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Cosmic Cretin (WIP)

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Cosmic Cretins are aberrant creatures from beyond the stars that have recently started appearing around the world. They emerge from the hollow interior of geode-like meteorites that fall from the sky. Who, or what, entombed these monsters inside of meteorites and sent them here, is beyond our current knowledge. One thing we do understand is that these invading cretins are extremely dangerous!
Cosmic Cretins are armed with brutal claws, fanged maws, and brist...

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State of the Struggle

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Hey Strugglers!

It’s been a while since our last update and we’d like to remedy that with this announcement. We’re making some changes to the Patreon, and the way we develop and drop content. The first change is that we will be granting all of you access to the full DS catalog, no matter the tier you are subscribed to. We think it’s more fun (and better for feedback & development) if every patron has access to the full suite of content we make. The new ti...

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Feral Furs {Card}

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Feral Furs

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Feral Furs
Wondrous item, uncommon (requires attunement by a barbarian)

This shaggy fur cloak stinks with the bestial musk of a predator. While wearing it, you have advantage on Wisdom (Animal Handling) or Charisma checks to interact with predatory creatures that do not use language.

Wererage. When you enter a Rage while wearing the cloak, the fur expands to wreathe your body, transforming you into a m...

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Scrapper's Hammer {Card}

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Scrapper's Hammer

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Scrapper’s Hammer
Weapon (light hammer), very rare (requires attunement)

Armor Breaker. When you hit a creature with this hammer, it suffers a -2 penalty to its AC until the end of your next turn. This penalty does not stack with itself and it cannot reduce a creature’s AC below 10. Each time you reduce an enemy’s armor with this hammer, it gains 1 charge, up to 9 charges. 

Scave...

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Jailor’s Axe {Card}

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Jailor’s Axe

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Jailor’s Axe
Weapon (battleaxe or handaxe), rare (requires attunement)

You have a +1 bonus to attack and damage rolls made with this magic weapon.

Binding Bars. Spectral bars attempt to trap any creature from fleeing your grasp. When you hit a creature with an Opportunity Attack with this axe, it must make a DC 15 Strength saving throw. On a failed save, the creature takes 1d8 Force damage and its Sp...

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Flame Tongue Shield {Card}

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Flame Tongue Shield

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Flame Tongue Shield
Armor (shield), rare (requires attunement)

If you take Fire damage while holding this shield, roll 2d6 and reduce the damage taken by the number rolled. If you roll a 6 on either of the dice, the fiery energy is held within the shield for 1 minute. During that time, you can use Tongue Lash once without expending its usage. 

Tongue Lash. When a creature within 5 feet of you miss...

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Mister Shield {Card}

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Mister Shield

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Mister Shield
Armor (shield), rare

This magical shield has an animated face carved into it. It may be an unreliable piece of armor, but it’s certainly an encouraging battle companion. Due to the holes in the face of this shield, it only grants a +1 bonus to AC instead of the normal shield bonus. 

Grounding Confidence. While holding Mister Shield you gain a +1 bonus to Wisdom saving...

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Husk {Card}

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Husk

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Husk
Armor (shield), very rare (requires attunement by a druid)

While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. When you use your Wild Shape druid feature to turn into a Beast, the segments of this shield magically reassemble over your new shape to form an insectoid exoskeleton. Your new form gains a +3 bonus to its AC.

One With the Swarm.&...

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Devil's Backbone {Card}

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Devil's Backbone

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Devil’s Backbone
Weapon (longsword), rare (requires attunement by a warlock)

You have a +1 bonus to attack and damage rolls made with this magical weapon. While attuned to this sword, you have proficiency with it.

Bone Lance. The spinal segments of the blade launch forward, connected by stretchy sinew, to impale your enemies. When you take the Attack action on your turn, you can replace one of your a...

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Dawncarver {Card}

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Dawncarver

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Dawncarver
Weapon (greatsword), rare (requires attunement by a paladin)

You have a +1 bonus to attack and damage rolls made with this sword. The bonus increases to +3 when you use the sword to attack a Celestial. A creature of good alignment has Disadvantage on attack rolls with this sword.

Lay on Hurt. When you hit with this sword, you can expend hit points from your Lay on Hands pool to deal extra Ne...

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PHB'24 Ranger Class Fix V2

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Ok, so I crunched the numbers, and the previous fix I proposed wasn't going far enough to empower Hunter's Mark to make it a relevant damage boost.

This update has new damage scaling for Hunter's Mark (from 1d6 all the way to 3d8) and Relentless Hunter has been moved to level 9 (which removes the concentration on HM earlier than before, allowing you to cast other concentration spells at the same time).

If you're interested in the mat...

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PHB 2024 Ranger Class Fix

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Here's a free .pdf of the fixes I made to the new 2024 Ranger base class. Hopefully I'm on the right track, this is our first draft so let me know!

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Cordyceps Arrow {Card}

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Cordyceps Arrow

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Cordyceps Arrow
Weapon (arrow), rare

On a hit, the arrow deals an extra 2d6 poison damage to its target and the target must succeed on a DC 15 Constitution saving throw or be infected by the cordyceps fungal disease. A creature that succeeds on this save or is cured of the disease is immune to it for 1 month. Creatures with poison immunity are immune to this disease. A creature infected by this disease suffers the following effects: View Post

Hook of Plunder {Card}

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Hook of Plunder

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Hook of Plunder
Wondrous item, legendary (requires attunement)

This prosthetic hook replaces a missing hand. While attached and attuned, the hook can be used to interact with objects, as a sickle, and a spellcasting focus. It can’t be used to perform somatic components for spells or wield weapons. You have proficiency with this hook when it is used as a sickle, and it has the finesse property.

As you acquire plunder, the hook...

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Wand of Blunders {Card}

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Wand of Blunders

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Wand of Blunders
Wand, uncommon

This wand has 7 charges, and regains 1d6 + 1 expended charges daily at dawn. As an action, you can point this wand at a creature you can see within 30 feet of yourself and expend 1 charge to force it to make a DC 13 Dexterity saving throw. On a failed save, the creature either drops one object it is holding or falls prone, your choice.

Blinius flicked his crooked wand as Krandle strolled past. Kr...

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Greensword {Card}

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Greensword

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Greensword
Weapon (shortsword), legendary (requires attunement)

This beautiful shortsword was crafted by the master smith Glandümil. You have a +3 bonus to attack and damage rolls made with this magic shortsword.

Mark Foe. As a bonus action while wielding Greensword, you can mark a creature you can see within 120 feet of you. That creature must make a DC 18 Charisma saving throw. On a success...

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Curse-Slinger's Staff {Card}

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Curse-Slinger's Staff

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Curse-Slinger’s Staff
Staff, rare (requires attunement by a spellcaster)

This staff can be wielded as a magic quarterstaff. While holding it, you have advantage on saving throws to resist being cursed or charmed.

The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: bane (1 charge), blindness/de...

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