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  • Blade of Shattered Veils

    Blade of Shattered Veils

    Blade of Shattered Veils

    Weapon (longsword, shortsword, or greatsword), Very Rare (requires attunement by a spellcaster or martial character)

    This silver-edged sword hums faintly as though it vibrates against unseen glass. This can be silenced or made louder at the owner’s whim. The wielder gains a +2 bonus to attack and damage rolls. When swung, faint cracks of light shimmer in the air, like broken reflections. By slicing the air with intent, the wielder can pull a fragment of the veil between realities into existence, shaping it into an illusionary barrier.

    Illusory Barrier (3/day). As an action, the owner slashes the air, creating a semi-real wall of glimmering fractured light that blurs and obscures anything behind the illusion. Multiple barriers can be created but concentration must be maintained to keep them for up to 1 minute.

    To creatures behind it, the wall appears solid and blocks line of sight. Enemies must make a DC 16 Investigation check to recognize it as false. Until then, they treat it as a real obstacle. Even when identified as illusory, the barrier bends light unnaturally, granting creatures behind it three-quarters cover against ranged attacks and spells.

    Illusory Slash. The sword deals an extra 1d6 psychic damage on a hit.

    Reality Shear. Once per turn when you score a critical hit, the target must succeed on a DC 15 Wisdom saving throw or be frightened until the end of your next turn, seeing the barriers between realities shatter around them.

    Image generated by Sora


  • Belt of Ancestral Resonance

    Belt of Ancestral Resonance

    Belt of Ancestral Resonance

    Belt, Rare (Requires Attunement)

    Crafted by an ancient coalition of beings during a time of unity, this wide leather belt is inlaid with shifting runes that subtly change depending on who wears it.

    Base Effect (All Species). While wearing the belt, you gain a +1 bonus to AC and saving throws against being frightened.

    Species-Dependent Attributes. The belt taps into the deep ancestral magic of its bearer’s lineage, granting a unique boon based on species.

    SpeciesUnique Attribute
    DragonbornDraconic Fury: Once per long rest, when you use your Breath Weapon, you may add your proficiency bonus to the damage.
    DwarfStone’s Endurance: As a reaction when taking damage, roll 1d6 + Constitution modifier to reduce the damage. Can be used once per short rest.
    ElfFleet of the Fey: Your walking speed increases by 10 ft, and you may reroll one failed Dexterity saving throw per long rest.
    GnomeTinker’s Insight: Gain advantage on one Intelligence (Investigation) or Dexterity (Sleight of Hand) check involving small mechanical devices per short rest.
    HalflingLucky Step: When you use your Halfling Luck trait, you may add a d4 to the rerolled die once per long rest.
    Half-ElfDiplomat’s Charm: Gain advantage on one Charisma (Persuasion) or Charisma (Deception) check per short rest.
    Half-OrcSavage Momentum: When you score a critical hit with a melee weapon, gain temporary HP equal to your Constitution modifier.
    HumanVersatile Surge: Once per long rest, add a d4 to an ability check or saving throw.
    TieflingInfernal Resilience: Once per long rest, you can reduce fire or poison damage you take by half as a reaction.

    Image generated by Sora


  • Attempt #596872058 – Result similar with minimal improvement in end result

    It’ll happen eventually I remind myself; I have essentially eternity to fix the time stop machine.


  • Staff of Decay

    Staff of Decay

    Staff of Decay

    Staff (legendary), requires attunement by a spellcaster

    The Staff of Decay was forged over a thousand years ago by the would be lich Veythar the Withered. Veythar sought to cheat death itself, channeling the lifeforce of his enemies and commonfolk alike to sustain his own existence. In a ritual to provide him another tool for his hunger, he bound the essences of small improvised commune, including a poor beggar named Chalyth, into the staff’s blackened wood.

    The ritual succeeded, but Chalyth’s nature could not be contained. Having known nothing but an entire life of daily hunger and misery, Chalyth twisted the staff into a cursed artifact that hungers eternally, draining vitality from anything nearby. Its first victim was the wizard Veythar gruesomely consuming his life energy.

    The staff’s hunger is not merely magical—it is sentient. Chalyth’s essence fuels its power, but in return, it demands near constant nourishment. It craves the warmth of life, seeking to rot forests, sicken beasts, and leech the strength from mortals. Those who wield it hear faint whispers urging them to feed it, promising strength and longevity in exchange. Over time, even the strongest souls are tempted or broken.


    This is a cursed magical staff made of gnarled twisted dark green roots topped with a wooden flower of red and white which requires a DC 20 Constitution saving throw to hold and resist its desire to consume. It functions as a +2 quarterstaff when used in melee.

    When fully attuned and wielding the staff, the bearer feels a sickly energy coursing through their body and gain temporary hit points equal to half their level and gain a +2 to attack and damage rolls.

    Sentience. The Staff of Decay is a sentient staff of evil alignment, with an Intelligence of 20, a Wisdom of 15, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet, and it can communicate telepathically with any creature that is holding it.

    Necrotic Strike. On a hit, the staff deals an extra 1d8 necrotic damage.

    Wither Touch. As an action, you may cast Blight (DC 15) once per long rest.

    Curse. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times, the owner’s flesh changes a slight hue of greenish gray, and are infused with a desire to have others touch the staff. Those who do and fail the constitution check will suffer 1d10 necrotic damage.

    • If you slay a living creature (CR 1 or higher) with the staff or within 30 ft of you, the staff is sated for the day.
    • If you fail to feed it, make a DC 15 Constitution saving throw or suffer 2d4 necrotic damage and gain one level of exhaustion as your life force is drained.

    Hunger of Chalyth. Track the staff’s growing hunger whenever it is fed or denied. Begin at Hunger Level 0. Increase the level by 1 each day you fail to feed the staff. Decrease by 1 when it consumes a creature of CR 2 or higher.

    Hunger Level Effect of Hunger
    0No additional effects. Staff whispers faintly when idle.
    1-2While holding the staff, you take a -1 penalty to Constitution saving throws. Staff whispers grow clearer, suggesting violence.
    3-4The staff’s necrotic damage increases to 2d8, but you have disadvantage on death saving throws.
    5-6The staff begins to dominate your will: at dawn, make a DC 16 Wisdom saving throw or become compelled to slay the nearest creature (as compelled duel).
    7+Chalyth awakens: You gain the benefits of Blight at will (no spell slot), but your maximum hit points are reduced by 2d8 each night. If reduced to 0 max HP this way, Chalyth consumes you, using your body as a vessel (DM takes control of the character as an NPC).

    Image generated by Sora


  • Ammari’s Mannequin

    Ammari’s Mannequin

    Ammari’s Mannequin

    Wondrous Item, Rare (requires attunement by a spellcaster)

    Ammari was known to be a paranoid sort when among fellow wizards and sorcerers, constantly looking for new ways to protect the secrets and spells he was working on from potential rivals. His wooden mannequins eventually became his library’s warning system keeping an eye and ear open for anyone who might enter his chambers unbidden.

    After his death, Ammari’s figures eventually found themselves as collector’s items often times still serving their original purposes for new owners.

    Magically infused, their oiled wooden bodies have barely shown any wear and tear over the many decades since their creation.


    This small wooden mannequin is unadorned and appears to be a child’s toy being no more than half a foot tall. It has no markings or facial features. When an attuned spellcaster activates the figure via an action, it will become animated and heed its master’s commands.

    The animated mannequin has AC 12, 4 HP, and a movement of 40ft. It cannot speak and only communicates via shaking or nodding its head. If attacked, the doll’s active state is dispelled and it falls to the ground a simple wooden figure once more. As a bonus action, the spellcaster can issue new commands and the figure will follow through on its turn.

    Activation (1/day): An attuned spellcaster can activate the mannequin and it will remain so for 3 hours or until the caster ends the spell.

    Shared Perception (2/day): If the caster is within 150ft of the figure, the attuned user can use an action to see and hear the world through the figure. While in this state, the user is blind and deaf to the world around them. This effect can be maintained with concentration for up to 2 minutes.

    Image generated by Sora


  • Olefora’s Auto Quill

    Olefora’s Auto Quill

    Olefora’s Auto Quill

    Wondrous Item, Rare

    This writing quill appears unremarkable and made from the flight feather of an owl however it has been enchanted with blessings from Deneir. It possesses 4 charges and regains 1d4 expended charges daily at sunrise. The quill magically produces its own ink.

    As an action, you can expended 1 charge to copy any written document up to one hundred words. Spending an additional charge will cause the quill to automatically begin writing what it has copied on an additional parchment. The copied message will remain within the quill until a new message is copied or the sunrises anew.

    Image generated by Sora


  • River at dusk

    River at dusk

  • On the back patio

    On the back patio

  • Adding magic color to the fire

    Adding magic color to the fire

  • The old web

    I will always have a love for the early days of the internet. It’s where I learned how to code and how first got exposed to design. There is honestly something unique and genuine about that time; individual people creating pages for whatever passion project they wanted to share.

    Enter wiby.me.

    Just hitting that “Surprise Me” link sparks way more joy then I thought it would.