This large bottle contains 1d6 + 4 servings of rum. The caramel-colored liquid is fiery and sweet. When you drink this rum you are emboldened with a rebellious spirit for 10 minutes. During this time, if you start your turn with less than half of your maximum hit points, you have resistance to all damage, your attack rolls have advantage, and you gain the effects of the freedom of movement spell until the start of your next turn.
Curse. Anyone who drinks this rum is marked by the Argent Agony, a dreaded silver corsair that sails the astral sea. The mark is invisible, located between your shoulder blades, and resembles a silver skull. Any spell that removes curses can remove the mark. One fortnight after you imbibe the rum, during your sleep, you are astrally projected (as per the astral projection spell, however it cannot be dismissed voluntarily) and attacked by astral pirates. The pirates attempt to kidnap and force you into labor aboard the Argent Agony. This can be resolved by a DC 16 Charisma saving throw or combat within the astral plane (GM’s choice). On a failure, you are forced to work as a crewmember of the Argent Agony for a fortnight. During this time you cannot leave the ship unless ordered to do so. At the end of each day you can remake the saving throw, freeing yourself from the curse and the astral projection on a success. The astral projection can only be dispelled if the curse is removed first, otherwise any attempt to dispel it fails. Once you have served a fortnight aboard the Argent Agony, your soul is returned to your body along with your cut of the plunder and the mark vanishes.
The Argent Agony seeks those with a rebel’s spirit, and takes joy in the irony of forcing them to serve as the corsair’s crew.
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Life is very busy unfortunately, gone from most Pbp's indefinitely. If you'd like to contact me, I am on Discord at GreatAxeblade#7595, always happy to chat :)
Coat of the Chameleon Wondrous item, rare (requires attunement by a bard)
Imbued into the fabric of this overcoat is the maneuverability of the chameleon. While wearing it you have a climbing speed equal to your walking speed.
The hue of this coat changes at your whim. While wearing it, you can use a bonus action to shift the coat between a dazzling rainbow display, active camouflage, or an unassuming overcoat in a color of your choice.
While the rainbow is active, Wisdom (Insight) checks made to read you have disadvantage, and you have advantage on Charisma (Performance) checks.
While the camouflage is active, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide.
This coat allows you to split your attention in two directions at once. You can grant Bardic Inspiration dice to two creatures with one bonus action. The number of Bardic Inspiration dice is expended as usual. Additionally, if a creature uses your Bardic Inspiration on a Dexterity (Stealth) or Charisma (Deception) check, the number rolled is doubled.
Curse. The coat occasionally reacts to your mood when you are under duress, revealing your intent. If you attempt a Charisma (Deception) check while wearing the coat, roll one of your Bardic Inspiration dice. If the result is even, subtract the number rolled from the total. The Bardic Inspiration die is not expended when used in this way. If you fail the check, the coat suddenly takes on a conspicuous appearance.
Basel was determined to avoid accruing undue karmic debt. A little white lie to prevent the deal from going sour would have bypassed a lot of unnecessary bloodshed. But this blasted coat, always undermining him, revealed the ruse at the most inopportune time. Of course, a few well-placed fireballs cleared things perfectly as a last resort. He’ll have to volunteer around the clock at the orphanage to tip the scales in his favor again.
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This large bottle contains 1d6 + 4 servings of rum. The caramel-colored liquid is fiery and sweet. When you drink this rum you are emboldened with a rebellious spirit for 10 minutes. During this time, if you start your turn with less than half of your maximum hit points, you have resistance to all damage, your attack rolls have advantage, and you gain the effects of the freedom of movement spell until the start of your next turn.
Curse. Anyone who drinks this rum is marked by the Argent Agony, a dreaded silver corsair that sails the astral sea. The mark is invisible, located between your shoulder blades, and resembles a silver skull. Any spell that removes curses can remove the mark. One fortnight after you imbibe the rum, during your sleep, you are astrally projected (as per the astral projection spell, however it cannot be dismissed voluntarily) and attacked by astral pirates. The pirates attempt to kidnap and force you into labor aboard the Argent Agony. This can be resolved by a DC 16 Charisma saving throw or combat within the astral plane (GM’s choice). On a failure, you are forced to work as a crewmember of the Argent Agony for a fortnight. During this time you cannot leave the ship unless ordered to do so. At the end of each day you can remake the saving throw, freeing yourself from the curse and the astral projection on a success. The astral projection can only be dispelled if the curse is removed first, otherwise any attempt to dispel it fails. Once you have served a fortnight aboard the Argent Agony, your soul is returned to your body along with your cut of the plunder and the mark vanishes.
The Argent Agony seeks those with a rebel’s spirit, and takes joy in the irony of forcing them to serve as the corsair’s crew.
I love all the items, but if I could make a suggestion, another weird wood item would be epic. I love the art style and the items powers, maybe a item set…? I totally get it if your busy, or have a bunch of other items your working on, but if you have the time and you want to, I think it would be awesome!
Coat of the Chameleon Wondrous item, rare (requires attunement by a bard)
Imbued into the fabric of this overcoat is the maneuverability of the chameleon. While wearing it you have a climbing speed equal to your walking speed.
The hue of this coat changes at your whim. While wearing it, you can use a bonus action to shift the coat between a dazzling rainbow display, active camouflage, or an unassuming overcoat in a color of your choice.
While the rainbow is active, Wisdom (Insight) checks made to read you have disadvantage, and you have advantage on Charisma (Performance) checks.
While the camouflage is active, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide.
This coat allows you to split your attention in two directions at once. You can grant Bardic Inspiration dice to two creatures with one bonus action. The number of Bardic Inspiration dice is expended as usual. Additionally, if a creature uses your Bardic Inspiration on a Dexterity (Stealth) or Charisma (Deception) check, the number rolled is doubled.
Curse. The coat occasionally reacts to your mood when you are under duress, revealing your intent. If you attempt a Charisma (Deception) check while wearing the coat, roll one of your Bardic Inspiration dice. If the result is even, subtract the number rolled from the total. The Bardic Inspiration die is not expended when used in this way. If you fail the check, the coat suddenly takes on a conspicuous appearance.
Basel was determined to avoid accruing undue karmic debt. A little white lie to prevent the deal from going sour would have bypassed a lot of unnecessary bloodshed. But this blasted coat, always undermining him, revealed the ruse at the most inopportune time. Of course, a few well-placed fireballs cleared things perfectly as a last resort. He’ll have to volunteer around the clock at the orphanage to tip the scales in his favor again.
This is AMAZING. As a young artists and new too d&d this brings A smile to my face. Am I allowed to use these things for my campaigns and or print them?
This is AMAZING. As a young artists and new too d&d this brings A smile to my face. Am I allowed to use these things for my campaigns and or print them?
Indeed, you are welcome to use our items for your home campaigns! We have a Patreon that provides hi-rez printables for your players to use in-game, as well as upcoming exclusive perks like our very own adventure with maps, monsters, and more (all illustrated of course :D).
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You ignore the effects of strong wind and penalties to underwater ranged attacks made with this piece of magic ammunition, and it reappears in your hand after hitting or missing the target. You can choose to disperse weather effects, such as fog or rain, in a 10-foot-diameter sphere centered on Stormpiercer when it hits a target until the end of your next turn. If the weather effect is magical, make a Wisdom check against the caster’s spell save DC, dispelling the effect on a success. When you make a ranged attack with this arrow you can choose to take 1d4 slashing damage on the arrow’s bladed fletching. This damage cannot be reduced in any way. If the arrow hits, it deals an extra 1d6 cold, 1d6 lightning, and 1d6 thunder damage to the target.
As a bonus action immediately before making an attack with Stormpiercer, you can grant yourself truesight out to 120 feet for 1 minute. The truesight ends early if you use an action or reaction to do anything other than attack with Stormpiercer. This property can’t be used again until the next dawn.
Stormpiercer is rumored to be one of the arrows in the quiver of the Harbinger. Once a man, now a cursed creature of wrath and thunderous violence that arrives in the eye of hurricanes to sunder ships and slay their crew. A rare survivor washed ashore with this prize impaled in his gut, telling a feverish tale of a being with icy skin, and an albatross slung round his neck, dealing death with bow and arrow. After the sailor succumbed, this fearsome arrow was retrieved from the wound and given its name. No one dares to bear Stormpiercer across the sea out of a dreadful suspicion that the Harbinger seeks to refill his quiver ever still.
You ignore the effects of strong wind and penalties to underwater ranged attacks made with this piece of magic ammunition, and it reappears in your hand after hitting or missing the target. You can choose to disperse weather effects, such as fog or rain, in a 10-foot-diameter sphere centered on Stormpiercer when it hits a target until the end of your next turn. If the weather effect is magical, make a Wisdom check against the caster’s spell save DC, dispelling the effect on a success. When you make a ranged attack with this arrow you can choose to take 1d4 slashing damage on the arrow’s bladed fletching. This damage cannot be reduced in any way. If the arrow hits, it deals an extra 1d6 cold, 1d6 lightning, and 1d6 thunder damage to the target.
As a bonus action immediately before making an attack with Stormpiercer, you can grant yourself truesight out to 120 feet for 1 minute. The truesight ends early if you use an action or reaction to do anything other than attack with Stormpiercer. This property can’t be used again until the next dawn.
Stormpiercer is rumored to be one of the arrows in the quiver of the Harbinger. Once a man, now a cursed creature of wrath and thunderous violence that arrives in the eye of hurricanes to sunder ships and slay their crew. A rare survivor washed ashore with this prize impaled in his gut, telling a feverish tale of a being with icy skin, and an albatross slung round his neck, dealing death with bow and arrow. After the sailor succumbed, this fearsome arrow was retrieved from the wound and given its name. No one dares to bear Stormpiercer across the sea out of a dreadful suspicion that the Harbinger seeks to refill his quiver ever still.
This hat is actually a living mimic that prefers to take the appearance of a captain’s tricorn.
Sentience. This hat is a sentient neutral item with an Intelligence of 6, a Wisdom of 13, and a Charisma of 8. It has hearing and darkvision out to a range of 60 feet. It can understand, and speak Common. It speaks with surly sailor lingo. It doesn’t require sleep, but it needs to eat ¼ pound of food every day. If, at the end of a day it hasn’t been fed, it goes into a dormant state, losing all magical properties and hibernating until fed.
The mimic will attempt to bite anyone that touches it, unless they’ve fed it within the last 24 hours. It has a +5 bonus to attack, and deals 1d4 piercing damage on a hit.
If you’ve fed the hat within the last 24 hours, it grants you the following properties while wearing it:
It uses its many eyes to survey your surroundings, and alert you to any suspicious activity. You cannot be surprised.
As a bonus action you can command it to polymorph into any style of headwear, or revert it to a tricorn.
As an action you can command it to repeat a snippet of conversation up to six seconds long that it heard within the last week.
The first mate knew well to bribe the captain’s living hat with a bit of cheese before fetching it for her, lest he lose another finger. It was an ornery creature, prone to foul language and mockery. It took delight in using it’s perfect memory to stir up controversy and pit members of the crew against each other, or whisper gossip into the captain’s ear.
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Regalia of the Rhinoceros Armor (half plate), very rare (requires attunement by a barbarian)
You have a +1 bonus to AC while wearing this armor. As an action you can touch a creature and expend one use of your rage to neutralize all poisons affecting it.
When you enter a rage, or once as a bonus action while you're raging, you can designate a 30-foot-radius on the battlefield as your territory for the duration of your rage. Within this territory your walking speed increases by 10 feet and, if you move at least 10 feet in a straight line toward a target right before making a melee weapon attack against it, your attack deals an extra 1d6 piercing damage. Additionally, as a reaction while within the radius, when a creature enters your territory, you can move up to your movement speed towards that creature and make one melee weapon attack against it.
Curse. Every day at dawn your skin takes on a mottled gray appearance. The only thing that seems to temporarily alleviate this condition is if you spend at least 10 minutes in a mud bath, returning your skin to normal until the next dawn.
The power of the rhinoceros is both the fearsome might to defend their territory and the mythical ability to cure poison with their horn.
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Hammer of the Thundersmith Weapon (warhammer), very rare(requires attunement)
When you hit with an attack using this magic warhammer, the target takes an extra 1d6 thunder damage. If the creature is made of metal or wearing metal armor, you can force the creature to make a DC 16 Constitution saving throw. On a failure, the thunderous blow reverberates throughout the metal and disrupts the creature’s actions. The creature is deafened and has disadvantage on attack rolls and ability checks until the end of your next turn. If a creature already under this effect fails the saving throw a second time, it also becomes stunned for the duration.
This hammer allows you to forge creatures of elemental air, such as air elementals and invisible stalkers. If you provide 200 gp worth of tin for each point of the intended creature’s CR (e.g. tin worth 1,000 gp is required to create a CR 5 air elemental), and forge it for 1 hour with this hammer, make a DC 16 Strength (Smith’s Tools) check. On a success, the tin sublimates into the intended creature. On a failure, the tin is destroyed and the process fails. If you attempt to create a creature with a CR greater than half of your player level (rounded down), the process fails. A creature created using this hammer is an ally to you and your companions. It obeys your verbal commands (no action required by you) and undergoes any task you give it to the best of its abilities. It remains under your control for 1 year, after which point it gains the freedom to act however it desires. It may seek revenge against its creator for subjecting it to a year of servitude, ally itself with those who showed it compassion, or vanish from the material plane altogether. The creature disappears if it drops to 0 hit points. You can maintain control over a number of forged creatures equal to half your proficiency bonus (rounded down) at the same time. For each creature created by this hammer that is currently under your control, the DC to create a new creature increases by 1, and additional tin worth 1,000 gp is consumed by the process.
This mighty hammer is a relic from the thundersmiths of yore, who forged an army of roaring wind for their stormlord lieges. The stormlords swept the land with elemental force, toppling kingdoms and reshaping the continent in a ferocious gale before vanishing all at once.
As the smith worked the tin, it began to grow softer, almost pillowy and lighter in color. It ballooned outwards in size, and rippled when struck, as if a condensed bubble of air grew inside of the ingot. Within minutes of working it, the metal seemed to become translucent and bounce on the anvil with each blow. Undaunted by this bizarre transformation, the smith continued to strike the tin, calculating each hammerblow with mysterious intent. As if an invisible reaction had reached its climax, the tin expanded suddenly. The smith stepped back and jammed a finger in each ear. The nearly invisible balloon of tin lifted off of the anvil and hovered for a second before bursting tremendously. From within, a being of whipping wind and cloud emerged: the process was complete.
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Rebel’s Rum
Potion, very rare
This large bottle contains 1d6 + 4 servings of rum. The caramel-colored liquid is fiery and sweet. When you drink this rum you are emboldened with a rebellious spirit for 10 minutes. During this time, if you start your turn with less than half of your maximum hit points, you have resistance to all damage, your attack rolls have advantage, and you gain the effects of the freedom of movement spell until the start of your next turn.
Curse. Anyone who drinks this rum is marked by the Argent Agony, a dreaded silver corsair that sails the astral sea. The mark is invisible, located between your shoulder blades, and resembles a silver skull. Any spell that removes curses can remove the mark. One fortnight after you imbibe the rum, during your sleep, you are astrally projected (as per the astral projection spell, however it cannot be dismissed voluntarily) and attacked by astral pirates. The pirates attempt to kidnap and force you into labor aboard the Argent Agony. This can be resolved by a DC 16 Charisma saving throw or combat within the astral plane (GM’s choice). On a failure, you are forced to work as a crewmember of the Argent Agony for a fortnight. During this time you cannot leave the ship unless ordered to do so. At the end of each day you can remake the saving throw, freeing yourself from the curse and the astral projection on a success. The astral projection can only be dispelled if the curse is removed first, otherwise any attempt to dispel it fails. Once you have served a fortnight aboard the Argent Agony, your soul is returned to your body along with your cut of the plunder and the mark vanishes.
The Argent Agony seeks those with a rebel’s spirit, and takes joy in the irony of forcing them to serve as the corsair’s crew.
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Nice Backstory!
Life is very busy unfortunately, gone from most Pbp's indefinitely.
If you'd like to contact me, I am on Discord at GreatAxeblade#7595, always happy to chat :)
Homebrew races: ~Otterfolk! Play as a otter!~ Playable Dryad! (Literally just the monster sheet ported to player race)
Sauce Archpriest!- Join the Supreme Court of Sauces! Join the Cult of Cults! EXTENDED SIGNATURE Tooltips
Coat of the Chameleon
Wondrous item, rare (requires attunement by a bard)
Imbued into the fabric of this overcoat is the maneuverability of the chameleon. While wearing it you have a climbing speed equal to your walking speed.
The hue of this coat changes at your whim. While wearing it, you can use a bonus action to shift the coat between a dazzling rainbow display, active camouflage, or an unassuming overcoat in a color of your choice.
This coat allows you to split your attention in two directions at once. You can grant Bardic Inspiration dice to two creatures with one bonus action. The number of Bardic Inspiration dice is expended as usual. Additionally, if a creature uses your Bardic Inspiration on a Dexterity (Stealth) or Charisma (Deception) check, the number rolled is doubled.
Curse. The coat occasionally reacts to your mood when you are under duress, revealing your intent. If you attempt a Charisma (Deception) check while wearing the coat, roll one of your Bardic Inspiration dice. If the result is even, subtract the number rolled from the total. The Bardic Inspiration die is not expended when used in this way. If you fail the check, the coat suddenly takes on a conspicuous appearance.
Basel was determined to avoid accruing undue karmic debt. A little white lie to prevent the deal from going sour would have bypassed a lot of unnecessary bloodshed. But this blasted coat, always undermining him, revealed the ruse at the most inopportune time. Of course, a few well-placed fireballs cleared things perfectly as a last resort. He’ll have to volunteer around the clock at the orphanage to tip the scales in his favor again.
Thanks for looking! ✨ Like our work? Consider supporting us on Patreon to unlock hi-res item art, cards, monsters, campaign settings and more! 🧙♂️
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I love this one
Black Lives Matter
Count as high as you can before Nikoli_Goodfellow Posts!
Extended Signature, The Best Paradox, We all knew it.
I participate in the Level 20 Gladiator Arena with several champions they are all in my extended signature Win Streak: 0 Total Wins: 19 Total Loses: 6
I love all the items, but if I could make a suggestion, another weird wood item would be epic. I love the art style and the items powers, maybe a item set…? I totally get it if your busy, or have a bunch of other items your working on, but if you have the time and you want to, I think it would be awesome!
I love this one
This is AMAZING. As a young artists and new too d&d this brings A smile to my face. Am I allowed to use these things for my campaigns and or print them?
I don't know if you can ask the person who made this thread.
Fair enough
Thanks for all the love guys!! We really appreciate the comments, it keeps us going!
Indeed, you are welcome to use our items for your home campaigns! We have a Patreon that provides hi-rez printables for your players to use in-game, as well as upcoming exclusive perks like our very own adventure with maps, monsters, and more (all illustrated of course :D).
Thanks for looking! ✨ Like our work? Consider supporting us on Patreon to unlock hi-res item art, cards, monsters, campaign settings and more! 🧙♂️
You can also find our item packs for use on the Roll20 Marketplace! Be sure to check out our Instagram, Reddit, Twitter and Discord to stay in touch!
Stormpiercer
Weapon (arrow), legendary (requires attunement)
You ignore the effects of strong wind and penalties to underwater ranged attacks made with this piece of magic ammunition, and it reappears in your hand after hitting or missing the target. You can choose to disperse weather effects, such as fog or rain, in a 10-foot-diameter sphere centered on Stormpiercer when it hits a target until the end of your next turn. If the weather effect is magical, make a Wisdom check against the caster’s spell save DC, dispelling the effect on a success. When you make a ranged attack with this arrow you can choose to take 1d4 slashing damage on the arrow’s bladed fletching. This damage cannot be reduced in any way. If the arrow hits, it deals an extra 1d6 cold, 1d6 lightning, and 1d6 thunder damage to the target.
As a bonus action immediately before making an attack with Stormpiercer, you can grant yourself truesight out to 120 feet for 1 minute. The truesight ends early if you use an action or reaction to do anything other than attack with Stormpiercer. This property can’t be used again until the next dawn.
Stormpiercer is rumored to be one of the arrows in the quiver of the Harbinger. Once a man, now a cursed creature of wrath and thunderous violence that arrives in the eye of hurricanes to sunder ships and slay their crew. A rare survivor washed ashore with this prize impaled in his gut, telling a feverish tale of a being with icy skin, and an albatross slung round his neck, dealing death with bow and arrow. After the sailor succumbed, this fearsome arrow was retrieved from the wound and given its name. No one dares to bear Stormpiercer across the sea out of a dreadful suspicion that the Harbinger seeks to refill his quiver ever still.
Thanks for looking! ✨ Like our work? Consider supporting us on Patreon to unlock hi-res item art, cards, monsters, campaign settings and more! 🧙♂️
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why.....? It's cool never the less.
This one is super cool
I think it’s implied that that’s how you get the extra 3d6 damage
RIP Tavern.
All hail King Jovan Fluffycloud Prince
Teleporting elf monk supremacy!, but druids are better
[Cactus]Waffles!”I don’t have any good quotes to put in my sig.” -Me
Oh, huh, guess I’m just dumb.
Copycat Captain’s Hat
Wondrous item, uncommon
This hat is actually a living mimic that prefers to take the appearance of a captain’s tricorn.
Sentience. This hat is a sentient neutral item with an Intelligence of 6, a Wisdom of 13, and a Charisma of 8. It has hearing and darkvision out to a range of 60 feet. It can understand, and speak Common. It speaks with surly sailor lingo. It doesn’t require sleep, but it needs to eat ¼ pound of food every day. If, at the end of a day it hasn’t been fed, it goes into a dormant state, losing all magical properties and hibernating until fed.
The mimic will attempt to bite anyone that touches it, unless they’ve fed it within the last 24 hours. It has a +5 bonus to attack, and deals 1d4 piercing damage on a hit.
If you’ve fed the hat within the last 24 hours, it grants you the following properties while wearing it:
The first mate knew well to bribe the captain’s living hat with a bit of cheese before fetching it for her, lest he lose another finger. It was an ornery creature, prone to foul language and mockery. It took delight in using it’s perfect memory to stir up controversy and pit members of the crew against each other, or whisper gossip into the captain’s ear.
Thanks for looking! ✨ Like our work? Consider supporting us on Patreon to unlock hi-res item art, cards, monsters, campaign settings and more! 🧙♂️
You can also find our item packs for use on the Roll20 Marketplace! Be sure to check out our Instagram, Reddit, Twitter and Discord to stay in touch!
Regalia of the Rhinoceros
Armor (half plate), very rare (requires attunement by a barbarian)
You have a +1 bonus to AC while wearing this armor. As an action you can touch a creature and expend one use of your rage to neutralize all poisons affecting it.
When you enter a rage, or once as a bonus action while you're raging, you can designate a 30-foot-radius on the battlefield as your territory for the duration of your rage. Within this territory your walking speed increases by 10 feet and, if you move at least 10 feet in a straight line toward a target right before making a melee weapon attack against it, your attack deals an extra 1d6 piercing damage. Additionally, as a reaction while within the radius, when a creature enters your territory, you can move up to your movement speed towards that creature and make one melee weapon attack against it.
Curse. Every day at dawn your skin takes on a mottled gray appearance. The only thing that seems to temporarily alleviate this condition is if you spend at least 10 minutes in a mud bath, returning your skin to normal until the next dawn.
The power of the rhinoceros is both the fearsome might to defend their territory and the mythical ability to cure poison with their horn.
Thanks for looking! ✨ Like our work? Consider supporting us on Patreon to unlock hi-res item art, cards, monsters, campaign settings and more! 🧙♂️
You can also find our item packs for use on the Roll20 Marketplace! Be sure to check out our Instagram, Reddit, Twitter and Discord to stay in touch!
Hammer of the Thundersmith
Weapon (warhammer), very rare (requires attunement)
When you hit with an attack using this magic warhammer, the target takes an extra 1d6 thunder damage. If the creature is made of metal or wearing metal armor, you can force the creature to make a DC 16 Constitution saving throw. On a failure, the thunderous blow reverberates throughout the metal and disrupts the creature’s actions. The creature is deafened and has disadvantage on attack rolls and ability checks until the end of your next turn. If a creature already under this effect fails the saving throw a second time, it also becomes stunned for the duration.
This hammer allows you to forge creatures of elemental air, such as air elementals and invisible stalkers. If you provide 200 gp worth of tin for each point of the intended creature’s CR (e.g. tin worth 1,000 gp is required to create a CR 5 air elemental), and forge it for 1 hour with this hammer, make a DC 16 Strength (Smith’s Tools) check. On a success, the tin sublimates into the intended creature. On a failure, the tin is destroyed and the process fails. If you attempt to create a creature with a CR greater than half of your player level (rounded down), the process fails. A creature created using this hammer is an ally to you and your companions. It obeys your verbal commands (no action required by you) and undergoes any task you give it to the best of its abilities. It remains under your control for 1 year, after which point it gains the freedom to act however it desires. It may seek revenge against its creator for subjecting it to a year of servitude, ally itself with those who showed it compassion, or vanish from the material plane altogether. The creature disappears if it drops to 0 hit points. You can maintain control over a number of forged creatures equal to half your proficiency bonus (rounded down) at the same time. For each creature created by this hammer that is currently under your control, the DC to create a new creature increases by 1, and additional tin worth 1,000 gp is consumed by the process.
This mighty hammer is a relic from the thundersmiths of yore, who forged an army of roaring wind for their stormlord lieges. The stormlords swept the land with elemental force, toppling kingdoms and reshaping the continent in a ferocious gale before vanishing all at once.
As the smith worked the tin, it began to grow softer, almost pillowy and lighter in color. It ballooned outwards in size, and rippled when struck, as if a condensed bubble of air grew inside of the ingot. Within minutes of working it, the metal seemed to become translucent and bounce on the anvil with each blow. Undaunted by this bizarre transformation, the smith continued to strike the tin, calculating each hammerblow with mysterious intent. As if an invisible reaction had reached its climax, the tin expanded suddenly. The smith stepped back and jammed a finger in each ear. The nearly invisible balloon of tin lifted off of the anvil and hovered for a second before bursting tremendously. From within, a being of whipping wind and cloud emerged: the process was complete.
Thanks for looking! ✨ Like our work? Consider supporting us on Patreon to unlock hi-res item art, cards, monsters, campaign settings and more! 🧙♂️
You can also find our item packs for use on the Roll20 Marketplace! Be sure to check out our Instagram, Reddit, Twitter and Discord to stay in touch!
Cool!
All my drawings I do look bad, any tips?