Riot Police Squad

For today, rather than a single creature, I have a full group prepared. If there’s big trouble in the streets, or if your players are being a bit more confrontational than you want them too (or, to put it clearly, they’re being vicious murderhobos), maybe it’s time for a police squad to make an appearance – one that’s suitably trained and equipped to deal with the situation, of course.


The main concept for this group is that they are a team – they compliment each other’s strengths and cover each other’s weaknesses. The one i’m talking about here might be a police squad, but it can easily adapted to be military, mercenary, or criminal -the principles remain the same.


The team is composed of 5 members. First, we have a Pointman: heavily armored and with a riot shield, they protect the other members or disrupt enemy groups by going into melee. Second, a Grenadier: armed with a grenade launcher, their main arsenal consists of tear gas and flashbang grenades to incapacitate the team’s targets. Third, a Drone Specialist: they control a large variety of mostly support drones, using them to oversee the battlefield and direct the team to the proper positions. And lastly, two Marksmen, armed with low-power electrolaser rifles (acting as tasers and blinders).


Total level for this group is 12, making it a moderate difficulty encounter for a 4-person level 3 party. Only Open Legend stats for this encounter, since it’s a modern/futuristic group.




NPC Level: 3

HP: 22

Guard: 16

Toughness: 16

Resolve: 15

Speed: 35’



Might 5 (2d6)

Agility 3 (1d8)

Fortitude 4 (1d10)

Protection 3 (1d10)



Filter Mask: The Pointman has Advantage 2 on checks to resist the effects of poisonous or debilitating gases (chemical weapons, tear gas, etc), and enemies have disadvantage 2 on attacks or banes that rely on such effects.

Barrier Emitters: The Pointman has Advantage 1 to invoke the Resistance boon, but can only affect themselves.

Sprinter: The Pointman’s speed is increased by 5’.



Resistance 3: Protection 3 (1d10), Advantage 1

Baton Strike: Might (2d6) vs Guard, single target.




NPC Level: 3

HP: 16

Guard: 15

Toughness: 15

Resolve: 14

Speed: 30



Agility 4 (1d10)

Entropy 5 (2d6)



Grenade Launcher: All of the Grenadier’s attacks use grenades, with medium range (75’) instead of close range (25’).

CS gas canisters: The Grenadier can ignore up to 2 levels of Disadvantage for area multi-targeting for their Barrier action.

Flashbang: The Grenadier can apply the Blinded bane with area multi-targeting on a 10×10 cube, ignoring area multi-targeting Disadvantage.



Barrier 5 (Damaging, Obscuring): Entropy 5 (2d6), 10×10+ area.

Blinded 5: Entropy 5 (2d6) vs Toughness, 10×10 area.




NPC Level: 2

HP: 18

Guard: 15

Toughness: 15

Resolve: 14

Speed: 30



Agility 5 (2d6)

Energy 5 (2d6)



Blinded 5: Energy 5 (2d6) vs Guard, single target, medium range.

Stunned 4: Energy 5 (2d6) vs Guard, single target, medium range.

Laser Rifle: Energy 5 (2d6) vs Guard, single target, medium range.


Drone Specialist


NPC Level: 2

HP: 15

Guard: 13

Toughness: 13

Resolve: 14

Speed: 30



Agility 3 (1d8)

Logic 3 (1d8)



Scanner Drones: The Drone Specialist carries up to 5 drones on him, but can have up to 3 on the air at a time. He can see through their on-board cameras as if using the Seeing boon, using a Heads-Up Display in his helmet. The Drones have Prescience 5, Perception 5, 5 HP, and 10 to all defenses.



Blindsight 5: Prescience 5 (2d6)

Truesight 5: Prescience 5 (2d6)


As you can see, each one of them might not be much of a threat on their own, or even if there’s more than one – but their abilities combined make them quite the formidable opponents. Grenadiers for area denial and crowd control – tear gas forces people to move to positions they might not want to, opening them up for the marksmen to take them out. Tear gas can also act as a smoke screen, concealing the pointman as he rushes the enemy or the marksmen moving to a better position. Meanwhile, the drones can detect most enemies, even through smoke or walls, allowing the team to coordinate and plan accordingly.


Since we’re talking about a police group, none of them would resort to lethal measures unless seriously pressured; any time someone gets to 0 hit points from their attacks, they are simply unconscious instead of dead. In case you want a more lethal group, consider adding normal fragmentation grenades to the Grenadier, as well as a normal handgun. You can also equip the Pointman with a shotgun or machine pistol – and of course ignore the incapacitation part i mentioned just before. You can also equip the Marksmen and the Drone Specialist with a variant of the ALFA weapon system, removing the Deadly 2 property.


The Return

After more than a month of inactivity, I’m back. Free from the cruelty of college exams, I now have all the time in the world to focus on the blog and other stuff (like Path of Exile and MTG Arena).


I’ve made a short reconstruction of the blog – changed the theme, and added some pages to consolidate everything i’ve created so that you can easily find it. I’m still playing around with how exactly everything will be presented, but for now it’s a solid improvement over the previous layout.


On the “Creations” menu up top, you’ll find every item and creature I’ve posted, organised and with links to the original article as well as an image with just the stats. They are divided into fantasy and scifi – as well as an extra category for items converted from Path of Exile.


Speaking of, i have a few more contributions to that particular list; more specifically, i now have the following items converted as well:



For now, only DnD 5e conversions are listed, but Open Legend will be there by next week too. I’m also considering looking into some other systems – Pathfinder, Shadowrun, WH40k – for the items and creatures. Nothing set in stone yet, but something i’ll look into.

That’s all for today. Regular posting schedule resumes: new posts every Sunday, with the next few posts probably leaning towards the modern/science fiction side of things.

Exiles and Encounters

Today we have a set of 13(!) different items, all inspired by Path of Exile. PoE is an ARPG with a dark storyline about a group of people exiled to the hostile land of Wraeclast, where the entire continent is suffused with dark magic after a mysterious Cataclysm destroyed the empire inhabiting it. The game is a fantastic source of inspiration for tabletop RPGs; monsters are unique and interesting, bosses even more so, with a lot of lore surrounding them. Same goes for the over 800 special unique items in the game, each one with its blurb of flavor text, many connected to the game’s storyline directly, or referencing old history or myths.


It’s no surprise that people would convert the game in a TTRPG format. I was planning to convert PoE items into DnD for quite some time now, but i finally got started when i saw a post on the Path of Exile subreddit by user Madous, who is DMing a 5th edition game set in the game’s world titled “Exiles and Encounters”. He put out an open call for anyone interested to assist in converting the PoE monsters and unique items in the DnD 5e system, so i decided i’d put some ideas on the table. So without further delays, here are the items (pdf included afterwards – i have also added links to the Path of Exile wiki for each item):


Jorrhast’s Blacksteel

Weapon (Maul), rare (requires attunement)

You gain a +1 bonus to attack and damage rolls with this magic weapon.

When you deal a critical strike with this weapon, an ethereal blade manifests directly next to you. This blade acts as a Dancing Sword, and deals 1d8 slashing damage with its attacks. When it attacks 4 times, instead of flying to your hand, it dissolves. You cannot have more than one of them active at any time.

His flesh had long turned to dust, but his vengeance lived on in every scrap of iron he touched.



Weapon (Mace), rare (requires attunement)

While attuned to this item, you can expend a spell slot to cast Scorching Ray. If you do, targets hit take maximum damage, and you regain 2 life for each ray that hits. You can use this ability once per short rest.

After the fires swept down from the sky and swallowed the city, all that lingered, as if locked in time,was a memory of that which was gone, a whisper of deeds undone.


Hand of Thought and Motion

Weapon (Claw), rare (requires attunement)

You gain a +1 bonus to attack and damage rolls with this magic weapon. In addition, attacks with this weapon deal extra lightning damage equal to 1d4 plus your Intelligence modifier.

She carries us and nurtures us until we must feed upon each other.


Hand of Wisdom and Action

Weapon (Claw), very rare (requires attunement)

You gain a +2 bonus to attack and damage rolls with this weapon. Attacks with this weapon deal extra lightning damage equal to 1d6 plus your Intelligence modifier. If your Dexterity score is 15 or higher, if you make an attack with this weapon, you can amke an additional attack with it as a bonus action.

She thinks and we act. She acts and we think. Fragments of the whole that washes clean the skies.


Piscator’s Vigil

Weapon (Wand), very rare (requires attunement)

You can make ranged attacks with this weapon, using your Intelligence modifier for attack rolls. Attacks deal fire, cold and lightning damage equal to 1d4 + your Intelligence modifier (so total damage is 3d4+3*INT). While attuned to this item, you are considered to be proficient with it.

“Stone still, amidst the reeds, breath fogging in the iron cold air. he sits, he waits, he watchesA piscatorial vigil, sat by the riverhis cathedral, his patience his unanswered prayer.” –  Jojoba Mansell, bard, angler, adventurer


Midnight bargain

Wand, rare (requires attunement)

While attuned to this item, you can use the spell Animate Dead normally (by expending a spell slot); when you do, you can target one additional corpse or pile of bones, creating an additional zombie or skeleton, as appropriate. In addition, undead you raise this way have their base speed increased by 5. However, your Hit Point Maximum is reduced by an amount equal to half your level; this reduction cannot be mitigated or removed by any means, except by breaking attunement with the item.

A chilling hush, a scraping sound

Of things no more entombed in ground.

A shambling horde is on its way

To crush the very light of day.


The Rippling Thoughts

Weapon (Longsword), legendary (requires attunement)

Upon becoming attuned to this item, it summons a Harbinger of the Arcane, an ethereal minion that follows you and is immune to all damage. While the Harbinger is active, when you roll damage for a spell you cast, you can reroll any 1s and use the second result. When you deal a critical strike with this weapon, a burst of magical energy erupts in a 15-foot cone in front of you. Enemies in that area must make a Dexterity saving throw (with your spell save DC). On a failed save, they take 2d8 slashing and 2d8 lightning damage, or half as much on a successful one. If somehow the Harbinger is killed (for example by entering an antimagic field), it reappears after your next long rest.

The Rippling Thoughts


Hyrri’s Demise

Wondrous Item (Quiver), very rare (requires attunement)

You gain a +1 bonus to attack and damage rolls with bows and crossbows while attuned to this item. In addition, attacks with bows and crossbows deal additional fire damage equal to your Strength modifier, additional cold damage equal to your Dexterity modifier, and additional lightning damage equal to your Intelligence modifier (minimum of 0).

Hyrri’s quick thinking led to victory, but it came at the cost of respect.


The Fracturing Spinner

Wondrous Item (Quiver), very rare (requires attunement)

You gain a +1 bonus to attack and damage rolls with bows and crossbows while attuned to this item.

Upon becoming attuned to this item, it summons a Harbinger of Directions, an ethereal minion that follows you and is immune to all damage. The Harbinger has 10 charges, which it regains after a long rest. If somehow the Harbinger is killed (for example by entering an antimagic field), it reappears after your next long rest. While the Harbinger is active, you can use a bonus action to make it expend a charge and empower your next single-target ranged attack or damaging spell with one of the following effects:

– Deal an additional 1d6 fire and 1d6 cold damage

– Target a second enemy within range.

– Target two additional enemies within  15 feet of the first target.

The Fracturing Spinner



The Flow Untethered

Wondrous Item (Belt), very rare (requires attunement)

Upon becoming attuned to this item, it summons a Harbinger of Time, an ethereal minion that follows you and is immune to all damage. While the Harbinger is active, you can use a bonus action to command it to cast Haste on you; the spell lasts until the end of your next turn. You can use this ability twice per short rest. If somehow the Harbinger is killed (for example by entering an antimagic field), it reappears after your next long rest.

The Flow Untethered


Malachai’s Artifice

Wondrous Item (Ring), rare (requires attunement)

Select a spell that deals elemental damage (fire, frost, lightning, acid). You gain resistance to the spell’s damage type. When you deal damage with this spell to a creature, it gains resistance to that damage type, but vulnerability to other elemental damage types until the end of your next turn.

When the wind blows, Know which way to bend and watch the others break.


Perandus Signet

Wondrous Item (Ring), legendary (requires attunement)

While attuned to this item, you gain +2 Intelligence, up to a maximum of 22. You also gain proficiency in Intelligence saving throws, and a bonus in them equal to the number of magic items you are attuned to.

“Our warehouses are bursting. Our vaults are full. But our minds are still hungry.” -Medici Perandus, Prefect to the Treasury



Lori’s Lantern

Wondrous Item (Ring), very rare (requires attunement)

While attuned to this item, whenever your Hit Points drop below 1/4 of your maximum, you gain resistance to all elemental damage (fire, cold, lightning, acid), and enemies have disadvantage on attack rolls when targeting you. In addition, you can cast the Light cantrip as a bonus action.

By its light, Lori led her young charges to safety and bound up their wounds. Her sword arm was iron, yet her heart gentle and proof against hate.

You can find these items also in this Homebrewery-generated pdf.

You can find Madous streaming on twitch here (including the actual play of the PoE campaign every Wednesday), and the subreddit dedicated to his campaign here, where other people throw in their own ideas.


I will revisit these items for Open Legend variants, but on a later date – exams are fast approaching and they have to take priority. I will do them at the beginning of July – along with pdfs for previous items (that i know i promised but didn’t deliver yet – sorry for that!).


Thanks for reading – hopefully i’ll be able to post again next weekend, but after that things are going to get a bit hectic.

Wake of the Storm

These heavy, plated boots are engraved with scenes of massive thunderstorms, as well as several arcane runes. They might belong to a fearsome warlord and conqueror, a devoted follower of Talos, or perhaps a brash sorcerer.


DnD 5e

Wondrous Item, rare (requires attunement)

While wearing these boots, you gain resistance to thunder damage. Additionally, you can use a bonus action to speak its command word; for 1 minute afterwards, every step you take creates a thunderous boom. The first time you move each turn, enemies within 20 feet of you must make a DC 13 Wisdom saving throw or become frightened until the end of their next turn. Creatures that succeed in the saving throw are immune to this effect for 1 hour. In addition, while this effect is active, you can stomp on the ground in order to cast Shatter at its lowest level without expending a spell slot, centered on you (you are unaffected by it). If you do, enemies that fail their Constitution saving throw also become frightened until the end of their next turn (even if they had previously succeeded their fear saving throws), and the effect ends. The boots can’t be used this way again until the next dawn.


Open Legend

Wealth Level: 5

While wearing these boots, your defense scores are increased by 5 against Thunder damage. Once per day, you can activate them, making every step you take create a thunderous boom; the first time you move each turn for 1 minute, enemies within 20 feet of you must make a CR 13 Will check, or be afflicted with the Fear bane. In addition, while this effect is active, you can stomp on the ground to release a powerful shockwave around you. If you do, enemies within 20 feet of you must make a CR 15 Fortitude check, or take 2d6 Thunder damage and be afflicted with the Fear bane, and the effect ends.


Since Open Legend doesn’t have defined damage types, and thus you might not use thunder, you can substitute it for lightning. If you do, it might be more fitting to raise the Wealth Level to 6, since lightning is a relatively common damage type. Shatter deals 3d8 damage in DnD 5e, but Open Legend generally has much lower HP pools, and along with the exploding dice, reducing the damage dealt looks like a prudent decision.


Worldbuilding Thoughts: Interstellar and FTL travel, Part 2

Picking up where we left off last week, today we’ll examine a couple more ways of FTL space travel.




Wormholes are another staple of science fiction, sometimes also called Einstein-Rosen bridges. Similar to warp drives, they don’t allow “true” FTL travel; instead, they shorten the distance between two points by creating an alternate path. Matter traveling in the wormhole still travels at sublight speed, it just has a shorter distance to traverse – a simple enough premise.


In stories, wormholes most commonly appear in two different ways. Firstly, as “free” wormhole generators – ships would be able to create their own wormholes at any point, to any target within range, somewhat resembling a warp drive in function. These wormholes would be relatively unstable and dissipate after the ship’s transit. Secondly, as permanent “tubes” that connect two fixed points, either naturally occurring or created as part of a megastructure. Such wormholes would be important strategic points, and even if alternate means of FTL travel existed, these permanent paths would be safer, stabler, and probably faster than alternatives; but obviously limited by their fixed point-to-point nature. Travel along the wormhole could be either instantaneous if the wormhole is implied to directly connect the two points, or simply shorter than “real” space.


Personally, in my own homebrew setting, I imagine a third alternative: an enormous space station acts as a wormhole generator, able to send a ship anywhere within range instantly… but not bring them back, since the wormhole collapses immediately. There are however alternate means of FTL, so the ships aren’t stranded forever.


Parallel Dimension


Another common trope in science fiction is using some sort of alternate or parallel dimension that the ships enter, where the laws of nature are different – the cap for speed of light might not exist, time may flow differently, or even those dimensions do not contain “time” and “space” as we know it at all. This is a bit more abstract way of allowing FTL travel – the actual mechanics behind it would be very hard if not impossible to describe, so they are mostly “handwavy” ways. These dimensions have numerous names and applications: in the Halo series, slipspace is a set of 11 dimensions that exist alongside the known 3-dimensional space. In Warhammer 40.000, the Immaterium is a literal hell, and to traverse it ships need special shields (Gellar Fields) or demons invade and kill the crew (or do much worse things to them). Star Wars makes use of Hyperspace – although how exactly it works is unknown to me. Generally, Hyperspace, Slipstream/Slipspace, or Subspace are very common names for this, although as I said before the inner workings and limitations of this mode of travel vary greatly. from case to case.

I also wanted to talk about Krasnikov Tubes, another proposed way of FTL travel in real life, but there wasn’t enough for me to work with – but they are a quite strange proposal, and you can read more about them if you want.


I hope you found these posts interesting, and perhaps even helpful for your own worldbuilding efforts.

Worldbuilding Thoughts: Interstellar and FTL travel, Part 1

In many science fiction settings, space travel is a vital part of the story. Be it only a lunar colony or a galactic empire, there must be some way for the people and supplies to travel from planet to planet. However, without some way to travel faster than light, a trip even to the nearest stars would take decades – and further than that might take tens of thousands of years, making it practically impossible. In reality, FTL travel is considered impossible, but we don’t care much about reality – if a wizard can throw fireballs and lightning around, our spaceships can travel as fast as they want. So, I thought i’d gather what thoughts I’ve had on the subject, and perhaps help you with your worldbuilding. I’m going to talk about several types of FTL travel, how they might work, and how this would affect an interstellar society. Obviously there’s going to be plenty of handwaving, and there’s no need to delve into the details of how an FTL drive would work, but I find that having a believable – in the context of your world – explanation for such a vital technology adds a bit of immersion, especially for hard sci-fi.


Relativistic Sublight Speeds


While not faster than light, I feel this still deserves a mention, since it’s the most realistic (does this word even have a purpose in our case?). The basic concept for travel at relativistic speeds is that you take advantage of time dilation for the occupants of the spaceship, meaning that as the ships speed approaches c, time in it flows slower than time outside of it. So, if a ship has a destination 10 light years away, and travels with a speed of 0.5c, for everyone else 20 years would pass between launch and arrival – but for the people in the ship, it would be around 17 years. This might not seem like a lot, but it decreases exponentially – in fact, there’s a very simple equation to calculate time “saved”, given by the Lorentz factor: γ = √(1 – v²/c²), where v is the ship’s velocity and c is the speed of light. If the time that passes outside the ship is Δt, the time inside the ship is γ * Δt. This immediately has some interesting consequences: at ~0.86c, time spent is halved. At 0.99995c, time passes 100 times slower. At 1c, the ship would travel anywhere without any time passing at all – at least for the passengers. For anyone not inside the ship, time would pass “normally” – if the ship travels at light speed, it would take 100 years for it to travel 100 light years. And we also see why traveling faster than light is forbidden – if v is bigger than c, there would be negative time passage in the ship – what this means, who knows?

Anyway, before I get into concepts I don’t understand, what would this mean for your setting? Well, travel would still take a long time, but with sufficient speeds, it would be feasible – establishing a colony would no longer require a ship capable of sustaining an entire society for centuries, or incredibly advanced cryogenics. Sending supplies to a colony might take a decade or more, but it would still be within a “reasonable” timeframe. Interstellar pilots would probably be the highest paid profession, since they sacrifice essentially their lives – everyone they knew when they left would be dead when they arrived, not to mention the trip back. From all these facts, we can assume that interstellar travel wouldn’t be a common occurence – trade would probably consist of vital materials moved in mass amounts, and anything else would be an incredibly expensive luxury.

As for how a ship could reach those speeds, chemical propellants are obviously out of the question. One possibility is nuclear pulse propulsion – detonating nuclear bombs behind the ship to accelerate it, per the Orion Project proposition, but while it might work for short distances and lower speeds, it quickly ramps up to the point of being equally impractical with standard rockets. A more “feasible” solution is the Bussard Ramjet – a giant magnetic funnel collects hydrogen, then compresses it until nuclear fusion occurs. The resulting energy is directed backwards, similar to a rocket. This could also result in people looking for “jet lanes” – areas where hydrogen is denser and could provide better acceleration, and thus faster travel, but it could also mean that when the lane is used for the first time, the hydrogen is expended and the lane is “dead”. A third option would be to use a Warp Drive that i’m going to talk about just below, and simply adjust it to be able to reach only sublight speeds.


Warp Drive


Warp drives are probably the most referenced mode of FTL travel in science fiction, notably being popularized with Star Trek. However, that means that a “warp drive” can be literally anything – there’s no common characteristics that define it. So, i’ll just talk about the original one – the real proposition for the Alcubierre Warp Drive.

They way it works is, essentially, by “cheating”. An object cannot travel faster than light, but space itself doesn’t have such a restriction; so the ship moves at normal speeds, but space around it is warped in a superluminal wave. Is this actually possible? Probably not. To achieve this warp bubble, you would need some form of matter with negative mass – and while the existence of such a thing is not impossible from what we know, it’s also never been observed before. So there we have the first possible limitation for our imaginary warp drive – its fuel would probably only be created in particle accelerators, and thus be expensive to mass produce. Secondly, the crew of the ship would have no means of controlling the bubble, either steering it or stopping it – there would have to be some external signal. Most likely, the bubble would collapse when it was disrupted by a sufficiently strong gravitational field, which means that, if you adopted this limitation, spaceships could travel only in straight lines – and if they missed their target star, they would continue onwards until hitting another target, which would probably be hundreds of lightyears away if they were lucky, or most likely at the edge of the universe. The bubble also has another problem: as it travels in the universe, it collects all the random particles and atoms flying around in the front part. When it pops, all there particles are released in a massive burst of radiation, likely frying the ship as well as everything else in the immediate vicinity. This places a range limit on warp drives – they would have to regularly discharge the particle buildup before it becomes unmanageable.

These are just 2 from endless possibilities – you can be super specific and go for hard “science” in your explanations – or you can just say “We have FTL and we’re not really interested in how it works”. Still, I think you should have at least some basic characteristics of your FTL technology mentioned – Can ships travel anywhere, anytime or do they have to follow specific paths? Is travel instantaneous or does it take time? Is it expensive, or cheap and commonplace? In addition, nothing is stopping you from having several different technologies, all with their own advantages and disadvantages. For example, there might be two types of warp drives – one is very fast, but also expensive and has all the limitations I mentioned above, while the second is considerably slower but allows free travel.

That’s all for today – but there will be a Part 2 next week, where i’ll talk about two more options.

Doomwhisper Periapt

Today’s item is only for Dungeons and Dragons, and it’s an experiment with a concept I haven’t seen yet: what i’d call non-linear spell upgrades. What i mean by that is that normally, if you want a spell to have a greater effect, you simply cast it at a greater level according with the spell slots you have available, and the spell scales linearly with the level of the spell slot. Usually for damaging spells you add 1 or 2 extra damage dice per spell slot level, and for others you have extra targets or a greater duration. However with this type of item, you improve the base effects of a spell in a different way than that. Rather than further butchering a very simple explanation however, i’ll just go ahead and give you the item itself.


This particular one is based on debuff-type spells, and specifically Bestow Curse, Elemental Bane, Hex, and Slow. Admittedly, it’s quite powerful, but you can nerf it by picking some of the spells instead of all of them. Besides, it’s the powerful items that are the most fun. Besides the spell upgrades, it’s also got some extra effects as well.


Doomwhisper Periapt

Wondrous Item, legendary (requires attunement)


This amulet is made of polished silver, with a pure onyx stone embedded. When you hold it or wear it, you begin to hear faint, unintelligible whispers. You cannot understand what they say, but you feel unsettled by them.

While you are attuned to this item, you gain the following benefits:

  • When casting the Bestow Curse spell, you can choose to inflict an additional effect on the target, different from the first one.
  • When casting the Elemental Bane spell, you can select an additional element.
  • When casting the Hex spell, the necrotic damage increases from 1d6 to 2d6.
  • When casting the Slow spell, the reduction to AC and Dexterity saving throws increases to -3. When casting a spell that takes 1 action, the threshold to delay the spell activation is 9 instead of 11.
  • You can cast these spells normally (expending a spell slot) even if you do not know them.
  • When casting any of those spells, you are considered to have used a spell slot of one level higher when an enemy attempts to use Counterspell.
  • When you concentrate on one of these spells, you automatically succeed on all Constitution saving throws to maintain concentration.


Optional Rules

As i mentioned before, you can choose to only include bonuses for one or two of the four spells, rather than all of them. This is also a prime candidate for a cursed item; for example, the bearer of the periapt should cast one of the spells at periodic intervals on sentient creatures to maintain attunement, or something in that vein. The DMG also has several examples of cursed items.