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Arcane is a 2021 animated Netflix series based on the game, League of Legends. The show follows the origins of several champions from the game and features an interesting take on the fantastical intersection of magic and science that could appeal to many D&D players.
The show features a number of items that are powered by a science-magic technology called hextech, including the atlas gauntlets, the mercury hammer, and the hex crystals that power these items.
The atlas gauntlets are wielded by the character Vi and the mercury hammer by Jayce. The unpredictable character Jinx wields a host of weapons, including her zapper gun (although the gun presented here is primarily based on the game rather than the show). The character Ekko and his Firelight fighters use crystal bombs to fight against the criminal overlord Silco, who manufactures and distributes a highly addictive strength-enhancing drug called shimmer. A D&D version of each of these items is described below.
Wondrous Item, Rare (Requires Attunement)
These massive gauntlets are nearly weightless for an attuned wielder. The gauntlets have 3 charges. While wearing these gauntlets, you can expend a charge to activate them for 1 minute. While activated, your unarmed strikes deal an additional 1d6 force damage on a hit, you can make an unarmed strike as a bonus action when you take the Attack action on your turn, and you have advantage on Strength (Athletics) checks to grapple a creature. If you hit a creature at least twice with these gauntlets on your turn, the creature must make a DC 15 Strength saving throw. On a failed save, the creature is pushed 10 feet away from you and knocked prone.
The gauntlets regain all expended charges daily at dawn.
Wondrous Item, Common
You can use an action to throw the bomb at a creature you can see within 60 feet of you. The bomb explodes on impact and is destroyed. The target must succeed on a DC 13 Dexterity saving throw or become restrained by crystal growths for 1 minute. A creature restrained by the crystals can use an action to make a DC 13 Strength (Athletics) check, freeing itself on a success.
Wondrous Item, Rare
As an action, you can use the hex crystal to cause a magical item you are holding to regain an expended charge. Once this property is used, it can’t be used again until the next dawn.
You can use an action to throw the crystal up to 60 feet. The crystal explodes on impact and is destroyed. Each creature within a 30-foot radius of where the crystal landed must make a DC 15 Dexterity saving throw taking 8d6 force damage on a failed save, or half as much on a successful one.
Weapon (Warhammer), Very Rare (Requires Attunement)
You gain a +2 bonus to attack and damage rolls made with this weapon. When you hit with an attack using this weapon, it deals an extra 1d8 force damage.
Shock Wave. You can use an action to strike the ground with the hammer and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, this property can’t be used again until the next dawn.
Mercury Cannon. You can use a bonus action to turn the top of the hammer into a magically powered cannon for 1 minute. While the cannon is active, you can use an action to fire the cannon at a creature within 60 feet of you that you can see. The creature must make a DC 15 Dexterity saving throw taking 4d8 force damage on a failed save, or half as much on a successful one. Once you use the cannon, you cannot turn the hammer into a cannon again until the next dawn.
This purple liquid glows with an eerie light. When you drink this potion, your Strength score becomes 21, you regain 2d4 + 2 hit points, and you gain 2d4 + 2 temporary hit points for 1 hour. In addition, when you consume this potion, you ignore the effects of any exhaustion levels you currently have. When the potion ends, you take 4d4 + 4 necrotic damage and gain one level of exhaustion.
Wondrous Item, Uncommon
As an action, you can fire this gun at a creature you can see within 120 feet of you. The creature must make a DC 13 Dexterity saving throw. On a failed save, the target takes 2d8 lightning damage and its movement speed is reduced by 10 feet (to a minimum of 0) until the end of its next turn. On a successful save, the target takes half as much damage and doesn’t suffer any other effects.
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