Adventure Time for D&D 5e – Part 3: Alignment, Feats, Weapons & Equipment

Back in 2014, I ran a 4th edition D&D game set in the world of Adventure Time. I used a fantastic Adventure Time homebrew mod of D&D 4e, by Bloodghost, to run the game. After writing about Species and Classes for an Adventure Time campaign in 5th edition, I thought it would be good to look at some more stuff to support players in the Land of Ooo. This article looks at alignment, provides 3 new feats and a bunch of weapons and equipment you can use in any D&D game.

Watching Adventure Time isn’t required to play in this setting, but it really helps. Any of this material could be used in your own homebrew setting or to get started on playing a game in this setting.

I’ll be breaking this down into five parts and releasing another chapter each week.


Adventure Time draws inspiration from the old AD&D days. In the Land of Ooo, alignment is something heroes often talk about openly when faced with moral challenges. When running an Adventure Time game, it is important for you to remind your players to consider their character’s alignment when making decisions. When a character goes against their alignment they might even comment about the turmoil they are going through or another character might even call them out on acting out of alignment. All those alignment meta discussions can now just happen right in game and be part of roleplaying.



I would recommend allowing players to take 1 feat when starting out in an Adventure Time game. This makes the game a little less deadly and more customized for the world. The three feats below are just some example feats that work well to add some mechanics to their background and even some hooks. Feel free to create additional feats on your own or with your players.

Hero Knight

Prerequisite: Folk Hero background

Your heroic acts have been noticed by a princess and you have been called to court to become a knight of the princess’ kingdom. By completing a small ceremony where you take an oath to defend the kingdom with your very life:

  • Heros are tough, so increase your Constitution score by 1, to a maximum of 20.
  • You become a knight of a kingdom such as Rock, River, Ice Cream or whatever you like. This kingdom could match up with an adventure you completed, your species and/or background. The kingdom can be something from the show or totally made up.
  • You have advantage on saving throws against fear.
  • You could be called home to defend your kingdom or asked to complete a quest at any time.

I’m a Princess

Prerequisite: Noble background (optional: possession of a Princess Crown)

You have gained the title princess of Ooo and you have certain responsibilities and privileges. By completing a small ceremony:

  • You increase your Charisma score by 1, to a maximum of 20.
  • You are a princess of a kingdom such as Rock, Flame, River, Ice Cream or whatever you like. This kingdom should match up with your species and/or background and can be something from the show or totally made up.
  • You have advantage on Charisma (Persuasion) checks when talking to one of your subjects or someone who recognizes you as a princess.
  • You could be called home to your kingdom for royal business at any time.
  • You can not replace an existing Princess without the permission of your DM.
  • Kingdoms can have multiple Princesses and you most likely aren’t a ruling princess and are too busy adventuring anyway to rule.
  • This feat can be combined with the Inspiring Leader feat to become a ruling princess (at the DMs discretion).

Wizards Rule

Prerequisite: “Wizards Only, Fools”, this feat can’t be taken by Scientists and can only be taken by Rangers, Sorcerers, Warlocks and Wizards.

Your magical powers have grown and you’re invited to officially become a wizard. By completing a small ceremony:

  • You increase your spellcasting statistic score by 1, to a maximum of 20.
  • You have advantage on Constitution saving throws that you make to maintain concentration on a spell when you take damage.
  • You are invited as a competitor to all Wizard tournaments.
  • You know the location of Wizard City, a magical settlement hidden in a mountain range.



An important thing to remember about Adventure Time is that players will find gold pieces and sometime even find old currency (US greenbacks?). To make things easy just have a dollar equal a gold piece. I would set the price of stuff in gold pieces, but you can decide the prices on the items below.

Adventure Time is set in a land of dungeons filled with loot, but it is also a post apocalyptic world set in our future. Pretty much any mundane items found in the Players Handbook should be available to players but modern items need to be plentiful as well.

  • equipment like ropes, lanterns and even mobile devices
  • weapons such as swords, bows and even modern weapons
  • armor, shields, robes and more modern clothes too

Apple Pie

Potions are so boring, replace them with an apple pie from a cute little elephant. A character that eats an apple pie regains 2d4+2 hit points. Eating an apple pie takes an action and the creature eating the pie must be conscious and able to swallow.

Mobile Device

Whether you call it a cell phone, PDA, mobile or pocket computer… these devices can be used to connect to the Internet and call, text or email other people with similar devices. To use a device like this requires no special proficiency. If you have never used this type of device before you will need someone who is familiar with these types of devices to show you how for a period of time equal to 20 minutes, minus your total intelligence score. To call, text or email someone you will need to have them in your list of contacts. These devices work best closer to areas of civilization such as the Candy Kingdom and will not work in areas without reception (which will be indicated by total “bars” out of 5 by your DM).

Ball Blam Burglerber

The Ball Blam Burglerber is a gun Princess Bubblegum invents that appears in “Lady & Peebles.” It shoots out green balls that create massive explosions upon impact.
Damage: 3d6 radiant damage
Ammunition (range 30/90), energy balls, reload (6 shots), two-handed
Each creature within 5 feet of the hit target must succeed on a DC 12 Dexterity saving throw or take 2d6 radiant damage.

Universal Translator Device

Appears in the episode “My Two Favorite People”, this device is often worn by Rainicorns when they come to Ooo to translate Korean to Common/English. The universal translator device appears to be similar to a dog collar with a brown strap. The translator itself has a red checkered switch lever, pieces of tape listing the settings of the device, the speaker, and the knob to select the voice setting which included Old Man, Nerdy Alien, and Nightmare.

Candy Cane Shotgun

The Candy cane shotgun looks like a large striped candy cane, but with a hole at the tip to fire bullets. The candy cane shotgun is a weapon used by the Candy People. It functions like a pump-action firearm, but you need to make the cocking and firing action noise yourself.
Damage: 1d8 piercing damage
Ammunition (range 30/90), candy shot, reload (8 shots), two-handed

Ice Cream

Ice Cream is delicious and instantly kills Horrible Evil Piglets. A character that eats ice cream also regains 1d4+1 hit points. Eating an ice cream takes an action and the creature eating ice cream must be conscious and able to swallow. If the character rolls a 1 on the 1d4, they experience an ice cream headache and must make a DC 12 Constitution saving throw, and on a fail become Stunned until the end of their next turn.

Honey Energy Drink

Potions are so boring, replace them with honey energy drinks acquired while at a bear dance party. A character that drinks a Honey Energy Drink regains 2d4+2 hit points, removes 1 level of exhaustion and has advantage on initiative rolls for 10 minutes. Drinking a honey energy drink takes an action and should only be done once between long rests (unless you are a party bear) or you might experience insomnia or worse effects such as dancing legs.

Other Ideas from the Show/Video Games

  • Electrode Gun
  • Flame Resistant Robo Suit
  • Spaghetti, Bacon Pancakes or an Everything Burrito
  • Thimble
  • Taser
  • Sunglasses
  • Kitten Gun
  • Bananarangs
  • Chair Sled
  • Liquid Pyrotechnics
  • Sack of Butter


In the next article we’ll look at Magic Items & Spells. Don’t forget to check out the previous articles if you missed them.


About these Materials

I contacted Bloodghost directly to ask if there would be an update to the materials for 5th edition or if I could take a crack at it, but I didn’t receive a reply. I’ve borrowed heavily from Bloodghost’s ideas for this guide. ADVENTURE TIME and all related characters and elements are trademarks of and © Cartoon Network. The main article photo is from an episode of Adventure Time.


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Shawn Ellsworth

Shawn is an author and co-founder of He first got into tabletop RPGs through ninjas and then by playing a Kender in Dragonlance. Years later, he can be found running games in the Nentir Vale and his own Seas of Vodari campaign setting.