#descriptions

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hardchance
hardchance

do people actually read an author’s bio? i feel like i work on mines a little too much as a person who isn’t sure if someone would stumble across it and read it 🥹

MINES IS TOO LONG TO EVEN SCREENSHOT IM GOING TO CRRY

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ana-itat
ana-itat

Writing & Journal Prompt:

Write a description of yourself as if you were a character, using primarily positive of neutral descriptors.

Example to start:
She was a slightly tall girl, with fawn colored skin and darker freckles over her nose and across the high cheekbones inherited from her…”

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foggyflow3rs
foggyflow3rs

Hi everyone! This is the beginning of the oc descriptions! Enjoy!

Roselle


Name: Roselle Quinn

A female who grew up in the Americas with the strong love for flowers

By strong I mean it was so many flowers she loves it doesn’t matter what it is

Poisonous to non Poisonous, all flowers deserved spotlight in her eyes.

With a strong personality on the outside she was really fond of everything on the inside. To people to animals and to of course her flowers.

Buying her flowers as a present was basically saying you enjoyed her presence

With her designer clothing and a love for makeup. She always made sure she was pretty. If something on her wasn’t elegant enough for her standards she would go insane.


This was just how she was raised. Of course no family is perfect. She has one sibling, a brother, named Zack Quinn. As chaotic as they were growing up they grew to be children who made their parents proud.

Their mother, Hazel Quinn and their father Miles Quinn were two well known people in the neighborhood. No rudeness came off either way it went. Inside the house though was a different ball game. Arguments happened every so often and sometimes Roselle got into fights with her dad.

At the age of 20, 2 years after graduating college in top 1, her brother being 2. She decided to just go explore the city especially now that she was going to college.

Once finally getting into college of course she met someone of her interest. A quiet man someone who talked but seemed to hate everyone. His eyes were gentle but harsh.

This man soon became her boyfriend. Going by the name Sebastian Fox.


CHAPTER 1 WILL PROVIDE MORE SCENES, TOPICS, AND BACKSTORY

DRAWINGS WILL SOON BE POSTED ONCE I HAVE THE CHANCE TO DRAW THEM

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topazadine
topazadine

Writing Nitpicks for Greater Engagement

Photo by Pixabay on Pexels.com

I do not finish probably 70% of the books I start reading unless they are so terribly bad that I’m intrigued. Simply put, there are too many great books out there to waste time on one I don’t enjoy.

Generally, I decide whether a book is worth my investment within the first page, sometimes the first few pages. I’ve highlighted the glaring problems that absolutely…

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mysticdragon3md3
mysticdragon3md3
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juddgeeksout
juddgeeksout

Reddit GM Advice: Lawyer Up, Descriptions/Combat & Situation

I made a list of of a few GM advice subreddits called RefAdvice.

r/OSR HELP and r/DnD DMing

please help me decide which would be the better plot beat (mechanically and narratively) byu/Medical-Albatross106 inDMAcademy

I want my lawyer to be a Beast from Hell is all I’m saying…

Comment byu/Medical-Albatross106 from discussion inDMAcademy

https://www.patreon.com/emielboven/posts

Game master…

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c-zira
c-zira

You (say that you) are:

intelligent - independent - cruel

(You believe that) he is:

quiet - gentle - good


(You think that) she is:

strong - steady - warm

You (know that you) are:

tired - broken - beautiful*

*Everyone said so, once. She still does. One must assume she knows what she’s talking about.

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phinksyhxhfan
phinksyhxhfan

You know the writing is peak when they describe something and you feel goosebumps appearing on you skin

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deerydear
deerydear
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demidisaster23
demidisaster23

“Why does this event flow so fast?”

“My guy, YOU SUCK AT DESCRIPTIONS AND YOU DON’T MAKE THEM. OF COURSE THE DIALOGUE DOESN’T CONVEY WHAT YOU WANT. THAT’S HALF OF IT.”

Why does my brain gloss over every single description of a place ever written in mankind’s history?

“It’s the auti-”

*Grabs your lips and squashes them like a duck’s beak*

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authorlauren
authorlauren

We want #readers to see our worlds as we see them, but that doesn’t mean they want whole scenes describing every detail inside our heads. It’s safe to assume that readers can fill in some of the blanks for themselves. Besides, isn’t that why we like to read? #imagination #writingtips

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writerpolls
writerpolls
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nightinghoul
nightinghoul

Valerie gazed at her reflection and took stock of her appearance. Her beauty was understated, but undeniable. Her breasts didn’t bounce, but they were large and soft, and she’d never heard anyone complain about them. Her round eyes were the color of honey, framed by thick black eyelashes that matched her raven hair, which was sparsely dispersed all over her body. Her skin was thick and gray, and full of wrinkles, which helped disperse heat and retain water, since she lacked sweat glands. Her four enormous feet were flat, with four to five thick keratine toenails, suitable for long desert treks, and her large billowy ears kept her cool. She weighed approximately seven-thousand pounds.

“Hell yeah,” said Valerie, sweeping mud over her back with her powerful, serpentine trunk, the end of which was highly sensitive, containing more nerve endings than a human fingertip, “I’m a goddamn elephant, and I love it.”

The End.

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darkfictionjude
darkfictionjude

There’s the pinned post but it’s only face claims, I guess I thought that was enough? (Btw But if you want more details…

Dante: he’s sicilian brown which means that he looks like he’s a minority but he’s just Sicilian. Brown eyes. Very wavy black hair. Hairy.

Carmen: she looks Japanese. Her dad’s genes only made half hearted attempts. Brown eyes. Fair skin. Long curly voluminous black hair. Statuesque.

Lazlo: fiery ginger hair. Pale skin. Many freckles. Green eyes. Typical Irish look. Well built

Charley: dark brown skin. Straight long black hair. Dark brown eyes. Tall and pretty toned all around

Greer: dark gray eyes. Dyed light brown hair. Sun-kissed skin. Slender but some meat on his thighs. Looks like an all American boy

Magenta: light blonde hair. Blue eyes. Pale skin. Not thin but not chubby either. Medium range. Bombshell.

Jack: dark brown skin. Dark brown eyes. Curly black hair. He’s pretty fit all around. Looks like a traditional jazz player

Ashley: very pale skin. Light brown eyes. Mostly straight black hair. Pretty thin. Looks kind of bug like with the big eyes.

Renata: olive toned. Dark brown eyes. Loose curly black hair. Curvy. Could’ve been a movie star. Also I never added her face claim because I didn’t want to create a post for her since I don’t want much known about her yet so I’ll added it here:

Love Maria Felix

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whumpawaydarling
whumpawaydarling

describing injuries

these 2 websites don’t have pictures of injuries in case anyone is squicked out by that!

the below all have at least some images

(sorry that this isn’t organised in any sort of way other than a link dump essentially but i just thought i’d share anyway ^^)

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zainozzzzzzz
zainozzzzzzz

OC descriptions:
Project WXYZ ☆

Ocs: Winter, Yuki, Zuka and Xavia.

[[MORE]]

💜 Winter James: 

Currently the leader of the group Project☆WXYZ. 

Had quite the rough childhood, where she had tried to learn to dance, but her father would abuse her every time he saw her dancing. Her mother would always find her on the floor of her room, face covered in blood. She had never divorced winter’s father, even after witnessing him beating her up several times. However, despite some residual trauma, she has now completely let go of the past and has now moved to Manchester, England, Where she let Zuka live with her for the past year. 

Speaking of Zuka, she has taken it as her responsibility to take care of Zuka. Ever since she found her, and they grouped together, she saw Zuka as someone who needed to be taken care of. Zuka, on the other hand, sees her as a big sister. 

Moving on to appearances, Winter’s hair is quite wavy, and the color is naturally grayish purple with light, grayish blue tips. But, due to her recent solo performance, Winter has dyed the tips of her hair and her bangs pink. 

She has pale skin, and her makeup always involves brushing light reddish-orange or light pink blush under his eyes, it’s her signature look. 

Her eyes are round-shaped, and the irises are half grayish blue and grayish purple, with golden, twinkling stars as pupils. 

She likes to wear comfy clothing like hoodies, cute ones especially, and loves wearing bows on her hair and also tying scarves into bows around her neck. 

Black boots are her signature boots. 

She is quite fierce and intimidating (if you mess with her), and looks the part too. but once you get to know her, she’s kind and helpful. 

Her weapon of choice is a Katana. 

She is born 2006, the 26th of December. Making her 18 and the oldest in the group. 

🩷 Yuki Yamaguchi

Born in Osaka, Japan, Is Yamaguchi Yuki (山口祐樹). 

She had a nice childhood in Japan, where she had learnt Japanese and forgot it soon after. 

As a teenager, after they moved to the United Kingdom and Yuki left all of the friends she made in Osaka, she had become rude and didn’t socialize much with others in her new school. 

After she had witnessed a school shooting, where nearly all of her classmates had been killed or severely injured, and she had been one of the few lucky survivors.. she dropped out of school and moved out of the city they were In to live in London. 

Way before she moved to Manchester, she found winter on social media, where they contacted each other and winter told her all about how she wanted to make a performance group, and Yuki said that she didn’t want to join, as she had social anxiety back then. 

After weeks of going back and forth on the offer, she finally decided to move to Manchester, where she met Winter. 

Moving on to appearances, she had brownish-red shoulder length hair (C9827a-9b5f55), but she later dyed it grayish pink when she moved to the United Kingdom. Same goes with her irises , that were kind of the shade of her hair too, but now she rarely shows her real eye color as she usually wears pink contacts. 

Before moving to the United Kingdom, she always dressed in hoodies and sweatpants or overall just clothes that hid her body from the public, as she was deeply insecure. 

Now, she is more confident and comfortable with wearing more revealing and cute-looking outfits, especially pink-white ones. 

She always has some kind of accessories on her hair I swear 

She might look like the youngest of the group most of the time, but she’s actually the second oldest after winter. born 2007, 24th of march. Making her 18. 

She is always smiley and energetic, however, she has to tone down for performances, and that’s what she does. 

She is quite a professional in fighting-ish performances where they have to use their weapons, because she learnt taekwondo at a young age. 

She stopped learning when she got the blue belt; “Taekwondo isn’t for girls.” Stated her mother. 

She learnt to dance/perform by winter once she moved to Manchester, so, you gotta to credit her for that. 

Her weapon of choice are Shurikens. 

🩶 Zuka Vincent

Born in Manchester, Is Zuka Vincent. 

She has the most messed-up childhood out of the others, where she had witnessed her sister being shot to death right in front of her very eyes at age 9, and her parents dying soon after due to undisclosed circumstances. 

She had to live with her Aunt, where she moved out when she was 13 to join winter’s group. 

She is now 16, born 2009, the 25th of June. 

Soon after, she somehow (?) got infected by robots and basically faced a painful change to her body, where almost half of her skin turned grayish and even blue, especially around her forehead and eyes. However, over the years, it faded away and now there’s only residue on her shoulder and forehead, and the residue around her eyes had shaped into thunder-like shaped scars on her cheeks. And the corners of her lips were still a dark grayish-blue.

Even her hair was affected, as it was a beautiful shade of blonde when she was little, and turned grayish blue from the infection. However, her eyes remained the same color, a pale blue. 

Her food intake is now limited after the infection, if she ate anything outside of her limited foods she will get sick. She feels too uncomfortable to talk about it now, even with close friends. 

Despite the infection and the trauma, she still had the power to practice and dance with winter even though she was young, now becoming the lead/main dancer of the group and a trainer for Yuki to look up at. 

She even creates the choreography for their performances along with Yuki sometimes. 

She is 5’6 

Her weapon/s of choice are two swords. 

🧡 Xavia Paul

Also born in Manchester, is Xavia Paul. 

Similar to winter (THAT’S BAD), her father used to abuse her when she was young as a way to grieve for her dead mother, she escaped her household from the abuse at age 12-13 to lived on the street for a little while before meeting winter and joining the group at age 14. 

When she joined the group, also similar to Zuka, she had an accident and got infected by gold. 

Her legs turned grey, her hair turned white-gold and her eye got infected so she had to get a surgery and now her right eye is practically useless. 

She has a faded scar on her shoulder, and also a bloody scar In the right side of her face. 

Her left eye is a golden-leaning hazel color. 

She is the youngest of the group, born 2010, the 29th of June, making her 15. 

But honestly, that doesn’t give her any benefits. 

She and Yuki are best friends, both being energetic sunshines but practically popping off on stage where fans CRUSH ON THEM BADLY before realizing that one of them is a MINOR!!! 

She likes comfy clothes like hoodies, that cover her body. 

Her weapon of choice is a bow and arrow.

I wrote this in late July 😀 (Is that how you say it? Idk)

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rhianna
rhianna

The Language of flowers :
an alphabet of floral emblems.

Description

Tools

Cite thi

fileLanguage(s)English PublishedLondon ; T. Nelson and Sons, 1858.
SubjectsFlowers.
Flower language.
Physical Descriptioniv, 10-53 p., [6] leaves of plates : col. ill. ; 18 cm.

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arts4sorting
arts4sorting

tag sorting ⬇️

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bloodkrieg21
bloodkrieg21

Homebrew item armor and weapons (3)

*Last Stand Padded Armor 

11 + Dex modifier - Disadvantage

This armor requires attunement. While standing on a hill or natural point that is higher than the majority of land around it you gain two benefits. You cannot be knocked unconscious while standing on this hill. If you get knocked into death saving throws, but are still conscious, you cannot be moved from atop the hill till either you have 1 HP or more, or you die.  Also while making death saves, you gain +2 to AC, Attack, and damage rolls. And you have blind sight with the range being the hill. 

*Bishop Leather Armor 

11 + Dex modifier

You move faster when running at a 45 degree angle. This effect weakens the further from that angle you are running. This angle is based on a local grid determined by the ley lines of the region. The speed matches so that if you would 5ft directly forward. You would instead be 7.071 ft at a 45 degree angle. You also may add a +1 to religion checks to a max of +4.

*Studded leather Garb 

12 + Dex modifier

This item requires attunement. If attuned this item can be worn no matter your proficiencies and does not count as armor for everything but the purposes of AC calculation. 

*Armorer’s Hide Armor 

12 + Dex modifier (max 2)

This armor requires attunement. While wearing this armor, you can spend a bonus action to manifest a non magical weapon of your choice, this weapon lasts until unsummoned or 1 action after leaving your hand. You summon this weapon into a free hand. If you have no free hands then the weapon does not summon. The weapons summoned through this armor take on an ethereal look, and are translucent. All damage done with weapons summoned with this armor, are magical damage that bypasses immunities and resistances to bludgeoning, piercing, or slashing. 

*Static Chain shirt

13 + Dex modifier (max 2)

While wearing this shirt you are resistant to all lightning damage. Also every time you take lightning damage, every creature within 5ft of you must make a con save or take half the lightning damage as well. 

*Salamander Scale mail

14 + Dex modifier (max 2) - Disadvantage

When equipped for the first time, make a DC 10 Con save or the armor fuses with your skin becoming a part of your body. Removal of this armor would require a DC 15 Medicine check and deal 5d8 slashing damage if fused. This armor when fused does not impose disadvantage on stealth checks. While this armor is equipped you have resistance to fire damage, and every time you are dealt fire damage, this armor gains 1 charge per damage taken. When you make an attack, all charges are burned dealing .5 damage per charge rounded up. 

*Breast-plate

14 + Dex modifier (max 2)

For every day equipped, the wearer generates more Estrogen in place of Testosterone. After one month the wearer becomes ‘cursed’ and permanently generates Estrogen in place of Testosterone. If equipped by an individual producing Estrogen this item transforms into the No Breast-plate.

*Hands of the Mage (Half plate)

15 + Dex modifier (max 2) - Disadvantage

While equipped, you gain the ability to cast mage hand. you can cast up to 10 instances of mage hand at once. If all 10 instances of mage hand are up at the same time and are all within 5ft of each other, they combine into a Bigby’s Hand. This hand lasts until you lose concentration or do not command it for a turn. 

*Crippling Ring mail

14 - Disadvantage

This armor is cursed. When you are dealt damage while wearing this armor, you lose ½ of the damage taken from your max HP. For every point of Max HP lost to this armor you gain that much temporary HP that refreshes every minute. If someone is killed while wearing this armor the Temp HP resets. You cannot regain lost max HP by any means but wish. 

*Prosthetic Chain mail

16 - Str 13 - Disadvantage

If you are missing an arm you may attune to this armor. When equipped and attuned an instance of the spell mage hand is cast and takes on the role of the missing hand. This hand cannot move more than 5ft away from you, but in exchange can lift as much as your arm would normally be able to carry, and can be used to perform any action you could usually use a hand for. If the hand is separated from your or is in any way destroyed, this effect deactivates and the spell is recast over a short rest. 

*Splint of Sentience

17 - Str 15 - Disadvantage

If this item is worn by a non-humanoid creature, it loses all defensive properties. 

*Charge Attack Plate

18 - Str 15 - Disadvantage 

As a bonus action, you may designate a creature within 20ft. If you could reach that creature by foot, you charge at that creature without expending any movement. After getting within melee range of the weapon you are holding you may make an attack. If the weapon you are holding is a great weapon you may roll a 1d4 and add it to hit. On a hit you may expend one hit die and add it along with your con score to the damage. If the creature is dealt more damage than their AC they must make a DC (8+Proficiency+Strength) STR save or be knocked prone and pushed back 5 feet. After you move using this ability, you lose that much movement from your speed on your next turn. 

*Immovable Tower Shield

+2 - Disadvantage

While you are benefiting from three-quarters cover using this shield’s ability, you have an additional +2 to strength saves, and cannot be moved against your will by magic. 

*Skeletal Maw Shield 

+2

This shield looks to be the skeletal head of a giant creature. You equip it by placing your hand into the back of its head and passing it through a strap ending with a handgrip in its maw. It appears to have at one time had 4 eyes.  

This item is cursed, when equipped, it cannot be unequipped. Equipping it causes the arm that you stuck into the head to explode into fleshy tendrils, you take 2d6 piercing damage and the interior of the skull is filled with your flesh, allowing you to control it like it was your hand. You may make a bite attack with this shield once per turn. You use your strength plus proficiency to hit, and deal 2d6+strength piercing damage. On a hit that creature must beat a contested strength save or become grappled by the maw. 

*Retributive Force Buckler 

+1

This item requires attunement. While attuned you may cast the spell hellish rebuke once per short rest. You use your Dex as the spell casting mod. All spells cast using this shield deal force damage in place of their normal damage type. 

*Exotic Hunter’s Club

1d2 bludgeoning - Light

When used to damage a beast, the user loses 1 max HP for 1 day. 

*Plunging Spike

1d2 piercing - Light

As an action, you may plunge this weapon into your chest. After doing this set your max HP to 1. You gain the amount of health you lost as Temp Hp that refresh at the end of every turn. This item charges 1 charge for every 5HP you had above 0 when you first used it. Every turn the item expends a charge and you gain 5 max HP back, and lose 5 Temp HP, the lost temp HP does not refresh each turn. You may expend charges as an action each turn, when you do you regain that many max HP back times five, but they return unhealed. For every charge expended you may add +1 to your next attack and damage. 

*Cleaver of Nature’s Blessing

1d2 slashing

When raised up into the air, for the first time since you took a short rest, you gain the following effects. Over the next 10 minutes, you learn the weather forecast for the next hour. The direction and distance to the nearest, river, population center, and monster nest. You also gain insight into the health of the local ecosystem. And finally you get to roll one 1d20. Record that roll. You may choose to swap any d20 roll having to do with nature or wild animals/plants with the result. This record lasts until the end of your next short rest. 

*Ease Club

1d4 bludgeoning

For every creature whose CR is equal or above your level that was killed by this club, add that many to attack rolls.

*Spider Bite

1d4 piercing - Finesse, Light, Special*

*on a hit, they need to make a DC 10 con save or become poisoned and take 1d4 poison damage. While poisoned, the target creature takes 1 damage per turn at the start of their turn.

As a reaction to a creature getting within 10ft of you (including moving away from you to the 10ft band) you may shoot a web from this weapon. That creature must make a DC 13 dexterity save or become restrained by the web. 

*Prismatic Shard

1d4 slashing - Finesse, Light

Every short rest, roll a 1d4.

  • On a 1 this shard burst into flames, It deals an additional 1d4 fire damage. On a hit, the target must make a dc 10 con save or catch a flame for 1 minute. While on fire take 1 fire damage at the start and end of each of your turns.  
  • On a 2 this shard crackles with lighting, It deals an additional 1d4 lightning damage. On a hit, the target must make a dc 10 con save or get stunned for 1 round.
  • On a 3 this shard freezes the air, It deals an additional 1d4 cold damage. On a hit, the target must make a dc 10 con save or or get restrained for 1 round.
  • On a 4 this shard fills with poison, It deals an additional 1d4 poison damage. On a hit, the target must make a dc 10 con save or become poisoned for a minute. While poisoned, take 1 poison damage at the start of each of your turns.

*Staff of the Hedge Mage

1d6 bludgeoning

This item requires attunement, you must know prestidigitation, thaumaturgy, and druid craft to attune to this item. While attuned you may cast any of these spells at 10 times the effect, and each effect has 10 times the duration. 

*Pointing Stick 

1d6 piercing - Light

When this weapon is pointed at a creature for the first time on your turn, you may choose to take 10 damage, if you do, that creature takes 10 damage. This damage cannot be blocked, resisted, or in any way impeded.  

*Great Cleaver

1d6 slashing - Finesse, Heavy, Reach, Versatile (1d8)

When held in two hands and used to attack a creature who is not within 5 ft of you, you may add your strength in addition to your dex for damage. You have a -1 to hit if you choose to do so. 

*Stunning Clube

2d4 bludgeoning - Heavy, Two-handed, Slow (Loading)

When you make an opportunity attack with this weapon, on a hit, reduce the target’s speed to 0ft. 

*Throwing Spike

2d4 piercing - Finesse, Two-handed, Thrown (range 20/60)

When you throw this weapon, as a bonus action you may channel one spell slot into it. Add an additional 1d4 damage per level.  

*Scythe of the Ferryman 

2d4 slashing - Finesse, two-handed

Once per day, you may use this weapon to instantly kill a creature making death saving throws. You must be able to see them, and they must not have any warding on their soul. When you kill someone like this, you may choose the destination of the soul. 

*Fair Play Club

1d8 bludgeoning

This item is cursed. When this item is used to attack a creature who has more than 4 stats that are lower than your equivalent stats, you take the damage instead. If you are attacking a creature who has more than 4 stats stronger than you, this weapon always crits on a hit. 

*Channelers Spear

1d8 piercing - Two-handed

One hand is used to cast spells, so if you can cast spells while holding a weapon this loses the Two-handed trait. While wielding this at an enemy within 5 feet, you may cast attack spells using this weapon’s attack roll in place of your spell attack. You add an additional 1d8 piercing to damage, it is not magical.  

*Radial Knuckles 

1d8 slashing - Unarmed

While these are equipped, you can cast the light cantrip at will. 

*Champions Club

1d10 bludgeoning - Heavy, Versatile (1d8+2) 

When you draw this weapon for the first time that day, roll 8d4. record the four highest numbers. This item has 4 charges, each charge correspondence with a number rolled. When you expend a charge, you may add that number to your next damage roll with this weapon. This item regains all its charges after a long rest. 

*Ramming Spike

1d10 piercing - Two-handed

If this item is used in a charge attack, you may choose to forgo damage. If you do, the target is knocked prone. 

*Sword of Classes

1d10 slashing - Finesse, Versatile ((not Finesse) 1d12)

This item requires attunement. This item has 3 charges, each charge has its own unique slot decided at random when this item is created. As a bonus action you may expend a charge from any slot, when you do this item gains one ability, depending on the slot, this ability lasts until you take a long rest. You may only have one ability active at a time. The abilities are treated as if being used by a level 1 character of that class.

  • Barbarian’s Rage - When used you gain access to the barbarians Rage feature and go into a rage. This ability recharges when you undergo intense anger that was not magically induced.
  • Bard’s Charisma - When used you gain access to the Bard’s Bardic Inspiration feature and you give someone a bardic inspiration. This ability recharges when you succeed on an important charisma check.
  • War Cleric’s Strike - When used you gain access to the War Cleric’s War Priest feature and you make a weapon attack with this weapon. This ability recharges when you succeed on a religion check to a war divinity.
  • Druid’s Knowledge - When used you gain access to the Druid’s Druidic feature. This ability recharges when you spend one hour with a wild animal or in the forest alone.
  • Fighter’s Resilience - When used you gain access to the Fighter’s Second Wind feature and may choose to use it on this turn for free. This ability recharges after swinging your sword 100 times, running 100 laps, and doing 100 pushups. 
  • Monk’s Defense - When used you gain access to the Monk’s Unarmored Defense feature. This ability recharges after being hit 20 times by fists without wearing armor, or meditating for 8 hours straight.
  • Paladin’s Healing - When used you gain access to the Paladin’s Lay on Hands feature. This ability recharges after carrying out a good deed in alignment with an oath or belief you hold.
  • Ranger’s Expertise - When used you gain access to the Ranger’s Favored Enemy feature. This ability recharges after tracking your favorite enemy for 1 day.
  • Rogue’s Stealth - When used you gain access to the Rogue’s Sneak Attack feature, you may add it to your next attack if you meet the requirements. This ability recharges after staying hidden in a busy street for 1 hour.
  • Wild Magic Sorcerer’s Surge - When used you gain access to the Wild Magic Sorcerer’s Tides of Chaos feature, you roll on the wild magic table after your next attack. This ability recharges after you are bathed in a raw source of mana.
  • Great Old One Warlock’s Mind - When used you gain access to the Great Old One Warlock’s Awakened Mind feature. This ability recharges after making a sacrifice to the great old one.
  • Wizard’s Reflexes - When used you gain access to the War Caster feat. This ability recharges after reading a book on magic for 1 hour.

*Rock Launcher

2d6 bludgeoning -  Ammunition (range 30/80), light, loading

If used to attack an earth elemental, they must make a DC 5 Wisdom save. On a failure they are sucked up into the stone projectile. That stone deals an extra 1d6 bludgeoning damage per 5 CR. This starts with an additional 1d6 at CR 0. it. If you roll a nat 1 on an attack using a stone infused with an elemental, it cracks open releasing the elemental 

*Wing Cracker Long Spear

2d6 piercing - Heavy, reach, two-handed

As an action you can thrust this spear forward, and every creature within a 15 ft cone originating from a point 5 ft in front of you, must make a DC 15 strength save or be knocked prone and take 3d4 thunder damage. On a success they take half as much damage.

*Bureaucratic Stone

2d6 slashing 

This weapon requires attunement. While attuned it has a number of effects based on actions and prerequisites. While this weapon is equipped it deals 1 less damage and glows, The color it glows depends on your size of Dex stat. If you are size small or smaller the light is dim, If you are size medium the light is normal, If you are size large or larger the light is bright, If your dex has a modifier of -2 and below then it glows red, If your dex has a modifier of -1 to 1 then it glows yellow, If your dex has a modifier of 2 and above then it glows green, If you have jumped in the last minute the weapon light moves up a stage. If the weapon is bright and goes up a stage, it goes to the max, blinding, causing any creature who looks at it to be blinded for a turn. If you have hidden or crouched in the last minute then the light moves down a stage. If the weapon is dim and goes down a stage, it goes to the minimum, off. While off this item loses all magical properties except for attunement and the ability to detect and affect the brightness of light. If this item is letting off a dim red light you must first count backwards from 10 before attacking with, this costs an attack action. (you may attack with this weapon as a bonus action if you use your action to count). If this item is letting off a dim yellow light you must first get a notarized permit to use this weapon from the local lord of the land you’re using it in. If this item is letting off a dim green light it also counts as letting off a blue light. If this item is letting off a normal red light it cannot be used to attack on your turn.If this item is letting off a normal yellow light If this item is letting off a normal green light this weapon becomes concussion and must pass a 20 question test before it’s allowed to attack, the 20 questions must be predetermined before the weapon gains concussness. If anyone attempts to help the weapon pass they revert to being a mundane stone for 1 day. If this item is letting off a bright red light it grows to be only usable by a large creature. If this item is letting off a bright yellow light you have advantage on dexterity saves, you cannot benefit from brightness changes caused by jumping or hiding. If this item is letting off a bright green light you can cast darkness at will. If you don’t speak common the light is overridden to blue and this weapon has Loading. If this item is letting off a dim light it is Light. If this item is letting off a normal light, it deals an extra 1 damage. If this item is letting off a bright light it is Heavy. If this item is letting off a red light it has Two-Handed. If this item is letting off a yellow light Versatile (3d6). If this item is letting off a green light it has Finesse. If this item is letting off a blue light it has Range(25/205), and Ammunition (which are twigs) If this item stops letting off light while equipped and it fills the requirements to do so, you bypass the no light effect and instead this weapon gains Reach and Thrown (20/40). If you are a human, you ignore all previous effects except for attunement and this weapon acts like a dancing sword. If you are over the age of 80, this weapon deals 2d4 instead of 2d6 and grants advantage on con saves. If you were born a man or a woman and identify as such, this weapon deals 1 damage and that damage cannot be augmented by any means. Ignore the previous effect if you say ‘I am happy with my gender’ out loud and mean it when you first attune. All previous effects only apply on weekdays.

*Shell Cracking Great Hammer 

1d12 bludgeoning - Heavy, Two-handed, Slow (Loading)

While using this item, you ignore armor. 

*Charge Cannon 

1d12 piercing - Ammunition (range 120/480), versatile (loading 2d10)

This item instead of taking bullets, requires stones that have had magic stones cast on them. 

*Awakened blade

1d12 slashing

This weapon requires attunement and has a mind. As an action you may choose to transform this item into its creature form. That form is consistent over multiple uses of this ability and the intelligence of this form carries over to the weapon. You may transform the weapon back and forth as many times as you like, but the weapon can only be in its creature form for a max of 1 hour per day. When the weapon takes on its creature form, it acts on your turn, and requires the use of your bonus action to command it with new instructions. If you do not command it it will continue with its last command or use the dodge action if that command does not apply. 

*Club of stunning

1d4 bludgeoning - Light

If used in your off-hand to make an attack as a bonus action, you choose to instead incapacitate the target until the end of their next turn. If you do, they need to make a con save against your strength check. If they succeed they may choose to spend their reaction to make an opportunity attack against you. 

*Hand Dagger

1d4 piercing - Finesse, light, thrown (range 20/60)

The handle of this dagger is a metal hand that when held in a handshake makes it impossible for anything to force you to let go, you may let go as you wish. If this item is equipped by a hand generated by a spell you cast, you may make an attack with it as an action during the spell’s duration.

*Hard to Move Greatclub

1d8 bludgeoning - Two-handed

This item cannot be moved unless you use two hands to do so. This effect even counters gravity. 

*Berskers Handaxe

1d6 slashing - Light, thrown (range 20/60)

When thrown this weapon returns to the hand that threw it at the end of the thrower’s turn, at the end of your turn, if an enemy stands between you and the axe they must make a DC 10 dex save or take 1d6 slashing damage. When you drop below ¼th of your health with this weapon equipped, this weapon automatically attunes to you and cannot be unattuned while below ¼th your max hit points. While attuned you have advantage on Strength, Con, and Dex saves and may add your proficiency mod if you don’t already. All damage dealt by this weapon adds an additional 1d4 force damage. You have disadvantage on death saves. You cannot be knocked unconscious. You can choose to move twice your movement speed as your movement, if you do you may only move in one straight line.

*Planer Leap Javelin

1d6 piercing - Thrown (range 30/120)

After being thrown, this weapon disappears from this plane of existence into a non hostile reality. It reappears at the next dawn. If this weapon is impaled on a creature as it disappears that creature must make a DC 15 Dex save or be brought along with the weapon, they are only brought back if they are still holding onto the weapon at dawn. 

*Lighting Light hammer 

1d4 bludgeoning - Light, thrown (range 20/60)

When this is thrown at a creature within 30 feet of you, you may spend a bonus action to summon a bolt of lighting on the hammer. To do this you must be standing in a storm. The bolt of lighting deals 3d8 lighting damage, and turns all sand into a translucent blue mana glass. This glass has a lighting affinity, allowing you to use it as a spell focus for lighting and storm based spells. 

*Mace

1d6 bludgeoning

You can use an action using this weapon to force a creature to make a DC 15 con save, on a failure they are blind for 1 minute. 

*Quarterstaff of Unfurling

1d6 bludgeoning - Versatile (1d8)

If you spend one minute to chant the command phrase, you can unfurl this weapon into a halfstaff, a 1d8 bludgeoning weapon that has reach, heavy and Versatile (1d10). The half staff stays extended for 10 minutes. 

*Minor Magic Sickle

1d4 slashing - Light

This item requires attunement. You can attune to this item over 10 minutes, and it takes 10 minutes to un-attune. This item deals (2d4)/2 slashing damage, rounded up. 

*Sun Spear

1d6 piercing - Thrown (range 20/60), versatile (1d8)

When this spear is held spearhead up when the sun is highest in the sky, and there are no clouds out, this item gains a +5 to hit and damage for the next 30 minutes. You may expend 10 minutes to cast the daylight spell. 

*Junk Crossbow, light

1d8 piercing - Ammunition (range 80/320), loading, two-handed

This crossbow can be loaded with any object, if loaded with anything other than a bolt, it gains the improvised weapon tag. That item deals more damage and has less range the heavier/bigger it is. 

*Build up Darts

1d4 piercing - Finesse, thrown (range 20/60)

This item requires attunement. This item is a set of ten darts and a dart holder. Each dart has a different effect, and must be thrown in a specific order, 1 to 10.

  • Dart 1 - This grants your next 8 shots an elemental damage type of your choosing. 
  • Dart 2 - This grants your next 7 shots an additional 1d1 of damage. 
  • Dart 3 - This grants your next 6 shots a range of (30/90)
  • Dart 4 - This grants your next 5 shots the ability to ignore half and three quarters cover.
  • Dart 5 - This grants your next 4 shots a +1 to hit.
  • Dart 6 - This grants your next 3 shots an upgraded base damage of 1d6.
  • Dart 7 - This grants your next 2 shots a crit range of 19-20.
  • Dart 8 - This grants your next shot advantage. 
  • Dart 9 - This dart if it misses, causes this item to lose its magical effects and this dart to disintegrate.
  • Dart 10 - all the darts return the holder in order after this dart hits. 

*Airborne Shortbow

1d6 piercing - Ammunition (range 80/320), two-handed

While this weapon is equipped by a creature who has a flightspeed, it grants them two boons, first while airborne they deal an extra 1d4 slashing damage, and second you may choose to expend spell slots/ki to shoot bolts of air from the bow, they deal 2d4 slashing damage. 

*Split Heel Sling

1d4 bludgeoning - Ammunition (range 30/120)

When equipped your heals split open creating a cut from the middle of your foot to the back of the heel right below the ankle. This deals 2 slashing damage, and you are dealt 1 piercing damage for every 5 walked unless you wrap your feet in cloth. If your feet are wrapped in cloth you take 1 piercing damage every 10 minutes. This injury cannot be healed until you un-equipped this weapon. When someone is hit by a projectile shot from this sling their heels split the exact same way as the wielder’s feet, they can’t heal their feet until the projectile is no longer touching them. 

*Mantus Claw Battleaxe

1d8 slashing - Versatile (1d10)

This axe’s blade extends all the way down to one hand span away from the bottom of the handle, but there is an opening allowing the continued grip of the axe as if it was a normal axe. When wielded by both hands the axe head comes to life and can extend, giving this weapon reach in place of the 1d10. 

*Extending Chain Flail

1d8 bludgeoning

This item requires attunement. When this item is attuned you can make an attack as a bonus action. When you do this weapon has reach and deals an extra 1d6 piercing damage. On a hit with this weapon you can forgo damage and force the target to make a DC 15 strength save or be grappled and pulled within 5 ft of you. If you have a target grappled with this weapon you cannot attack using it until they escape grapple. 

*Sash Glaive

1d10 slashing - Heavy, reach, two-handed

This weapon can transform into a sash that drapes over one shoulder. You can choose to switch this glaive between forms as a bonus action or as 1 attack in a multi-attack. When the glaive is in its sash form you can grant 1 attack per turn reach, that attack cannot deal more than 1 damage die of bludgeoning, piercing, or slashing damage. All modifiers and other damages are halved then added to the damage die.  

*Extreme Greataxe 

1d12 slashing - Heavy, two-handed

This item requires two attunement slots and is cursed. When you deal damage using this item for the first time, it automatically attunes to you and cannot be unattuned. While attuned you roll an additional 1d10 with every attack, you may choose whether you want to keep the 1d20 roll, or half the result and add it to the 1d10s roll. If you roll a 10 on the d10 and use that in conjunction with the 10, you deal 1.5 times damage. If you roll a nat 20 and a 10, you deal 2.5 times damage. If you do not choose to use the 1d10 result on the roll then you subtract the result from damage dealt. If you would be hit by a melee attack, but they are hitting you by less than 5 over your AC, you may spend a reaction and make an attack of opportunity using this axe. Minus the amount they went over your AC from your roll. On a hit you take no damage from their attack and.  

*Desert Greatsword

2d6 slashing - Heavy, two-handed

When wielding this sword while standing in a 10ft radius circle of sand with a depth of at least 5 ft right below you, you can in place of an attack make a slashing attack with a reach of 15ft that deals 1d8 slashing damage. You may only use this attack once per action spent. You may also spend one minute standing in place to charge up an area scan. Allows you to have Tremorsense for 1 turn with a max range of 120ft, but is confined to the continuous area that is made of 5ft deep sand.

*Canopy Halberd

1d10 slashing - Heavy, reach, two-handed

Well standing 5 or more feet off the ground in the branches of a living plant you may spend 10 movement and a bonus action to make a weapons attack against any creature within 10ft of the tree. When you make an attack while within 5 feet of a woody plant you may choose to forgo that attack to move into the branches of that bush or tree with a DC 10 acrobatics check. You ignore opportunity attacks moving this way. 

*Aerial Lance

1d12 piercing - Reach, special

While airborne with a flight speed, you may make a flyby attack without triggering opportunity attacks.  

*Longsword of Destiny* 

1d8 slashing - Versatile (1d10)

As an action you may state a prerequisite, then plunge this sword into a stone or anvil. The sword cannot be drawn till someone fills the requirements. The requirements are based on what you at the time of making the requirements would believe to fulfill them. 

*Maul of sizes

2d6 bludgeoning - Heavy, two-handed

While equipped by a non-medium sized creature, that creature may use this weapon to deal damage based on their size, 3d4 for small and 6d2 for tiny, 1d12 for large and (1d20+1d4)/2 for huge. 

*Life Stealing Morningstar

1d8 piercing

If this weapon is used to kill a creature with a CR equal or greater than your level, you gain 1 max HP. 

*Spike trap Pike

1d10 piercing - Heavy, reach, two-handed

If planted firmly into the ground, when a creature walks in or starts their turn within 10ft of it they must make a DC 10 dex check or take 1d6 piercing damage. You are immune to the effects. 

*Warping Rapier

1d8 piercing - Finesse

After making a successful attack using this weapon, you may teleport behind an enemy of your choice within 30ft of you, you have advantage on the next attack you make against them as long as they do not turn around before you make the attack. 

*Scimitar of agility

1d6 slashing - Finesse, light

If you use your entire movement before making an attack with this weapon, you may move an extra 10ft after an attack. If you succeed on an attack you may move the 10ft. If you fail to hit you may not benefit from this movement until your next turn. If you hit all your attacks and use all the movement provided, you may move 10ft after making opportunity attacks until your next turn. 

*Shortsword of light

1d6 piercing - Finesse, light

As a bonus action you may cast light with this weapon, targeting itself.

*Trident of Action

1d8 Piercing - Thrown (range 20/60), versatile (1d8)

If you break this weapon as your object interaction, you may take an additional bonus action every turn for the next minute. If you make an attack with trident as a bonus action, you may instead choose to expend movement or a reaction in place of your bonus action. 

*War March pick

1d8 piercing

When used to mine stone, the pick takes a natural rhythm that is that of a march. When you hit ore, depending on the ore different instrumentation plays, filling the different parts of the march. When two or more picks are used at once with this effect they harmonize to fill out the song. Anyone listening to this march gains 1d4 temp HP every minute they listen. They also become immune to gaining exhaustion and recover 1 level of exhaustion each hour listened.  

*War Bloodhammer

1d8 bludgeoning - Versatile (1d10)

When used by a nonbinary person, This weapon causes victims to bleed on hit, dealing an extra 1d3 necrotic damage every minute. They stop bleeding only with a successful medicine check DC 21 is made. 

*Exploding Whip

1d4 slashing - Finesse, reach

When rolling damage for this weapon, if you roll the max value on the damage die, it explodes. Exploding dice mean that when you roll a 4 on a d4 you roll a 1d6 and add it to the 4, you continue this process until you stop rolling max or you hit 1d20, where it loops back to a 1d20.

*Skin Flayer Blowgun

1 piercing - Ammunition (range 25/100), loading

When a target is hit by this weapon they must make a dc 5 con save. On a failure all their skin falls off their body and they take 10d10 slashing damage. The skin regrows over a period of one hour causing excruciating pain, during this time they have a -5 on all ability checks and saving throws. Once you are affected by this effect you are immune to it until you have fully regrown your skin. 

*Halo Crossbow, hand

1d6 piercing - Ammunition (range 30/120), light, loading

This item requires attunement, when attuned to this item you can speak celestial and count as a celestial in addition to your other creature types. A glowing halo of light shines from behind your head to any observer looking and grants disadvantage to any ranged attack made against you. While this item is attuned you have disadvantage on stealth but deal an extra 1d6 radiant damage on a hit. 

*Dead Eye Crossbow, heavy

1d10 piercing - Ammunition (range 100/400), heavy, loading, two-handed

If this item is being held by a person as they lose complete function of one of their eyes it automatically attunes and cannot be unattained. This item cannot attune any other way. While attuned this item grants the wielder a fully functional arcane eye. The arcane eye is bound to the wielder and will move with them. The eye cannot move more than 30 ft away from the socket of the eye the wielder lost. While aiming using the eye, the wilder is granted a +3 to hit on ranged attacks, aiming using the eye takes a bonus action and only works on one attack.

*Retrieval Longbow

1d8 piercing - Ammunition (range 150/600), heavy, two-handed

Once a day you can designate a target that you saw in the last minute. You may make an attack roll to hit them no matter where they are or what plane they are on. If you hit they are brought to a spot within 30ft of the end of your bow. 

*Ten Ring Net

Special, thrown (range 5/15)

This item is made of ten rings that are meant to be worn one per finger. While you have all ten rings equipped you may choose to attune to them like they were one item. While attuned you may perform a semantic series of movements that take 1 action to summon and shoot a next out from a pocket dimension. After the net has been fired you can spend a bonus action to reel it and anything it has captured back to within 5ft of you. If the item being captured by the net is less than 2ft on all sides it is sucked into the pocket dimension with the net. There is no air in the pocket space and if the item that was sucked in contains a pocket dimension, it ejects its contents into the astral plane and then combined with this item to increase the holding capacity by 1ft. When you summon the net any items stored with the net also get released. 

*Arrows (20) of Luck

You add your luck stat in place of your dexterity for damage rolls. (See Appendix A)

*Self Propelled Blowgun needles (50)

When you tap three times on the barrel that houses this dart, this dart generates a gust of air behind it as if you blew into the blow gun. 

*Darkner Crossbow bolts (20)

When this item is fully covered by a darkness spell, they transform and become a creature of CR 1 or below (example Gnoll Hunter). This creature counts as a construct. All damage dealt by this creature is psychic damage and they revert to being a bolt when they leave the darkness. If the bolt is brought to another instance of darkness, it retains all memories of time in the other darkness and of any time between or before being in the spell. The bolts are counted as alive and sentient when in the darkness, but inanimate while out. The bolts know common, the main language of the person who owned the the longest, and any language the creature they took the form of would know. 

*Sling Scripture Bullets (20)

These bullets are made of condensed manuscript formed into pellets. When you place your hand over the pellet and cast the spell Thaumaturgy it unfurls as a miniature copy of a holy text (this is pre-decided). This text when read grants the benefits of the spell Guidance once per short rest. If shot in bullet form, you may use your religion skill bonus to hit in place of your attack proficiency. It turns one damage it dealt into radiant damage on a hit. 

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firedragon1321
firedragon1321

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