rorrik and I are really excited about this one! We’ve been coming up with component ideas since this episode aired!
Below is a list of 20 potential creature components. If you want to stretch those muscles as far as possible, leave it to the dice to decide what you will work with. That said you can definitely choose whatever on the list strikes you, or even two things that combined will be greater than the sum of their parts!
1. Unicorn Horn
2. Stirge Blood Sac
3. Pixie Wings
4. Gorgon Hoof
5. Deva Feather
6. Basilisk Venom
7. Beholder Eye Stalk
8. Cockatrice Eggs
9. Dragon Blood
11. Lycanthrope Blood
12. Manticore Tail Spike
13. Medusa Lock
14. Nightmare Hoof
15. Grey Ooze
16. Pegasus Feather
17. Purple Worm Acid
18. Roper Tendril
19. Vampire Blood
20. Essence of Will o’ Whisp
Here is a second list to roll the category for you creature components. Again feel free to choose or make your own if the mood strikes you!
4. Spell Additive
5. Wondrous Item
With that let us see what crazy creature component style things we can make!
Post by actionman2222 on Feb 28, 2018 11:03:22 GMT
I rolled for it -
Pegasus feather (movement) Cockatrice eggs (turn to stone)
This was my first idea for the components. Cragjoint / Rockjoint Potion: A potent vial that will explode into a 10-foot wide white mist. All creatures affected must take a DC 13 constitution or strength save at this point. On a fail, their base movement is reduced by 15 feet.
The creatures must take another DC 13 CON or STR save at the beginning of their next 2 turns, if their movement is reduced to 0 at any point, they are restrained for 24 hours. Any penalties to movement last for 24 hours.
This sounds like a fun vial for enemies to throw at players.
I was watching Snow White with my daughters last night and wrote down this sweet little recipe: Mummy Dust to make old Black of Night to shroud clothes Hag's Cackle to age voice Scream of Fright to whiten hair A blast of wind to fan it A thunderbolt to mix it
Question, what exactly is a spell additive? Do you drink it? Snort it? wear it? How does a spellcaster use it, simply like a potion to buff their spells / magic?
If I remember from the episode, it's an additional spell component that increases the power of a spell or changes its effect. Maybe useful for a single spell, or possibly a list of spells it can have a similar effect on.
I thought I'd come and post some bounties... and do one more.
Bounties (I search for ingredients!) Sobbing Dust-Some kind of dust that upon entering eyes and respiratory systems causes tearing (Blindness) and tortured sobs (Mute).
Polyjuice Potion-Something the bad guys could use to impersonate the players with a bit of them.
Rolling 10-Nymph Hair 16-Pegasus Feather 2-Weapon
A Blinding Snare can be created by weaving a small net from the hair of a nymph. With a pegasus feather woven into each corner, the net can be cast at a foe, flying up to 60 feet of its own accord and growing large enough to ensnare a single creature up to large size that requires a DC 15 Strength check to break free. If the target does not avert it eyes (DC 15 Reflex save), then it is also blinded until the blindness is dispelled.
Going to make 2 versions - simple and complex. A bonus legendary version would combine both.
All versions of this armour appear as +2 leather armour with a distinctive grey brown stone colouration.
Simple one - Roper = Adhesion. Be the grappler king!
On speaking the command word this grey brown roper leather armour can exude a powerful glue like coating. Any successful melee weapon attacker must, after inflicting damage, make a DC 15 strength save or their weapon becomes stuck to the armour. If the melee weapon is a fist or other body part then the attacker is restrained. If more than 2 large, 3 normal or 5 small weapons become adhered in this way then the wearer maker their own weapon attacks at disadvantage. This reflects the fact that they now have a bunch of weapons stuck to them. A second command word causes the coating to vanish and any adhered weapons to fall to the ground. Initiating and ending this effect requires a bonus action.
Complex one - Roper = Tendrils. Badass AoE controller type vibe.
This set of roper leather armour comes with a pair of bracers each etched with the shape of two entwined roper tendrils. If the wearers hands are empty they can speak the command word and two tendrils burst from each of the bracers. These tendrils act as per MM roper tendrils and have the following characteristics:
Grasping Tendrils. The armour can have a maximum of 4 tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the wearer, which can extrude a replacement tendril on its next turn as a bonus action. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.
Tendril: Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. Hit: Either 1d4+2 bludgeoning damage or The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target.
Multiattack: The wearer can make one attack per tendril per round.
Reel. The wearer pulls each creature grappled by it up to 25 feet straight toward it.
Note: If a hand is grasping a weapon or other object then that bracer cannot extrude tentacles. One weapon = 2 tendrils of other hand. Two weapons = no tendrils. (That being said, battleaxe and double tendril dwarf barbarian ain't a bad compromise)
Bonus: The legendary version can do both adhesion and tendril extrusion PLUS spider climb. Be the Doc Ock of Undermountain with your very own set of Legendary Roper Tendril Armour!
Spider Climb. If all 4 tendrils are free then wearer can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. 4 tendrils are required for movement but only 2 are required to remain in place. So you can use 4 to climb up to ceiling, hang from 2, attack with 2.
Post by finallyfoundahobby on Mar 4, 2018 21:14:23 GMT
17- Purple Worm Acid 4- Spell additive
For use with the Guards and Wards spell PHB p248
I made the most remarkable discovery today. In re-casting my wards around my laboratory and outer corridors, I found I had run out of Umber Hulk blood. So silly of me! I had forgotten to send off for more from those Duergar that come through some of the lower connecting tunnels. No time now, I thought, must make do! I searched round in the vials in my bag and found some old Purple Worm acid I had been saving. I had found no great use for it thus far in my experimenting, save the obvious use to dissolve organic material. It also makes a superb silver polish. Worth a go, I told myself. So, in it went instead of the Umber Hulk bits and TADA the most amazing thing happened! An enormous purple worm sprang right up out of the floor in the main hall when I finished casting..I mean RIGHT...THERE! I was frightened nearly to death at first. I was sure he would gobble me up, but he just stayed there, half out of the earth, looking at me with those tiny dark eyes. I am certain he will make a wonderful addition to my security, crawling around out there! I think I will name him Walbert...yes, Walbert the Worm.
~Excerpt from a journal found by adventurer Squintlittle Hollybarb in the belly of a Purple Worm
This armor has three rope-like images embossed on its front and an equal number of charges. (See Regaining Charges below for more). Each time a charge is used, one of the images vanishes from the armor.
While wearing and attuned to this armor, as an action, you can use a charge to extend a tendril from the armor to a creature within 30' of you that is no more than 1 size category larger than you. Make a melee attack roll using your Strength modifier and proficiency bonus. On a miss, the tendril vanishes and the charge is expended. On a hit, the target is grappled. Until the grapple ends, the target is restrained. To escape the grapple, the target must make a Strength (Athletics) or Dexterity (Acrobatics) check opposed by your Strength (Athletics) check. When a creature is first grappled by a tendril, you may choose to pull the target up to 15' closer to you. If this movement brings the target within melee range of you, you may use your bonus action to make one melee attack against the target. On each of your subsequent turns, you may choose to pull the target up to an additional 15' toward you as a bonus action. You may also use a bonus action to dismiss the tendril, freeing any grappled creatures. When the grapple ends, whether by the target escaping or the grappler dismissing the tendril, the charge is expended. Charges expended in any of the ways listed above are not considered "destroyed" and are regained as described in Regaining Charges below.
A tendril may be attacked directly. Each tendril has an AC of 20, 10 hit points, and immunity to poison and psychic damage. If a tendril is destroyed, it will not reappear on the armor as described in the Regaining Charges section below and the maximum number of charges the armor holds is reduced by 1. Destroyed tendrils may only be replaced by harvesting actual roper tendrils and re-enchanting the armor, a process that a creature attuned to the armor can complete with 1 day of work per tendril. If all three tendrils are destroyed, leaving the armor with no remaining tendrils or charges, an additional 3 days of enchanting must take place to restore the armor's base magic. This additional enchanting requires the armor to be submerged in the blood of a roper for the duration.
Regaining Charges. Each day at midnight, the armor regains 1d3 charges. If any tendrils have been destroyed, the number of charges cannot exceed the resulting new maximum. When charges are regained, a corresponding number of tendrils reappear on the front of the armor.
Last Edit: Mar 20, 2018 16:17:43 GMT by DMJazzyHands: Clarified when charges are expended vs. maximum charges reduced.
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I rolled: Beholder Eye Stalk & Manticore Tail Spike
Legend tells of an ancient Beholder named Yareth who's tower in the scorching desert had been assaulted for days by a cadre of goblins, hobgoblins, and an array of other enemies. Surrounded on all sides and harried in the air as well as on foot, Yareth concocted one last, ditch attempt plan to ward off the army at its doors. Harvesting the tail spikes of one of the invader's slain manticores and sacrificing 5 of its own eye stalks, the beholder crafted a family of weapons later dubbed the Talons of Yareth. Each Talon has dual uses: one end is a deadly melee weapon, the other is a staff who's eye-stalk-core can be used to devastating effect at range.
Talon of Yareth: This weapon appears to be a spear who's shaft is crackling with arcane energy.
The pointed end of the Talon is a +5 spear. As an action, the other end of the Talon can produce a ray targeting a creature within 100 ft. of the user. Every Talon has one of the following ray effects:
5. Enervation Ray. The targeted creature must make a DC 15 Constitution saving throw, taking 5d8 necrotic damage on a failed save, or half as much damage on a successful one .
8. Petrification Ray. The targeted creature must make a DC 15 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn . On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
9. Disintegration Ray. If the target is a creature, it must succeed on a DC 15 Dexterity saving throw or take 5d8 force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller non magical object or creation of magical force, it is di sintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.
Boots of Balance With these boots, the wearer ignores all difficult terrain and cannot be staggered or pushed. Additionally, if the wearer moves 15 feet in a straight line and then attacks, the target must make a strength saving through DC 15 or be knocked prone.
Back, to roll again! 18: Roper Tendril 2: Stirge Blood Sack 1: Potion
Ooh, a potion this time. I've been hoping to roll the Blood Sack since so much can depend on what kind of blood is in it.
Roper Potion (often sold as a Potion of Climbing by the dishonest and uninformed) has wildly varying effects depending on the relationship between the consumer and the blood in the Stirge Blood Sack used as a blending agent.
If the blood in the blending agent most similar to the consumer is of a different creature type (i.e. consumer is humanoid, blood is all fey and beast), then the consumer gains a climbing speed equal to their walking speed for 5 minutes and advantage on Strength (Athletics) checks made to climb during that time.
If the blood in the blending agent most similar to the consumer is the same creature type (i.e. consumer is humanoid, humanoid blood is present), then the consumer gains a climbing speed equal to their walking speed for 30 minutes and advantage on Strength (Athletics) checks made to climb during that time.
If the blood in the blending agent most similar to the consumer is the same race (i.e. consumer is a human, human blood is present), then the consumer gains a climbing speed equal to their walking speed for 1 hour and advantage on Strength (Athletics) checks made to climb during that time. (As in a standard Potion of Climbing.)
If the blood in the blending agent most similar to the consumer is a relative (i.e. 1st cousin or closer), then the consumer gains the benefits from a same race agent above, but also includes the ability to traverse ceilings and a stone-skinned appearance giving advantage on Dexterity (Stealth) checks made to hide in cave conditions, with automatic success if advantage is granted for another reason.
If the blood in the blending agent includes the consumers own blood, then the consumer gains the benefits above. In addition, the consumer gains the ability to extrude up to two tendrils at a time with the same properties as Roper Grasping Tendrils.
In addition to all of the above, if any blood from a significantly magical creature such as a dragon, beholder, manticore, or gorgon is in the blending agent, then the consumer must make a DC 12 Constitution saving throw or be transformed into a Roper until the effect is dispelled as a level 5 spell.
Yup, that was fun, definitely going to use Stirge Blood Sack again.
This armor has three rope-like images embossed on its front and an equal number of charges.
On a miss, the tendril vanishes. On a hit, the target is grappled. Until the grapple ends, the target is restrained. To escape the grapple, the target must make a Strength (Athletics) or Dexterity (Acrobatics) check opposed by your Strength (Athletics) check.
Welcome, and thanks for joining us in the gym. I love the idea of displaying the remaining charges. I assume you intended for the tendril to also vanish if the grapple is broken, but not result in a reduction in the number of maximum charges. It's so cool how the maximum can be reduced and laboriously restored.
Post by tigrannosaurus on Mar 10, 2018 4:25:43 GMT
Back for round 2: got essence of will o wisp as a spell additive.
If taken immediately before casting Invisibility;
It adds the incorporeal movement buff for 1d4+1 rounds. This is rolled by the DM, the player does not know how many rounds the buff will last. Incorporeal Movement: You can move through other creatures and objects as if they were difficult terrain. You take 15 (3d10) force damage if you end your turn inside an object or if the buff wears off when you are inside an object. You are then ejected to nearest vacant space
If taken immediately before casting an illusion spell:
The mischievous nature of the wisp is imbued within your spell and empowers its capacity to deceive. All saves or equiv rolls to detect the illusion are made at disadvantage for for 1d8+1 rounds. This is rolled by the DM, the player does not know how many rounds the buff will last. Once the buff wears off saves and rolls to detect the illusion are then made with advantage.
Rolled 16-Pegasus Feather 12-Manticore Tail Spike WITH THEIR POWERS COMBINE......
Weightless Savager A spear with its tip fashioned from a manticore's tail spike, naturally hard and resilient. The barbs are pointed inward to the base of the pole arm, making any piercing blow stick and tear at the flesh if attempted to be removed. Inlaid into the head of the spear is a single pegasus feather. It is the reason the entire weapon is so light. So light in fact, it seems to hang in the air as if floating. Without weight the Savager is able to be thrown impossibly far distances, be wield much easier then a normal pole arm, and pretend to be a jedi at the bar. Impress your friends!......No wait! COME BACK! It seriously is a useful tool. I totally don't regret spending my life savings on the Pegasus feather. This is the best possible use for such an item I swear! Please......come back *sob*