Magic missile gun

Fires a rapid series of energy blasts. All targets in the area of effect must make a DC 12 (+ your proficiency bonus) Dex save or take 1d6 force damage. Area of effect could be handled in several ways. 10′ cube. This is the easiest and fits well with the rules, while not getting out […]

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Magic items are alien technology

The DMG has a great set of rules for figuring out alien technology. Essentially you find some strange device that you don’t fully understand and you start tying to make it function. I’d argue that this fits regular magic items as well. You might run your campaigns differently but I feel magic is rare and bespoke. […]

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Witchbolt gun

An amalgamation of metal, wood, and mysterious materials combined in oddly disturbing geometric shapes. Fire an arcing bolt of energy at a target up to 40′ away. Roll to hit, on a success the target takes 1d10 lightning damage. On subsequent if you use your action to continue focussing the weapon at the same target they […]

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Stasis gun

This mysterious piece of alien technology appears nothing characters would normally be familiar with. Characters must figure out how to operate it using the rules in the DMG. Follow the rules for figuring out alien technology. Device operates on type C power cells. On a hit the target makes a con save DC 14. On […]

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 Relic Generator

The idea of single use magical effects goes back to the origins of D&D. In the beginning these were potions, and scrolls. Scrolls were only usable by Wizards, and Clerics. With an exception for Thieves in a few rare circumstances. Potions had only narrow range of effects, and lacked game flavor. How heroic can you […]

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Staff of Viridi Vitae

Staff of Viridi Vitae Looks like a natural oaken staff, with vines growing from the top. Bright red berries sprout from the vines daily. Powers, cast Entanglement once per day. The staff grows 10 berries per day. Eating a berry has the same effect as the spell: Goodberries. The berries can not be saved. The staff […]

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