This unusually small hand crossbow packs a mighty punch. You have a +1 bonus to attack and damage rolls made with this magic weapon. The crossbow has 3 charges, and it regains 1d3 expended charges daily at dawn. When you make a ranged attack with the crossbow, you can expend 1 to 3 of its charges to empower the bolt with kinetic energy. On a hit, for each charge you spend, the target takes an additional 1d12 force damage and is pushed 5 feet away from you. Additionally, when you fire a kinetic bolt, you must succeed on a DC 10 (+2 for each additional charge) Strength saving throw or be knocked prone. If you score a critical hit with a kinetic bolt, the target is pushed thrice as far and knocked prone.
“It’s got a kick to it!” Irwin blurted out after being launched onto his back. He remained supine for a minute to catch his breath before resuming target practice.
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Stone Wail Weapon (war pick), very rare (requires attunement)
You have proficiency with this war pick if you are a dwarf. You have a +2 bonus to attack and damage rolls made with this magic weapon.If the target is made of stone, you deal an additional 2d8 force damage and attack rolls score a critical hit on a roll of 19 or 20.
The war pick has 3 charges, which it regains after you complete a long rest. As an action while wielding this war pick, you can expend 1 charge to blast a creature that you can see within 30 feet with a ray of petrification. The targeted creature must make a DC 15 Constitution saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends and the creature is immune to the ray of petrification for 24 hours. On a failure, the creature is petrified for 1 hour.
Motherlode! Reducing a stone creature to 0 hit points with Stone Wail causes them to crumble and expose a gem of the following type. Roll a d20: 1. Copper Nib (1 cp) and motherlode can’t be used again until you complete a long rest. 2-4. Malachite (10 gp). 5. Bloodstone (50 gp). 6. Onyx (50). 7. Chrysoprase (50 gp). 8. Jasper (50 gp). 9. Moonstone (50 gp). 10. Tourmaline (100 gp). 11. Amethyst (100 gp). 12. Chrysoberyl (100 gp). 13. Jade (100 gp). 14. Pearl (100 gp). 15-16. Diamond (100 gp). 17-18. Diamond (300 gp) 19. Diamond (500 gp). 20. Diamond (1,000 gp).
ROCK AND STONE!
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Helm of the Stampede Wondrous item, rare (requires attunement by a barbarian)
While wearing this helm, you gain a +1 bonus to AC. Once per long rest, when you take damage you can use your reaction to enter a rage even if you are out of rages for the day.
The horned helm is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. If you move at least 20 feet in a straight line toward a Large or smaller target, you can use a bonus action to make a gore attack with the horned helm. On a hit, the target takes an additional 1d6 piercing damage and is knocked prone.
The wind and cold of the Thistled steppe swirled around the nomad warriors. Steam bellowed forth from fur-lined helmets, and frosty beards curled as they smiled wide. With gap-toothed glee they screamed their laughter at the army of archers on their doorstep. Though arrows landed between their ranks, the elders, chuckling, lit their long ritual pipes and puffed patiently. From the oldest bull to the youngest colt, the group took comfort knowing that when their enemy had exhausted their last volley and were forced to draw swords, nothing could stop their thunderous stampede.
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This rough-hewn bow is carved from many interlocking pieces of sage wood. The creaking of the wood when drawn is intelligible to the wielder and full of secret knowledge. The sagebow has 3 charges. Whenever you draw this bow to make a ranged attack, you can expend 1 charge to learn a secret. This secret can be: the location of one trap or secret door within 150 feet of you, the surface thoughts of the creature you are attacking, the location of any food or water within 150 feet of you, or a piece of ancient lore from the region you are in. Secrets are no longer than a single phrase. If you choose to cancel your attack after learning a secret, you may do so, ending your action. The sagebow regains all spent charges daily at dawn.
Endelva drew her bow and aimed it at the hulking beast, snorting obliviously as it rooted for tubers. But before she loosed an arrow, she listened closely to the creaking of the sage wood. It whispered the fear and determination of a mother in search of food for her children before the harsh winter winds blow from the north and the long hunger sets in. Endelva hesitated before lowering her bow, her conscience ruling that she must find quarry elsewhere.
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This large boar haunch has been smoked and seared to perfection, although it has an unnatural aura. The haunch never rots, and a DC 15 Wisdom (Medicine) or Intelligence (Arcana) check will reveal that it is undead. Eating the meat down to the bone will provide a full day’s nourishment and grant you advantage on Constitution saving throws for 8 hours. The meat will regrow, fully cooked and seasoned, over the course of 1d4 + 1 days.
Curse. For 8 hours after you eat from the haunch you have disadvantage on saves against spells or effects from undead creatures.
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This large boar haunch has been smoked and seared to perfection, although it has an unnatural aura. The haunch never rots, and a DC 15 Wisdom (Medicine) or Intelligence (Arcana) check will reveal that it is undead. Eating the meat down to the bone will provide a full day’s nourishment and grant you advantage on Constitution saving throws for 8 hours. The meat will regrow, fully cooked and seasoned, over the course of 1d4 + 1 days.
Curse. For 8 hours after you eat from the haunch you have disadvantage on saves against spells or effects from undead creatures.
I am actually playing a necromancer named Abigail. This is funny.
MAN!!! These are cool!!! I love the weird wood bow!!! The art is so neat, especially on the bow. Could we see more stuff like the bow? Maybe some far realm stuff or a weird wood sword!!! I would enjoy a more powerful version of the weird wood bow, like maybe the “elder weird wood bow” some gravity effects like the antimatter arrow..... summons some aberrations?
Brillion are awe-inspiring fey that manipulate lesser beings to do their bidding by the sheer majesty of their presence. Brillion resemble a luminous jackal with the long limbs of a gibbon. They are quite dextrous, just as suited to walking bipedally as they are on all-fours, and make excellent climbers. From their fluffy tails to the tip of their snout, a brillion’s entire body emits dazzlingly bright light. This inner glow can be fluctuated at will, however it is never extinguished while a brillion lives. Celestial Charlatans. Brillion crave the attention that gods garner and they are willing to feign godhood to attract worship. A brillion will make itself known to layfolk, masquerading as a spirit or being of great power from local folklore. Using its abounding charisma and resplendent appearance it will demand increasingly exorbitant tithes and oaths of fealty. Once it has established itself at the head of a cult within the town, it will bask in the glory and gorge on plentiful offerings. Brillion love to be entertained and fawned over, and they attract all manner of bards, devotees, and flatterers to sing praises of its splendor. Shadow Chasers. The one thing that a brillion desires above all else, is to capture and devour its own shadow. Each brillion casts an elusive shadow: a living creature as sentient and capable as the brillion itself. This creature is never farther than a few miles from its light source. A brillion believes that by consuming the flesh of its shadow, it will truly ascend to godhood. However, the brillion faces an obstacle to achieving its goal: the brighter a brillion shines, the larger and more formidable its shadow becomes. Therefore, a brillion will weave dreadful tales of the beast that lurks in the dark outskirts of town. Devout worshipers and frightened villagers will take up the cause, venturing into the nearby lands to seek out and hunt the shadow down. Most never return, and those that do feed fuel to the terror of the umbral beast.
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MAN!!! These are cool!!! I love the weird wood bow!!! The art is so neat, especially on the bow. Could we see more stuff like the bow? Maybe some far realm stuff or a weird wood sword!!! I would enjoy a more powerful version of the weird wood bow, like maybe the “elder weird wood bow” some gravity effects like the antimatter arrow..... summons some aberrations?
The bow is indeed awesome. There could be a series of similar bows, but made of different types of non-traditional bow woods that would somehow impart of whatever the tree itself is associated with into a bonus ... with the idea being that there could be lore created about the bow maker / articifer and the quest being to recover each of the 10 or so different bows. Perhaps when all the bows are together they form an elder bow, which has its own abilities.
The brillion is cool, though it was a perfect opportunity to give something back to the non-darkvision races of the game! make any creature with darkvision have disadvantage on the luminous form roll, as their eyes are so sensitive!
Siegebreaker is a massive bronze and oak maul that can only be lifted by the most formidable warriors. This magical weapon deals double damage to objects and structures. If you score a critical hit against a structure, the maul deals an extra 4d6 bludgeoning damage (for a total of 6d6 damage before doubling).
Bod Grogmaw, the Door Destroyer, was a mighty warrior indeed. In his massive hands he wielded an even massiver weapon: Siegebreaker. No locked door could withstand even a single blow from this brutal maul. Bod smashed down so many gates, portcullises, ramparts and barricades along his warpath that entire castle garrisons would abandon their posts when they saw him coming. Of course, he would pulverize their castle to bits anyway, just to prove he could. Nothing could stop him, and this made him sad. As it turns out, all the while Bod was tearing walls down, he was putting up walls of his own around his heart. You see, nobody wants to be friends with a man who will destroy your home for sport. So all the newly houseless lords and layfolk staged an intervention, “Bod! You have proven your might before man, before god! We’re all good and impressed, but we’d like roofs over our heads, to stay dry while we get dressed. Now be a good lad, and lay down your maul! So we can stop this destruction, for once and for all!” He took their plea to heart, though it was weird that they rhymed, and agreed it was time to give it a rest. As a final ceremonial gesture, they had the local doorsmith craft the strongest door of all. Bod shed a single tear, as he smashed it to bits, for he knew his smashing days were finally over. But the friendship he gained that day, was the key he had been looking for all along.
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Siegebreaker is a massive bronze and oak maul that can only be lifted by the most formidable warriors. This magical weapon deals double damage to objects and structures. If you score a critical hit against a structure, the maul deals an extra 4d6 bludgeoning damage (for a total of 6d6 damage before doubling).
Bod Grogmaw, the Door Destroyer, was a mighty warrior indeed. In his massive hands he wielded an even massiver weapon: Siegebreaker. No locked door could withstand even a single blow from this brutal maul. Bod smashed down so many gates, portcullises, ramparts and barricades along his warpath that entire castle garrisons would abandon their posts when they saw him coming. Of course, he would pulverize their castle to bits anyway, just to prove he could. Nothing could stop him, and this made him sad. As it turns out, all the while Bod was tearing walls down, he was putting up walls of his own around his heart. You see, nobody wants to be friends with a man who will destroy your home for sport. So all the newly houseless lords and layfolk staged an intervention, “Bod! You have proven your might before man, before god! We’re all good and impressed, but we’d like roofs over our heads, to stay dry while we get dressed. Now be a good lad, and lay down your maul! So we can stop this destruction, for once and for all!” He took their plea to heart, though it was weird that they rhymed, and agreed it was time to give it a rest. As a final ceremonial gesture, they had the local doorsmith craft the strongest door of all. Bod shed a single tear, as he smashed it to bits, for he knew his smashing days were finally over. But the friendship he gained that day, was the key he had been looking for all along.
Siegebreaker is a massive bronze and oak maul that can only be lifted by the most formidable warriors. This magical weapon deals double damage to objects and structures. If you score a critical hit against a structure, the maul deals an extra 4d6 bludgeoning damage (for a total of 6d6 damage before doubling).
Bod Grogmaw, the Door Destroyer, was a mighty warrior indeed. In his massive hands he wielded an even massiver weapon: Siegebreaker. No locked door could withstand even a single blow from this brutal maul. Bod smashed down so many gates, portcullises, ramparts and barricades along his warpath that entire castle garrisons would abandon their posts when they saw him coming. Of course, he would pulverize their castle to bits anyway, just to prove he could. Nothing could stop him, and this made him sad. As it turns out, all the while Bod was tearing walls down, he was putting up walls of his own around his heart. You see, nobody wants to be friends with a man who will destroy your home for sport. So all the newly houseless lords and layfolk staged an intervention, “Bod! You have proven your might before man, before god! We’re all good and impressed, but we’d like roofs over our heads, to stay dry while we get dressed. Now be a good lad, and lay down your maul! So we can stop this destruction, for once and for all!” He took their plea to heart, though it was weird that they rhymed, and agreed it was time to give it a rest. As a final ceremonial gesture, they had the local doorsmith craft the strongest door of all. Bod shed a single tear, as he smashed it to bits, for he knew his smashing days were finally over. But the friendship he gained that day, was the key he had been looking for all along.
That's 24d6 to a structure on a crit.
How? edit: OH!!! I see. But then pair this with the Barbarians brutal crit and no door will be able to withstand you.
Siegebreaker is a massive bronze and oak maul that can only be lifted by the most formidable warriors. This magical weapon deals double damage to objects and structures. If you score a critical hit against a structure, the maul deals an extra 4d6 bludgeoning damage (for a total of 6d6 damage before doubling).
Bod Grogmaw, the Door Destroyer, was a mighty warrior indeed. In his massive hands he wielded an even massiver weapon: Siegebreaker. No locked door could withstand even a single blow from this brutal maul. Bod smashed down so many gates, portcullises, ramparts and barricades along his warpath that entire castle garrisons would abandon their posts when they saw him coming. Of course, he would pulverize their castle to bits anyway, just to prove he could. Nothing could stop him, and this made him sad. As it turns out, all the while Bod was tearing walls down, he was putting up walls of his own around his heart. You see, nobody wants to be friends with a man who will destroy your home for sport. So all the newly houseless lords and layfolk staged an intervention, “Bod! You have proven your might before man, before god! We’re all good and impressed, but we’d like roofs over our heads, to stay dry while we get dressed. Now be a good lad, and lay down your maul! So we can stop this destruction, for once and for all!” He took their plea to heart, though it was weird that they rhymed, and agreed it was time to give it a rest. As a final ceremonial gesture, they had the local doorsmith craft the strongest door of all. Bod shed a single tear, as he smashed it to bits, for he knew his smashing days were finally over. But the friendship he gained that day, was the key he had been looking for all along.
That's 24d6 to a structure on a crit.
How? edit: OH!!! I see. But then pair this with the Barbarians brutal crit and no door will be able to withstand you.
Siegebreaker is a massive bronze and oak maul that can only be lifted by the most formidable warriors. This magical weapon deals double damage to objects and structures. If you score a critical hit against a structure, the maul deals an extra 4d6 bludgeoning damage (for a total of 6d6 damage before doubling).
Bod Grogmaw, the Door Destroyer, was a mighty warrior indeed. In his massive hands he wielded an even massiver weapon: Siegebreaker. No locked door could withstand even a single blow from this brutal maul. Bod smashed down so many gates, portcullises, ramparts and barricades along his warpath that entire castle garrisons would abandon their posts when they saw him coming. Of course, he would pulverize their castle to bits anyway, just to prove he could. Nothing could stop him, and this made him sad. As it turns out, all the while Bod was tearing walls down, he was putting up walls of his own around his heart. You see, nobody wants to be friends with a man who will destroy your home for sport. So all the newly houseless lords and layfolk staged an intervention, “Bod! You have proven your might before man, before god! We’re all good and impressed, but we’d like roofs over our heads, to stay dry while we get dressed. Now be a good lad, and lay down your maul! So we can stop this destruction, for once and for all!” He took their plea to heart, though it was weird that they rhymed, and agreed it was time to give it a rest. As a final ceremonial gesture, they had the local doorsmith craft the strongest door of all. Bod shed a single tear, as he smashed it to bits, for he knew his smashing days were finally over. But the friendship he gained that day, was the key he had been looking for all along.
That's 24d6 to a structure on a crit.
How? edit: OH!!! I see. But then pair this with the Barbarians brutal crit and no door will be able to withstand you.
Or five foot thick iron wall.
Yeah, that probably also would not be able to with stand you........ if my math was correct it’s 36d6 damage if you’re a barbarian hitting doors
BUT if you have the teeth from TCoE and you get the Tarasque tooth then implant it...... that’s 72d6 damage to the door......
seems vey balanced. I love it. Sooooooooo what if someone put a Adamantine coat on this thing? 144d6 damage?
Siegebreaker is a massive bronze and oak maul that can only be lifted by the most formidable warriors. This magical weapon deals double damage to objects and structures. If you score a critical hit against a structure, the maul deals an extra 4d6 bludgeoning damage (for a total of 6d6 damage before doubling).
Bod Grogmaw, the Door Destroyer, was a mighty warrior indeed. In his massive hands he wielded an even massiver weapon: Siegebreaker. No locked door could withstand even a single blow from this brutal maul. Bod smashed down so many gates, portcullises, ramparts and barricades along his warpath that entire castle garrisons would abandon their posts when they saw him coming. Of course, he would pulverize their castle to bits anyway, just to prove he could. Nothing could stop him, and this made him sad. As it turns out, all the while Bod was tearing walls down, he was putting up walls of his own around his heart. You see, nobody wants to be friends with a man who will destroy your home for sport. So all the newly houseless lords and layfolk staged an intervention, “Bod! You have proven your might before man, before god! We’re all good and impressed, but we’d like roofs over our heads, to stay dry while we get dressed. Now be a good lad, and lay down your maul! So we can stop this destruction, for once and for all!” He took their plea to heart, though it was weird that they rhymed, and agreed it was time to give it a rest. As a final ceremonial gesture, they had the local doorsmith craft the strongest door of all. Bod shed a single tear, as he smashed it to bits, for he knew his smashing days were finally over. But the friendship he gained that day, was the key he had been looking for all along.
That's 24d6 to a structure on a crit.
No, this maul does a total of 6d6 rather than the typical 4d6 damage on a crit. The damage of the Crit is 6d6 + Strength modifier and any other bonuses you gain then the total is doubled against structures. Average crit damage against a structure with a +3 Strength mod is 48 (here's the math: 21 (6d6) + 3 = 24 x 2 = 48).
Twin Amulets of Arcane Affinity Wondrous item, very rare (requires attunement by a spellcaster)
These matching amulets resonate with a harmonious frequency when in each other’s proximity. In order to attune to an amulet, you must do so simultaneously with another attuner. While you are both attuned, when the other amulet is within 30 feet of you, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your spells. Additionally, when you cast a spell that affects multiple creatures, you can choose to exclude the other amulet wearer from the effect. As an action, you can touch the other amulet wearer and expend 1 spell slot of 3rd level or lower. The other wearer regains an expended spell slot of an equivalent level. If the other amulet wearer is within 30 feet of you and is reduced to 0 hit points but not killed outright, you can use your reaction to expend 1 spell slot of 5th or higher to drop them to 1 hit point instead of 0. You can use this reaction once per long rest.
“The twin mages Jiménez and Jerónimo were always seen together. Twas rumored they had never been in separate rooms, for fear of what might happen if one could not see the other. As you can imagine, their eccentric behavior caused much stir in the arcane community. Eventually, word of the inseparable pair reached the king, and he summoned them to court. To sate his morbid curiosity, the king had the brothers forcibly separated into two lead-lined chambers for 1 whole minute. They solemnly shared one last glance before the rooms were sealed. At first, their screams caused uproarious laughter in the court. But as the time pressed on, and their screams fell silent, so too did the courtiers. When the doors were opened, both brothers lay dead. No mortal wounds were discernible. The only items of note on their bodies were these matching amulets of arcane affinity, a great unsolved mystery. And now their priceless jewelry can be yours! I’ll accept bids starting at 500 gold! Do I hear 500 gold for the dead twins’ necklaces!”
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This spiky pinecone is slightly warm to the touch and thrums with volatile energy. You can use an action to throw the pinecone up to 60 feet. The pinecone bounces once an additional 20 feet in a random direction (determined by rolling a d8) and explodes on second impact. Each creature within a 15-foot radius of where the pinecone explodes must succeed on a DC 15 Dexterity saving throw or take 4d6 thunder damage and 4d6 piercing damage on a failed save, or half as much damage on a successful one. The explosion can be heard from up to 300 feet away.
Certain species of conifer have evolved pinecones with the ability to disperse their seedy payload with extreme force. The sudden sound of an explosion is common within the Maimwood for this very reason.
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Subtle Cricket
Weapon (hand crossbow), rare (requires attunement)
This unusually small hand crossbow packs a mighty punch. You have a +1 bonus to attack and damage rolls made with this magic weapon. The crossbow has 3 charges, and it regains 1d3 expended charges daily at dawn. When you make a ranged attack with the crossbow, you can expend 1 to 3 of its charges to empower the bolt with kinetic energy. On a hit, for each charge you spend, the target takes an additional 1d12 force damage and is pushed 5 feet away from you. Additionally, when you fire a kinetic bolt, you must succeed on a DC 10 (+2 for each additional charge) Strength saving throw or be knocked prone. If you score a critical hit with a kinetic bolt, the target is pushed thrice as far and knocked prone.
“It’s got a kick to it!” Irwin blurted out after being launched onto his back. He remained supine for a minute to catch his breath before resuming target practice.
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Stone Wail
Weapon (war pick), very rare (requires attunement)
You have proficiency with this war pick if you are a dwarf. You have a +2 bonus to attack and damage rolls made with this magic weapon. If the target is made of stone, you deal an additional 2d8 force damage and attack rolls score a critical hit on a roll of 19 or 20.
The war pick has 3 charges, which it regains after you complete a long rest. As an action while wielding this war pick, you can expend 1 charge to blast a creature that you can see within 30 feet with a ray of petrification. The targeted creature must make a DC 15 Constitution saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends and the creature is immune to the ray of petrification for 24 hours. On a failure, the creature is petrified for 1 hour.
Motherlode! Reducing a stone creature to 0 hit points with Stone Wail causes them to crumble and expose a gem of the following type. Roll a d20:
1. Copper Nib (1 cp) and motherlode can’t be used again until you complete a long rest.
2-4. Malachite (10 gp).
5. Bloodstone (50 gp).
6. Onyx (50).
7. Chrysoprase (50 gp).
8. Jasper (50 gp).
9. Moonstone (50 gp).
10. Tourmaline (100 gp).
11. Amethyst (100 gp).
12. Chrysoberyl (100 gp).
13. Jade (100 gp).
14. Pearl (100 gp).
15-16. Diamond (100 gp).
17-18. Diamond (300 gp)
19. Diamond (500 gp).
20. Diamond (1,000 gp).
ROCK AND STONE!
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Helm of the Stampede
Wondrous item, rare (requires attunement by a barbarian)
While wearing this helm, you gain a +1 bonus to AC. Once per long rest, when you take damage you can use your reaction to enter a rage even if you are out of rages for the day.
The horned helm is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. If you move at least 20 feet in a straight line toward a Large or smaller target, you can use a bonus action to make a gore attack with the horned helm. On a hit, the target takes an additional 1d6 piercing damage and is knocked prone.
The wind and cold of the Thistled steppe swirled around the nomad warriors. Steam bellowed forth from fur-lined helmets, and frosty beards curled as they smiled wide. With gap-toothed glee they screamed their laughter at the army of archers on their doorstep. Though arrows landed between their ranks, the elders, chuckling, lit their long ritual pipes and puffed patiently. From the oldest bull to the youngest colt, the group took comfort knowing that when their enemy had exhausted their last volley and were forced to draw swords, nothing could stop their thunderous stampede.
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Sagebow
Weapon (longbow), rare
This rough-hewn bow is carved from many interlocking pieces of sage wood. The creaking of the wood when drawn is intelligible to the wielder and full of secret knowledge. The sagebow has 3 charges. Whenever you draw this bow to make a ranged attack, you can expend 1 charge to learn a secret. This secret can be: the location of one trap or secret door within 150 feet of you, the surface thoughts of the creature you are attacking, the location of any food or water within 150 feet of you, or a piece of ancient lore from the region you are in. Secrets are no longer than a single phrase. If you choose to cancel your attack after learning a secret, you may do so, ending your action. The sagebow regains all spent charges daily at dawn.
Endelva drew her bow and aimed it at the hulking beast, snorting obliviously as it rooted for tubers. But before she loosed an arrow, she listened closely to the creaking of the sage wood. It whispered the fear and determination of a mother in search of food for her children before the harsh winter winds blow from the north and the long hunger sets in. Endelva hesitated before lowering her bow, her conscience ruling that she must find quarry elsewhere.
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Abigail’s Animated Haunch
Wondrous item, uncommon
This large boar haunch has been smoked and seared to perfection, although it has an unnatural aura. The haunch never rots, and a DC 15 Wisdom (Medicine) or Intelligence (Arcana) check will reveal that it is undead. Eating the meat down to the bone will provide a full day’s nourishment and grant you advantage on Constitution saving throws for 8 hours. The meat will regrow, fully cooked and seasoned, over the course of 1d4 + 1 days.
Curse. For 8 hours after you eat from the haunch you have disadvantage on saves against spells or effects from undead creatures.
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I am actually playing a necromancer named Abigail. This is funny.
I have a weird sense of humor.
I also make maps.(That's a link)
MAN!!! These are cool!!! I love the weird wood bow!!! The art is so neat, especially on the bow. Could we see more stuff like the bow? Maybe some far realm stuff or a weird wood sword!!! I would enjoy a more powerful version of the weird wood bow, like maybe the “elder weird wood bow” some gravity effects like the antimatter arrow..... summons some aberrations?
Thanks! Some more aberrant or weirdwood items should definitely be in our roster for the future! Join us on discord or patreon to stay tuned!
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Brillion are awe-inspiring fey that manipulate lesser beings to do their bidding by the sheer majesty of their presence.
Brillion resemble a luminous jackal with the long limbs of a gibbon. They are quite dextrous, just as suited to walking bipedally as they are on all-fours, and make excellent climbers. From their fluffy tails to the tip of their snout, a brillion’s entire body emits dazzlingly bright light. This inner glow can be fluctuated at will, however it is never extinguished while a brillion lives.
Celestial Charlatans. Brillion crave the attention that gods garner and they are willing to feign godhood to attract worship. A brillion will make itself known to layfolk, masquerading as a spirit or being of great power from local folklore. Using its abounding charisma and resplendent appearance it will demand increasingly exorbitant tithes and oaths of fealty. Once it has established itself at the head of a cult within the town, it will bask in the glory and gorge on plentiful offerings. Brillion love to be entertained and fawned over, and they attract all manner of bards, devotees, and flatterers to sing praises of its splendor.
Shadow Chasers. The one thing that a brillion desires above all else, is to capture and devour its own shadow. Each brillion casts an elusive shadow: a living creature as sentient and capable as the brillion itself. This creature is never farther than a few miles from its light source. A brillion believes that by consuming the flesh of its shadow, it will truly ascend to godhood. However, the brillion faces an obstacle to achieving its goal: the brighter a brillion shines, the larger and more formidable its shadow becomes. Therefore, a brillion will weave dreadful tales of the beast that lurks in the dark outskirts of town. Devout worshipers and frightened villagers will take up the cause, venturing into the nearby lands to seek out and hunt the shadow down. Most never return, and those that do feed fuel to the terror of the umbral beast.
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The bow is indeed awesome. There could be a series of similar bows, but made of different types of non-traditional bow woods that would somehow impart of whatever the tree itself is associated with into a bonus ... with the idea being that there could be lore created about the bow maker / articifer and the quest being to recover each of the 10 or so different bows. Perhaps when all the bows are together they form an elder bow, which has its own abilities.
The brillion is cool, though it was a perfect opportunity to give something back to the non-darkvision races of the game! make any creature with darkvision have disadvantage on the luminous form roll, as their eyes are so sensitive!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread - latest release; the Harvest Sprite, a playable Jack-o-Lantern Race!
Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: The College of Fisticuffs Bard!
I also dabble in art on here (my art thread)
Siegebreaker
Weapon (maul), rare
Siegebreaker is a massive bronze and oak maul that can only be lifted by the most formidable warriors. This magical weapon deals double damage to objects and structures. If you score a critical hit against a structure, the maul deals an extra 4d6 bludgeoning damage (for a total of 6d6 damage before doubling).
Bod Grogmaw, the Door Destroyer, was a mighty warrior indeed. In his massive hands he wielded an even massiver weapon: Siegebreaker. No locked door could withstand even a single blow from this brutal maul. Bod smashed down so many gates, portcullises, ramparts and barricades along his warpath that entire castle garrisons would abandon their posts when they saw him coming. Of course, he would pulverize their castle to bits anyway, just to prove he could. Nothing could stop him, and this made him sad. As it turns out, all the while Bod was tearing walls down, he was putting up walls of his own around his heart. You see, nobody wants to be friends with a man who will destroy your home for sport. So all the newly houseless lords and layfolk staged an intervention, “Bod! You have proven your might before man, before god! We’re all good and impressed, but we’d like roofs over our heads, to stay dry while we get dressed. Now be a good lad, and lay down your maul! So we can stop this destruction, for once and for all!” He took their plea to heart, though it was weird that they rhymed, and agreed it was time to give it a rest. As a final ceremonial gesture, they had the local doorsmith craft the strongest door of all. Bod shed a single tear, as he smashed it to bits, for he knew his smashing days were finally over. But the friendship he gained that day, was the key he had been looking for all along.
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That's 24d6 to a structure on a crit.
I have a weird sense of humor.
I also make maps.(That's a link)
How?
edit: OH!!! I see. But then pair this with the Barbarians brutal crit and no door will be able to withstand you.
Or five foot thick iron wall.
I have a weird sense of humor.
I also make maps.(That's a link)
Yeah, that probably also would not be able to with stand you........ if my math was correct it’s 36d6 damage if you’re a barbarian hitting doors
BUT if you have the teeth from TCoE and you get the Tarasque tooth then implant it...... that’s 72d6 damage to the door......
seems vey balanced. I love it. Sooooooooo what if someone put a Adamantine coat on this thing? 144d6 damage?
No, this maul does a total of 6d6 rather than the typical 4d6 damage on a crit. The damage of the Crit is 6d6 + Strength modifier and any other bonuses you gain then the total is doubled against structures. Average crit damage against a structure with a +3 Strength mod is 48 (here's the math: 21 (6d6) + 3 = 24 x 2 = 48).
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Twin Amulets of Arcane Affinity
Wondrous item, very rare (requires attunement by a spellcaster)
These matching amulets resonate with a harmonious frequency when in each other’s proximity. In order to attune to an amulet, you must do so simultaneously with another attuner. While you are both attuned, when the other amulet is within 30 feet of you, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your spells. Additionally, when you cast a spell that affects multiple creatures, you can choose to exclude the other amulet wearer from the effect. As an action, you can touch the other amulet wearer and expend 1 spell slot of 3rd level or lower. The other wearer regains an expended spell slot of an equivalent level. If the other amulet wearer is within 30 feet of you and is reduced to 0 hit points but not killed outright, you can use your reaction to expend 1 spell slot of 5th or higher to drop them to 1 hit point instead of 0. You can use this reaction once per long rest.
“The twin mages Jiménez and Jerónimo were always seen together. Twas rumored they had never been in separate rooms, for fear of what might happen if one could not see the other. As you can imagine, their eccentric behavior caused much stir in the arcane community. Eventually, word of the inseparable pair reached the king, and he summoned them to court. To sate his morbid curiosity, the king had the brothers forcibly separated into two lead-lined chambers for 1 whole minute. They solemnly shared one last glance before the rooms were sealed. At first, their screams caused uproarious laughter in the court. But as the time pressed on, and their screams fell silent, so too did the courtiers. When the doors were opened, both brothers lay dead. No mortal wounds were discernible. The only items of note on their bodies were these matching amulets of arcane affinity, a great unsolved mystery. And now their priceless jewelry can be yours! I’ll accept bids starting at 500 gold! Do I hear 500 gold for the dead twins’ necklaces!”
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Sick! Cool for relationships between two casters.
Percussive Pinecone
Wondrous item, rare
This spiky pinecone is slightly warm to the touch and thrums with volatile energy. You can use an action to throw the pinecone up to 60 feet. The pinecone bounces once an additional 20 feet in a random direction (determined by rolling a d8) and explodes on second impact. Each creature within a 15-foot radius of where the pinecone explodes must succeed on a DC 15 Dexterity saving throw or take 4d6 thunder damage and 4d6 piercing damage on a failed save, or half as much damage on a successful one. The explosion can be heard from up to 300 feet away.
Certain species of conifer have evolved pinecones with the ability to disperse their seedy payload with extreme force. The sudden sound of an explosion is common within the Maimwood for this very reason.
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