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Weave Ore: Enhancing Weapons & Armor

This document describes a new gameplay mechanic called "Weave ore" that allows players to enhance weapons and armor with solid fragments of magical Weave energy. Weave ore comes in three types - Spellcasting ore which allows casting spells, Enhancement ore which boosts Spellcasting ore effects, and Ability ore which modifies stats. Players equip ore by inserting it into slots on magic items. The ore's effects are determined by its type and potency is based on the player's proficiency bonus.

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0% found this document useful (0 votes)
423 views14 pages

Weave Ore: Enhancing Weapons & Armor

This document describes a new gameplay mechanic called "Weave ore" that allows players to enhance weapons and armor with solid fragments of magical Weave energy. Weave ore comes in three types - Spellcasting ore which allows casting spells, Enhancement ore which boosts Spellcasting ore effects, and Ability ore which modifies stats. Players equip ore by inserting it into slots on magic items. The ore's effects are determined by its type and potency is based on the player's proficiency bonus.

Uploaded by

Friedhoff
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • Introduction
  • Weave Ore
  • Slot Configurations
  • Ore Descriptions
  • Credits and Disclaimers

HOMEBREW BY BREWSKI

A new gameplay mechanic focused on enhancing weapons and


armor with solid bits of Weave energy.
The Weave is the fabric within which all existence is possible.
All things that exist are born out of the Weave and are eventually
absorbed back into it at the end of their lifespans.
In one respect, the Weave is like the sea. Just as individual drops
can be pulled from the water, so can individual entities be born of the
Weave. Just as each drop that falls back to the sea loses itself and
becomes but a contribution to the greater whole, so do all entities
rejoin the Weave when at length they are finally re-absorbed.
Though the Weave is not water, it is nevertheless undulating,
vibrating, and moving. In spaces where calmness abounds, there is
very little matter. Spaces of higher energy are hotbeds of existence –
magic, law, order, chaos, and entropy. We have observed that dense,
high-energy vibrations of the Weave are the foundations of all types of
matter: physical, spiritual, ethereal, and so forth. In this way, the
Weave is the maker of all things, and yet we all remain connected to
each other through the Weave. The greater the so-called "size" of a
wave of vibration, the more powerful it is. And, of course, this power
can be multidimensional, whether the dimension is magic, intelligence,
physical stature, or some combination of traits.
The gods themselves, as well as we mortals, are nothing but
waves of varying size and vibrational density. Because of this, we
believe that in differing times and places across worlds and realities,
the Weave has probably manifested a wide array of deities, many of
which retaining similarities to the gods that govern our realm. But
because of the sea-like nature of the Weave, it is infinitely unlikely
that any single being is ever manifested twice.
You can therefore be confident that although there may exist
beings similar to you somewhere in the multiverse, some uncannily so,
you are the only you that will ever exist.

O N THE N ATURE OF R EALITY


Duragon Vasiliri, Professor Ameritus of Arcane Physics
Splendorous Academy of the Magus at Cadrie, The Goldenveldt

2
C HARGES
WEAVE ORE
The amount of charges any given ore contains is
Drawing upon the work of famous arcane physicist detailed within the ore description under the label
Duragon Vasiliri, researches at Cadrie's Splendorous "Charges". Unless otherwise specified, all ores regain
Academy of the Magus have discovered a way to create, their full set of charges daily at dawn.
as they put it, "solid bits of Weave energy."
The process was discovered nearly half a century ago
and works by isolating the harmonic frequency of a R ANGE
particular type of energy and then using its signature to
Unless otherwise specified, the range for any given ore
stimulate the Weave into producing a matching,
effect that utilizes range is 120 ft.
localized vibration. Once the vibration reaches a certain
intensity threshold, a solid object embodying the
desired magical signature manifests. Such objects are D URATION
referred to as "Weave ore."
Unless otherwise specified, the duration of any given
ore effect that utilizes duration is 1 minute.
H OW O RE I S U SED
Practical uses for Weave ore tend to come in one of two
forms. Bits of ore are either designed specifically for
O RE DC
convenience in everyday life (for example, ore may be Weave ore is not tied to any inherent ability you may
used to power a street lamp or a construct) or for have to cast spells. Unless otherwise specified, the DC
combat purposes. There aren't many rules surrounding for any given ore effect that triggers a saving throw is
the former category of convenience ore. Suffice it to say equal to 15 + (your proficiency bonus / 2) rounded
that this type of ore is usually custom-created to fill down. For example, if your proficiency bonus is 5 and
specific purposes and is therefore typically unusable for you choose to trigger an effect that requires your
a character who may come into possession of it. enemy to make a Constitution save, the DC for
Standardized combat ores are small, polyhedral the save would be 17.
stones with a varying range of color, texture, and
translucency. They have approximately the same
diameter as a common gold coin but feel a bit heavier
than expected to the touch, as if they were made of a
dense substance like lead.
Wielding a bit of this type of ore allows characters to
produce magical effects through pure will that might
otherwise require years of study and practice, lengthy
and complex rituals, or expenditure of material
components. Theoretically, anything can be
accomplished via the usage of Weave ore. Extremely
powerful ores of the combat type are rare, however. Due
to the high energy required to create them as well as a
lengthier production time and careful fine-tuning of
energy frequencies, they are difficult to produce.
Because each ore is a solid fragment created with a
singular purpose, the effects it can trigger are usually
relatively simple and pure. There are three basic types
of combat ore: Spellcasting ore, Enhancement ore,
and Ability ore.
Spellcasting ore contains charges allowing you to
cast certain spells at will. Enhancement ore is designed
to augment the effects of Spellcasting ore. Ability ore
modifies your statistics and boosts your physical
abilities. A comprehensive list of available ores and
their effects can be found at the end of this document.
However, a common baseline for how most of these
ores function is described here.

3
P OTENCY R ARITY
By default, the potency of an effect triggered by Weave Some ore are marked as "rare." These are generally
ore (i.e. the amount of damage done, HP regained, etc.) more powerful and should be exciting for players to
is tied to your proficiency bonus. To determine the find. Not many rare ore should exist in a given
potency of a given effect, you will roll a die with a size campaign and most players are usually not expected to
equal to your proficiency bonus * 2. For example, if your find it. Rare ore is normally acquired by performing
proficiency bonus is 3, you would roll a d6. some nearly-impossible task, accidentally being in just
The amount of dice you should roll is specified within the right place at the right time, or investigating some
each ore's description under the label "Potency." Once specific hiding place that does not draw attention to
you complete your roll, you should add your proficiency itself (for example, a particular, nondescript tree in a
bonus to the total. To complete the example above, if forest).
a given spell attack ore has a potency of 2 and you Rare ore can be used like normal ore. The fact that it
have a proficiency bonus of 3, your damage roll would is rare does not affect the mechanics of gameplay.
be 2d6 + 3.

E LEMENTAL N ATURE EQUIPPING ORE


Some ore are specifically attuned to elemental forces. You can not make use of Weave ore simply by virtue of
For example, an ore that triggers a fire effect is very possessing it. You can also not attune to ore on its own.
likely to be attuned to the element of Fire whereas an In order to utilize the effects of any bit of ore, the ore
ore that deals psychic damage will likely be attuned to must be equipped to an item containing at least one ore
Psyche. Each ore that is attuned to an elemental force slot. A slot is an ore-sized notch carved into the item
is designated as such within the ore's description under within which a bit of Weave ore can be tightly inserted.
the label "Element". These ores are often referred to as Once you have attuned to a slotted item and placed bits
"elemental ores," however they do not differ from other of ore into these notches, the ores begin to dimly glow
ores outside of this one aspect. This feature exists within their slots and you can start using them.
mainly because certain Enhancement ores are designed
solely to augment the abilities of elemental Spellcasting
ores. S LOTTED I TEMS
The most common slotted items are weapons and
armor. Not all weapons and armor contain slots
however, and among those that do, not all items contain
the same number of slots in the same configurations.
Any slotted item is considered a magic item, since it has
been enhanced with the ability to harness ore energy.
Standard items can also be converted into slotted items
by any master smith with sufficient knowledge of the
arcane.

4
S LOT C ONFIGURATIONS P AIRING
The simplest slot configuration that can be found on an Pairing ore is useful when you have at least 1
item is a single notch. You can place any ore you want Spellcasting ore and 1 Enhancement ore. For example,
into the notch and, as long as you are attuned to the you may find yourself in possession of a Flash Flame
item, you can make use of the ore. Keep in mind, ore (which allows you to cast a fire spell) and an
however, that certain ore are only effective when Embody Element ore (which augments the abilities of
equipped to the right type of item and some ore serve elemental Spellcasting ores). Assuming you have a 2
no purpose other than to enhance the abilities of slot sword, you will see different outcomes depending
another piece of ore. on whether these slots are independent or paired.
Although some items contain multiple ore slots, you If the slots are independent, you will get normal
do not have to fill all slots with ore in order for the item benefits from equipping your Flash Flame ore, but it is
to be effective. When multiple slots exist on an item, useless to equip your Embody Element ore. Because
they may be carved in different ways. In some cases, all Embody Element is of the Enhancement type, it
slots are carved independently of each other, entirely produces no effects unless it is paired with a
disconnected. In other cases, one slot may be Spellcasting type ore. If you choose to equip it anyway,
connected to another slot by a straight groove carved it will do absolutely nothing. It won't even glow in its
between them. When a connection exists between two slot.
slots, it is called a "pair". If the slots are paired, the connecting groove carved
The illustration below shows the different ways in between them will carry a stream of dim light between
which slots can be connected. Each of the the two ores once they are both equipped and both will
configurations shown represents a 3 slot item. glow in their slots together. You will be able to cast your
In the first configuration, no slots are connected. fire spell using Flash Flame and Embody Element will
Each ore functions independently of any other ore begin adding fire damage to attack rolls made with your
equipped. weapon.
The second configuration shows a 3 slot item with 1 When slots are paired, you are not required to fill one
pair. In this case, ore equipped to the two paired slots of those slots with an Enhancement type ore. If you
can interact with each other but the disconnected slot instead place two Spellcasting type ores into a pair,
continues to function independently. both will simply function independently as if the slots
The last configuration shows a 3 slot item with a were not paired.
"full strip", meaning that 2 pairs have joined together
to connect 3 ore slots. This is the maximum amount of
slots that can be connected together, although it is
possible for items to exist that contain more than 3
total slots.

3 Disconnected Slots 3 Slots with 1 Pair 3 Slots with a Full Strip

5
It is important to note that all paired slots consist of a Bits of ore can be equipped or de-equipped via a
primary slot and either 1 or 2 supplemental slots. In meditative ritual performed over the course of a short
order for an Enhancement ore to work with a rest. Performing this ritual forges a bond between a
Spellcasting ore, the Spellcasting ore must be placed in slotted item and the ore occupying its slots such that
the primary slot and the Enhancement ore must be the ore do not simply fall out when the item suffers an
placed into a supplemental slot. In practice, this impact of some kind. Because ore is held in place by a
mechanic often does not matter. It comes into play most magical bond, a ritual is required to remove ore as well.
commonly when an item contains a full strip. Ore can be both added to and removed from a single
When an item contains a full strip (meaning 3 slots item during the same ritual. However, a separate ritual
connected via two pairing grooves), only 1 of the slots is must be performed per slotted item, thus you can not
primary and the other 2 slots exist for the purpose of add/remove ore from more than one slotted item over
augmenting the primary ore. As such, you have a few the course of a single short rest.
configuration options:
The most useful thing to do is to equip 1 Spellcasting
ore and 2 Enhancement ores since both Enhancement
ores will strengthen your spell ore. You can also equip
IDENTIFYING ORE
either 3 Spellcasting ores or 3 Ability ores, in which Ore are intended to be relatively pervasive throughout
case all ores will function independently and normally. society. As such, they are not extremely difficult to
Another option is to equip 1 Spellcasting ore, 1 identify. The abilities of any ore can, of course, be
Enhancement ore, and 1 Ability ore, in which case the revealed with the Identify spell. However, the same can
Enhancement ore will augment the Spellcasting ore, as be accomplished with a simple Arcana check totaling
long as your Spellcasting ore is in the primary slot. If 20 or higher. Any piece of ambiguous material can also
you equip 2 Spellcasting ores and 1 Enhancement ore, be identified as "a bit of ore" with a simple Investigation
your Enhancement ore will support whichever check of 7 or higher.
Spellcasting ore is in the primary slot but the other In lieu of the Identify spell or sufficient Arcana
Spellcasting ore will function independently. scores, more information is available to help players
identify ore they may discover. NPCs with scholarly
backgrounds are often able to automatically identify any
T HE E QUIPPING P ROCESS given bit of ore immediately upon seeing it. Additionally,
there are many copies of The Comprehensive
Every slotted item requires attunement before a Compendium of Weave Ore available throughout the
character can use it to harness the magic of Weave ore. world. This book allows any character to identify any
Attunement is also required in order to add and remove ore within 5 minutes.
ore from a slotted item.

6
Copies of the book are commonly found in libraries
(including upper class home libraries), book stores,
and shops related to the arcane.

DESTROYING ORE
While equipped to a slotted item, ore can not be
destroyed unless an effect specifically states that it
destroys ore that is currently equipped. While
unequipped, a piece of ore has an AC of 17, 5 hit
points, and a Damage Threshold of 5, Thus a given
hit will either destroy a piece of ore, or it will not
affect the ore at all.
When ore is destroyed it emits a quick burst of
bright light and disappears entirely, being absorbed
back into the Weave. This effect is normally
superficial and does not do any damage unless
otherwise specified by an ore's description.

ACQUIRING ORE
Ore can be found throughout the world in secret hiding
places, in arcane shops, and among the belongings of
defeated adversaries. In many cases, the pre-written
descriptions of various locations will dictate which bits
of ore reside therein. To help facilitate using ore in your
own campaigns, the following table suggests how much
ore, how many slotted items, and how many total slots
are generally appropriate for players at various levels.

Ores Max Slots Max Slotted


Level Spell Enhance. Ability Total Items
1-2 1 – – 1-2 1
3-4 2 – – 1-2 1
5-6 2-3 1 – 2-3 1
7-9 3 1-2 1 2-3 1
10-12 4 2 1 3 1-2
13-15 5 3 2 3-4 1-2
16-17 6 3 3 4 2
18-19 6 4 3 5 2
20 7 4 4 6 3

Ore usually doesn’t sell for less than 500 gp and rare
ore should almost never be found in shops. In terms of
rarity overall, bits of ore can be thought of as minor/
common magic items. It is better to keep balance by
controlling the rarity of slotted items than worrying
about how much ore the players are collecting.

7
ORE DESCRIPTIONS E FFECT R ESISTANCE
Charges: 3
For the duration, a target that you can see within range
S PELLCASTING O RE gains advantage on saving throws against effects that
would trigger the following conditions: Blinded,
Spellcasting ores are so designated because they Charmed, Deafened, Frightened, Paralyzed, Petrified,
contain charges to cast spells. Unless otherwise Poisoned, and Stunned as well as effects of the Slow
specified, each spell takes 1 action to cast and may be spell and Dawdle ore.
cast upon any object or creature that you can see within
range.
E NLIVEN
Charges: 3 | Potency: 1 | Element: Radiance
A CID S HOWER
A target that you can see within range
Charges: 4 | Potency: 2 | Element: Acid
becomes the focal point of a slow, dripping
A shower of sizzling, green liquid drops rains down stream of glowing sparkles. For the
upon a creature you can see within range causing it to duration, the target regains HP as
make a Dexterity saving throw. A target takes acid determined by Potency at the beginning
damage as determined by Potency on a failed save or of each of its turns. The effect continues
half as much on a successful one. When the acid deals throughout the duration even if the
damage it is neutralized and quickly evaporates. target reaches its maximum HP. While
a target under this effect is at its
A NTITOXIN maximum HP, the amount of HP
regained per turn is 0.
Charges: 3
Removes the Poisoned condition from a target that you
can see within range. E XSANGUINATE
Rare | Charges: 3 | Potency: 10

D ARK P UPPETRY A creature that you can see within


range oozes blood from its pores.
Charges: 3 | Element: Psyche It must make a constitution saving
You cause a creature that you can see within range to throw. On a failed save the creature
make a Wisdom saving throw. On a failed save, you takes exsanguination damage as
implant a latent, psychic effect into the creature's mind determined by potency + 20 or half
allowing you to control the creature's next turn. as much on a successful one. All
creatures with a functioning
D AWDLE circulatory system are susceptible
to exsanguination damage. Creatures
Charges: 3 without functioning circulatory
You attempt to warp time for a creature that you can systems are immune to this effect.
see within range. The creature must succeed on a
Wisdom saving throw or take on the following effects
for the duration: its movement speed is halved, it takes F LASH B OLT
-2 to AC and Dexterity saving throws, and it begins to Charges: 4 | Potency: 2 | Element:
skip 50% of its turns in the following manner: It skips Lightning
its coming turn, acts on the following turn, then skips A bolt of lightning strikes a target that you
the next turn and continues this alternating pattern for can see within range forcing it to make a
the duration. Dexterity saving throw. A target takes
lightning damage as determined by Potency
D OOMGAZE on a failed save and half as much on a
successful one. There is a 50% chance that
Rare | Charges: 3 flammable objects within a 15 ft. cube
A creature that you can see within range rolls 1d20. If centered on the target are set on fire by the
the creature has 100 hit points or fewer, it dies on a lightning. Your DM rolls to determine which
result of 1-15. If the creature has between 101 and 200 objects (if any) are set on fire.
hit points, it dies on a result of 1-10. If the creature has
between 201 and 300 hit points, it dies on a result of
1-5. Any other creature dies on a result of 1.

8
F LASH F LAME G RAVITY C RUSH
Charges: 4 | Potency: 2 | Element: Fire Charges: 1
You cause a magic flame to leap up from beneath a You attempt to cause a target that you can see within
target that you can see within range forcing it to make a range to momentarily succumb to an enhanced
Dexterity saving throw. A target takes fire damage as gravitational force exerted upon it by the planet. The
determined by Potency on a failed save and half as target must succeed on a Constitution save or lose 25%
much on a successful one. The flame vanishes quickly. of its current hit points.
If the flame sprang from a flammable surface, it has
a 50% chance of setting that surface on fire.
G RIM R EAPING
Determine with your DM whether or not the
surface was flammable. If so, roll a d4. On a Charges: 4 | Potency: 2 | Element: Necrosis
result of 3-4, the surface ignites. A large scythe made of black, ethereal wisps forms in
front of a target that you can see within range and then
slashes the target. The target makes a Constitution
F LASH F REEZE saving throw, taking necrotic damage as determined by
Charges: 4 | Potency: 2 | Element: Cold Potency on a failed save or half as much on a successful
You cause a magical ice crystal to one.
immediately appear around a target
that you can see within range,
H OPESPRING
encasing it in the icy tomb and
forcing it to make a Constitution Rare | Charges: 1
saving throw. A target takes You utter a wish using no more than 15 words. The
cold damage as determined by wish is granted in a way that comes as close to your
Potency on a failed save and intent as possible with as few unforeseen consequences
half as much on a successful as possible. However, the wish can only be used for
one. The ice crystal remains for good and can not be used to directly harm or
1 second, after which it shatters disadvantage other creatures. A wish that does not
and the ice fragments quickly conform to these requirements does not take effect.
vaporize. Upon spending the charge needed to cast this spell, the
ore shatters, emitting a burst of magical energy that
destroys the item holding the ore as well as any other
F LASH T OXIN bits of ore that may be equipped to it and causes you to
Charges: 4 | Potency: 2 | Element: Acid fall under 5 levels of exhaustion.
You cause a magical cloud of poison gas
to immediately appear around a target
that you can see within range causing it
to make a Constitution saving throw. If Note for DMs
the target can breathe, it takes poison Negative consequences can result from using the Hopespring
damage as determined by Potency on a ore. For example, if the wish is used to divert a hurricane away
from a city in its path, it may strike another city instead.
failed save and half as much on a However, if the wish is used to simply stop an oncoming
successful one. On a failed save a hurricane, the hurricane can simply disappear. The intent is
creature also becomes Poisoned and that, whereas the traditional Wish spell is often handled in a
takes 1d4 poison damage at the "monkey's paw" sort of way, the Hopespring spell should not be.
beginning of each of its turns until the
condition is removed. The poison gas
quickly dissipates after it appears.

F LEE H URRY
Charges: 1 Charges: 3
On this turn and on subsequent turns for the You warp time for a creature that you can see within
duration you may use Dash as a bonus action, range. For the duration, its movement speed is doubled,
but only to dash in a direction away from all it gains +2 to AC and Dexterity saving throws, and it
enemies you can see. gains an extra action on each of its turns that can be
used to make a weapon attack, Dash, Disengage, Hide,
Use Object, or cast an ore spell.

9
M AGIC M EDICINE As part of the transformation, your body absorbs all
Charges: 3 | Potency: 2 | Element: Radiance items you may be carrying such that you can not use
A shower of glowing sparkles rains down upon a them (although you do not lose the basic benefits of
creature you can see within range causing it to regain a wearing your armor). You take on the visage of a
number of HP determined by Potency, not to exceed the frightful, 9 ft tall creature with a smooth, glossy black
creature's maximum HP. hide, long claws, lanky limbs, and an oversized mouth
filled with sharp fangs and and a freakishly long,
drooling tongue. You have a 10 ft reach with your arms
M AGIC S OAK
and deal magical slashing damage with your claws.
Charges: 4 | Potency: 1 Attack rolls made with your claws are calculated as
You create a magical shield barrier around a target that 1d20 + your proficiency bonus + 4. If your Strength
you can see within range. The shield is invisible until modifier is greater than 4 you instead use 1d20 + your
the target is hit with a magical attack, at which point proficiency bonus + your Strength modifier. Damage
the portion of the shield penetrated by the attack emits for each attack is calculated as 1d12 + potency.
a faint, blue glow until the attack ends. For the
duration, the shield reduces magical damage taken by P HYSICAL P ANACEA
an amount equal to the spell's potency dice.
Charges: 3
Removes all of the following conditions from a target
M ENTAL P ANACEA that you can see within range: Blinded, Deafened,
Charges: 3 Paralyzed, and Petrified, as well as effects of the Slow
Removes all of the following conditions from a target spell and Dawdle ore.
that you can see within range: Charmed, Frightened,
Stunned. P HYSICAL S OAK
Charges: 4 | Potency: 1
M INIQUAKE You create a magical shield barrier around a target that
Charges: 3 you can see within range. The shield is invisible until
You create a seismic disturbance at a point on the the target is hit with a physical attack (piercing,
ground that you can see within range. Until your next slashing, or bludgeoning), at which point the portion of
turn, a tremor rips through the ground in a 50ft radius the shield penetrated by the attack emits a faint, yellow
circle centered on the point, shaking creatures and glow until the attack ends. For the duration, the shield
structures in contact with the ground. The ground reduces physical damage taken by an amount equal to
within the area of effect becomes difficult terrain for the the spell's potency dice.
duration and the tremor causes all concentrating
creatures in the area of effect to make both a
Constitution save and a Dexterity save. Failed saves
result in loss of concentration and being knocked
prone, respectively. The tremor does not open fissures
or significantly damage structures.

N IGHMARE
Rare | Charges: 3 | Potency: 2
As a bonus action, you allow the power and personality
of this ore to overcome you and you transform into a
nightmarish creature. You remain transformed until you
end the transformation with another bonus action or
until the end of the duration. While in nightmare form
your hit points and movement speed are doubled, you
receive +2 to your AC, you have advantage on Dexterity
saving throws, and you gain the natural ability to use
Spider Climb as well as an additional attack action per
turn. When the transformation ends, your hit points
revert to what they were before you transformed
or remain unchanged if they have been
reduced below that point.

10
S PELL C APTURE
Charges: 3
This ore is only effective when equipped to armor.
Whenever you take damage from a spell, you learn the
ability to cast that spell at the level it was cast upon you,
at the cost of 1 charge. Until you have learned a spell,
this ore can not be used to cast any spells. You can only
know 1 spell at a time as powered by this ore. You may
trade out a spell you have already learned for a new one
at the moment you take damage from the new spell. For
any spell that triggers a saving throw, the save should
be made against Ore DC unless a specific DC is stated
in the spell's description. When making a spell attack,
the attack formula is 1d20 + your proficiency bonus + 2.

S PELL M IRROR
Charges: 2
You create a magical effect upon a target you can see
within range such that, for the duration, whenever it
becomes the target for another spell, that spell is
automatically reflected back against the caster instead.
P SYCHIC L ULLABY Reflection only occurs for spells that are focused solely
Charges: 3 | Element: Psyche upon the target (including both attack and healing
spells), but not for area effect spells. Reflection does not
You cause a creature that you can see within range to occur for spells cast at a level greater than your
make a Wisdom saving throw. On a failed save, the proficiency bonus. When a spell requires an attack roll
creature falls unconscious for the duration. It can be or saving throw, it should be pitted against the caster's
awakened if it takes any damage or if another creature defenses rather than the defenses of the target.
uses its action to shake the unconscious creature
awake.
S UMMON M ETEORITE
R EVITALIZE Rare | Charges: 3 | Potency: 10
Charges: 1 | Element: Radiance You call forth a group of 3 small meteorites from outer
space, directing them toward a creature that you can
A target creature you can see within range that died of
see within range. The creature must make a Dexterity
any cause other than old age within the past minute is
saving throw taking potency + 20 bludgeoning damage
brought back to life with 1 HP.
on a failed save or half as much on a successful one.

R OAR
T OTAL S OAK
Charges: 4 | Potency: 2 | Element: Thunder
Charges: 2 | Potency: 1
You cause a tremendous roar of thunder to erupt
around a target that you can see within range. The You create a magical shield barrier around a target that
sound waves are focused inward such that the effect is you can see within range. The shield is invisible until
only powerful enough to cause damage to 1 target. The the target is hit with an attack, at which point the
target makes a Constitution saving throw, taking portion of the shield penetrated by the attack emits a
thunder damage as determined by Potency on a failed faint, green glow until the attack ends. For the duration,
save or half as much on a successful one. Booming the shield reduces all damage taken from an attack by
thunder can be heard within a 300 ft radius of the an amount equal to the spell's potency dice.
target.

11
U NRAVEL E NHANCEMENT O RE
Charges: 3 | Element: Psyche
Enhancement Ores do not create effects on their own
You attempt to cause a creature that you can see within but instead are designed to be paired with spellcasting
range to become partially disconnected from the Weave. ores to enhance their effects.
The creature must succeed on a Wisdom saving throw
or become unable to cast spells or use Weave ores for
the duration. A RCANE B ATTERY
When paired with any spellcasting ore that contains
charges, adds +2 to the maximum amount of charges
V APOR P UNCH
available to that ore. 2 charges are immediately added
Charges: 4 | Potency: 2 | Element: Force to the spellcasting ore at the moment of pairing and 2
An oversized fist forms out of swirling, gray vapors in charges are immediately removed from it at the
front of a target that you can see within range and then moment of unpairing.
punches the target. The target makes a Dexterity saving
throw, taking force damage as determined by Potency A RCANE R ETORT
on a failed save or half as much on a successful one. A Pairs with any spellcasting ore. Whenever you take
target that fails its saving throw is pushed back 10 ft. If damage from a spell attack, this ore autocasts the spell
it rolls a natural 1 on its saving throw, it is also knocked of its paired ore once as a reaction against the creature
prone. that dealt the attack. Autocasting uses the power of the
enhancement ore rather than the paired spellcasting
V IOLENT T ELEPATHY ore and does not consume a charge from the paired
Spellcasting ore.
Charges: 3 | Potency: 2 | Element: Psyche
You attempt to force your way into the mind of a target
that you can see within range, jumbling its thoughts and E MBODY E LEMENT
warping its perceptions. The target makes a Wisdom Potency: 1
saving throw, taking psychic damage as determined by This ore is effective when paired with any elemental
Potency on a failed save or half as much on a successful Spellcasting ore. It functions differently depending on
one. A target that fails its saving throw is also Stunned whether it is equipped to a weapon or to armor. When
until the end of its next turn. equipped to a weapon, it adds damage of its paired ore's
element type to attacks made by the weapon. Additional
damage is determined by this ore's Potency minus the
proficiency modifier. When equipped to armor, it instead
provides resistance to damage of the same element
type.

E XTRA C UT
When paired with any spellcasting ore, allows you to
take an extra weapon attack action immediately after
casting the paired spell.

L AST L AUGH
Pairs with any spellcasting ore. When an attack renders
you unconscious, this ore autocasts the spell of its
paired ore once as a reaction upon the creature that
dealt the attack. Autocasting uses the power of the
enhancement ore rather than the paired spellcasting
ore and does not consume a charge from the paired ore.

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L UCKY C AST V AMPIRIC S PELL
Pairs with any spellcasting ore that invokes a saving When paired with any spellcasting ore that does
throw by its target. You gain +1 to Ore DC whenever damage to a single target, causes you to regain HP
you cast the paired ore's spell. equal to half the damage dealt whenever you attack a
target with that spell.
M ULTICAST
When paired with any spellcasting ore, provides you the A BILITY O RE
option of casting the spell on up to 3 targets you select
rather than just 1. If a charge is required to cast the These ores do not contain charges, cast spells, or tap
spell, you expend only 1 additional charge to use this into elemental forces. Rather, when equipped, they
effect. provide you with enhanced physical or mental abilities.

P OTENT S PELL A NGELUS


When paired with any spellcasting ore that has Potency, This ore is only effective when equipped to armor. You
adds +1 to that ore's Potency. can sprout glowing, translucent angel wings at will
giving you a flying speed of 60.

R ECLAIM C HARGE
This ore is effective when paired with any spellcasting
B END S PACE
ore that contains charges. It behaves differently When paired with any spellcasting ore that has Potency,
depending on whether it is equipped to a weapon or adds +1 to that ore's Potency.
armor. When equipped to a weapon, you may roll 1d20
after making a successful attack with the weapon B REATHLESS
against a creature. On a result of 16-20, the paired ore You are able to survive without breathing while this ore
regains 1 charge. When equipped to armor, you may is equipped, thus granting you tacit abilities such as the
make the same roll to reclaim a charge after taking ability to breathe underwater, immunity to breathable
damage. In either case, the paired ore can not exceed poisons, etc.
its maximum charges.

C LEVER D EFENSE
This ore is only effective when equipped to armor. You
gain +1 to AC and have advantage on Wisdom saving
throws.

C OUNTER S TRIKE
Whenever you take melee damage from an enemy
within 5 ft. of you, you may make 1 weapon attack as a
reaction.

D EXTROUS D EFENSE
This ore is only effective when equipped to armor. You
gain +1 to AC and have advantage on Dexterity saving
throws.

E NHANCED F ORTITUDE
Your HP maximum is increased by 10.

E XTREMIST F IGHTER
This ore is only effective when equipped to weapons.
Whenever you attack a creature with the weapon
holding this ore, roll 1d20 instead of making a normal
attack roll. On a result of 16-20 you automatically crit.
On a result of 1-15, you automatically miss. Rolling a
natural 1 or a natural 20 has no additional effects on
your roll.

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F ORTIFIED D EFENSE
This ore is only effective when equipped to armor.
You gain +1 to AC and have advantage on Constitution
saving throws.

L IFESIGHT
You can use a bonus action to select a creature that you
can see within range and channel your connection to
the creature as it exists between all creatures via the
Weave. In doing so, you catch a momentary glimpse of
the creature's life force, represented by a number
floating a few inches above the creature's body.
Sometimes you are able to get an innate sense of its
strengths and weaknesses as well. Your DM tells your
the creature's current HP as well as any immunities,
resistances, and vulnerabilities it may have.

M ULTISLASH
This ore is only effective when equipped to weapons.
Whenever you attack with this weapon, you attack up to
3 targets within 5 ft. of you simultaneously, however
each target only takes half damage when hit. If you have
more than 3 possible targets within 5 ft. of you, you
select which 3 are attacked. You make a separate attack

CREDITS & DISCLAIMERS


roll per target to determine whether or not each attack
is successful but you only make 1 damage roll which
applies to all targets. ORIGINAL CONTENT BY BREWSKI – V1.0.1

This document is provided freely, “as is,” without any


P LUS T WO W EAPON warranties of any kind.
This ore is only effective when equipped to weapons. Dungeons & Dragons is property of Wizards of the
The weapon gains +2 to attack and damage rolls made Coast LLC (WoC). Brewski is not affiliated with WoC or
with it. the creators of original artwork herein. Some artwork
may have been edited for inclusion in this document
P REEMPTOR and may carry usage limitations. Individual creators are
You have advantage on initiative rolls. credited as follows –
Page 1: Lake Hurwitz, page 2: dleoblack
(deviantart.com), page 3: Kósa Zsolt, page 4: Tyler
Q UICK B LADE Bartley, page 5: Kristopher P. Love, page 6: Ryan
You gain an extra attack action on your turn that you Pancoast, page 7: Haru Namba, page 8-9: Zach Sharts,
can use to make a weapon attack. page 10: Magma Ocean, page 11: Rogier Van De Beek,
page 12: Sarah Miller, page 13: Maria Trepalina, page
Q UICK S PELL 14: Tosha C.
You gain an extra action on your turn that you can use Original fictional content contained in this document
to cast a spell. was created by “Brewski” (a pseudonym for the person
who owns the brewskis-dnd-homebrewery Tumblr
account). Brewski reserves all rights to original content
S KILL B OOST not already owned by WoC or individual creators of
You gain +2 to 2 ability scores of your choosing. artwork including all playable mechanics and proper
nouns. This content is hereby licensed as free for reuse
W HITE K NIGHT and modification as long as any re-postings, derivative
works, or works making use of proper nouns within this
Whenever a creature within 10 ft. of you is attacked, document contain the following line: “Based on an
you may use a reaction to take damage on behalf of the original concept by Brewski (tumblr.com/blog/brewskis-
creature. dnd-homebrewery)”.

14

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