Is This Anything?

The Bop It Idol - Wondrous Artifact

The Bop-It Idol was built by trickster gnome/shopkeeper/blacksmith/inventor of considerable skill and considerable irritability who loved a good riddle almost as much as he hated anyone who thought they had figured one out.

This garishly colored scepter is warm to the touch and deeply pleased with itself. It attunes to the first creature that holds it for more than a minute and then it refuses to let go.

At the start of each of your turns in combat, the idol issues a command in a loud, cheerful voice audible to every creature within 60 feet. Bop It! Twist It! Pull It! Flick It! Spin It! Encore!

What those commands mean depends on the DM. In one version, the idol is asking: strike a nearby creature, take the dodge action, attempt a grapple, expend a resource like a spell slot or ki point, or perform a flashy weapon flourish with disadvantage because it wants a show. Comply and your turn continues. Refuse and you pay for it in psychic damage, lost actions, or an embarrassing tumble to the floor.

In the other version, it is not asking at all: your body lurches toward the nearest creature, a spell slot is drained, your attack is redirected, you move differently in the order of things.

Both versions share one final mechanic. When you drop to zero hit points, the idol speaks one last time in a voice only you can hear: "Pass it." Then it throws itself at whoever is closest.

Crumwick thought that was the funniest part.

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Is This Anything?

Curse of the Loaded Die

Wondrous Curse, Requires Attunement (Involuntary)

A creature afflicted by this curse carries an invisible weight in every roll of fate. When the cursed creature makes an attack roll, ability check, or saving throw using a d20, the result is subject to the following distortions, determined by how many d20 rolls the creature has made since the curse was inflicted.

Counting Rolls. The DM tracks the total number of d20 rolls made by the cursed creature since the curse began. Rolls made with advantage or disadvantage each count as one roll, regardless of how many dice are physically rolled. Rolls that are automatically succeeded or failed without a die count as zero.

Stage 1 – The Full Weight (0 to 49 rolls)

Any result of 1-15 on the d20 counts as a natural 1. Results of 16-20 are unaffected.

Stage 2 – Easing (50 to 99 rolls)

Any result of 1-10 on the d20 counts as a natural 1. Results of 11-20 are unaffected.

Stage 3 – Overcorrection (100 to 149 rolls)

The curse has worn thin but warped the creature’s fate in the process. Any result of 1-5 counts as a natural 1. Any result of 16-20 counts as a natural 20. Results of 6-15 are unaffected.

Stage 4 – Unraveling (150 to 169 rolls)

The curse buckles under its own distortion. Any result of 1-2 counts as a natural 1. Any result of 11-20 counts as a natural 20. Results of 3-10 are unaffected.

Stage 5 – Collapse (170+ rolls)

The curse has exhausted itself but cannot release its hold. The distortion snaps back: any result of 1-10 counts as a natural 1, and any result of 11-20 counts as a natural 20. The curse is now locked in this state and will not improve further on its own.

Lifting the Curse.
The curse does not lift on its own at any stage. A remove curse spell ends it immediately. A DM may rule that removing it during Stage 4 or Stage 5 requires remove curse cast at 5th level or higher, as the distortion has grown too severe for a lesser working to unwind.

Natural 1 and Natural 20 Effects.
A result distorted by this curse triggers all effects that would normally apply to a natural 1 or natural 20, including critical failures and critical hits on attack rolls, at the DM’s discretion.

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What makes elves fun to play?

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Something I've been puzzling over with my #homebrewdnd stuff is about the classic #dnd elf. I don't really know what makes the Elves a compelling race to play. I'm thinking of changing them quite significantly for my campaign, but how far can I change them until they no longer hit the same buttons?

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We are back today with our next episode! Family visits aside our three friends need to decide what their next steps are and where they need to go.

Join us at 3pm BST as they plot their next adventure!

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