Nebulous Net Weapon (net), legendary (requires attunement)
No light passes through the void-black material of this net except for a constellation of twinkling stars. The net is 3 feet in diameter when held, however it expands to great lengths when thrown to engulf a target creature. It can be wielded as a net with these alterations:
You have a +2 bonus to attack rolls made with this magic weapon.
This net has a thrown range of 20/40 ft.
A Huge or smaller creature hit by this net is shunted into a planar void for 1 minute. While in this void the creature is deafened, incapacitated and takes 3d6 cold damage at the start of each turn. A trapped creature will float through the airless, silent, starry expanse until freed. To onlookers, the net appears to have engulfed the creature and then fallen to the ground, empty. A trapped creature can attempt a DC 17 Charisma saving throw at the end of each of their turns, freeing itself on a success and immediately reappearing in the closest unoccupied space to the net. Only one creature can be trapped by the net at a time, and a creature that has freed itself from the net within the past 24 hours has advantage on saving throws to do so again.
If you are within 60 feet of the net, you can use a bonus action to speak its command word, causing it to fly into your open hand or a free space at your feet. If you are already holding the net, the same command word frees a creature trapped within the net.
Dealing 30 force damage to the net (AC 15) destroys it. If the net is destroyed in this way, a gate is instantly opened to the Astral Plane. The gate originates where the net was destroyed. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes and any creature that was trapped by the net appears in the closest unoccupied space to where the gate was. The gate is one-way only and can't be reopened
Legend has it that the nebulous net was created when Euphrachtus cut a swath of the night sky to be his blanket.
Rollback Post to RevisionRollBack
Thanks for looking! ✨ Like our work? Consider supporting us onPatreonto unlock hi-res item art, cards, monsters, campaign settings and more! 🧙♂️
Drinking this potion allows you to zip around for 1 minute as pure electricity. As a bonus action on each of your turns before the effect ends, you can transform into a bolt of lightning and instantly travel in a straight line to an unoccupied space you can see within 30 feet. This movement doesn’t provoke opportunity attacks and you are immune to lightning damage while in this form. You can pass through small holes, narrow openings, and even mere cracks, as well as through conductive materials such as metal. Each creature in your travel path must succeed on a DC 15 Dexterity saving throw, or take 3d6 lightning damage. You immediately revert to your normal form upon reaching the destination. This potion’s stormy liquid arcs with tiny bolts of lightning and it numbs the tongue when sipped.
Rollback Post to RevisionRollBack
Thanks for looking! ✨ Like our work? Consider supporting us onPatreonto unlock hi-res item art, cards, monsters, campaign settings and more! 🧙♂️
Drinking this potion allows you to zip around for 1 minute as pure electricity. As a bonus action on each of your turns before the effect ends, you can transform into a bolt of lightning and instantly travel in a straight line to an unoccupied space you can see within 30 feet. This movement doesn’t provoke opportunity attacks and you are immune to lightning damage while in this form. You can pass through small holes, narrow openings, and even mere cracks, as well as through conductive materials such as metal. Each creature in your travel path must succeed on a DC 15 Dexterity saving throw, or take 3d6 lightning damage. You immediately revert to your normal form upon reaching the destination. This potion’s stormy liquid arcs with tiny bolts of lightning and it numbs the tongue when sipped.
Combine this with the Pandolin, and you’re literally Sonic the Hedgehog.
Rollback Post to RevisionRollBack
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
This fleshy mass pulses with life and twitches when touched. If you allow this creature to merge with your body you gain adaptations suited for an aquatic environment. You can breathe underwater and gain a swimming speed equal to your walking speed. You must immerse yourself in water for at least 1 hour every day, or suffer one level of exhaustion at the end of that day. You can only recover from this exhaustion through magic or by immersing yourself in water for at least 1 hour. Additionally, when you merge with the symbiote, you can choose one of the following adaptations:
Bioluminescence. Your skin develops luminous patches or you grow a slender stalk from your head that dangles a mass of luminescent flesh at the end. As a bonus action you can activate or deactivate your bioluminescence, providing bright light in a 20-foot radius and dim light for an additional 20 feet. As an action you can create a dazzling display and attempt to allure a creature within 20 feet of you that can see you. The creature must make a DC 15 Wisdom saving throw, or become charmed by you for 1 minute on a failure. A creature charmed in this way is incapacitated and moves towards you at half speed on each of its turns. The creature can remake this save at the beginning of each of its turns and each time it takes damage, ending the effect on a success. Once this property is used, it cannot be used again until you complete a long rest.
Venomous Spines.Rows of thin spines protrude from your skin, coated with neurotoxic mucus. As a reaction, when a creature hits you with a melee attack, you can retaliate with venomous spines. Make an unarmed strike against the attacker, dealing 1d4 piercing on a hit and the target must make a DC 15 Constitution saving throw, taking 2d8 poison damage and becoming poisoned for 1 minute on a failure. Once you hit a creature, this property cannot be used again until you complete a long rest.
Ink Sacs. You develop three sacs filled with an inky black substance. As an action while underwater you can secrete the contents of one sac to create an opaque ink cloud in a 20-foot-radius sphere centered on yourself. The sphere spreads around corners, its area is heavily obscured, and it counts as difficult terrain to creatures other than yourself. It lasts for 1 minute or until a strong current disperses it. You regenerate all expended ink sacs when you complete a long rest.
Removing the attunement to the symbiote takes 1 hour of incredibly painful surgery, which must be performed by another creature. During this process, you are incapacitated and take 2d6 necrotic damage every 10 minutes. This damage ignores resistance and immunity. If you are reduced to 0 hit points or the process is interrupted, the removal fails. If the process is a success, the attunement ends and the symbiote is destroyed.
The elder coaxed a strange creature from the pool, amorphous and gelatinous with large, wild eyes akin to those of an octopus. They swiveled and blinked in four different directions, drinking in the candle-lit chamber. Immediately the creature began to change color and shape, stretching and flattening itself over her skin. She handled it quickly, preventing it from gaining purchase on her body. “This is for you, young one. Step forward.” Ambergris hesitated. He knew the process of becoming Seaborne would permanently change you, and he welcomed the transformation, but he wasn’t expecting it to be so… grotesque. “Come now, it is time.” The elder said sternly, and Ambergris obeyed. She held the creature aloft, chanting softly to herself, and lowered it onto his shoulders. The creature was cool, slimy and eager. As it expanded to engulf his skin, it felt as if he was being submerged into a vat of old blubber, or wriggling worms. Swallowing panic, he closed his eyes and stood incredibly still. Within minutes the creature wrapped itself around his entire body, leaving his head free. Then it began to itch and burn.“It hurts!” Ambergris gasped “Focus child. You must guide its shape to suit your needs.” Wincing through the pain, he reached out with his mind, and felt a strange alien presence respond to his attention. Slowly, the pain subsided, and Ambergris opened his eyes to see the chamber filled with a brilliant blue glow. The light was coming from his own skin, which now protruded with gills and fins that flexed slowly. Ambergris felt a sudden urge to try out this new body. He stepped forward and dove into the water. It felt like home.
Dragon Turtle Plate Armor (plate), very rare (requires attunement)
You have a +1 bonus to AC and resistance to fire damage while wearing this armor fashioned from a dragon turtle hatchling's shell.
As an action, you can exhale scalding steam in a 60-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 9d8 fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage. The armor can't be used this way again until you complete a long rest.
If you are knocked prone while wearing this armor, flip a coin. If you lose the flip, you fall on your back. To stand up, you must succeed on a DC 10 Dexterity check on your turn and then use all your movement for that turn. Another player may use their action to get you on your feet.
To become a merknight of the Order of the Trench, you must undergo a perilous mission. This quest takes you into the nest of a dragon turtle, where you must slay a hatchling and acquire its shell. This bony carapace will become your suit of armor, so finding an appropriately sized hatchling is very important if you want to look good.
Rollback Post to RevisionRollBack
Thanks for looking! ✨ Like our work? Consider supporting us onPatreonto unlock hi-res item art, cards, monsters, campaign settings and more! 🧙♂️
Arcblade Weapon (longsword), very rare (requires attunement)
This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of dark lightning to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the arcblade.
You gain a +2 bonus to attack and damage rolls made with this weapon, which deals lightning damage instead of slashing damage. When you hit a creature with it, you can cause lightning to arc from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes 1d8 lightning damage.
The arcblade is able to absorb ambient electrical energy to briefly enter a supercharged state. If you take lightning damage while this weapon’s blade is active, you can use your reaction to capture some of that energy and store it for up to 1 minute. The first time you hit with the arcblade before the end of the duration, the target takes additional lightning damage equal to half of the damage you took. This property can’t be used again until the next dusk.
Rollback Post to RevisionRollBack
Thanks for looking! ✨ Like our work? Consider supporting us onPatreonto unlock hi-res item art, cards, monsters, campaign settings and more! 🧙♂️
Functional and fashionable, this long pirate captain’s coat is reinforced for combat and draws the eyes to its ornate design. While wearing this coat, you have proficiency in navigator’s tools, vehicles (water) and you have a swimming speed equal to your walking speed.
Multiple pockets are hidden on the inside of the coat, able to conceal small objects. A creature attempting to search your person must succeed on a DC 15 Intelligence (Investigation) check in order to discover the hidden pockets.
Sailor's Mouth. Once per short or long rest, you can use a bonus action to cast the vicious mockery spell (save DC 15) while wearing the coat. When cast in this way, the target takes extra psychic damage equal to your Charisma modifier.
Cap’n Cusstooth of the Cussin’ Corsair could kill a man dead with that mouth o’ his.
Rollback Post to RevisionRollBack
Thanks for looking! ✨ Like our work? Consider supporting us onPatreonto unlock hi-res item art, cards, monsters, campaign settings and more! 🧙♂️
Functional and fashionable, this long pirate captain’s coat is reinforced for combat and draws the eyes to its ornate design. While wearing this coat, you have proficiency in navigator’s tools, vehicles (water) and you have a swimming speed equal to your walking speed.
Multiple pockets are hidden on the inside of the coat, able to conceal small objects. A creature attempting to search your person must succeed on a DC 15 Intelligence (Investigation) check in order to discover the hidden pockets.
Sailor's Mouth. Once per short or long rest, you can use a bonus action to cast the vicious mockery spell (save DC 15) while wearing the coat. When cast in this way, the target takes extra psychic damage equal to your Charisma modifier.
Cap’n Cusstooth of the Cussin’ Corsair could kill a man dead with that mouth o’ his.
I'm running a pirate campaign rn. My Bard Captain is DEFINITELY getting one of these :)
Rollback Post to RevisionRollBack
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 :)
Rapidfire Heavy Crossbow Weapon (crossbow, heavy), very rare (requires attunement)
This lever-action heavy crossbow is auto-drawing and magazine-fed. A revolving cylinder ringed with magnetic chambers grabs and nocks bolts from the magazine to be fired in rapid succession.
This crossbow lacks the loading property and is fitted with a cartridge that can hold up to twenty crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes 1 minute.
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you use the Attack action with this crossbow, you can use a bonus action to attack again with it.
Karl Paperweight, artificer extraordinaire, had two Rapidfire Heavy Crossbows mounted to the top of his carriage for excursions out of town, successfully extending the life expectancy of his personal guard by two whole months!
Rollback Post to RevisionRollBack
Thanks for looking! ✨ Like our work? Consider supporting us onPatreonto unlock hi-res item art, cards, monsters, campaign settings and more! 🧙♂️
Swarm Gauntlet Wondrous item, uncommon (requires attunement unless you are attuned to the Aquatic Symbiote)
This living gauntlet is host to a swarm of coelamorphs. The swarm uses the statistics of a swarm of quippers, but it has a walking speed of 20 feet and can breathe on both land and water. As an action while wearing the gauntlet, you can release the swarm into an unoccupied space within 5 feet of you. The swarm is friendly to you and your companions, and it obeys your commands while you are within 60 feet of it.
In combat, the swarm shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the swarm can take any action of its choice, not just Dodge.
As a bonus action while you are within 5 feet of the swarm, you can call it back into the gauntlet. While inside the gauntlet the swarm has total cover. When you complete a short rest while the swarm is inside the gauntlet, you can choose to spend hit dice to heal the swarm instead of yourself. The swarm regains hit points equal to the number rolled on the hit die plus your Constitution modifier. When you complete a long rest, the swarm regains all lost hit points. If the swarm is destroyed, a new swarm develops within the gauntlet in 1d4 days.
Uruvel waited in a dark recess of the crevasse as the divers swam past. The many calcified pods lining his skin stirred with excitement. His small ones could sense that a bloody feast was soon upon them. As the divers reached a small patch of glittering gold coins, carefully arranged by Uruvel to catch the light from above, he emerged from the darkness. Each of the pods opened to reveal a tiny coelamorph living within, and they simultaneously burst into action. The divers were instantaneously swarmed with tiny serrated jaws, without a moment to even scream. All that was left was a murky red cloud of bones and sinew that drifted down to join the ever-growing pile on the seafloor. The small ones, full and contented, returned to their homes within Uruvel’s body, as he hummed and thoughtfully adjusted the coins again to catch the choicest angle of light.
Rollback Post to RevisionRollBack
Thanks for looking! ✨ Like our work? Consider supporting us onPatreonto unlock hi-res item art, cards, monsters, campaign settings and more! 🧙♂️
As a bonus action while wielding this weapon you can split the greataxe into a shield and longsword, or merge them back into a greataxe. You don the shield in one hand and wield the longsword in the other hand as part of the bonus action to split the weapon. This weapon has the heavy property in both modes. You are proficient with this weapon and shield if you are proficient with greataxes.
This weapon has 7 charges. Once on each of your turns, you can expend one or more charges to activate the elemental wind engines inside this weapon and extend the reach of your next attack by 10 feet for each expended charge. This attack deals thunder damage instead of the weapon's normal damage. This weapon regains 1d6 + 1 expended charges daily at dawn.
Forged by ancient artificers who harnessed the power of the desert wind to fuel their weaponry, this feat of engineering provides brutal force and crucial protection alike.
Rollback Post to RevisionRollBack
Thanks for looking! ✨ Like our work? Consider supporting us onPatreonto unlock hi-res item art, cards, monsters, campaign settings and more! 🧙♂️
This handaxe deals an extra 1d8 psychic damage to bearded creatures and, on a successful hit, the target’s beard is sheared clean off. If the bearded creature is a dwarf, the axe deals an extra 2d8 psychic damage instead.
Jorja the Barber loves nothing more than a close shave. Too close for some.
Rollback Post to RevisionRollBack
Thanks for looking! ✨ Like our work? Consider supporting us onPatreonto unlock hi-res item art, cards, monsters, campaign settings and more! 🧙♂️
an extra 1d8 / 2d8 per hit for an uncommon magic item that isn't tied to a charge and doesn't require attunement (granted it wouldn't do the extra damage to non-beareded creatures)? A regular handaxe does 1d6 damage so this is >2x/3x damage. I love the art, but still...
an extra 1d8 / 2d8 per hit for an uncommon magic item that isn't tied to a charge and doesn't require attunement (granted it wouldn't do the extra damage to non-beareded creatures)? A regular handaxe does 1d6 damage so this is >2x/3x damage. I love the art, but still...
It only does the extra damage to the creature once, when the beard is sheared off.
Rollback Post to RevisionRollBack
Thanks for looking! ✨ Like our work? Consider supporting us onPatreonto unlock hi-res item art, cards, monsters, campaign settings and more! 🧙♂️
an extra 1d8 / 2d8 per hit for an uncommon magic item that isn't tied to a charge and doesn't require attunement (granted it wouldn't do the extra damage to non-beareded creatures)? A regular handaxe does 1d6 damage so this is >2x/3x damage. I love the art, but still...
It only does the extra damage to the creature once, when the beard is sheared off.
What would it do to a bearded devil?
Rollback Post to RevisionRollBack
Pronouns: he/him/his.
My posting scheduled is irregular: sometimes I can post twice a week, sometimes twice a day. I may also respond to quick questions, but ignore harder responses in favor of time.
My location is where my character for my home game is (we're doing the wild beyond the witchlight).
"The Doomvault... Probably full of unicorns and rainbows." -An imaginary quote
an extra 1d8 / 2d8 per hit for an uncommon magic item that isn't tied to a charge and doesn't require attunement (granted it wouldn't do the extra damage to non-beareded creatures)? A regular handaxe does 1d6 damage so this is >2x/3x damage. I love the art, but still...
It only does the extra damage to the creature once, when the beard is sheared off.
What would it do to a bearded devil?
I would give the Bearded Devil a DC 13 Constitution saving throw when hit with the axe. On a failure it loses its beard, takes 2d8 psychic damage, and loses the beard attack on its stat block.
Nebulous Net
Weapon (net), legendary (requires attunement)
No light passes through the void-black material of this net except for a constellation of twinkling stars. The net is 3 feet in diameter when held, however it expands to great lengths when thrown to engulf a target creature. It can be wielded as a net with these alterations:
Legend has it that the nebulous net was created when Euphrachtus cut a swath of the night sky to be his blanket.
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!
Liquid Lightning
Potion, rare
Drinking this potion allows you to zip around for 1 minute as pure electricity. As a bonus action on each of your turns before the effect ends, you can transform into a bolt of lightning and instantly travel in a straight line to an unoccupied space you can see within 30 feet. This movement doesn’t provoke opportunity attacks and you are immune to lightning damage while in this form. You can pass through small holes, narrow openings, and even mere cracks, as well as through conductive materials such as metal. Each creature in your travel path must succeed on a DC 15 Dexterity saving throw, or take 3d6 lightning damage. You immediately revert to your normal form upon reaching the destination. This potion’s stormy liquid arcs with tiny bolts of lightning and it numbs the tongue when sipped.
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!
Combine this with the Pandolin, and you’re literally Sonic the Hedgehog.
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
Aquatic Symbiote
Wondrous item, rare (requires attunement)
This fleshy mass pulses with life and twitches when touched. If you allow this creature to merge with your body you gain adaptations suited for an aquatic environment. You can breathe underwater and gain a swimming speed equal to your walking speed. You must immerse yourself in water for at least 1 hour every day, or suffer one level of exhaustion at the end of that day. You can only recover from this exhaustion through magic or by immersing yourself in water for at least 1 hour. Additionally, when you merge with the symbiote, you can choose one of the following adaptations:
Bioluminescence. Your skin develops luminous patches or you grow a slender stalk from your head that dangles a mass of luminescent flesh at the end. As a bonus action you can activate or deactivate your bioluminescence, providing bright light in a 20-foot radius and dim light for an additional 20 feet. As an action you can create a dazzling display and attempt to allure a creature within 20 feet of you that can see you. The creature must make a DC 15 Wisdom saving throw, or become charmed by you for 1 minute on a failure. A creature charmed in this way is incapacitated and moves towards you at half speed on each of its turns. The creature can remake this save at the beginning of each of its turns and each time it takes damage, ending the effect on a success. Once this property is used, it cannot be used again until you complete a long rest.
Venomous Spines. Rows of thin spines protrude from your skin, coated with neurotoxic mucus. As a reaction, when a creature hits you with a melee attack, you can retaliate with venomous spines. Make an unarmed strike against the attacker, dealing 1d4 piercing on a hit and the target must make a DC 15 Constitution saving throw, taking 2d8 poison damage and becoming poisoned for 1 minute on a failure. Once you hit a creature, this property cannot be used again until you complete a long rest.
Ink Sacs. You develop three sacs filled with an inky black substance. As an action while underwater you can secrete the contents of one sac to create an opaque ink cloud in a 20-foot-radius sphere centered on yourself. The sphere spreads around corners, its area is heavily obscured, and it counts as difficult terrain to creatures other than yourself. It lasts for 1 minute or until a strong current disperses it. You regenerate all expended ink sacs when you complete a long rest.
Removing the attunement to the symbiote takes 1 hour of incredibly painful surgery, which must be performed by another creature. During this process, you are incapacitated and take 2d6 necrotic damage every 10 minutes. This damage ignores resistance and immunity. If you are reduced to 0 hit points or the process is interrupted, the removal fails. If the process is a success, the attunement ends and the symbiote is destroyed.
The elder coaxed a strange creature from the pool, amorphous and gelatinous with large, wild eyes akin to those of an octopus. They swiveled and blinked in four different directions, drinking in the candle-lit chamber. Immediately the creature began to change color and shape, stretching and flattening itself over her skin. She handled it quickly, preventing it from gaining purchase on her body. “This is for you, young one. Step forward.”
Ambergris hesitated. He knew the process of becoming Seaborne would permanently change you, and he welcomed the transformation, but he wasn’t expecting it to be so… grotesque.
“Come now, it is time.” The elder said sternly, and Ambergris obeyed. She held the creature aloft, chanting softly to herself, and lowered it onto his shoulders. The creature was cool, slimy and eager. As it expanded to engulf his skin, it felt as if he was being submerged into a vat of old blubber, or wriggling worms. Swallowing panic, he closed his eyes and stood incredibly still. Within minutes the creature wrapped itself around his entire body, leaving his head free. Then it began to itch and burn.“It hurts!” Ambergris gasped
“Focus child. You must guide its shape to suit your needs.”
Wincing through the pain, he reached out with his mind, and felt a strange alien presence respond to his attention. Slowly, the pain subsided, and Ambergris opened his eyes to see the chamber filled with a brilliant blue glow. The light was coming from his own skin, which now protruded with gills and fins that flexed slowly. Ambergris felt a sudden urge to try out this new body. He stepped forward and dove into the water. It felt like home.
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!
This is a pretty cool item.The story at the bottom got me wondering.
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
Dragon Turtle Plate
Armor (plate), very rare (requires attunement)
You have a +1 bonus to AC and resistance to fire damage while wearing this armor fashioned from a dragon turtle hatchling's shell.
As an action, you can exhale scalding steam in a 60-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 9d8 fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage. The armor can't be used this way again until you complete a long rest.
If you are knocked prone while wearing this armor, flip a coin. If you lose the flip, you fall on your back. To stand up, you must succeed on a DC 10 Dexterity check on your turn and then use all your movement for that turn. Another player may use their action to get you on your feet.
To become a merknight of the Order of the Trench, you must undergo a perilous mission. This quest takes you into the nest of a dragon turtle, where you must slay a hatchling and acquire its shell. This bony carapace will become your suit of armor, so finding an appropriately sized hatchling is very important if you want to look good.
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!
Arcblade
Weapon (longsword), very rare (requires attunement)
This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of dark lightning to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the arcblade.
You gain a +2 bonus to attack and damage rolls made with this weapon, which deals lightning damage instead of slashing damage. When you hit a creature with it, you can cause lightning to arc from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes 1d8 lightning damage.
The arcblade is able to absorb ambient electrical energy to briefly enter a supercharged state. If you take lightning damage while this weapon’s blade is active, you can use your reaction to capture some of that energy and store it for up to 1 minute. The first time you hit with the arcblade before the end of the duration, the target takes additional lightning damage equal to half of the damage you took. This property can’t be used again until the next dusk.
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!
Really cool artstyle!!
For more info about my designs like the dUltimate dice: lenpolygon.com
Captain's Coat
Armor (studded leather), rare (requires attunement)
Functional and fashionable, this long pirate captain’s coat is reinforced for combat and draws the eyes to its ornate design. While wearing this coat, you have proficiency in navigator’s tools, vehicles (water) and you have a swimming speed equal to your walking speed.
Multiple pockets are hidden on the inside of the coat, able to conceal small objects. A creature attempting to search your person must succeed on a DC 15 Intelligence (Investigation) check in order to discover the hidden pockets.
Sailor's Mouth. Once per short or long rest, you can use a bonus action to cast the vicious mockery spell (save DC 15) while wearing the coat. When cast in this way, the target takes extra psychic damage equal to your Charisma modifier.
Cap’n Cusstooth of the Cussin’ Corsair could kill a man dead with that mouth o’ his.
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!
I'm running a pirate campaign rn. My Bard Captain is DEFINITELY getting one of these :)
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
Rapidfire Heavy Crossbow
Weapon (crossbow, heavy), very rare (requires attunement)
This lever-action heavy crossbow is auto-drawing and magazine-fed. A revolving cylinder ringed with magnetic chambers grabs and nocks bolts from the magazine to be fired in rapid succession.
This crossbow lacks the loading property and is fitted with a cartridge that can hold up to twenty crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes 1 minute.
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you use the Attack action with this crossbow, you can use a bonus action to attack again with it.
Karl Paperweight, artificer extraordinaire, had two Rapidfire Heavy Crossbows mounted to the top of his carriage for excursions out of town, successfully extending the life expectancy of his personal guard by two whole months!
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!
Swarm Gauntlet
Wondrous item, uncommon (requires attunement unless you are attuned to the Aquatic Symbiote)
This living gauntlet is host to a swarm of coelamorphs. The swarm uses the statistics of a swarm of quippers, but it has a walking speed of 20 feet and can breathe on both land and water. As an action while wearing the gauntlet, you can release the swarm into an unoccupied space within 5 feet of you. The swarm is friendly to you and your companions, and it obeys your commands while you are within 60 feet of it.
In combat, the swarm shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the swarm can take any action of its choice, not just Dodge.
As a bonus action while you are within 5 feet of the swarm, you can call it back into the gauntlet. While inside the gauntlet the swarm has total cover. When you complete a short rest while the swarm is inside the gauntlet, you can choose to spend hit dice to heal the swarm instead of yourself. The swarm regains hit points equal to the number rolled on the hit die plus your Constitution modifier. When you complete a long rest, the swarm regains all lost hit points. If the swarm is destroyed, a new swarm develops within the gauntlet in 1d4 days.
Uruvel waited in a dark recess of the crevasse as the divers swam past. The many calcified pods lining his skin stirred with excitement. His small ones could sense that a bloody feast was soon upon them. As the divers reached a small patch of glittering gold coins, carefully arranged by Uruvel to catch the light from above, he emerged from the darkness. Each of the pods opened to reveal a tiny coelamorph living within, and they simultaneously burst into action. The divers were instantaneously swarmed with tiny serrated jaws, without a moment to even scream. All that was left was a murky red cloud of bones and sinew that drifted down to join the ever-growing pile on the seafloor. The small ones, full and contented, returned to their homes within Uruvel’s body, as he hummed and thoughtfully adjusted the coins again to catch the choicest angle of light.
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!
Desert Wind
Weapon (greataxe/longsword), uncommon (requires attunement)
As a bonus action while wielding this weapon you can split the greataxe into a shield and longsword, or merge them back into a greataxe. You don the shield in one hand and wield the longsword in the other hand as part of the bonus action to split the weapon. This weapon has the heavy property in both modes. You are proficient with this weapon and shield if you are proficient with greataxes.
This weapon has 7 charges. Once on each of your turns, you can expend one or more charges to activate the elemental wind engines inside this weapon and extend the reach of your next attack by 10 feet for each expended charge. This attack deals thunder damage instead of the weapon's normal damage. This weapon regains 1d6 + 1 expended charges daily at dawn.
Forged by ancient artificers who harnessed the power of the desert wind to fuel their weaponry, this feat of engineering provides brutal force and crucial protection alike.
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!
Beard Trimmer
Weapon (handaxe), uncommon
This handaxe deals an extra 1d8 psychic damage to bearded creatures and, on a successful hit, the target’s beard is sheared clean off. If the bearded creature is a dwarf, the axe deals an extra 2d8 psychic damage instead.
Jorja the Barber loves nothing more than a close shave. Too close for some.
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!
an extra 1d8 / 2d8 per hit for an uncommon magic item that isn't tied to a charge and doesn't require attunement (granted it wouldn't do the extra damage to non-beareded creatures)? A regular handaxe does 1d6 damage so this is >2x/3x damage. I love the art, but still...
Guide to the Five Factions (PWYW)
A rather comprehensive list of free WotC D&D resources
Deck of Decks
It only does the extra damage to the creature once, when the beard is sheared off.
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!
What would it do to a bearded devil?
Pronouns: he/him/his.
My posting scheduled is irregular: sometimes I can post twice a week, sometimes twice a day. I may also respond to quick questions, but ignore harder responses in favor of time.
My location is where my character for my home game is (we're doing the wild beyond the witchlight).
"The Doomvault... Probably full of unicorns and rainbows." -An imaginary quote
ah!
Guide to the Five Factions (PWYW)
A rather comprehensive list of free WotC D&D resources
Deck of Decks
What if a creature could regenerate?
I would give the Bearded Devil a DC 13 Constitution saving throw when hit with the axe. On a failure it loses its beard, takes 2d8 psychic damage, and loses the beard attack on its stat block.
If the creature regrows its beard, it takes the extra damage each time the beard is cut off.
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!