I want to take you back in time to February! Remember that mystical six months ago time, when I wrote about The Damned Lands? Well, here we are some 70-odd posts later and I’m finally uncovering some of those bioorganic items I spoke with you about. I did give you all a sneak peek at one of those items, the tongue of contentment, in another post I wrote – I Made These For You.
Well today I’m going to explain a bit more about how bioorganic items work in Exploration Age and give you a few more examples of these treasures from the Exploration Age Campaign Guide. Read on!
You’ll Shoot Your Eye Out… AND LOVE IT!
The strange race of humanoids who lived in The Damned Lands before it became a wasteland, left behind a strange technology which is compatible with the anatomy of today’s humanoids.
The magic of these items is unlock only by attaching them to one’s body. This usually requires a limb or organ be removed before the item is grafted to the owner.
During a rest, another creature can perform the procedure of removing a body part or organ and attaching the item with a DC 10 Wisdom (medicine) check. If you decide to perform the procedure on yourself the DC of the check is raised to 15. If the check succeeds the item is attached and you take 3d6 damage which cannot be reduced in any way. If the check is failed by 4 or less, the item is attached, but you take 6d6 damage which cannot be reduced in any way. If the check is failed by 5 or more, you lose the organ or body part, the item is not attached, and you take 9d6 damage which cannot be reduced in any way. In special cases noted below, failure to attach the bioorganic item results in your death. The length of the rest required to attach a bioorganic item is noted in its description. Once the item is attached, it is activated and you can begin to make use of its properties.
Without Further Adieu…
Here are some of the bioorganic items from the Exploration Age Campaign Guide. Take a look and let me know what you think!
Silver Fangs
Uncommon bioorganic item
This set of four large, silver canines, has a small sapphire set into the back of each tooth. On the front of the tooth is a small rune, which glows red when the teeth are being used to attack or eat meat. When a person attaches the fangs, his or her appetite for meat borders on insatiable.
Property: You must remove your canines and replace them with the silver fangs in order to gain their other properties. This can be done during a short or long rest.
Once attached, you gain a bite attack which counts as an attack with a light, finesse, silver melee weapon in which you are proficient. This attack deals 1d4 piercing damage. You gain a +1 bonus to attack and damage rolls with this attack. If you reduce a creature to 0 Hit Points with this attack, you regain HP equal to the damage dealt.
Wrist Spider
Very rare bioorganic item
This small device has the appearance of an adamantine spider with eight onyx eyes. It is inserted into the top of the wrist, with the abdomen of the spider facing the user’s hands. After the item is attached, the user feels a low level of comfort and safety in the darkened corners of rooms.
Property: You must remove your wrist bones and replace them with the wrist spider in order to gain its other properties. This can only be done during long rest.
Once attached, you can use your action to shoot sticky webs out of your wrists at enemies. To do so make an attack roll using your Dexterity modifier and proficiency bonus. If the attack hits, the target is restrained for one minute. On the target’s turn, it can make a DC 12 Strength or Dexterity saving throw as its move to end the restrained condition.
You can also use your action to create a 50-foot length of rope made of the web. The rope is only slightly sticky along its length and extremely sticky at its ends. Because of the stickiness on its ends, the web rope can be attached to any surface and can hold 1,000 pounds before it breaks. Creatures who use the web rope while climbing have advantage on their Strength (athletics) check to climb. After a half and hour, the web rope dissolves.
Jumpers
Rare bioorganic item
This pair of mithral legs have knees which bend in a direction opposite that of a human, similar to a bird. The bottoms of the feet each sport a large emerald and the calves and thighs are carved with ancient runes which glow blue when the user walks and green when he or she runs or jumps.
Property: You must remove both of your legs and replace them with the jumpers in order to gain the use of its other properties. This can be done only during a long rest.
Once attached, you are always considered to have moved 10 feet before the jump, even if you have not. In addition, whenever you jump, you leap four times the normal distance.
Sonic Fist
Very rare bioorganic item
The sonic fist appears to be a sculpture of an obsidian hand with diamond-studded knuckles curled into a fist. However, when a creature handles the disembodied hand, it flexes its fingers before once again bringing them into the fist. When attached, the hand begins a low chant when the user is in combat. This seems to be a sort of hymn in a strange language which grows louder and louder as the fight progresses.
Property: You must remove one of your hands and replace it with the sonic fist in order to gain the use of its other properties. This can be done during a short or long rest.
Once attached, the fist is a light, finesse melee weapons in which you are proficient. It deals 1d8 bludgeoning damage and 1d6 sonic damage. You gain a +2 bonus to attack and damage rolls with the sonic fist.
In addition, once per day you can use your action to create a 30-foot cone of sound. All creatures in the cone must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). Creatures who fail the save take 6d8 sonic damage and are deafened for one minute. Creatures who succeed take only half damage and are not deafened.
Mage’s Eye
Legendary bioorganic item
This is an eye carved of a fiery opal, and a disembodied mage’s eye seems to follow onlookers as they walk. When attached, the eye glows red in the socket of the wearer and gives off a slight physical heat.
Property: You must remove one of your eyes and replace it with the mage’s eye in order to gain its other property. This can be done during a short or long rest.
Once attached, you gain true sight out to 120 feet.
Hawk’s Eye
Uncommon bioorganic item
An eye carved of pure jade, the hawk’s eye is true to its name and has the appearance and shape of a bird’s eye. Once installed, the eye gives off a slight green glow.
Property: You must remove one of your eyes and replace it with the hawk’s eye in order to gain its other properties. This can be done during a short or long rest.
Once attached, you gain advantage on all Wisdom (perception) checks when attempting to spot hidden creatures or objects. In addition, you gain a +2 bonus to your passive Wisdom (perception) score.
Radiant Heart
Very rare bioorganic item
The radiant heart is an expertly carved, heart-shaped ruby placed in a small brass box with windows of glass steel. When attached, the gem can be seen through the window inside the users chest, throbbing and beating with the life of a real heart.
Property: You must remove your heart and replace it with the radiant heart in order to gain its other property. This can only be done during a long rest. The Wisdom (medicine) check DC for this attachment procedure increases by 5, and if the check fails by 5 or more, you die.
Once attached, you can use your action to shoot a beam of radiant light in a line 100 feet long and 5 feet wide from your chest. Creatures in the line must make a Dexterity saving throw (DC 8 + your Charisma modifier + your proficiency bonus). Creatures who fail the save take 8d8 radiant damage, creatures who succeed take half damage. Against fiends and undead, the beam deals 8d10 radiant damage. You must rest before you can use this ability again.
Blade Skin
Legendary bioorganic item
A first blush, blade skin appears to be a ragged pile of cloth and metal with strange designs in sapphires and diamonds. When handled, blade skin is warm to the touch and calls to the user the way a shell would to a hermit crab. Once inspected thoroughly the truth is learned; this is a second skin which the wearer can affix to his or her body. Once attached, the wearer is intimidating indeed, for the skin is covered in creative scars incorporated with the gems which tell the tale of a famous tavern brawl over the wearer’s entire body. When the metal weapons are not retracted, the user is covered from head to toe in sharp adamantine blades.
Property: You must remove all the skin on your body and replace it with the blade skin in order to gain its other properties. This can only be done during a long rest. The Wisdom (medicine) check DC for this attachment procedure increases by 5, and if the check fails by 5 or more, you die.
While wearing blade skin, hidden, retractable blades lie in wait for enemies just beneath the skin’s surface. When you take damage from an adjacent creature’s melee attack, you can use your reaction to deal 1d6+3 piercing damage to attacker. You may also use your reaction to deal this damage to any creature who is grappling with you on its turn.
In addition, your unarmed attacks can be light, finesse, melee attacks in which you are proficient. This attack deals 1d6 piercing damage. You gain a +3 bonus to attack and damage rolls with this attack.
The blades also make climbing walls easier. You have advantage when making a Strength (athletics) check to climb.
If you like what you’re reading, please check out my podcast on The Tome Show, follow me on Twitter, tell your friends and share this blog post, and/or leave me a comment and let me know you think. Thanks!
I think that the ones that don’t have any risk involved should have some risk. For instance a person with only one eye has bad depth vision, and can be more easily snuck up upon. If it fails you can’t put anything else in that eye (the socket is ruined). If the removal of a hand fails (or is botched) more surgery might be needed, also HP loss should be associated with the removal of said appendage. .
LikeLiked by 1 person
Hey Jesse, those are cool ideas. I’m sort of leaving that to GM discretion now, but I could get more specific. If you read above there is always HP loss associated with the removal of an apendage, even if the surgery is successful (since even the easiest surgeries tak a lot out of you).
LikeLike
Can’t wait to rip out my character’s eyes and replace them with a Hawk Eye and a Mage’s Eye! I wonder what kind of hidden limits there are such that these items will eventually twist and corrupt a character, rendering them forever NPC.
LikeLiked by 1 person
Don’t forget… cursed bioorganic items!
LikeLike
Don’t forget the Head of Vecna!
http://www.blindpanic.com/humor/vecna.htm
LikeLiked by 1 person
‘Bio’ and ‘organic’ have a similar meaning. You should consider to change one to reflect the mechanical or magic nature of the implant.
LikeLike