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Published by goroiamanuci, 2023-07-14 17:53:09

40 Rocks for DnD 5e!

40 Rocks for DnD 5e!

40 Rocks for DnD 5e! A D&D supplement for DM’s containing all the rocks and rock accessories you could need for an adventure. by @Fun_Kayy on twitter, tumblr and reddit. Rock of Malicious Enrichment @Fun_kayy


Rocks So what is a Rock? Rocks! That’s what a good encounter is all about, well maybe there’s a dungeon and maybe there’s a dragon or two but what’s in between all that. What’s in the corner of the room? What makes up the walls? What’s that odd looking contraption over there? It’s probably a fancy Rock and it could affect you! These things are the slightly magical inbetween of some good combat and an excellent story. It could be a lost gnomish contraption, a rune Rock from an ancient people, a crashed meteorite buried with time. What’s important is that it’s really only a minor piece of the story, something to keep the players interested and looking forward to the next story beat without overcrowding the room with a very complicated combat encounter. When should I employ a Rock? Rocks are a good tool to put in a combat as a background element, a spiked wall can really change a combat against a flighty enemy, a wyrd magic Rock could shift up your wizards attack patterns. They’re good to use as low level mood enhancers, some might give minor buffs or simply change an encounter or two enough to break the familiar mold. Too often can feel gimmick so try to add one early on in an adventuring day to get the players thinking but no more than that. Bonus Rock details: Minions Some Rocks may refer to the concept of minions, minions are a monster concept for a creature that you don’t have to track the health for. Minions always have 1 hp and the Evasion class feature. This means you can run a zombie swarm and really not have to think about the individual health of the zombies but still have all of the power. If you don’t like this rule that’s fine too, all of the minions referenced in this document are regular stat blocks too. I don’t like Rocks… Well that’s fair, neither do I, they’re coarse, rough and dirty. Luckily they can easily be flavored as other objects that would be hard to move around. So long as they follow universal Rock rules they should work fine. Universal Rock rules All Rocks in this document are large objects unless otherwise specified, they can be destroyed, with a basic AC of 13 and a hp of 30. If destroyed in this way they probably wouldn’t explode, it’s up to you (the dm) to make that call. Rocks are usually immune to all damage save bludgeoning, piercing, slashing, thunder and force damage. Usually Rocks or objects used in place of them weigh 2000 pounds. 1. Caustic Geyser Rock This acid geyser spews corrosive liquid from far beneath the earth. It cannot be easily collected as the liquid destroys most mundane vessels and is incredibly hot. When a creature ends its turn within 5ft of the Geyser must make a dc 13 dex save or take 2d6 acid damage and 2d6 fire damage. Any items in the path of the caustic geyser rust, mundane weapons rusted in this way take a -2 to their attack and damage rolls until fixed. Mundane metal armor damaged in this way takes a -1 to AC. 2. Spiked Rock This large spiky Rock is clearly the creation of a mad goblin druid, why is it all over this dungeon, right next to the spike pits? Moving or being moved into this spike requires a creature to make a dc 12 dexterity saving throw. On a fail the creature takes 3d6 piercing damage and is grappled. Escaping this grapple requires a dexterity (acrobatics) or a strength (athletics) check against a dc of 12 as an action. A creature can forcefully pull itself off of the spikes without using an action however it will take the 3d6 piercing damage again. Spiked Rock @Fun Kayy @Fun_Kayy


3. Powder Rock This small innocuous Rock is actually the alchemical remnants of a packed explosive that was clearly abandoned here some time ago. difficult to handle and easy to set off, if a creature touches or walks over this Rock it will explode in a 5ft radius, potentially setting off a chain reaction. Creatures within the radius must make a dc 21 dexterity saving throw or be knocked prone, blinded and deafened until the end of their next turn, they also take 2d4 fire damage or half if they save. 4. Thin Rock Surface This craggly cave floor appears to be solid, but who’s to say that there’s not another cave right underneath it. Small creatures can move across the surface without issue, medium or larger creatures must move across at half speed or make a dc 13 dexterity save. If a creature fails the dexterity saving throw a hole the rough size of the creature appears underneath it and it falls into the under layer. If the creature succeeds the saving throw, the hole still appears but the creature escapes to the nearest stable surface. 5. Fossilized Zombie Rock This Rock is the ancient remains of a battlefield crushed and fossilized in the soil, but undead are patient and ever hungry. If the Rock is within 10ft of either necrotic or radiant energy from a spell or ability it activates. When activated by any necrotic damage, it will activate, cracking apart and releasing 2d6 zombie minions in nearby spaces. When activated by any radiant damage, it will explode in a 20ft radius, creatures within 20ft must make a dc 13 constitution save as the internal energies of the Rock go haywire. On a fail creatures take 3d6 thunder damage and are knocked 10ft back and prone, on a success they are not knocked over and take half damage. 6. Malicious Rock This evil Rock has been sanctified by a hateful entity. Within 60ft any living creature must make a dc 15 charisma save or have disadvantage on any attacks and ability checks while within the radius. If a creature leaves the radius they are no longer affected but if they re-enter they do not make a save again and instead use their previous save. 7. Wyrd Spell Rock This Rock is the result of a mishap with a few too many conjuration spells that were never quite cleaned up. The magical energies within this Rock react to any spell cast in their radius. If a spell from 1st to 3rd level is cast within 30ft of the Wyrd Spell Rock, duplicate the spell at a random target within 30ft with the Wyrd spell Rock as the origin and spells save DC’s identical to the caster. The Wyrd Spell Rock automatically succeeds any concentration checks to maintain the spell until it is destroyed and can maintain concentration on multiple spells. If a spell above 3rd level is cast within 3ft of the Wyrd Spell Rock, it explodes as the fireball spell with a DC save of 15. This destroys the Rock. 8. Rock of Wretched Visage This wretched, horrific Rock bears quite an unsightly visage. If a creature capable of feeling fear bears witness, it must make a DC 12 wisdom save or be feared by the Rock until the end of their next turn. At the start of their turn, creatures feared by the Rock must spend their full movement and any possible dash actions to move as fast as possible away from the Rock or until it is out of sight. Creatures that pass or fail the save are then immune to the effects of the Rock for 24 hours. 9. Rock of Chaos This Rock roars with a primal energy uncontained by the forces that govern this world. Upon rolling initiative within 60ft of the Rock of Chaos, creatures must roll 1d20. On a 19-20 roll the target creature is affected by a dramatic surge of wild magic, they must roll on the wild magic barbarian table and be affected by the associated rage power for one minute. The save DC for any effect produced by the chaos Rock is DC 16. If the target of the effect is a barbarian or wild magic sorcerer, they may roll on this table twice and take the better result. If the chaos Rock affects more than three creatures, it explodes as the Fireball spell centered on itself with a save DC of 12. Rock of Chaos @Fun_Kayy


10. Conductive Rock Vein This naturally occurring, magically infused vein of Rock often runs across the ground and walls in caves or similar structures. Initially it is indistinguishable from any other ore one might find in a cave but it has a deadly property. If the ore itself or a creature touching the ore is hit with fire, lighting, cold or radiant damage it conducts that element. While conducting, any creature or object within 5ft must make a dexterity save or take 3d6 damage of the type the vein was hit by. Once the vein has expended this energy, it becomes regular, non magical ore. 11. Anti-Resonance Rock This black Rock monolith of a Rock sits silently wherever it lies. Any object within 30ft of the AntiResonance Rock falls under the effect of the silence spell while they stay within the radius. 12. Sudden Steam Geyser This Rocky outcrop hides an unrelenting and powerful force, steam. On initiative count 20 (or every six seconds out of combat) roll 1d6, on a 6 it erupts. All creatures within a 10ft radius must make a dc 14 dex save or take 4d6 fire damage and are knocked prone. If the creatures succeed the save then they only take half damage and are not moved. 13. Sword Rock This legendary Rock is said to have once held a sword that made a king, but what other secrets does it hide? In truth the Rock is actually a kind of inert slime. The slime only becomes viscous if impacted at great speed, after which it reforms and becomes solid. Objects stuck into the slime require a dc 14 athletics check ro remove from the Rock as an action. If a creature within 5ft of the Rock misses a melee attack, that creature must make a DC 10 dex save or have or have their weapon (including unarmed attacks) stuck into the Rock. If a creature becomes partially stuck into the Rock, they count as grappled. 14. Rock of the Council This Rock has been the centerpiece of many a great council and many a brokered deal. It is enchanted with a great and powerful magic of diplomacy created by a fay lord who grew tired of ill timed jokes and manipulation. Upon entering a 10ft radius of the monolith of meditation, creatures must make a DC 10 wis save, they can choose to fail this effect willingly. Upon failing the save, creatures are affected by the faerie fire, zone of truth and calm emotions spells for 10 minutes, creatures make another save after every minute and count all spells as one single effect. This effect can be dispelled as a single spell of first level and creatures may only be affected by this spell once per day. 15. Rickety Pillar Rock This supportive Rock is what’s holding up at least some of the roof above you, or is it standing alone in a field? the ruins of an ancient building. Regardless of its origins it’s clearly waiting for you to come along and give it a good smashing. The pillar has an ac of 15 and a hp of 20. Due to its ancient nature it also has no resistance to any type of damage, a slight wind could probably knock it over. When destroyed, all creatures within a 10ft radius make a dc 15 dex save or take 4d8 bludgeoning damage and be knocked prone and restrained underneath the rubble. A creature can use their action to remove the rubble as a dc 15 strength (athletics) check. 16. Psychic Emanation Rock This kind of Rock is often used by psychic cultivators upon initiation to strengthen their innate abilities. When creatures enter a radius within 60ft of this Rock, they must make a dc 18 intelligence save or be affected by the detect thoughts spell. This variant of the spell differs in that it has no limit to its length as long as the user is within 60ft of the Rock. Affected creatures cannot use the probe deeper feature of the detect thoughts spell and may only target other creatures also affected by the same spell. 17. Clone Stone (Rock) Usually found in clusters, it is unknown how these clearly magical Rocks were created. When a creature passes within 5ft of the clone Rock it immediately begins shaping itself into a perfect copy of the target creature including mundane weapons, items and clothes. All of these duplicated items are technically made of magically animated Rock. The clone Rock has the stat block of a cr1/4 zombie minion and will then attack the duplicated creature using whatever tools it can. Anti-Resonance Rock @Fun_kayy


18. Rock of Malicious Enrichment The result of an ancient alchemist trying to harness druidic magic, this Rock casts the plant growth spell once a month using the long term enrichment version of the spell. All plants enriched in this way turn to Rock over the course of a year. 19. Tongues Rock This Rock is enchanted with an ancient magic rune of understanding. All creatures within 30ft must make a dc 15 int save or be affected by the tongues spell. After which they lose the ability to speak, read and understand common for 8 hours. 20. Feather Rock Under the effects of this ancient runic Rock, all nearby objects within 30ft weigh half as much. Creatures under this effect can shoot ranged weapons twice as far, throw objects twice as far and all weapons without the thrown property gain a 20/60 thrown distance. 21. Quantum Rock This odd rock is truly a chunk from an odd moon from an outer plane. It comes in pairs and when not observed, switches places with its paired partner. Creatures touching the rock or standing upon it are also teleported with the rock to the location of its pair. 22. Reverse gravity Rock A simple enchantment controls the incredible power of this rock. Upon being touched by a creature, the rock reverses its gravity, pulling itself into the sky or vice versa. The rock will attempt to raise to a height of 20ft before falling on its next turn. If it cannot rise to 20ft it will simply slam itself against whatever holds it back. Creatures caught in the way of the rock must make a DC 14 constitution save or take 5d6 bludgeoning damage or half as much on a successful save. 23. Vampire blood Rock This ancient monolith carved with runes in the blood of a twisted abomination constantly drips with rotten, sickly blood. It emanates an aura of faint necromancy that can temporarily alter a creature when touched. It may create this blessing once per year or until the Rock is drenched in the blood of a powerful vampire. When a creature touches the Rock, roll on the table, the creature is altered in that way and also counts as undead for the length of the transformation 1. Target creature gains 5d6 temporary hit points. These temporary hit points persist through long rests though as usual to not replenish. For the duration that the creature has these temporary hit points they are immune to all poison and disease. 2. Until the next long rest, whenever the target creature kills a living creature within 10ft of it, it absorbs that creature’s blood and gains 1d6 + proficiency modifier hit points. 3. Target creature grows vicious claws on their hands, these claws deal 1d8 damage using an unarmed attack, have the finesse property and count as a +1 weapon. This transformation lasts until a long rest. 4. Target creature begins seeping poison from its body. This poison can be collected and used a number of times equal to the creatures constitution modifier (minimum once). The poison remains active for 24 hours after harvested or applied to a weapon after which it becomes an inert sludge. After all doses have been expended from the creature’s body, the effect ends on that creature but the poisons remain active for their duration. Applying the poison takes one action and the save is a DC 12 con save, on a fail the poison deals 4d6 poison damage and the target is poisoned until the start of your next turn. 5. Creature gains darkvision out to a range of 300ft and is constantly under the effects of detect good and evil and detect poison for one hour. 6. Roll on this table twice and take the preferred result, rerolling 6’s. 24. Alarm Rock This rock is enchanted with a variant of the alarm spell. When a creature enters within a 15ft radius, the rock emits bright light up to 30ft and dim light up to 60ft while emitting a thunderous sound up to 300ft. 25. Darkness Rock This void of a Rock is always enchanted with a magical darkness, often used to hide bandit lairs in the crooks of a mountain. All light within 30ft of the rock is magically snuffed out and sounds are dampened to a whisper. The darkness of this rock is countered by the daylight spell and other, stronger spells that create light. Vampire Blood Rock @Fun_Kayy


26. Loose Ceiling Rock This chunk of ceiling is clearly loose, was it once a badly installed art piece, or maybe a chandelier covered in rot with time. Either way, when hit by any damage, it will fall causing any creatures directly below within 10ft directly under to make a dc 14 dexterity save. On a fail, creatures take 5d6 bludgeoning damage and are knocked prone. On a success creatures take half and are not knocked prone. 27. Ethereal Mirror Rock This rock is not from this plane, then where is it from? Perhaps it was always here and we are the intruder? The rock reflects a perfect mirror of the world around it with some differences, the mirror reflects a state of the world from some time ago, it is of this room but from the past. Creatures walking into the Rock enter a mirror plane, there is nothing outside where the Rock cannot reflect, an impassable black wall simply blocks the way. Creatures reflected in the mirror from when its reflection was created become hostile when the Mirror Rock is entered, copies of the target creature but with no intelligence. Similarly objects reflected in the mirror rock appear identical but upon closer inspection are made of well painted stone. The Mirror Rock can have its reflection reset by being covered with a sheet of silk cloth then pulling the cloth and flashing it with a bright light as if from the daylight spell. 28. Rock of Reincarnation This bloodthirsty rock is enchanted with an ancient pact by a devil. When a creature dies within 30ft of the rock, the Rock of Reincarnation casts the spell Reincarnation on that creature immediately. This effect is recharged when 5 more creatures are killed within 30ft of the Rock of Reincarnation. Creatures killed in this way cannot be reincarnated or brought back from the dead as their souls are taken from their body by the Rocks creator. 29. Ration Rock The ration rock was brought here many years ago by traveling rangers. All food within 30ft of the ration Rock, regardless of edibility becomes edible and non poisonous if it is poisonous. As a side effect, all food also becomes tasteless. 30. Windswept Rock A Dwarven rune Rock meant to harness the winds of the distant plains for subterranean windmills. This Rock casts gusts of wind permanently in a direction of the DM’s choice with a dc save of 14. For some reason this Rock is often found near dangerous chasms or large pits. 31. Boiling Rock This ancient stone was used to heat the bathhouses of an ancient empire. Its surface is red and despite never cracking or melting, any creature that touches the Rock takes 4d6 fire damage on a dc 15 dex save or half as much on a successful one. Any large body of water the Rock usually sits in is always quite warm, almost hot. 32. Rock of the challenger This Rock was the adjudicator of duels in ancient times. If a creature within 30ft of the Rock hits another creature with a ranged or melee attack, those creatures become linked as per the compelled duel spell , this can be removed with the remove curse or dispel magic spells. This spell has no maximum duration. 33. Elemental Rock This ancient Rock was used by alchemists to conduct experiments. It converts all damage of a type into another type within a radius. This effect works for fire, cold, lightning, radiant, necrotic or acid damage. When the rock is created the damage type it converts to is set. 1. cold 2. fire 3. lighting 4. acid 5. necrotic 6. radiant 34. Dust Rock A loose collection of sandstone that has clearly been knocked around quite a bit. When the dust Rock is shaken by heavy movement or takes any damage it begins to destabilise. After one round the Rock collapses into a 30ft radius dust cloud that obscures all light and douses non magical light sources. This cloud lasts for one minute or until it is blown away by wind. Windswept Rock Kyoung Hwan Kim


35. Bile Rock The bile Rock spits a disgusting bile in a radius of 20ft around itself. A creature entering the bile or ending its turn on the bile must make a dc 13 dex save or fall prone. The bile is flammable. Dealing 2d6 fire damage to anyone touching the bile with a dc 10 dex save. The fire igniting the Rock destroys it into a smouldering pile of smelly flaming goo. 36. Stoneskin Rock The ancient remains of a druidic warrior trial and training ground, Within a radius of 60ft Creatures must make dc 15 con save or be partially turned to stone by the Stoneskin Rock. Creatures turned to stone partially cannot have an ac of less than 16. If the affected creature has a strength score of less than 15 it moves at half speed, has disadvantage on all attack rolls and can’t cast spells with somatic components. 37. Necropolis cornerstone Rock This shard of ancient Rock was once part of a city of the living dead. Any creature that dies within 60ft of the Necropolis Cornerstone Rock is raised as two cr1/4 zombie minions. One taking the form of the creature’s corpse, the other, a spectral copy of the creature. This Rock only activates for non undead creatures. 38. Ultralight Rock When exposed to bright light within 60ft, the ultralight Rock refracts the light internally to such a blinding degree that any creature within 30ft counts as blinded while within that radius. If there is no light to refract, the ultralight Rock stops refracting. While refracting the ultralight Rock emits bright light in a 60ft radius and dim light out to 120ft. 39. Hallucinatory Rock This mystical Rock appears as another object of a creature’s desires. One creature within 5ft of the Rock can make a dc 15 arcana check as an action to inscribe on the runes as to what the Rock can appear as. Upon activation the area within a 20ft cube of the Rock appears as a hallucination that looks completely real and outputs sounds accordingly. The dc to disbelieve is a dc 15 insight check. Creatures that have touched the illusion have advantage. 40. Druid Rock This rock was not actually created by druids, it was created by artificers to give druids a bad name. Any creature within 120ft of the druid stone that is wearing or carrying metal can feel it heat up. Creatures that come within 60ft of the druid stone have the metal heat so much that the metal undergoes the effects of the heat metal spell until the creature moves the metal outside of the 60ft radius or destroys the Rock. 41. BONUS ROCK: Rock of order This rock is really a shard of a great plane of order, a contraption still connected to its primeval law. All attack rolls within 30ft of the Rocks influences are always automatically a 10 on the d20. Rock of Order @Fun_Kayy


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