June 21, 2018

14 Magic Accessories

Magic Items
Notes from the Nails: "put your money into accessories. You could create a million different looks." Thus spake Iris Apfel.

14 Magic Accessories

When it comes to convenience, nothing beats a magical accessory. Rings, necklaces, cloaks, and hats are lightweight, easy to use, and often found in treasure chests or on the corpses of fallen enemies. Here's a selection of items, mostly new but including some of our favorites from various Patreon books.

Bearskin Cloak
Wondrous item, very rare (requires attunement)
While attuned to this ursine pelt, you have resistance to bludgeoning, piercing, and slashing damage. Furthermore, once per day you can use an action to polymorph yourself into a cave bear for 1 hour. While polymorphed in this way, you retain your mental ability scores and the ability to understand (but not speak) any languages you would normally be proficient in.

Cloak of No Particular Color
Wondrous item, legendary (requires attunement)
This mysterious cloak once belonged to a great hero, and still contains enough of their power to get you out of sticky situations. While attuned to this cloak, you can use a bonus action to recover one expended use of any class or racial ability that you possess that would normally recharge on a short or long rest. Alternatively, you can regain expended spell slots with a total combines level no higher than 6. Once the cloak has been activated in this way, you must wait 24 hours before you can use it again.
     Furthermore, while attuned to the cloak of no particular color, you can reroll the die whenever you roll a natural 7 on an attack roll, ability check, or saving throw. You must keep the new roll.

Coral Pendant
Wondrous item, very rare (requires attunement)
A pendant of blood-red coral that no human hand could have wrought, time seems to move a fraction more slowly for the wearer. While attuned to it, your attack rolls score a critical hit on a roll of 19 or 20.

Elemental Charm
Wondrous item, uncommon
This tiny chain can be attached to or removed from a weapon as an action. When a weapon has an elemental charm hanging from it, the damage type dealt by that weapon changes to one determined by the charm (a weapon can only accommodate one charm at a time). A charm's gem indicates the type, which the DM chooses or determines randomly.

d6    Damage Type    Gem
1      Acid                    Pearl
2      Cold                    Tourmaline
3      Fire                     Garnet
4      Lightning            Citrine
5      Necrotic              Jet
6      Thunder              Spinel

Faerie Bells
Wondrous item, uncommon (requires attunement)
These small bells are worn around the neck by people who regularly travel through fey-haunted places. All fey creatures have disadvantage on attack rolls against a person wearing faerie bells, as long as they moved at least 15 feet in their previous turn. 

Gloves of Sure Grip
Wondrous item, uncommon (requires attunement)
While attuned to these rubber-lined gloves, you cannot be disarmed of any object you are holding and creatures that you have grappled have disadvantage on any check made to escape your grasp.

Hat of the Wanderer
Wondrous item, rare (requires attunement)
This wide-brimmed Stetson hat confers a strong sense of outdoorsmanship to its wearer. While attuned to this hat and wearing it, you gain the following benefits:
  • Difficult terrain doesn’t slow your group’s travel.
  • You can’t become lost except by magical means.
  • You have advantage on ability checks made to navigate an environment.
  • You have advantage on Wisdom (Perception) checks made to locate traps and environmental hazards, such as pitfalls or quicksand.
  • Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
  • Your movement speed increases by 10 feet.
     Curse. This hat is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the hat fails to end the curse on you. Whenever you spend longer than 1 day within a mile of the last place you took a long rest, you suffer 1 level of exhaustion. You suffer an additional level of exhaustion for each consecutive day spent in the area. Exhaustion gained by this effect cannot be resisted or mitigated as long as you are attuned to the hat, unless you walk at least 10 miles for each level of exhaustion you’ve gained. For every 10 miles you walk, you lose a level of exhaustion.

Iron Boots
Wondrous item, uncommon (requires attunement)
These leather boots are covered in thick iron plates, but never hinder their wearer’s movement. While wearing them, you can use a bonus action to speak a command word and activate the boots, causing them to drastically increase in weight. While the boots are active, you can’t swim or fly, and you are pulled to the ground at a rate of 60 feet per round. You have advantage on any ability checks and saving throws to avoid being moved against your will. You can end this effect as a bonus action by speaking the command word again.

Wondrous item, uncommon
This enchanted hairband is shaped like a pair of cat ears. While wearing it, you have advantage on Wisdom (Perception) checks related to hearing, and you can communicate with felidae (including cats, lions, tigers, panthers, jaguars, and ocelots) as if you shared a language.

Nymph Cloak
Wondrous item, rare (requires attunement)
This silky, iridescent cloak is made by a dryad, oread, or undine out of their own hair. They take great time and effort to make, so it is a great honor to receive one. Your Charisma score is 21 while you wear this cloak. It has no effect on you if your Charisma is already 21 or higher.
     If the cloak is stolen or taken by force, it loses its magic and turns into a threadbare, grey rag.

Pretty Ribbon
Wondrous item, legendary
While wearing this colorful ribbon in your hair, you are immune to the blinded, charmed, deafened, frightened, incapacitated (unless you are also unconscious), paralyzed, petrified, poisoned, restrained, and stunned conditions. You are immune to all magical and nonmagical curses, diseases, and poisons. Magic cannot put you to sleep and you cannot be grappled or knocked prone unless you choose to be. Tying or untying the ribbon takes 1 minute.
     If you are suffering from any of these conditions when you don the ribbon, they are suppressed as long as you wear it. While a condition is suppressed, it has no effect on you, but the time it spends suppressed counts against its duration if it has one.

Ring of Barrels
Ring, uncommon (requires attunement)
This ring has 6 charges. While wearing the ring, you can use an action and expend 1 to 3 of its charges to summon a number of empty barrels in spaces adjacent to you equal to the number of charges expended. The barrels are sizeable, fully 6-feet high and 4-feet in diameter, occupying the same space as a Medium creature and providing three-quarters cover from ranged attacks. Barrels weigh 150 pounds and can be moved with an action. You can summon the barrel around incapacitated Medium size creatures, restraining them, or around Small or smaller creatures, trapping them inside. A creature can break free of a barrel by making a DC 22 Strength check. This ring regains 1d6 expended charges daily at dawn.

Ring of Prosperity
Ring, rare
This gold-and-platinum ring is set with all manner of precious stones. While attuned to it, you can use an action to invoke its magic to transmute one nonmagical object that is not being worn or held and is no larger than a 5-foot cube into a solid gold version of that object. Once you have used the ring, roll a d6. On a 1, the ring is destroyed; otherwise its power is spent until it recharges at dawn the next day.

Ruby Slippers
Wondrous item, rare (requires attunement)
These slippers are carved from a deep ruby, but fit perfectly whoever wears them. While wearing the slippers, you can click your heels together as an action to teleport yourself back to the location where you last finished a long rest. 

June 18, 2018


Primal Path
Comments from the Finger: Doom Eternal was announced at E3, which gave me a great chance to revisit Doom 2016 and listen to its banging soundtrack (also, to put some Doom-inspired demons in Dark Matter!) 
     This class uses our Firearm Rules.

In other news, we're going down to two posts a week (Monday and Thursday) while we're working on the Kickstarter. We still plan for one of these each week to be a PDF post, while the other will be a Wednesday-style variety post.

Path of the Doomslayer

Barbarians who walk the Path of the Doomslayer live to crush fiendish skulls beneath their heels, to impale demons and devils with their blades, and to feel their palms slick with demonic blood. Theirs is a ferocity that eclipses the fires of hell―demons would be wise to fear a doomslayer's wrath when stepping foot on the Material Plane.
     The oldest doomslayers sharpened their axes on whetstones taken from the pit of the Nine Hells, but modern slayers often prefer the bite of a blaster to that of a blade. Regardless of their weapons or era, doomslayers are tireless and savage demon killers.

June 15, 2018

Dark Matter Kickstarter Announcement!

We're doing our first ever Kickstarter!

This is a print run of our book Dark Matter, which is a 200+ page supplement that converts 5th Edition into a rip-roaring science fiction setting. We're super excited to see this book in print -- it's going to be in hardcover will beautiful full-color illustrations throughout.

Kickstarter Launch: July 17th! 

We're counting on all of you to spread the word and help this become as successful as possible.

Official Dark Matter Website

Last but not least, I'm sure you all have lots of questions for us, pertaining to Dark Matter, the blog, and the Patreon. Leave any questions you have below and we'll compile our answers into a FAQ post.

June 13, 2018

d100 D&Diseases

Comments from the Finger: We got a big carried away with this bit and we ended up with 50 of them. It's a good thing. 

Sometimes the local village doesn't have an outbreak of mummy rot or devil's foot, or some other horrible sounding ailment; sometimes, it's a mostly harmless bug going around. Here's a bunch of diseases to throw at your players!

June 11, 2018


Comments from the Finger: Everyone needs a good huge sandworm. If you've read the Waste Update, this one is a bit of an update.


The fearsome w'rnoctur worms wait beneath the sands of thousands of desert worlds, waiting for unwary prey to disrupt the dunes above. It's unclear how such a ubiquitous predator spread to so many worlds in the first place, but any world with vast expanses of sand is feared to contain at least one pair of w'rnocturs.

June 9, 2018

Grand Couturier

Martial Archetype
Notes from the Nails: and now for something that needs no introduction... 

Grand Couturier

The warriors who call themselves 'couturiers' are a colorful and creative lot, placing a heavy emphasis on fashion, beauty and style. They go to extreme lengths to design for themselves the most impressive clothes imaginable, believing that there is no point to anything if you do not look fabulous while doing it.
     In battle, they employ fantastical weapons to cut their enemies down to size, turning their dressmaking skills to violent ends. Couturiers are quick to violence, being naturally expressive and passionate sorts, which means they often come into conflict with those who would try to keep the peace - especially those who do so in dull, ugly uniforms.