Foul and terrible, the creature before you has no set form. It constantly melts and reforms, apparently drawing each shape from every nightmare that has ever plagued humankind. It chaotically shifts through a dozen monstrous forms before shaping itself into a bulbous thing with ten eyes swimming in a viscous sac at the top of a body that's surrounded by a ring of smacking mouths.
Monday, September 25, 2023
DnD 3.5 to 5e Monster Conversions: Chaos Beast
DnD 3.5 to 5e Spell Conversions: Animate Elements
Animate Elements
1st-level conjuration
- Casting Time: 1 minute
- Range: 90 feet
- Components: V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water)
- Duration: Concentration, up to 1 hour
- Classes: Druid, Wizard
You call forth an Elemental spirit, which manifests in an unoccupied space that you can see within range. This creature uses the Animated Element stat block. When you cast this spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a tiny version of a regular Elemental of the chosen type, and the type chosen determines certain traits in its stat block. The elemental is friendly to you and your companions for the duration and takes its turn immediately after you in initiative. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.
While concentrating on this spell, you can use an action to dismiss the Elemental early. If your concentration is broken, the Elemental doesn’t disappear. Instead, you lose control of the elemental. When this happens, it becomes hostile toward you and your companions and it might attack. An uncontrolled Elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it.
Sunday, September 24, 2023
DnD Magic Item Conversions: Armor Part 1
Abbathor's Armor
Armor (leather armor), Very Rare (requires attunement)
Aura: Strong Necromancy
While wearing this leather armor, you gain a +2 bonus to AC. In addition, you can use a bonus action to force a creature you can see within 30 feet to make a DC 15 Constitution saving throw. On a failed save, the target is blinded until the end of your next turn.
Armor of Absorption
Armor (light, medium, or heavy), Rare
Aura: Moderate Abjuration
While wearing this armor, you gain a +1 bonus to AC. The armor has 3 charges. Whenever you are subjected to a spell or magical effect that would reduce one of your ability scores or hit point maximum, one charge is expended and your ability score or hit point maximum is not affected.
The armor regains 1d3 charges daily at dawn.
Armor of Acidic Secretion
Armor, Rare (requires attunement)
Aura: Moderate Abjuration
While wearing this armor, you gain a +1 bonus to AC.
Curse. Whenever you take damage from a weapon attack, you take an additional 1d4 acid damage as the armor begins to secrete a corrosive acid.
Anything Armor
Armor (plate), Uncommon (requires attunement)
Aura: Minor Transmutation
You have a +1 bonus to AC while wearing this armor. As a bonus action you can speak a command word and cause this armor to transform into any other kind of armor. This transformation lasts for 24 hours before the armor reverts to its original form.
Aquatic Armor
Armor (light, medium, or heavy), Uncommon
Aura: Minor Transmutation
This armor has been designed for fledgling underwater adventures. While wearing this armor, you have a swimming speed equal to your walking speed.
Tuesday, September 19, 2023
DnD Magic Item Conversions: Armbands Part 2
Armband of Snake Changing
Wondrous Item, Uncommon (requires attunement)
Aura: Minor Transmutation
As an action you can transform yourself into either a constrictor snake or poisonous snake. The transformation lasts for 1 hour, or until you end it early as a bonus action, drop to 0 hit points, or die. Your statistics are replaced by the statistics of the chosen snake. You retain your mental ability scores, alignment and personality.
You assume the hit points of your new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
You are limited in the actions you can perform by the nature of your new form and you can't speak, cast spells or take any other action that requires hands or speech.
Your gear melds into your new form. You can’t activate, use, wield, or otherwise benefit from any of your equipment.
Once you have used this property, it can’t be used again until the next dawn.
Armband of StrengthWondrous Item, UncommonAura: Minor Transmutation
This armband bears the symbol of a lion, and can be used to bolster your own strength in times of need. This armband has 3 charges. Whenever you make a Strength-based ability check, attack roll, or saving throw, you can expend one charge to gain advantage on that roll.
The armband regains 1d3 expended charges daily at dawn.
Trueheart's WardingWondrous Item, Artifact (requires attunement by a creature of good alignment)Aura: Overwhelming Abjuration, Evocation and Transmutation
This artifact is the third in the Circle of Love, created by Sirrion for the goddess Mishakal during the Age of Dreams. To prove the strength of love over deceit, Mishakal drew the girl Mirri to the young enemy warrior Trae. They fell in love. Allied with Trae's brother Heris, the lovers set out to establish peace between their warring nations. The evil god Hiddukel, however, betrayed the lovers, imprisoning each of their spirits in one artifact from the Circle of Love. Trae is bound in the Trueheart's Warding. The armband opposes the Dagger of Vengeance in Hiddukel's Triad of Betrayal. It appears as a bronze armband etched with a hawk that bears arrows in its talons and four roses upon its breast, and it confers several benefits upon the one who wears it.
The armband has a permanent nystul’s magic aura effect on it, causing it to appear as a common magic item with an aura of faint abjuration to anyone that can detect magic auras.
Trae’s Protection. You have a +2 bonus to AC while wearing this armband and resistance to bludgeoning, piercing and slashing damage from nonmagical attacks. You also have advantage on saving throws against spells and other magical effects.
Avoidance. If you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Undying Bond. You no longer age while attuned to this armband. As an action, you can regain all your hit points, and end all effects on you described in the greater restoration spell. Once you have used this trait, you cannot do so again until the following dawn.
Random Properties. Trueheart’s Warding has the following random properties.
2 minor beneficial properties.
1 major beneficial property.
Armband of Variable StrengthWondrous Item, Uncommon (requires attunement)Aura: Minor Transmutation
This armband bears the symbol of a lion, and can be used to bolster your own strength in times of need. This armband has 3 charges. Whenever you make a Strength-based ability check, save or attack roll, you can expend one charge to gain advantage on that roll.
The armband regains 1d3 expended charges daily at dawn.
Curse. This armband causes your Strength to fluctuate wildly. Each day at dawn, roll a d8. Until the following dawn, your Strength score changes based on the following table:
D8
Strength
1
4
2
6
3
8
4
10
5
12
6
14
7
16
8
18
DnD 3.5 to 5e Monster Conversions: Belker
A mass of dark smoke moves against the breeze, shifting shape as it comes closer. Cloudlike, roiling, it suddenly explodes into a demonic creature of smoke and wind, with large bat wings, clawed tendrils, and a biting maw.
DnD 3.5 to 5e Spell Conversions: Anger of the Noonday Sun
Anger of the Noonday Sun
5th-level evocation
- Casting Time: 1 action
- Range: Self (20-foot radius)
- Components: V, S
- Duration: Instantaneous
- Classes: Druid
Your body explodes with radiance, bathing the area around you in sunlight. Each creature other than you within a 20-foot-radius sphere centered you must make a Constitution saving throw. On a failed save, a creature takes 5d8 radiant damage and is blinded until the start of your next turn. On a successful save, it takes half as much damage and isn’t blinded. Undead and Oozes have disadvantage on their saving throw.
If any of this spell’s area overlaps with an area of darkness created by a spell of 5th level or lower, the spell that created the darkness is dispelled.
Thursday, September 14, 2023
DnD 3.5 to 5e Spell Conversions: Angelskin
Angelskin
2nd-level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Cleric, Paladin
Until the spell ends, one willing creature you touch gains resistance against radiant damage and against bludgeoning, piercing and slashing damage from nonmagical attacks.
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Accelerator Wondrous Item, Very Rare (Requires Attunement) Aura: Strong Transmutation This device, looking like a cross between a gigantic ...
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Al-Azid’s Ghostly Palace Wondrous Item, Very Rare Aura: Strong Conjuration and Transmutation You can use an action to call into existence a ...
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Acorn of Wo Mai Wondrous Item, Artifact (requires attunement by a creature of good alignment) Aura: Overwhelming Abjuration The Acorn of Wo ...