No flavor text? that’s always one of the best parts :(
I agree. Still a fun item though.
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This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco. No connection to Dragonslayer8 other than knowing them in real life.
Deathguard Armor (shield), very rare (requires attunement)
This shield has a deathly visage on its surface in gold and bronze. While wearing the shield you have resistance to necrotic damage and advantage on death saving throws. Additionally, as a bonus action you can sense the presence of undead within 100 feet of you. Undead sensed by this effect cannot hide from you or gain advantage on attack rolls against you for 8 hours and you are immune to being frightened by them. Once this property has been used, it cannot be used again until next dawn.
Curse. Vitality has fled your body. You are pale and your skin is cool to the touch. You gain the undead creature type in addition to your base type and you are vulnerable to radiant damage. You can go twice as long without sleep, food or water.
The grave calls to you, and it is a call you heed. Not to fall into its embrace, but to conquer it.
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Gluttonous Crumhorn Wondrous item, legendary (requires attunement by a bard)
While holding this horn, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your bard spells. The crumhorn has 6 charges. It regains 1d4+2 expended charges daily at dawn.
As an action you can expend 1 charge to play the crumhorn and release an eerie, stomach-growling tune. Any creature, other than yourself, within 60 feet of you that can hear your tune and that has the ability to eat, must succeed on a Constitution saving throw or go into a ravenous frenzy. On its next turn, a ravenous creature must move up to its speed to the nearest source of food and use its action to shovel anything edible into its mouth. It will consume food at an alarming rate, eating up to its daily requirement with each action. At the end of each turn that a ravenous creature spends eating before it takes a long rest, the following effects occur:
After the second turn, it becomes poisoned until it completes a long rest.
After the third turn, the creature falls unconscious for 1 hour, or until it takes damage, or someone uses an action to shake or slap it awake.
If a ravenous creature does not have access to food, it will attack the nearest creature it perceives to be edible. At the end of its turn, if a ravenous creature has not eaten food, it takes 4d6 necrotic damage. If there is nothing edible within range, a creature under this effect will eat leather, and other organic objects that are normally considered inedible, although this does not prevent the creature from suffering the necrotic damage. Undead and creatures immune to being charmed aren't affected by this song.
Alternatively, as an action you can expend 2 charges to play a joyous tune of abundance from the crumhorn and cast the create food and water spell.
“The man told us it was dinner time, and he began playing a tune on that strange instrument of his. We suddenly became hungry, so unbelievably hungry. The rest is too horrible for me to recall... I’m a vegetarian now.”
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all that text and things about sending people into a possibly cannibalistic frenzy and then a sentence like "oh yea, almost forgot, you can also make food" but who'd wanna do that?
all that text and things about sending people into a possibly cannibalistic frenzy and then a sentence like "oh yea, almost forgot, you can also make food" but who'd wanna do that?
Haha yeah, I wanted to give it an alternate use, and the option to make it less grim. This way, you can create a feast and enjoy the disabling/crowd control effects without the cannibalism. Initially there was also a clause about eating yourself, if you had no food. I think it's more versatile now, not only for horror games!
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Lachryphages, or Tear Drinkers, are moth-like fey that feed on the emotional energy of other creatures by drinking their tears. Using their proboscis, they have the power to temporarily relieve a creature of its sorrow, or its joy. Lachryphages treasure the passionately shed tears of intelligent magical creatures, such as unicorns and dragons, though they usually subsist on those of sleeping woodland animals.
Another spooky monster is added to the bestiary as we explore further into the cursed lands! 🌙🌙🌙
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This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 80 feet. It can carry up to 400 pounds, but its flying speed becomes 50 feet while carrying over 200 pounds. The broom stops hovering when you land.
You can send the broom to travel alone to a destination within 5 miles of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 5 miles of you.
While you are riding skysweeper you always know which way is north, and you ignore the effects of high altitude, including elevations above 20,000 feet. If you are knocked off of skysweeper you instantly gain the effect of the feather fall spell cast on you, and the broom comes to retrieve you. As an action while riding skysweeper you can cast the invisibility spell on yourself and the broom at will. Dismounting the broom ends your concentration on the spell. These magical effects only apply to the rider who spoke the command word to activate the broom.
Nissa mounted her broom and felt the rush of exhilaration as she kicked off of the ground. It was wonderful to be in the air again. All of the woes of nearly being burned at the stake, just this morning, were swept from her mind as she flew into the crisp autumn sky. Soon she was thousands of feet above the world, her snowy owl soaring beside her letting out gleeful hoots as the pair dodged rain-laden clouds. They rose higher still, beyond the pinks and peaches of the setting sun, into the starry night. She was free!
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This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 80 feet. It can carry up to 400 pounds, but its flying speed becomes 50 feet while carrying over 200 pounds. The broom stops hovering when you land.
You can send the broom to travel alone to a destination within 5 miles of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 5 miles of you.
While you are riding skysweeper you always know which way is north, and you ignore the effects of high altitude, including elevations above 20,000 feet. If you are knocked off of skysweeper you instantly gain the effect of the feather fall spell cast on you, and the broom comes to retrieve you. As an action while riding skysweeper you can cast the invisibility spell on yourself and the broom at will. Dismounting the broom ends your concentration on the spell. These magical effects only apply to the rider who spoke the command word to activate the broom.
Nissa mounted her broom and felt the rush of exhilaration as she kicked off of the ground. It was wonderful to be in the air again. All of the woes of nearly being burned at the stake, just this morning, were swept from her mind as she flew into the crisp autumn sky. Soon she was thousands of feet above the world, her snowy owl soaring beside her letting out gleeful hoots as the pair dodged rain-laden clouds. They rose higher still, beyond the pinks and peaches of the setting sun, into the starry night. She was free!
That’s a awesome one! I feel it’s like the mega-broom, it has everything cool about certain brooms, but none of them have all of the things together. This one does, that’s awesome!
That’s a awesome one! I feel it’s like the mega-broom, it has everything cool about certain brooms, but none of them have all of the things together. This one does, that’s awesome!
Thanks! I was inspired as I reread Harry Potter to make a luxury broom that a witch would really want to ride.
It's not coming out soon. Our artist who did the first two swords is working on a few other pieces before revisiting the concept. I'd like to finish the series before too long, however.
This piece of magical ammunition is made out of your coagulated blood. When you make a ranged attack against a creature using a bloodbolt, you can choose to have it heal instead of dealing damage. On a hit, the creature regains 1d4 hit points.
If you reduce a creature to 0 hit points with a ranged attack using a bloodbolt, the creature explodes in a violent, bloody mess. You can choose to cause each creature within 10 feet of the exploding creature to regain 1d6 hit points, or make a DC 13 Dexterity saving throw. On a failure, the creature takes 1d6 piercing damage.
The ability to craft bloodbolts is a hemomantic process that can be learned by studying from a tome or teacher for 8 hours and a cost of 500 gp. Once you have learned the process, you can spend 1 minute to craft up to 10 bloodbolts. For each piece summoned, you lose 1d4 hit points due to blood loss. A bloodbolt lasts 24 hours before it dissolves and is destroyed.
Hemomancers have discovered many unexpected uses for their blood, allowing them to heal or harm with equally grotesque techniques.
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This piece of magical ammunition is made out of your coagulated blood. When you make a ranged attack against a creature using a bloodbolt, you can choose to have it heal instead of dealing damage. On a hit, the creature regains 1d4 hit points.
If you reduce a creature to 0 hit points with a ranged attack using a bloodbolt, the creature explodes in a violent, bloody mess. You can choose to cause each creature within 10 feet of the exploding creature to regain 1d6 hit points, or make a DC 13 Dexterity saving throw. On a failure, the creature takes 1d6 piercing damage.
The ability to craft bloodbolts is a hemomantic process that can be learned by studying from a tome or teacher for 8 hours and a cost of 500 gp. Once you have learned the process, you can spend 1 minute to craft up to 10 bloodbolts. For each piece summoned, you lose 1d4 hit points due to blood loss. A bloodbolt lasts 24 hours before it dissolves and is destroyed.
Hemomancers have discovered many unexpected uses for their blood, allowing them to heal or harm with equally grotesque techniques.
wow, thats gross! but also super cool! it gives me some serious Venom/Carnage vibes. speaking of witch, it would be super cool if you did a item in that style!
Boo! This cloak has 3 charges, and it regains all expended charges daily at dawn. As an action while wearing this cloak you can expend one charge to cast the fear spell (save DC 17).
Possession. As an action you can force one humanoid that you can see within 5 feet of you to make a DC 17 Charisma saving throw or be possessed by you; you then disappear, and the target is incapacitated and loses control of its body. You now control the body but don't deprive the target of awareness.You can't be targeted by any attack, spell, or other effect, and you retain your alignment, Intelligence, Wisdom, and Charisma. You otherwise use the possessed target's statistics, but don't gain access to the target's knowledge, class features, or proficiencies.
The possession lasts for 1 minute, or until the target drops to 0 hit points, you end it as a bonus action, or you are turned or forced out by an effect like the remove curse, greater restoration, or dispel magic spells. At the end of each of the target’s turns it can repeat the saving throw, ending the effect on a success. When the possession ends, you reappear in an unoccupied space within 5 feet of the target. The target is immune to this effect for 24 hours after succeeding on the saving throw or after the possession ends. Once you use this feature of the phantom shroud, it cannot be used again until the next dawn.
Incorporeal Movement. As a bonus action while wearing this cloak, you can become incorporeal for 1 minute. While incorporeal, you can’t be grappled or restrained and you can move through creatures and solid objects as if they were difficult terrain. If you end your turn in a solid object, you take 1d10 force damage. If the effect ends while you are inside a solid object, you instead are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet traveled. Once you use this feature of the phantom shroud, it cannot be used again until the next dawn.
While wearing this cloak, you can use an action to cast one of the following spells from it (save DC 13): command, misty step (bonus action), or fear. Once a spell has been cast using the cloak, that spell can't be cast from the cloak again until the next dawn.
Made from 60% Cold-Cured Ectoplasm, 40% Linen.
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Boo! This cloak has 3 charges, and it regains all expended charges daily at dawn. As an action while wearing this cloak you can expend one charge to cast the fear spell (save DC 17).
Possession. As an action you can force one humanoid that you can see within 5 feet of you to make a DC 17 Charisma saving throw or be possessed by you; you then disappear, and the target is incapacitated and loses control of its body. You now control the body but don't deprive the target of awareness.You can't be targeted by any attack, spell, or other effect, and you retain your alignment, Intelligence, Wisdom, and Charisma. You otherwise use the possessed target's statistics, but don't gain access to the target's knowledge, class features, or proficiencies.
The possession lasts for 1 minute, or until the target drops to 0 hit points, you end it as a bonus action, or you are turned or forced out by an effect like the remove curse, greater restoration, or dispel magic spells. At the end of each of the target’s turns it can repeat the saving throw, ending the effect on a success. When the possession ends, you reappear in an unoccupied space within 5 feet of the target. The target is immune to this effect for 24 hours after succeeding on the saving throw or after the possession ends. Once you use this feature of the phantom shroud, it cannot be used again until the next dawn.
Incorporeal Movement. As a bonus action while wearing this cloak, you can become incorporeal for 1 minute. While incorporeal, you can’t be grappled or restrained and you can move through creatures and solid objects as if they were difficult terrain. If you end your turn in a solid object, you take 1d10 force damage. If the effect ends while you are inside a solid object, you instead are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet traveled. Once you use this feature of the phantom shroud, it cannot be used again until the next dawn.
While wearing this cloak, you can use an action to cast one of the following spells from it (save DC 13): command, misty step (bonus action), or fear. Once a spell has been cast using the cloak, that spell can't be cast from the cloak again until the next dawn.
Made from 60% Cold-Cured Ectoplasm, 40% Linen.
is there a difference in appearence in the two? i dont mean in game. did you color it differently? if you did, man, quality work. i would have just copied images.
is there a difference in appearence in the two? i dont mean in game. did you color it differently? if you did, man, quality work. i would have just copied images.
The Spectral Shroud art is darker, and re-balanced to be a lower-level uncommon item. Thanks as always!
A viscous, caustic liquid drips from the pocked and scarred blade of this glaive. It deals an extra 1d4 acid damage to any target it hits.
Caustic Blast. When you hit a target with the vile glaive, you can drench it in acid, in addition to the weapon's normal damage. The target must make a DC 15 Constitution saving throw. On a failure, the target takes 4d4 acid damage and it has a -1 penalty to its AC for 1 minute. On a success, the target instead takes 2d4 acid damage and its AC is not reduced. The glaive can't be used this way again until the next dawn.
The legions of Ulcifer the Vile use acid to etch away armor and melt the flesh of their enemies. Each of her warriors scars themself with the ancient black dragon’s caustic saliva, as a demonstration of loyalty and obedient suffering.
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No flavor text? that’s always one of the best parts :(
I agree. Still a fun item though.
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco.
No connection to Dragonslayer8 other than knowing them in real life.
Deathguard
Armor (shield), very rare (requires attunement)
This shield has a deathly visage on its surface in gold and bronze. While wearing the shield you have resistance to necrotic damage and advantage on death saving throws. Additionally, as a bonus action you can sense the presence of undead within 100 feet of you. Undead sensed by this effect cannot hide from you or gain advantage on attack rolls against you for 8 hours and you are immune to being frightened by them. Once this property has been used, it cannot be used again until next dawn.
Curse. Vitality has fled your body. You are pale and your skin is cool to the touch. You gain the undead creature type in addition to your base type and you are vulnerable to radiant damage. You can go twice as long without sleep, food or water.
The grave calls to you, and it is a call you heed. Not to fall into its embrace, but to conquer it.
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Gluttonous Crumhorn
Wondrous item, legendary (requires attunement by a bard)
While holding this horn, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your bard spells. The crumhorn has 6 charges. It regains 1d4+2 expended charges daily at dawn.
As an action you can expend 1 charge to play the crumhorn and release an eerie, stomach-growling tune. Any creature, other than yourself, within 60 feet of you that can hear your tune and that has the ability to eat, must succeed on a Constitution saving throw or go into a ravenous frenzy. On its next turn, a ravenous creature must move up to its speed to the nearest source of food and use its action to shovel anything edible into its mouth. It will consume food at an alarming rate, eating up to its daily requirement with each action. At the end of each turn that a ravenous creature spends eating before it takes a long rest, the following effects occur:
If a ravenous creature does not have access to food, it will attack the nearest creature it perceives to be edible. At the end of its turn, if a ravenous creature has not eaten food, it takes 4d6 necrotic damage. If there is nothing edible within range, a creature under this effect will eat leather, and other organic objects that are normally considered inedible, although this does not prevent the creature from suffering the necrotic damage. Undead and creatures immune to being charmed aren't affected by this song.
Alternatively, as an action you can expend 2 charges to play a joyous tune of abundance from the crumhorn and cast the create food and water spell.
“The man told us it was dinner time, and he began playing a tune on that strange instrument of his. We suddenly became hungry, so unbelievably hungry. The rest is too horrible for me to recall... I’m a vegetarian now.”
Thanks for looking! ✨ Like our work? Consider supporting us on Patreon to unlock hi-res item art, cards, monsters, campaign settings and more! 🧙♂️
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all that text and things about sending people into a possibly cannibalistic frenzy and then a sentence like "oh yea, almost forgot, you can also make food" but who'd wanna do that?
Haha yeah, I wanted to give it an alternate use, and the option to make it less grim. This way, you can create a feast and enjoy the disabling/crowd control effects without the cannibalism. Initially there was also a clause about eating yourself, if you had no food. I think it's more versatile now, not only for horror games!
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!
Lachryphages, or Tear Drinkers, are moth-like fey that feed on the emotional energy of other creatures by drinking their tears. Using their proboscis, they have the power to temporarily relieve a creature of its sorrow, or its joy. Lachryphages treasure the passionately shed tears of intelligent magical creatures, such as unicorns and dragons, though they usually subsist on those of sleeping woodland animals.
Another spooky monster is added to the bestiary as we explore further into the cursed lands!
🌙🌙🌙
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Huh! That’s a neat one!
TeA DRinKerS SOUND AWSOME
Skysweeper
Wondrous item, very rare
This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 80 feet. It can carry up to 400 pounds, but its flying speed becomes 50 feet while carrying over 200 pounds. The broom stops hovering when you land.
You can send the broom to travel alone to a destination within 5 miles of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 5 miles of you.
While you are riding skysweeper you always know which way is north, and you ignore the effects of high altitude, including elevations above 20,000 feet. If you are knocked off of skysweeper you instantly gain the effect of the feather fall spell cast on you, and the broom comes to retrieve you. As an action while riding skysweeper you can cast the invisibility spell on yourself and the broom at will. Dismounting the broom ends your concentration on the spell. These magical effects only apply to the rider who spoke the command word to activate the broom.
Nissa mounted her broom and felt the rush of exhilaration as she kicked off of the ground. It was wonderful to be in the air again. All of the woes of nearly being burned at the stake, just this morning, were swept from her mind as she flew into the crisp autumn sky. Soon she was thousands of feet above the world, her snowy owl soaring beside her letting out gleeful hoots as the pair dodged rain-laden clouds. They rose higher still, beyond the pinks and peaches of the setting sun, into the starry night. She was free!
Thanks for looking! ✨ Like our work? Consider supporting us on Patreon to unlock hi-res item art, cards, monsters, campaign settings and more! 🧙♂️
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That’s a awesome one! I feel it’s like the mega-broom, it has everything cool about certain brooms, but none of them have all of the things together. This one does, that’s awesome!
When is the final revenant sword coming out?
Hi, I am not a chest. I deny with 100% certainty that I am a chest. I can neither confirm nor deny what I am beyond that.
I used to portray Krathian, Q'ilbrith, Jim, Tara, Turin, Nathan, Tench, Finn, Alvin, and other characters in various taverns.
I also do homebrew, check out my Spells and Magic Items
"That is not dead which can eternal lie, and with strange eons, even death may die"
Thanks! I was inspired as I reread Harry Potter to make a luxury broom that a witch would really want to ride.
It's not coming out soon. Our artist who did the first two swords is working on a few other pieces before revisiting the concept. I'd like to finish the series before too long, however.
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!
Bloodbolt
Weapon (arrow or bolt), uncommon
This piece of magical ammunition is made out of your coagulated blood. When you make a ranged attack against a creature using a bloodbolt, you can choose to have it heal instead of dealing damage. On a hit, the creature regains 1d4 hit points.
If you reduce a creature to 0 hit points with a ranged attack using a bloodbolt, the creature explodes in a violent, bloody mess. You can choose to cause each creature within 10 feet of the exploding creature to regain 1d6 hit points, or make a DC 13 Dexterity saving throw. On a failure, the creature takes 1d6 piercing damage.
The ability to craft bloodbolts is a hemomantic process that can be learned by studying from a tome or teacher for 8 hours and a cost of 500 gp. Once you have learned the process, you can spend 1 minute to craft up to 10 bloodbolts. For each piece summoned, you lose 1d4 hit points due to blood loss. A bloodbolt lasts 24 hours before it dissolves and is destroyed.
Hemomancers have discovered many unexpected uses for their blood, allowing them to heal or harm with equally grotesque techniques.
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!
wow, thats gross! but also super cool! it gives me some serious Venom/Carnage vibes. speaking of witch, it would be super cool if you did a item in that style!
Phantom Shroud
Wondrous item, legendary (requires attunement)
Boo! This cloak has 3 charges, and it regains all expended charges daily at dawn. As an action while wearing this cloak you can expend one charge to cast the fear spell (save DC 17).
Possession. As an action you can force one humanoid that you can see within 5 feet of you to make a DC 17 Charisma saving throw or be possessed by you; you then disappear, and the target is incapacitated and loses control of its body. You now control the body but don't deprive the target of awareness.You can't be targeted by any attack, spell, or other effect, and you retain your alignment, Intelligence, Wisdom, and Charisma. You otherwise use the possessed target's statistics, but don't gain access to the target's knowledge, class features, or proficiencies.
The possession lasts for 1 minute, or until the target drops to 0 hit points, you end it as a bonus action, or you are turned or forced out by an effect like the remove curse, greater restoration, or dispel magic spells. At the end of each of the target’s turns it can repeat the saving throw, ending the effect on a success. When the possession ends, you reappear in an unoccupied space within 5 feet of the target. The target is immune to this effect for 24 hours after succeeding on the saving throw or after the possession ends. Once you use this feature of the phantom shroud, it cannot be used again until the next dawn.
Incorporeal Movement. As a bonus action while wearing this cloak, you can become incorporeal for 1 minute. While incorporeal, you can’t be grappled or restrained and you can move through creatures and solid objects as if they were difficult terrain. If you end your turn in a solid object, you take 1d10 force damage. If the effect ends while you are inside a solid object, you instead are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet traveled. Once you use this feature of the phantom shroud, it cannot be used again until the next dawn.
Made from 100% Genuine Cold-Cured Ectoplasm!
Spectral Shroud
Wondrous item, uncommon (requires attunement)
While wearing this cloak, you can use an action to cast one of the following spells from it (save DC 13): command, misty step (bonus action), or fear. Once a spell has been cast using the cloak, that spell can't be cast from the cloak again until the next dawn.
Made from 60% Cold-Cured Ectoplasm, 40% Linen.
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is there a difference in appearence in the two? i dont mean in game. did you color it differently? if you did, man, quality work. i would have just copied images.
The Spectral Shroud art is darker, and re-balanced to be a lower-level uncommon item. Thanks as always!
Thanks for looking! ✨ Like our work? Consider supporting us on Patreon to unlock hi-res item art, cards, monsters, campaign settings and more! 🧙♂️
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these are all really awesome. i'd like to see more rapiers too. maybe one with restricting vines
Vile Glaive
Weapon (glaive), rare
A viscous, caustic liquid drips from the pocked and scarred blade of this glaive. It deals an extra 1d4 acid damage to any target it hits.
Caustic Blast. When you hit a target with the vile glaive, you can drench it in acid, in addition to the weapon's normal damage. The target must make a DC 15 Constitution saving throw. On a failure, the target takes 4d4 acid damage and it has a -1 penalty to its AC for 1 minute. On a success, the target instead takes 2d4 acid damage and its AC is not reduced. The glaive can't be used this way again until the next dawn.
The legions of Ulcifer the Vile use acid to etch away armor and melt the flesh of their enemies. Each of her warriors scars themself with the ancient black dragon’s caustic saliva, as a demonstration of loyalty and obedient suffering.
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