This uprooted plant sports a wild tangle of thorny brambles that lash out when touched. It can be wielded as a net with these alterations:
At the center of the mass is a bulbous tuber that can be held safely by the wielder and allows it to be thrown farther. This net has a thrown range of 15/30 ft.
Escaping a brambler requires a DC 12 Strength check. Each time a creature fails the Strength check, the DC increases by 2 (to a max of 18) and the ensnared creature takes 2d4 piercing damage as the brambler constricts further. Once a creature is freed, the DC resets to 12.
A brambler is able to regrow its brambles immediately if it receives slashing damage. It can only be destroyed by dealing 10 fire or necrotic damage to the tuber at the center of the net (AC 12).
If you spend 1 minute burying the tuber in soil, the brambler’s thorny vines will create a snare along the ground within a 5 foot radius. This trap is nearly impossible to distinguish from an inanimate plant, requiring a successful DC 20 Intelligence (Investigation) or Intelligence (Nature) check to discern its true nature. If a Large or smaller creature steps into this area, it must make a DC 15 Dexterity saving throw or be ensnared by the brambler as if hit by it. The brambler will revert to its functionality as a net if you use an action to unearth the tuber.
This aggressive plant is commonly uprooted by forest gnomes and used to ensnare their much larger enemies.
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This uprooted plant sports a wild tangle of thorny brambles that lash out when touched. It can be wielded as a net with these alterations:
At the center of the mass is a bulbous tuber that can be held safely by the wielder and allows it to be thrown farther. This net has a thrown range of 15/30 ft.
Escaping a brambler requires a DC 12 Strength check. Each time a creature fails the Strength check, the DC increases by 2 (to a max of 18) and the ensnared creature takes 2d4 piercing damage as the brambler constricts further. Once a creature is freed, the DC resets to 12.
A brambler is able to regrow its brambles immediately if it receives slashing damage. It can only be destroyed by dealing 10 fire or necrotic damage to the tuber at the center of the net (AC 12).
If you spend 1 minute burying the tuber in soil, the brambler’s thorny vines will create a snare along the ground within a 5 foot radius. This trap is nearly impossible to distinguish from an inanimate plant, requiring a successful DC 20 Intelligence (Investigation) or Intelligence (Nature) check to discern its true nature. If a Large or smaller creature steps into this area, it must make a DC 15 Dexterity saving throw or be ensnared by the brambler as if hit by it. The brambler will revert to its functionality as a net if you use an action to unearth the tuber.
This aggressive plant is commonly uprooted by forest gnomes and used to ensnare their much larger enemies.
Amazing! My players are going to freak out when they come upon a grove of these in my OoTA campaign! (If it’s okay that I use it)
This one-eyed beetle is about two inches long. Its shiny carapace seems to reflect an environment that does not match its surroundings.
If you use an action to eat the beetle, you’ll enter a hallucinatory trance for 10 minutes. During this trance you are unconscious and experience the effects of the scrying spell (DC 16). When you enter the trance, make a DC 13 Wisdom check. On a success you can choose your scrying target. You can attempt this check again during the trance to change your target each time until you fail. On a failure, if the target resists the spell, or if you have no desired target, you scry on a random creature or place for the rest of the duration. When scrying in this way, you see, hear, smell, feel, and taste from the senses of the target creature, or from the nearest living creature if you target a location. You can understand the languages of your target even when you normally cannot, and you have advantage on Wisdom (Insight) checks made to gauge their emotional state and intent. When the trance fades you gain a random personality trait from a creature you scryed on for the next 24 hours. The beetle tastes like a combination of random aspects from each environment you experienced during the trance.
Belinder Wonderbug loves starting his day by munching a scryer beetle and experiencing life in someone else’s shoes. “The beetle knows the way man, but you gotta give it the reins. I’ve been all kinds of places, all kinds of people, and it’s never what you’d expect. Really puts things into perspective, y’know?”
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Wildfire Cudgel Weapon (mace), very rare (requires attunement)
This gnarled wooden mace carries an ever lit ember within it. When you hit with an attack using this magic mace, the target takes an extra 1d6 fire damage. In addition, while you are attuned to the mace you have advantage on saving throws against harmful gases such as those created by a cloudkill spell, a stinking cloud spell, inhaled poisons, and gaseous breath weapons.
As an action while holding this mace you can create a 20-foot-radius sphere of burning, acrid smoke at a point that you can see within 120 feet. The smoke spreads around corners. It lasts for 1 minute or until a strong wind disperses the smoke. Its area is heavily obscured. When a creature enters the smoke for the first time on a turn or starts its turn there, that creature must make a DC 15 Constitution saving throw. On a failure the creature takes 5d6 fire damage and spends its action that turn coughing violently. On a success, the creature takes half damage and resists the urge to cough. Creatures that don't need to breathe automatically succeed on this saving throw. The mace cannot be used again in this way until you take a short or long rest.
The Wildfire Cudgel was created when a dryad sacrificed herself to stop a raging fire elemental. She trapped the creature in her wooden embrace, preventing its flame from engulfing the entire forest.
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Wildfire Cudgel Weapon (mace), very rare (requires attunement)
This gnarled wooden mace carries an ever lit ember within it. When you hit with an attack using this magic mace, the target takes an extra 1d6 fire damage. In addition, while you are attuned to the mace you have advantage on saving throws against harmful gases such as those created by a cloudkill spell, a stinking cloud spell, inhaled poisons, and gaseous breath weapons.
As an action while holding this mace you can create a 20-foot-radius sphere of burning, acrid smoke at a point that you can see within 120 feet. The smoke spreads around corners. It lasts for 1 minute or until a strong wind disperses the smoke. Its area is heavily obscured. When a creature enters the smoke for the first time on a turn or starts its turn there, that creature must make a DC 15 Constitution saving throw. On a failure the creature takes 5d6 fire damage and spends its action that turn coughing violently. On a success, the creature takes half damage and resists the urge to cough. Creatures that don't need to breathe automatically succeed on this saving throw. The mace cannot be used again in this way until you take a short or long rest.
The Wildfire Cudgel was created when a dryad sacrificed herself to stop a raging fire elemental. She trapped the creature in her wooden embrace, preventing its flame from engulfing the entire forest.
This bow is shaped from an enchanted flower. Embedded along its surface are hundreds of fragrant, razor-sharp petals.
As a bonus action while wielding the bow you can cause the petals to erupt into an airborne flurry that swirls around you for 1 minute. While the whirlwind of petals is active you have half cover and attacks with this bow deal an additional 1d4 slashing damage as petals fly alongside your arrows to slash at your targets. Additionally, if a creature touches you or hits you with a melee attack while this effect is active, it takes 1d4 slashing damage. The petals fall lifelessly to the ground at the end of the minute. The bow cannot be used again this way until the petals regrow at dawn.
Shandra left the imprint of a kiss in scarlet red lipstick and a shower of petals on the bodies of her victims, each horrifically lacerated by ten thousand tiny blades.
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This deep green vegan-leather armor is wreathed in living leaves. You have a +1 bonus to AC while wearing this armor and advantage on Dexterity (Stealth) checks made to hide in verdant terrain.
Once per day, you can use an action to cast the tree stride spell from the armor. When tree stride is cast using this armor, each time you emerge from a tree you have advantage on the first attack you make before the end of your turn.
Crafted by the elusive Treetop Tusslers, a gang of druidic highwaymen that fight to enrich the sylvan spirits that dwell in the forest. Anyone that steps foot on their turf best be ready for a tussle!
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Elven War Mask Wondrous item, very rare (requires attunement by an elf or half-elf)
While wearing this mask your fey ancestry is enhanced. You gain proficiency in the Perception skill. If you are already proficient, you add double your proficiency bonus whenever you make a Wisdom (Perception) check, instead of your normal proficiency bonus. Additionally, you have advantage on saving throws against spells and other magical effects.
Sentience. Each mask bears the spirit of an elven ancestor within it. It has hearing and darkvision out to a range of 60 feet. The mask communicates telepathically with its wearer and can speak, read, and understand Elven.
Personality. Each ancestral spirit has a unique personality, knowledge and acuity. They are all stewards of elvenkind and are deeply devoted to advancing elven wellbeing. When attempting an ability check, you may call upon this ancestor to guide you. Roll a d10 and add the number rolled to the result of the ability check. Once you succeed on an ability check using this feature, it cannot be used again until you complete a long rest.
Eleven elven war masks were crafted long ago in the feywild by eleven elven artisans. So important to them was the service to their people, that each artisan sacrificed their life during the crafting process to meld with their mask and become an immortal seneschal of elfdom.
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Girdle of the Ape Wondrous item, rare (requires attunement)
While wearing this girdle you have a climb speed of 30 feet. Once per long rest, you can use an action to beat your chest and emit a bolstering roar. Yourself and up to 3 creatures of your choice within 60 feet of you that can hear you are immune to being frightened for 1 minute.
Amplified. This girdle is a piece of the Underbrush Rustlers set. If you attune to another Underbrush Rustlers set piece while attuned to this girdle, it gains the following attributes:
One other set piece: Each creature affected by your bolstering roar gains 2d10 temporary hit points.
Two other set pieces: Your bolstering roar now affects yourself and up to 6 creatures of your choice. It can now be used once per short or long rest.
Imbued into the leather of this girdle is the sure-handedness and mettle of an ape. You are daunted by neither lofty heights nor lethal foes.
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Girdle of the Ape Wondrous item, rare (requires attunement)
While wearing this girdle you have a climb speed of 30 feet. Once per long rest, you can use an action to beat your chest and emit a bolstering roar. Yourself and up to 3 creatures of your choice within 60 feet of you that can hear you are immune to being frightened for 1 minute.
Amplified. This girdle is a piece of the Underbrush Rustlers set. If you attune to another Underbrush Rustlers set piece while attuned to this girdle, it gains the following attributes:
One other set piece: Each creature affected by your bolstering roar gains 2d10 temporary hit points.
Two other set pieces: Your bolstering roar now affects yourself and up to 6 creatures of your choice. It can now be used once per short or long rest.
Imbued into the leather of this girdle is the sure-handedness and mettle of an ape. You are daunted by neither lofty heights nor lethal foes.
Tusky Club Weapon (club), rare (requires attunement)
This club is embedded with boar tusks and deals an extra 1d6 piercing damage to targets. When you hit a Medium or smaller creature with this club, you can move 5 feet forward, pushing the creature 5 feet with you. This ability costs no movement and does not provoke opportunity attacks.
Amplified. This club is a piece of the Underbrush Rustlers set. If you attune to another Underbrush Rustlers set piece while attuned to this club, it gains the following attributes:
One other set piece: You have a +1 bonus to attack and damage rolls made with this magic weapon.
Two other set pieces: You have advantage on saving throws to resist being knocked prone or moved against your will.
Wielders of the tusky club are blessed with the boldness of the boar and their enemies find themselves ceding ground with every crushing blow.
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Pack Hunter Talisman Wondrous item, uncommon (requires attunement by a druid)
While wearing this talisman, when you use your wild shape ability to turn into a beast, you gain 5 temporary hit points for each allied creature within 30 feet of you, to a maximum of 20 temporary hit points. These temporary hit points disappear when you revert back to your normal form.
Tob’e could feel the power of his pack as he transformed into a hulking dire wolf. Their presence emboldened him, gave him strength. He let out a piercing howl, the hunt was on.
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Fiddlehead of Frondescence Wand, uncommon (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose an unoccupied space on the ground within 60 feet of you. Roll a d8 and consult the following table to discover what happens. A plant or fungus produced by this wand withers away after 8 hours.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed.
A beautiful flower grows from the ground. The flower has 4 petals. As an action, you can pluck a petal and force a creature within 30 feet of you that you can see to make a DC 13 Wisdom saving throw. On a failure, roll a d4. If you roll an even number, the target is charmed by you for 1 minute. While the creature is charmed in this way, it believes itself to be infatuated with you. If you roll an odd number, the target becomes hostile to you for 1 minute. A creature prone to violence might attack you. A creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.
A bulbous melon, 5 feet in diameter and weighing 100 lb., emerges from the ground. The sweet, juicy flesh of the melon provides no nourishment but contains 10 gallons of fresh water.
A tiny weed springs from the ground. 1d4 + 1 goodberries dangle from its stalk.
A puffball, 3 inches in diameter, sprouts from the ground. You can use an action to throw the puffball up to 60 feet. The puffball explodes on impact and creates a 20-foot-radius cloud of dense black spores. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for 1 minute, or until a strong wind disperses it.
A cluster of 1d4 + 1 dandelion puffs pop up from the ground. While holding a dandelion puff, you fall at a safe speed, as if under the effect of the feather fall spell. Each puff can slow your fall for 1 minute before dissipating. A strong wind instantly destroys a dandelion puff.
An awakened shrub grows from the ground. It is friendly to you and your companions and it will obey your commands. (There is a 10% chance that a hostile awakened tree will appear instead).
A bioluminescent mushroom emerges from the ground, providing bright light in a 20-foot radius and dim light for an additional 20 feet.
A small hole appears in the ground, just wide enough for you to put your hand into. The hole is too dark to see into, and it cannot be illuminated. Reaching into the hole as an action will reveal one of the following things (roll a d8):
The hole closes suddenly, severing your hand. You take 2d10 psychic damage and cannot use that hand for 1 hour, after which you realize it was an illusion. Nobody can convince you otherwise until the illusion passes.
Your hand is stung by an unseen venomous creature, you must succeed on a DC 13 Constitution saving throw or become poisoned for 1 hour. While poisoned in this way, you cannot regain hit points.
Your hand is submerged into a viscous, numbing goo. You cannot feel that hand for 1 hour and any attack rolls using it have disadvantage.
Your hand is submerged into honey. A creature that licks the honey off of your hand as an action regains all lost hit points. The honey will attract an angry swarm of wasps every minute until it is gone.
You retrieve a Percussive Pinecone.
You retrieve a Scryer Beetle.
You grasp hair and pull. The head of a pleasant, but filthy, man is revealed. He seems to be submerged up to his neck, but unbothered. By talking to him for 1 minute, he remarks upon your plans and grants you an omen, as if you’ve cast the augury spell. Then he is sucked back into the hole and it closes.
You retrieve a leafy satchel filled with various gems worth 1d10 x 10 gp.
The hole closes after you remove your hand. Items retrieved from this hole don’t wither away after 8 hours like the other effects produced by this wand.
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This deep green vegan-leather armor is wreathed in living leaves. You have a +1 bonus to AC while wearing this armor and advantage on Dexterity (Stealth) checks made to hide in verdant terrain.
Once per day, you can use an action to cast the tree stride spell from the armor. When tree stride is cast using this armor, each time you emerge from a tree you have advantage on the first attack you make before the end of your turn.
Crafted by the elusive Treetop Tusslers, a gang of druidic highwaymen that fight to enrich the sylvan spirits that dwell in the forest. Anyone that steps foot on their turf best be ready for a tussle!
This deep green vegan-leather armor is wreathed in living leaves. You have a +1 bonus to AC while wearing this armor and advantage on Dexterity (Stealth) checks made to hide in verdant terrain.
Once per day, you can use an action to cast the tree stride spell from the armor. When tree stride is cast using this armor, each time you emerge from a tree you have advantage on the first attack you make before the end of your turn.
Crafted by the elusive Treetop Tusslers, a gang of druidic highwaymen that fight to enrich the sylvan spirits that dwell in the forest. Anyone that steps foot on their turf best be ready for a tussle!
Love the art but question though: your sig block says 'unlock hi-resolution item art'...do you provide a license for commercial use?
Thank you! We do not provide a license for commercial use through Patreon, please email us at dungeonstrugglers@gmail.com for licensing beyond non-commercial use.
Can you use it more than once? It’s really cool either way!
The percussive pinecone is destroyed when it explodes.
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Brambler
Weapon (net), rare
This uprooted plant sports a wild tangle of thorny brambles that lash out when touched. It can be wielded as a net with these alterations:
If you spend 1 minute burying the tuber in soil, the brambler’s thorny vines will create a snare along the ground within a 5 foot radius. This trap is nearly impossible to distinguish from an inanimate plant, requiring a successful DC 20 Intelligence (Investigation) or Intelligence (Nature) check to discern its true nature. If a Large or smaller creature steps into this area, it must make a DC 15 Dexterity saving throw or be ensnared by the brambler as if hit by it. The brambler will revert to its functionality as a net if you use an action to unearth the tuber.
This aggressive plant is commonly uprooted by forest gnomes and used to ensnare their much larger enemies.
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Amazing! My players are going to freak out when they come upon a grove of these in my OoTA campaign! (If it’s okay that I use it)
Scryer Beetle
Wondrous item, very rare
This one-eyed beetle is about two inches long. Its shiny carapace seems to reflect an environment that does not match its surroundings.
If you use an action to eat the beetle, you’ll enter a hallucinatory trance for 10 minutes. During this trance you are unconscious and experience the effects of the scrying spell (DC 16). When you enter the trance, make a DC 13 Wisdom check. On a success you can choose your scrying target. You can attempt this check again during the trance to change your target each time until you fail. On a failure, if the target resists the spell, or if you have no desired target, you scry on a random creature or place for the rest of the duration. When scrying in this way, you see, hear, smell, feel, and taste from the senses of the target creature, or from the nearest living creature if you target a location. You can understand the languages of your target even when you normally cannot, and you have advantage on Wisdom (Insight) checks made to gauge their emotional state and intent. When the trance fades you gain a random personality trait from a creature you scryed on for the next 24 hours. The beetle tastes like a combination of random aspects from each environment you experienced during the trance.
Belinder Wonderbug loves starting his day by munching a scryer beetle and experiencing life in someone else’s shoes. “The beetle knows the way man, but you gotta give it the reins. I’ve been all kinds of places, all kinds of people, and it’s never what you’d expect. Really puts things into perspective, y’know?”
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Wildfire Cudgel
Weapon (mace), very rare (requires attunement)
This gnarled wooden mace carries an ever lit ember within it. When you hit with an attack using this magic mace, the target takes an extra 1d6 fire damage. In addition, while you are attuned to the mace you have advantage on saving throws against harmful gases such as those created by a cloudkill spell, a stinking cloud spell, inhaled poisons, and gaseous breath weapons.
As an action while holding this mace you can create a 20-foot-radius sphere of burning, acrid smoke at a point that you can see within 120 feet. The smoke spreads around corners. It lasts for 1 minute or until a strong wind disperses the smoke. Its area is heavily obscured. When a creature enters the smoke for the first time on a turn or starts its turn there, that creature must make a DC 15 Constitution saving throw. On a failure the creature takes 5d6 fire damage and spends its action that turn coughing violently. On a success, the creature takes half damage and resists the urge to cough. Creatures that don't need to breathe automatically succeed on this saving throw. The mace cannot be used again in this way until you take a short or long rest.
The Wildfire Cudgel was created when a dryad sacrificed herself to stop a raging fire elemental. She trapped the creature in her wooden embrace, preventing its flame from engulfing the entire forest.
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Sick!
Razorpetal Longbow
Weapon (longbow), rare
This bow is shaped from an enchanted flower. Embedded along its surface are hundreds of fragrant, razor-sharp petals.
As a bonus action while wielding the bow you can cause the petals to erupt into an airborne flurry that swirls around you for 1 minute. While the whirlwind of petals is active you have half cover and attacks with this bow deal an additional 1d4 slashing damage as petals fly alongside your arrows to slash at your targets. Additionally, if a creature touches you or hits you with a melee attack while this effect is active, it takes 1d4 slashing damage. The petals fall lifelessly to the ground at the end of the minute. The bow cannot be used again this way until the petals regrow at dawn.
Shandra left the imprint of a kiss in scarlet red lipstick and a shower of petals on the bodies of her victims, each horrifically lacerated by ten thousand tiny blades.
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Verdant Slip
Armor (leather), very rare
This deep green vegan-leather armor is wreathed in living leaves. You have a +1 bonus to AC while wearing this armor and advantage on Dexterity (Stealth) checks made to hide in verdant terrain.
Once per day, you can use an action to cast the tree stride spell from the armor. When tree stride is cast using this armor, each time you emerge from a tree you have advantage on the first attack you make before the end of your turn.
Crafted by the elusive Treetop Tusslers, a gang of druidic highwaymen that fight to enrich the sylvan spirits that dwell in the forest. Anyone that steps foot on their turf best be ready for a tussle!
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Love it!
Elven War Mask
Wondrous item, very rare (requires attunement by an elf or half-elf)
While wearing this mask your fey ancestry is enhanced. You gain proficiency in the Perception skill. If you are already proficient, you add double your proficiency bonus whenever you make a Wisdom (Perception) check, instead of your normal proficiency bonus. Additionally, you have advantage on saving throws against spells and other magical effects.
Sentience. Each mask bears the spirit of an elven ancestor within it. It has hearing and darkvision out to a range of 60 feet. The mask communicates telepathically with its wearer and can speak, read, and understand Elven.
Personality. Each ancestral spirit has a unique personality, knowledge and acuity. They are all stewards of elvenkind and are deeply devoted to advancing elven wellbeing. When attempting an ability check, you may call upon this ancestor to guide you. Roll a d10 and add the number rolled to the result of the ability check. Once you succeed on an ability check using this feature, it cannot be used again until you complete a long rest.
Eleven elven war masks were crafted long ago in the feywild by eleven elven artisans. So important to them was the service to their people, that each artisan sacrificed their life during the crafting process to meld with their mask and become an immortal seneschal of elfdom.
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These are absolutely amazing art!
Girdle of the Ape
Wondrous item, rare (requires attunement)
While wearing this girdle you have a climb speed of 30 feet. Once per long rest, you can use an action to beat your chest and emit a bolstering roar. Yourself and up to 3 creatures of your choice within 60 feet of you that can hear you are immune to being frightened for 1 minute.
Amplified. This girdle is a piece of the Underbrush Rustlers set. If you attune to another Underbrush Rustlers set piece while attuned to this girdle, it gains the following attributes:
Imbued into the leather of this girdle is the sure-handedness and mettle of an ape. You are daunted by neither lofty heights nor lethal foes.
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Do you have the other underbrush rustler things?
Tusky Club
Weapon (club), rare (requires attunement)
This club is embedded with boar tusks and deals an extra 1d6 piercing damage to targets. When you hit a Medium or smaller creature with this club, you can move 5 feet forward, pushing the creature 5 feet with you. This ability costs no movement and does not provoke opportunity attacks.
Amplified. This club is a piece of the Underbrush Rustlers set. If you attune to another Underbrush Rustlers set piece while attuned to this club, it gains the following attributes:
Wielders of the tusky club are blessed with the boldness of the boar and their enemies find themselves ceding ground with every crushing blow.
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Pack Hunter Talisman
Wondrous item, uncommon (requires attunement by a druid)
While wearing this talisman, when you use your wild shape ability to turn into a beast, you gain 5 temporary hit points for each allied creature within 30 feet of you, to a maximum of 20 temporary hit points. These temporary hit points disappear when you revert back to your normal form.
Tob’e could feel the power of his pack as he transformed into a hulking dire wolf. Their presence emboldened him, gave him strength. He let out a piercing howl, the hunt was on.
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I love skulls and that style! That's cool !!
Fiddlehead of Frondescence
Wand, uncommon (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose an unoccupied space on the ground within 60 feet of you. Roll a d8 and consult the following table to discover what happens. A plant or fungus produced by this wand withers away after 8 hours.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed.
The hole closes after you remove your hand. Items retrieved from this hole don’t wither away after 8 hours like the other effects produced by this wand.
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Looks like leafweave armor: https://www.realmshelps.net/stores/armor/Leafweave_leather
Love the art but question though: your sig block says 'unlock hi-resolution item art'...do you provide a license for commercial use?
Guide to the Five Factions (PWYW)
A rather comprehensive list of free WotC D&D resources
Deck of Decks
Thank you! We do not provide a license for commercial use through Patreon, please email us at dungeonstrugglers@gmail.com for licensing beyond non-commercial use.
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!