r/DnDHomebrew • u/Ainsley_ • 6h ago
5e Servo-Bot
Art by Katsudon Art. Document Written and created by me.
r/DnDHomebrew • u/Ainsley_ • 6h ago
Art by Katsudon Art. Document Written and created by me.
r/DnDHomebrew • u/RunicPress • 9h ago
I've just released a new Level 0 adventure on DMs Guild and I thought people here might be interested in the rules I've created for running it.
For those not familiar with Level 0 adventures, the idea is that the characters start as commoners with no character class, then over the course of the adventure they gain experience that sends them in the direction of a particular class, levelling up into that class at the end. The idea has a long pedigree, but it was a lot easier to do back in the AD&D era when there were only a small number of core classes, and so they're quite rare in 5e.
You can read the full rules in the images, but the basic principle behind my system is that the characters are stuck in a mysterious shop full of items and have to face off against a horde of zombies. As they interact with items, they gain experience in various character classes. So, for example, if they pick up a set of dice covered in divination symbols, they gain XP towards Rogue, Bard, and Wizard. If they purchase the dice, they gain some more XP and learn what they do ("A set of divination dice that you can throw as an action once per day. Roll 5d6: on a total of 16 or more, you gain advantage on your next d20 roll. On a roll of 12 or less, you have disadvantage. Otherwise there is no effect.") If they use the dice, they gain another batch of XP.
Once they get 100 XP in any class, they have the option to "accept" the class. At that point, they stop gaining XP in other classes, and gain "level 1/2" in that class. This gives them a limited set of that class's level 1 features. At the end of the adventure, they then progress to level 1.
I think this is a really fun way to start a campaign off and give players a chance to get to know their characters before they get the call to adventure. As I say, it's currently quite custom-made for this particular adventure, but I think it could easily be adapted to your own.
I'd love to hear about other Level 0 adventures you might have encountered in 5e (or earlier editions). If you want to try mine out, you can find it here.
r/DnDHomebrew • u/LeioCreations • 10h ago
r/DnDHomebrew • u/jeraehwazdagaz • 10h ago
Here is the link to the homebrewery
https://homebrewery.naturalcrit.com/share/Hy2QnWc3EXmv
And here is the link to the pdf
https://drive.google.com/file/d/1qnBVykq4JYS5tpB6T2rAMnSVjO2GIT23/view?usp=sharing
Here is my new homebrew cleric subclass meant to be compatible with the 2024 version of the class. In 5e the Tempest domain covered both Storms and Sea, but I feel that is too broad considering the subclass ismostly catered to storms, but sea gods play a major role in D&D and real world mythologies. I am separating it out into its own subclass here. If tempest (or storm) is a blaster, this is a battlefield controller with support and offensive capabilities. Play this subclass if you want to play a cleric of Umberlee, Deep Sashelas, Poseidon, Njord, Manannán mac Lir, or another god of the sea.
Let me know what you think/what feedback you have!
r/DnDHomebrew • u/eldritch_arcade • 12h ago
This is my take on a Batman inspired Rogue subclass. I would love to hear any feedback on this!
You can download the PDF here on homebrewery.
r/DnDHomebrew • u/Otherwise_Gas331 • 2h ago
Simplified D6 Dnd:
Skill checks:
· the Dungeon Master (DM) sets the Difficulty Class (DC) based on the chart below, and the player rolls the dice, adding a point for proficiency if applicable or if a class feature allows it (such as guidance). If the player is helped by another player, they can roll twice and use the highest.
· Note: a roll of 1 is an automatic failure.
| Skill check DC | Difficulty |
|---|---|
| 6 | Very Hard |
| 5 | Hard |
| 4 | Average difficulty |
| 3 | Easy |
| 2 | Very easy |
| 1 | No roll necessary |
Skill Proficiencies
· Your character is proficient in some things and adds a bonus to these skills as shown on your character sheet.
Health:
· A character’s health is shown on the top of their card. The health is depicted as hearts, when you start the game you will put a health token in each of your hearts, when you take damage, you remove a token from one of your hearts and give it to the DM, if a player heals you, you regain a token, you can only have a maximum number of health tokens equal to your hearts.
Armour Class (AC):
· This is the target an attacker must hit with their roll + bonuses to hit the target.
Attack Modifier:
· This is the bonus you add to your roll when attacking a target.
Damage:
· This is how much damage an ability does on a successful attack or failed save, usually one or two hearts.
Save DC and Saving Throws:
· Some abilities force a creature to roll a Saving Throw, when they do the Save DC is the number they must meet or beat to succeed. Some abilities still do half damage on a success.
Special Abilities:
· Some abilities are extra powerful and cost power tokens, when you use a special ability you spend the required number of power tokens to perform the task.
Initiative:
· When you start combat, the DM will ask you to roll Initiative, roll the die, if you have a feature that allows a bonus apply that and the DM will roll for all non player characters, the character with the highest roll goes first, and then the next highest. On a tie roll again as a tie breaker.
r/DnDHomebrew • u/Ok_Somewhere_9173 • 19m ago
I've just finished reading the book and I thought "Well, this has D&D potential!", I started searching for a campaign I could play with my players, and found nothing. So I'm proposing to any DM on the internet. Make a campaign of this world, it's so complex that could actually be fun!
r/DnDHomebrew • u/Pandacrow_Feather • 7h ago
Plague Herald is my original support class for D&D 5e (2014), built around alchemy, medicine, poisons, and plague doctor aesthetics.
The main gimmick is Preparations: you can make “auto-attacks” in the form of area sprays, similar to a breath weapon, and modify them with different Recipes and Reagents.
I'm looking for feedback on two things in particular:
Does the Unstable Preparation mechanic feel interesting and worth engaging with?
What kind of associations or fantasy does the class give you at first glance?
English is my third language, so there may be some wording or grammar mistakes.
If the class gets enough interest, I'll translate and post the Doctrines (subclasses) later.
r/DnDHomebrew • u/MakoMuff • 5h ago
So, recently, I have had the privilege of playing some very high level DnD with my friends, and while I love the revised rules for 5.5, and generally think the game is very well balanced from levels 1-10, I noticed that after this point some classes have some "dead levels" that feel rather painful. For anyone unaware, a dead level is a level where what you gain from your class feels so negligible that it almost feels like you didn't level up at all. For some martial classes, this feels particularly crappy when it occurs at the same level as casters get access to a new tier of magic. So what I have here is a list of proposed changes for Barbarian, Monk, Ranger, and Rogue to help them feel like they get features that are at least closer in impact to what other classes get at similar levels (and as a bonus, a proposed buff to the absolutely pathetic Warlock capstone).
I would like to clarify that my specific goal here is to implement meaningful, but also minor changes; something you could just verbally tell your players without needing to send them a whole google document. I have no issue with higher effort reworks to classes, and in fact I have seen some really fantastic ones. However that is just not what I am aiming for with this post. Feedback, including criticism, is very much encouraged and appreciated, whether you think the features are too good or too bad. Afterwards, I'll offer some thoughts behind my decisions
Barbarian
Level 13: Improved Brutal Strike
You have honed new ways to attack furiously. The extra damage your Brutal Strike deals increases to 2d10. In addition, you can use two different Brutal Strike effects when you use your Brutal Strike feature, and the following effects are now among your Brutal Strike options.
Staggering Blow. The target has Disadvantage on the next saving throw it makes, and it can’t make Opportunity Attacks until the start of your next turn.
Sundering Blow. Before the start of your next turn, the next attack roll made by another creature against the target gains a +5 bonus to the roll. An attack roll can gain only one Sundering Blow bonus.
Level 17: Improved Brutal Strike
When you use Reckless Attack, you can deal the extra damage and cause the effects of your Brutal Strike without forgoing any Advantage on the attack roll.
Monk:
Level 13: Extra Reaction
You can take a Reaction twice per round, but only once per turn.
Ranger
Level 13: Relentless Hunter
When you cast Hunter’s Mark, you don’t have to concentrate on the Spell once you cast it; it lasts for its full duration, until you end it as a Bonus Action, or until you are Incapacitated.
Level 20: Foe Slayer***
When you attack a target and have Advantage on your attack roll, if both of the results would cause the attack to hit, then the attack scores a Critical Hit.
Rogue
Level 11: Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Warlock
Level 20: Eldritch Master
When you use your Magical Cunning feature, you regain all your expended Pact Magic spell slots, and you can also regain a use of one of your Mystic Arcanum spells.
***Before I say any more, I want to mention that this specific ranger capstone rework is NOT my original idea, unlike the rest of this post. I saw someone propose this in a random comment chain I read many weeks ago on a DnD discussion board. I don't even believe the topic of the post had anything to do homebrew changes, and I didn't think much of the comment at the time. However, since then I came to appreciate how this could be both a mechanically strong and thematically cool replacement capstone. So if anyone knows of someone who's previously suggested this, feel free to shout them out to give them credit!
As for my reasons, I will try to be as concise and brief as I can be. For the Barbarian, it comes down to the simple fact of them being the mathematically highest damage class at lower levels, and then falling behind around tier 3 of play. Moving the level 17 feature to 13 lets them have more consistent damage and utility, but in my opinion is still completely acceptable when compared to the power of 7th level magic. This also opens up an opportunity to add something totally new at level 17, allowing Brutal Strike to be used without forgoing advantage. I know that tradeoff is supposed to be the whole point of the feature, but in practice I think it feels a bit clunky, especially at these higher levels when enemy AC gets so high that its often better to go for the advantage that the extra damage. And at this point, we've already spent 8 levels of our career making that tradeoff; let us have some fun fishing for big crits when the casters get freaking Wish!
For the Monk, I noticed at my table the issue at high levels was not a lack of damage, but survivability. And while the current level 13 feature that lets you deflect non-physical attacks is nice, it just feels underwhelming for such a high level feature. Allowing two reactions per round to me seemed like a thematically appropriate way to let the monks have some more tankiness by letting them deflect twice per round, and I think it is balanced by the fact that a Reaction can still only be taken once per turn. It also makes it easier to do cool stuff like Opportunity attack into a grapple to keep an enemy next to you, without worrying about if you'll die to the next hit without your Reaction available to deflect. Finally, I think 13 is high enough level that this doesn't cause any game breaking multiclass combos.
For the Ranger it's incredibly simple: not being able to concentrate on anything besides Hunter's Mark feels lame. The current version of this feature only removes the effects of damage from your concentration, so you still don't get to use many fun, higher level concentration options like Summon Beast, Conjure Animals, Conjure Woodland Beings or Grasping Vine. For the capstone, see my note above on how this feature was not my original idea.
As for the Rogue, this is probably the most controversial one. I understand that to many people, the core identity of Rogue is specifically that it makes only one attack per round; however consider that most games are played from levels 5-10. So in most instances, it will still be the case that only one attack per round can be made. There is also precedent for other classes (Warlock and Fighter) getting a 3rd attack at this level, so to me it seems like having one Extra Attack so late is a nice way to let Rogues get the feature at a point where it still feels like it was meaningfully delayed. As for the effectiveness of this, the whole point is that when you already hit your first attack, the extra 1d8+5 damage from a 2nd hit doesn't push your damage too much higher than it already is; however when you MISS the first attack, having a second chance to land your Sneak Attack feels very nice, and makes your average damage over multiple rounds much more consistent. It's so painful to see the rogue miss their only attack per turn and go back to waiting for next time while other people are dishing out crazy spells or action surging for 6 attacks per turn.
Finally, the little bonus change to the Warlock capstone: very simply, this feature is underwhelming, and other casters at this point have an extra level 6 and 7 slot. So I figure let the Warlock keep up a little by also having one extra high level spell per day, and they only get one let them have the flexibility to pick the 8th or 9th level arcanum too. I think this is in line with Warlock's theme of having less spells but higher level ones. Also note the arcanum has to have been used already to restore a use, so you can never use the same spell twice in one combat, since Magical Cunning takes a full minute to perform the rite.
Sorry for the super long post, but as I said before, I appreciate any feedback! Please let me know what you guys think, or if any of you spot potential problematic/abusive mechanics resulting from these changes.
r/DnDHomebrew • u/Weird_Contribution38 • 29m ago
I've had this idea of a character with their mechanic where, along with their regular role of DC checks, attack rolls, etc., I was hoping for some ideas to help introduce this into a character I was thinking along the lines of a swashbuckler or magic wild sorcerer who can roll again to either a critical success or a critical fail. Obviously, the chances of losing should be higher to cancel out any overpowering effects. Any and all ideas are welcome! 5E
r/DnDHomebrew • u/PeriandicKnight • 3h ago
I've been iterating on a 5e downtime system over several years of play, and it has sort of turned into our group's default ruleset for downtime . The core design goal was (or became over time) to write a system that was largely player-facing and could be used with minimal DM input for the most common activities. It makes DT go pretty smoothly for me, and I'm hoping it's useful to other DMs too!
Here's a link to it on my blog, which includes a little more information about the system:
https://jasonstigliano.blogspot.com/2026/09/hobby-corner-downtime-rules-for-5e.html
Here's a link straight to the PDF:
https://drive.google.com/file/d/15jzCB_K93GGqsSsyEcxPeLZAbtjYzpKJ/view
r/DnDHomebrew • u/H_Atyus_Krystone • 15h ago
Hey there!
This week's Ironbound update is about two wizard subclasses, the Occultist that steals from other classes and the Plane walker, that is good at teleportation and close quarters magic.
Additionally a brand new Apocalyptic d100 wild magic table has been added as well!
You can get it and much more free content at https://www.patreon.com/c/ForgeofAtyus
Currently 100% of support goes directly to artwork as the project is currently nonprofit in favor for faster development.
r/DnDHomebrew • u/the_mithral_canvas • 22h ago
Weapon (Any Sword), Very Rare (Requires Attunement)
You must have proficiency with painter’s tools to attune to this weapon, which gains a +2 bonus to attack rolls. When you make an ability check using painter’s supplies while holding this weapon, your proficiency bonus is doubled.
Primary. This weapon deals an extra 1d6 damage according to the selected color of paint (Red: fire. Blue: cold. Yellow: lightning).
A creature that is hit by this weapon becomes painted by the selected color until it or another creature within reach of it uses an action to wipe away the paint. If a painted creature becomes submerged in water, the paint washes away.
As a bonus action you can change the selected color of paint by dipping this weapon into its scabbard.
Secondary. If you hit a painted creature with a different color paint (in either order), it suffers the respective effects.
Once a creature suffers one of these effects, the paint covering their body vanishes and they are no longer painted until they are hit by this weapon again.
“All you need to paint is a few tools, a little instruction, and a vision in your mind.”
- Robert Ross, Renowned Pictomancer
——
Thanks for checking out our 5e homebrew! For more items and homebrew D&D content be sure to visit our Instagram!
If you want to help us continue making more homebrew content and get your hands on hi-resolution printable cards, set collections, and our compendium PDF consider supporting us on Patreon!
r/DnDHomebrew • u/Jfig5117 • 1d ago
Hello Everyone,
In celebration of Arcana Unleashed I've made something for all the guys, gals and thalls who don't wanna touch a crusty old spell book, recite some silly old prayer or song, The Manual of Martial Prowess. This is a collection of homebrew rules meant as an overhaul of the martial, non-spellcasting, classes. These rules are meant to serve as a major bump in power and versatility for martial characters (barbarian, fighter, monk and rogue) and slight bumps for the other weapon using classes (paladin and ranger). It includes feats covering each weapon mastery, and weapon properties as well as a reworking of the battle masters maneuvers for the martial classes called combat techniques. These include several new techniques not previously from the battle masters maneuvers. The manual also includes a series of optional feats for the various weapon using classes and a revised battle master subclass. Finally, I've also introduced a new mechanic called Signature Techniques, which are powerful abilities that grow as your character gains levels (think along the lines of an anime protagonist's special attack and you'll have an idea what I'm going for). The signature techniques listed in this manual are not fully balanced against one another and are in an early draft form, so I am very eager to receive some feedback here and suggestions for more signature techniques.
Any feedback is welcome and I hope you all enjoy.
r/DnDHomebrew • u/Dry-Horse8723 • 4h ago
Rexian
Rexians are large primal people who often live in forests where open hunting is an option they live in tight knit tribes until they depart to start their own but until than they practice combat with each other until they reach adulthood tho only 45% live past 28 due,to their culture involving a lot of “play fighting” often leaving damages that lead to severe drawbacks later in life which they wear like badges of honour
Creature type: you are humanoid tho concidered dinosaur or therepod for any race that requires that
Age: 1-145years(tho most die wriund 28 due to the brutal fights)
Size: you are medium or large
Alignment: often mist they dont lean towards a alignment and often lost have none tho some learn toward evil or neutral and in rare cases even good tho often most unaligned
Languages: you speak primordial and common
Asi: you increase your str by 2 and your con by 1
Speed: 30ft
features:
Tough skin: increase your total hit points by 1 each level up
Bite force: your maw has terrifying strength and is a unarmed strike(bite): 1d6piercing+str on crits you heal hitponits equal to half your profeciency bonus
Younglings damages: durring your childhood you durring fights sustained damage that never quite healed you must choose one of the following durring character creation:
Leg damages: your speed is 25 and you have disadvantage on acrobatics(if medium you only get disadvantage on mobility related checks)
Arm damages: you cant use weapons other that your bite bite attack and you have disadvantage on sleight of hand(if medium you may use simple weapons)
Head trauma: lower your intelligence by 2 and get disadvantage on all intelligence sbility checks besides history(if medium you only lower your intelligence by 1).
(note: made this today please give feedback on whats to strong and whats to weak)
r/DnDHomebrew • u/comics0026 • 4h ago
My Pokémon-inspired Weapons and Items of the Day, with some Falinks armor to make sure you always have a sword and shield at hand!
Join my Patreon to vote on future items and get all the PDFs with over 1000 items, including all the Pokémon items, or buy the individual PDFs in my shop!
Armor (Half Plate, Shield, Shortsword) – Legendary (requires attunement)
This gold +3 half plate is made up of a dozen plates with white circles and pointy red nubs in the center, held together with a black harness. One hand is covered by a +3 shield, while the other hand is covered by a +3 dandpatta shortsword.
While attuned to this armor: critical hits on you are normal hits; if an enemy gives you disadvantage on any rolls, you have advantage on your attack rolls for as long as that disadvantage remains, with the advantage canceling out if the disadvantage was on attack rolls; and as an action, you can empower yourself, giving you +2 on all d20 rolls for 1 minute, but also can not gain any benefits from disengaging, or move farther away from any hostile creatures unless you are moving closer to at least one other hostile creatures. This includes attempts to teleport you, with those that would move you farther away from hostile creatures failing. You can stack this effect up to a +4, with the additional stacks only lasting until the end of the first instance.
Wondrous (Stone) – Very Rare (50,000 gp)
This small round stone has a swirl of red, black, and blue inside the yellow orb. When attached to an 870 - Legioslate, it can be mega evolved into an 870M - Hexadrunité for 1 minute once between long rests. You automatically drop anything you are holding as the armor’s sword and shield cover your hands.
r/DnDHomebrew • u/Gerhartus • 16h ago
Here is another monster tree idea
Marionette Tree Large Plant, Neutral Evil
Armor Class: 16 (natural armor) Hit Points: 97 (13d10 + 26) Speed: 0 ft. STR 16 (+3) DEX 12 (+1) CON 15 (+2) INT 6 (-2) WIS 14 (+2) CHA 13 (+1) Condition Immunities: Blinded, Deafened, Prone Senses: Blindsight 60 ft. (blind beyond this radius), Passive Perception 12 Languages: — Challenge: 6 (2,300 XP) Proficiency Bonus: +3
Traits Artisan's Prize: The wood of the Marionette Tree is incredibly flexible, dense, and highly sought after by master carpenters and instrument makers. If successfully harvested after the tree's death, its pristine lumber can be sold in a major city for 500 gp.
False Appearance: While the tree remains motionless, it is indistinguishable from a normal, unusually twisted or weeping tree.
Actions Multiattack: The tree uses its Puppet Strings. It then commands up to two different puppets under its control to make one melee weapon attack each. Puppet Strings: The tree targets one creature it can see within 30 feet of it. The target must be either dead, unconscious, or a living creature that fails a DC 13 Wisdom saving throw.
An affected target becomes attached to the tree by supernatural, resilient wood fibers and is Grappled (escape DC 14) and Restrained by the tree. While attached, a living creature is Charmed by the tree, incapacitated (except for the actions forced by the tree), and moves only when pulled by the tree. The tree can control up to 4 puppets at a time.
A creature can use its action to make a DC 14 Strength check, snapping the strings of a puppet within its reach on a success.
Puppet Strike: The tree forces one creature currently attached to its Puppet Strings to use its reaction to move up to 10 feet and make one melee weapon attack against a target of the tree's choice. The puppet uses its own attack modifiers and weapon damage.
Reactions Meat Shield: When the tree is targeted by an attack, it can pull one creature currently attached to its Puppet Strings into the path of the attack. The chosen puppet becomes the new target of the attack instead of the tree.
r/DnDHomebrew • u/Itchy_Presence7622 • 19h ago
I know every table is different, so balance isn’t universal. That being said i generally keep magic items simple and this is a little more complex, so I want outside input.
Item is a magic mirror containing an entity which allows you to see alternate timelines through the reflection. mechanically:
12 charges, which replenish after a long rest
- 2 charges to cast gift of alacrity on yourself as an action
- 4 charges to cast augury without material components
- as a reaction to getting hit, spend a charge to roll a dex save (DC the number the attack rolled to hit). on a success they miss instead. you cannot do this when critted
- bonus action and 1 charge to gain advantage on your next ability check
it has magical consequences
- spending a charge gives disadvantage on con checks and saves until the start of your next turn.
- spending a charge has a 25% chance to deal 1d4 psychic damage per charge
- spending 6 charges in 6 rounds makes it cast phantasmal killer on you (DC 13) the “caster” is an illusion of the entity, which appears within the spell’s range (this does not stack with the one above, it replaces it)
is it too weak? too op? suggestions?
the idea is the entity appears to you all the time, and the power it gives you is a double-edged sword.
r/DnDHomebrew • u/Big-Put-5859 • 20h ago
If anyone has feedback for improving these please lmk
r/DnDHomebrew • u/Most_Majestic_Emu • 1d ago
It started as a joke but turned into a full class and 4 subclass options. It hasn't been play tested yet so I would appreciate any critiques or suggestions.
Otherwise enjoy!
Here's an Adobe link to the pdf. https://acrobat.adobe.com/id/urn:aaid:sc:US:35c0fba5-abf2-4218-b9ff-6cbc54831870
r/DnDHomebrew • u/Ok_Security_9059 • 20h ago
a while ago i posted for advice and was told to share some of my book's content on reddit. this is a gatlin gun that is very common in my book's universe. keep in mind, this is a solo project and its a rough draft before i finalize it and put it on my pc. feel free to share any thoughts or opinions.
r/DnDHomebrew • u/Bryce-Bordelon • 23h ago
Warhammer 40k iIt took me longer to get this out that expected! I hope you guys eat on it for a bit until I can get the next one out—first Legendary monsters, ahoy!
(Edit: Second half was supposed to follow this one, going to polish off and add to it tomorrow or the day after, sorry!)
Art included:
“Ripper Swarm” by Damien Mammoliti
“Zoanthrope” by Billy Christian
“Ultramarines vs Tyranids” by Raymond Swanland
“Bloodmaster” by Daniel Caballero (Disclaimer: AI editing used to remove watermarks and boost colors—will not use again if you guys have issue!)
“Herald of Slaanesh” by Igor Sid
“Infernal Enrapturess” as shown in “Realm of Chaos: Wrath and Rapture”
“Sloppity Bilepiper” by Antonio J. Manzanedo
“Spoilpox Scrivener” by Antonio J. Manzanedo
“Heralds of Tzeentch” as shown in “Codex Chaos Daemons 8th ed”
r/DnDHomebrew • u/Josemi993 • 1d ago
r/DnDHomebrew • u/comics0026 • 1d ago
My Pokémon-inspired Weapons and Items of the Day, with a Drampa staff to bring the power of the past to the present!
Join my Patreon to vote on future items and get all the PDFs with over 1000 items, including all the Pokémon items, or buy the individual PDFs in my shop!
Staff (Cursed) – Legendary (requires attunement)
This green staff has a pink orb on top with spikey black hair and white whiskers coming off them. Curly black hair covers a top section and the bottom of the staff
While attuned to this staff: you gain a +3 bonus to spell attack and damage rolls; if your hitpoints fall below half of your maximum hit points, the +3 bonus to spells becomes +4; and you are immune to damage and negative effects caused by weather and weather-like effect.
Cursed. This staff is cursed. While cursed, your appearance changes to that of an elderly you with long white hair (although your actual age does not change), you have a strong desire to help and protect children, and if you see someone threaten or hurt a child, you must succeed a DC 20 Wisdom save or immediately attack them.
Wondrous (Stone) – Very Rare (50,000 gp)
This small round stone has a swirl of black, green and white inside the dark gray orb. When attached to a 780 - Drampama, it can be mega evolved into a 780M - Draïgeul for 1 minute once between long rests.