauldron. When you do so, each creature and each object not being worn or carried within 10 feet of you must make a DC19 Strength saving throw. A creature takes 2d8 force damage and is pushed to the edge of the area on a failed save, or half as much damage and is not pushed on a successful one.


2 pieces. You cannot be charmed, frightened or petrified, and are immune to magic that allows other creatures to read your thoughts.


3 pieces. You can sense the presence of magic within 30 feet of you, and you can see invisible creatures and objects as if they were visible.


4 pieces. As an action, you can cast dispel magic as a 5th level spell, using your spellcasting ability modifier. You can use this ability three times a day and regain all expended uses each day at dawn.


Full arm. You have advantage on saving throws against spells and can cast the foresight and creation spells once a day each. Once you have cast either of these spells, you cannot cast the same spell 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. These few items are a particularly powerful batch, as a pair of artifacts and a legendary. Use at your own risk, since bounded accuracy doesn't seem to have taken into consideration the chances of PCs being decked out in shiny magical gear.

DnD 3.5 to 5e Monster Conversions: Greater Barghest

A horrifying wolflike monster with blue-tinged fur, long sharp claws, and a fiendish glint of intelligence in its hateful, glowing eyes darts out of the shadows. 
- Dungeons and Dragons v3.5 Monster Manual


Tuesday, September 5, 2023

DnD 3.5 to 5e Spell Conversions: Analyze Portal

 


Analyze Portal

3rd-level divination (ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a crystal lens and a small mirror)
  • Duration: Concentration, up to 10 minutes
  • Classes: Artificer, Sorcerer, Wizard

You can detect the presence of any magical portal or gate to another plane of existence within one mile. If you can see a portal or gate within 30 feet you can spend a bonus action on your turn to determine any of the following information:

  • What key or command word is needed to activate the portal.
  • Any special circumstances governing the portal’s use (such as specific times when it can be activated).
  • A glimpse of the area where the portal leads.


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's a super situational one- probably not your first or even 10th choice for a sorcerer, but definitely in the "nice to have on the back burner" page for your party wizard. Definitely plays into certain campaigns more than others. I believe it originated in the Manual of the Planes and would have been mentioned alongside Sigil, the city of doors, which gives it a lot more utility than a classic dungeon crawl.

Saturday, September 2, 2023

DnD 3.5 to 5e Monster Conversions: Athach

The creature looks like a portly giant dressed in shabby rags and furs. It has a third arm growing from its chest. Its wide, slobbering mouth has curving tusks that jut from its lower jaw. It has tiny eyes, a small nose, and lopsided ears- one huge and one tiny. 
- Dungeons and Dragons v3.5 Monster Manual


DnD 3.5 to 5e Monster Conversions: Arrowhawk

 

The creature has a sinuous, snakelike body with a long neck and tail. Two pairs of feathered wings extend from the body, one on the top and another on the bottom. Most of the body is covered with iridescent blue scales, with tufts of yellow feathers at the base of the neck and the tail. The head has a black, toothed beak and four eyes, one pair above the beak and the other below. 
- Dungeons and Dragons v3.5 Monster Manual
 



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.