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Smoke

& Bones
Item Inventory III 2019

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Designer/DM Notes Artist Notes
Da Drum. I wanted to make a blend of support and Siege Flail. When we sat down to decide on this
sound based effects for this item. Originally the month’s items we knew we wanted a focus on offence.
mechanics were going to be similar to the old Bardic Specifically taking down enemy strongholds. Orc items
Performance abilities from earlier editions, but that should really reflect the orc motivation - that’s where my
seemed a little meek for orcs, so it ended up in its mind went anyway. I wanted to make a siege flail,
current form. Maybe in the future we'll do an actual something huge, blundering and ridiculous. Ming had
instrument of the bards variant that is old school. the idea to make the bludgeoning portion of the flail a
Feel free to remove the requirement of both petrified head, and I loved it, and thus we had our
drumsticks needing to be in hand to use it as a concept! I was so inspired that for the release I wrote a
spellcasting focus if you feel that's too restrictive. poem for it. If you end up using the flail in your game,
please have the orc using it recite the poem to his
Orc Siege Flail. Really simple and straightforward item, fellows over a campfire. It would make me so happy. :')
a big ol' flail that destroys objects and buildings.
Originally it was just a big flail that did double damage to Da Drum. Yessss. This aint for no prissy little golden-
objects and structures, but I thought that was a bit boy bard. This is for a REAL bard. Not only does it blast
boring, so I added the ability to knock someone down foes magically, you can use it to ram and stab people!
and stun them if you roll a nat 20. In hindsight, maybe I Good ol orcish ingenuity!
should have called the ability Staggering Blows instead.
The stun on nat 20 will synergise with half-orcs or Shaman’s War Pick. This was a suggestion from one of
barbarians that have the Brutal Critical feature as well. our followers! They asked us specifically for a shaman’s
staff, and whilst I wanted to present that, I wanted to put
Orc Skull Bombs. Honestly, I want to go back and redo a unique spin on it too! That’s where the blade comes in.
these when I get the chance. I kept trying to make them I can’t take credit for the sweet spells Ming came up
"realistic" instead of focusing on what they actually did, with, that was all him. I loooove this staff, and can totally
and I think that resulted in some items I'm not that see my Half-Orc ranger using it! Its just so ominous, and
happy with. Adding to that, I was also trying to design so orc-y. Make sure to stick em with the pointy end!
them for use with a creature (the orc bomber) so the
mechanics are a bit all over the place. In saying that, Skull Bombs. The skull bombs were invented for
they do provide some nifty damage and utility for those necessity – there are very few bomb type weapons in
who pick them up. I think I'll try and stay away from the DMG, and to my mind at least, orcs simply *use*
consumables for a little while. bombs. They’re flashy. They make lots of noise,
explosions. Stuff the dwarves, it’s the orcs that wouldve
Shaman's War Pick. This is probably my favourite item first invented blasting powder. They’re the ones that like
from this month. It allowed me to flex my creative things to go BOOM. Plus these ones are made from the
muscle and come up with some unique mechanics. skulls of enemies, so sweeeet.
First draft was a bit too powerful, as the Bloodboil
basically provided the barbarian's rage (which is unfair
Shaman's Staff
to any barbarian) and meant the Lifelink would be
doubly effective. In its current form, it still works really
well for a support caster, especially if they can heal.
As it stands now, combining this with the Inspiring
Leader feat means that after a short rest you and your
companions can be super amped up and ready for
anything that'll come your way. As long as it has to do
with killing that thing...

Da Drum Sketch

Siege Flail Version 1

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Orc Siege Flail

Shaman's War Pick

Da Drum

Da Drum
Wondrous item, rare (requires attunement by a bard)
This large war drum has been crafted out of the skull
and other remains of a large creature, and as you play
the instrument each beat sounds like the guttural grunts
and yells of the creature it once belonged to. Orc Siege Flail
While using this drum as your spellcasting focus Weapon (flail), rare
(requires each drumstick to be held in a different This magic flail looks like a large petrified creature's
appendage), you add a +1 to your spell attack bonus head attached to the end of an oversized flail. It
and spell save DC. Additionally, while attuned to this probably is. You are not considered proficient with this
drum you know the guidance cantrip and it is a bard weapon unless you have proficiency with the flail and at
spell for you. least 15 Strength. It has the following additional
You can use an action to play the drum and cast one properties:
of the following spells: bane, bless, shatter, Oversized. This flail has the two-handed and heavy
thunderwave. Once the drum has been used to cast a properties, and deals 2d8 bludgeoning damage.
spell, it can’t be used to cast that spell again until the Powerful Blows. Any creature hit by this weapon
next dawn. The spells use your spellcasting ability and must make a DC 15 Strength saving throw or be
spell save DC. knocked prone. In addition, when you roll a 20 on an
If you move at least 20 feet in a straight line, you may attack roll with this weapon against a creature, it is
use a bonus action to attack using the drum. Treat the stunned until the start of your next turn.
drum like an improvised weapon, but it deals 1d8 Siege Weapon. This weapon deals double damage to
piercing damage – stabbing your target with the teeth. objects and structures.

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Flamah

Orc Skullbombs
Wondrous item, common (boomah) or uncommon Smokah
(flamah and smokah)
Skullbombs are an orcish explosive crafted by stuffing a
variety of magical and mundane ingredients into a
creature’s skull until the desired effect is reached – often
a result of deadly trial and error.
Every skullbomb is designed to be armed without an
additional source of flame – therefore any skullbomb
may be armed and thrown in the same action. The
following are some different skullbomb designs: Boomah
Boomah. The boomah may be thrown up to 30 feet at
a creature or object by making a ranged attack, treating
the skullbomb as an improvised weapon. On a hit, the
target takes 1d4 piercing damage, 1d4 fire damage, and Shaman's War Pick
1d4 thunder damage. Whether the attack hits or not, the Weapon (war pick), very rare (requires attunement by a
boomah explodes and the noise is audible up to 300 spellcaster)
feet away. You gain a +2 bonus to attack and damage rolls made
Flamah. The flamah may be hurled up to 30 feet at a with this magic weapon. In addition, while attuned to this
surface and shattered, causing an explosion in a 5-foot weapon, it may act as your spellcasting focus and you
radius. Any creature or object caught in the explosion is have access to two rituals which must be cast while in
pushed out of the area of the explosion (unless stopped contact with the pick.
by a barrier) and must make a DC 15 Dexterity saving Lifelink. You and another willing creature each cut
throw, taking 6d6 fire damage and being knocked prone your palms with the war pick and spend 1 minute
on a failed save, or only half as much damage on a chanting. At the end of the ritual you clasp the wounded
successful one. The surface that was affected by the hands together and each cut heals into a faint scar; you
explosion continues to burn for an additional 2 rounds are now life-linked.
and any creature that enters the area or ends its turn While linked in such a way, half of any damage or
there takes an additional 2d6 fire damage. A creature healing you receive (rounded up) is transferred
can take this damage only once per turn. magically to your lifelink target but not the other way
Smokah. Once armed, thick, poisonous smoke begins around. The link lasts until you or the target finishes a
billowing out of the smokah – the smoke’s area is long rest, or until you cast the ritual again on a different
heavily obscured and any creature that enters the target – transferring the lifelink to the new target.
smoke or starts its turn in the smoke’s area must Bloodboil. As part of a short rest, you and up to 3
succeed on a DC 15 Constitution saving throw or willing creatures may spend 10 minutes chanting a war
become poisoned for 1 hour. cry. At the end of this ritual each creature other than
If a smokah is placed on the ground, the smoke’s yourself is filled with a simmering rage which you may
radius increases at a rate of 10 feet per round until it cause to boil over by speaking a command word. Each
reaches its maximum radius of 30 feet – at which point creature that was a part of the ritual and hears you
the smoke continues to drift upward Alternatively, the speak the command word gains a +2 bonus to damage
smoker can be hurled up to 30 feet at a surface and on melee weapon attacks for the next minute,
shattered, causing the smoke to instantly spread to a afterwards the rage subsides and the command word
20-foot radius cylinder that is 10 feet in height – but not will no longer work on that creature.
growing any further. In either case the smoke disperses The simmering rage also subsides once a creature
1 minute after it reaches its maximum radius, but a affected has taken a short or long rest, however the
strong wind (21 or more miles per hour) can disperse it ritual may be recast on the same rest that the rage
after only 1 round. subsided.

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