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The Dungeons and Dragons Compendium

This is a compilation of many homebrew items, spells, rules, and monsters, as well as possibly encounter ideas and any other thing that one could think of extra that would be clever or cool while playing or DMing a game of D&D. Gods. And Pantheons. They will also be here. And much more.

Magic Items

Magic items are presented in no specific order.

Wooden Visors of Disappearance

Wondrous item, rare

These visors are made out of fine Oak. You may equip the visors or unnequip them with a bonus action. Putting them on renders the wearer invisible but blinded.

Dragonscale Bracers of Self-Defense

Wondrous item, uncommon

When hit by a slashing melee attack, if you are not wearing a shield, you may use your reaction to reduce the damage by half.

Obsidian Skewer

Weapon (rapier), rare (requires attunement)

This black blade glimmers in the moonlight. This magic weapon deals 1d12 necrotic damage instead of the usual 1d8 piercing damage. You make spend one of two charges to cast darkness as a bonus action. You may immediately hide as a free action as well. The spell darkness is centered on self, concentration, and lasts only three turns. The obsidian blade also allows the user to see through this specific darkness spell. Charges are regained at sunset.

Stormherald

Weapon (maul), rare (requires attunement)

This magic weapon deals an extra 1d6 thunder damage on a hit. In addition, you make spend one of three charges using an action to strike the ground, casting thunder wave at third level with a DC of 8 plus your proficiency bonus plus your wisdom modifier. Charges are regained at dawn.

Greatsword of The Last Stand

Weapon (greatsword), very rare (requires attunement)

You gain +2 to attack and damage rolls with this magic weapon. Upon being reduced to zero points you may continue fighting while using this greatsword, entering into a last stand. On the end of your turn, roll death saving throws like normal. During your last stand you must use your action to attack an enemy. If this is not possible, you fall unconscious. During the last stand you attack with the last dregs of your strength. Your attacks have advantage but melee attacks against you also have advantage. In addition, during the last stand, the last stand you crit on 18, 19, or 20.

Umbrella Spear

Weapon (spear), rare

You gain +1 to attack and damage rolls with this magic weapon. You may use a bonus action action to open or close the umbrella, shielding you and providing total cover in one direction. Until the beginning of your next turn, ranged attacks targeted at you are instead made against the umbrella, which has HP 50 and AC 10. With the umbrella unfolded you may also reduce falling damage by half, or one quarter if the umbrellas HP is between 1 and 25. At zero HP the umbrella spear functions as a regular +1 spear until repaired, requiring silk or cloth, sewing equipment, and about 20 minutes of time.

Hammer of Holding

Wondrous item, rare

This olympic-style hammer is attached to a 50 foot long thin metal chain. Using an action, you can throw the hammer at a target. It has a throwing range of 20/50 feet. For proficiency bonuses, it is considered a simple weapon. Upon hitting anything, thin gray tendrils emerge from the hammer and stick to the target. The magic tendrils hold tightly for three turns. A successful DC 20 strength check can dislodge the hammer early, or 800 pounds of weight. A creature trying to pull the hammer off of itself has a disadvantage on the strength check.

Obsidian Dagger

Weapon (dagger), rare (requires attunement)

You gain +1 to attack and damage rolls with this magic weapon. Once per day you may attempt a deathly blow. For a moment, you are shrouded in a black mist and considered invisible. This invisibility ends after you make an attack or your turn ends. If after your attack the target has 30 HP or less, it must make a DC 15 constitution saving throw or die. If the creature dies in such a fashion, you regain hit points equal to half of the damage dealt.