User Tools

Site Tools


brightshore:homebrew

This is an old revision of the document!


Homebrew Content

Custom Character Backgrounds

Magic Items

Reflavored Items

A number of items are just straight reskins of regular items in the PHB. They will be listed here.

  • Axe of the Iron Citadel. Berserker axe.
  • Greataxe of Korazak. Giant slayer.
  • Johnny. Hew.
  • Keylock Stone. Pearl of power.
  • Ribbon of Disguise. Hat of disguise, as a ribbon.
  • Staff of Hollowing. Gulthias staff.
  • Stodenmire's Cape of the Mountebank. Cape of the Mountebank, but dark gray and the smoke is gray and doesn't smell of sulphur
  • Victory Greataxe. Greataxe +1.

Game Mechanics

Following is an “as exhaustive as we can get it” list of rules where how something works in Brightshore differs from out-of-the-box D&D Fifth Edition. In general, the goals here are to stay as close to out-of-the-box as possible, while at the same time accounting for having scores of players and almost a dozen DMs.

Magic Mouth and Glyph of Warding Chain Trigger Effects

If you cast Magic Mouth, the words that it speaks when it is triggered will not fulfill the trigger of another Magic Mouth or a Glyph of Warding. Similarly, a spell being cast by a Glyph of Warding cannot be the trigger condition of a Magic Mouth or another Glyph of Warding.

The main reason for this is to minimize coordination required between Weavers, DMs and players. Also, when you are casting either of these spells, please do so in downtime so that a Weaver can okay the conditions - we want to minimize complexity to minimize the chance that we get it wrong.

Identifying Magical Items

Detect Magic

By using the spell detect magic, or other similar abilities, you learn whether an item in range is magical and the school of magic the enchantment belongs to (if any).

Experimentation

By examining an item and fiddling with it over the course of a short rest, you learn whether the item is magical or not. If the item has any constant properties that don't need to be activated, you can discover them through experimentation. (For example, the ring of swimming doesn't require attunement or use of charges. If a character puts on the ring and goes for a swim, they'll learn that they can swim faster than normal.) Certain items may give a clue as to what they do through their design or runes etched into them.

Attunement

Whether or not a magical item requires attunement to use, you can attempt to attune to it and get a general sense of the item's properties over the course of a short rest.

Identify

In order to learn an item's exact properties, it must be identified. This can be accomplished by using the spell identify or taking it to town to have someone there cast identify for you. In addition to learning all of the mechanics of the item's use, you may also learn bits and pieces of lore behind it. Note that curses are not guaranteed to be revealed by using identify, as per standard Fifth Edition rules.

Identifying Potions

If you find a potion, you may take a small taste to get a general sense of its properties (without consuming a dose of the potion). This requires one action.

brightshore/homebrew.1579317104.txt.gz · Last modified: 2020/01/17 21:11 by paula