The superior craftsmanship of this shortsword makes it exceedingly delicate and lightweight. You have a +1 bonus to attack and damage rolls made with this magic weapon.
The sword has 7 charges, and it regains 1d6+1 expended charges daily at dawn. As an action, you can expend 1 charge to make a flying strike with this sword. You can fly up to 60 feet and then make one melee weapon attack with this sword. This flight is in addition to your regular movement. If you hit a creature with this attack, you have a flying speed equal to your walking speed until the end of your next turn. If you fail to hit a creature with this attack, you immediately start falling.
Monks of the Soaring Mind fly into combat wielding shortswords forged of wind.
This dart is charged with ki-disrupting energy capable of temporarily severing a target’s connection to its ki. The coiled tip of each dart is compressed until it’s embedded into a target, where it expands outwards to maximize damage. Once a dart has been thrown, it must be rewound with an action before it can be thrown again.
A creature hit with this dart cannot use any ability that requires the creature to spend ki points for 1 minute. At the end of each of the creature’s turns, it can make a DC 13 Constitution saving throw, ending the effect on a success.
Stun Dart (monks only). When you make an attack with this dart, you can expend 1 ki point to amplify the dissonant energy within it. On a hit, the target must succeed on a Constitution saving throw against your ki save DC or be stunned until the end of your next turn.
The Order of the Sunken Path use ki blocker darts to disable their enemies in the Order of the Soaring Mind.
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When you make an attack with this bow, you have advantage on the attack roll if you've made another attack with the bow this turn against the same target and you're 20 feet or more from where the previous attack was made.
Swift Shot. Immediately after you attack with this bow, you can make an attack with this bow as a bonus action. You can use this property a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Flurry of Bows (requires attunement by a monk). Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two attacks with this bow as a bonus action.
One quick archer can besiege an opponent from every angle.
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These sandals have no sole and they amplify the sensation of the ground beneath your feet. While wearing the sandals, you have tremorsense out to 10 feet. If you already have tremorsense, wearing the sandals increases its range by 10 feet.
Staggering Fissure. As an action while wearing the sandals, you can stomp the ground to cause vibrations along the ground within a 5-foot-wide, 30-foot-long line. Each creature in that area must make a DC 15 Dexterity saving throw. On a failure, a creature takes 3d10 bludgeoning damage and falls prone. On a success, a creature takes half as much damage and its walking speed is reduced by 10 feet until the end of its next turn instead. Once this property has been used, it cannot be used again until next dawn.
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These sandals have no sole and they amplify the sensation of the ground beneath your feet. While wearing the sandals, you have tremorsense out to 10 feet. If you already have tremorsense, wearing the sandals increases its range by 10 feet.
Staggering Fissure. As an action while wearing the sandals, you can stomp the ground to cause vibrations along the ground within a 5-foot-wide, 30-foot-long line. Each creature in that area must make a DC 15 Dexterity saving throw. On a failure, a creature takes 3d10 bludgeoning damage and falls prone. On a success, a creature takes half as much damage and its walking speed is reduced by 10 feet until the end of its next turn instead. Once this property has been used, it cannot be used again until next dawn.
These sandals have no sole and they amplify the sensation of the ground beneath your feet. While wearing the sandals, you have tremorsense out to 10 feet. If you already have tremorsense, wearing the sandals increases its range by 10 feet.
Staggering Fissure. As an action while wearing the sandals, you can stomp the ground to cause vibrations along the ground within a 5-foot-wide, 30-foot-long line. Each creature in that area must make a DC 15 Dexterity saving throw. On a failure, a creature takes 3d10 bludgeoning damage and falls prone. On a success, a creature takes half as much damage and its walking speed is reduced by 10 feet until the end of its next turn instead. Once this property has been used, it cannot be used again until next dawn.
Do you wear socks with them?
You can certainly try! I suppose a pair of bottomless socks would be fitting.
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These sandals have no sole and they amplify the sensation of the ground beneath your feet. While wearing the sandals, you have tremorsense out to 10 feet. If you already have tremorsense, wearing the sandals increases its range by 10 feet.
Staggering Fissure. As an action while wearing the sandals, you can stomp the ground to cause vibrations along the ground within a 5-foot-wide, 30-foot-long line. Each creature in that area must make a DC 15 Dexterity saving throw. On a failure, a creature takes 3d10 bludgeoning damage and falls prone. On a success, a creature takes half as much damage and its walking speed is reduced by 10 feet until the end of its next turn instead. Once this property has been used, it cannot be used again until next dawn.
Do you wear socks with them?
You can certainly try! I suppose a pair of bottomless socks would be fitting.
*Essentially, if Toph Beifong decided to wear shoes, these are them.*
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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.
These sandals have no sole and they amplify the sensation of the ground beneath your feet. While wearing the sandals, you have tremorsense out to 10 feet. If you already have tremorsense, wearing the sandals increases its range by 10 feet.
Staggering Fissure. As an action while wearing the sandals, you can stomp the ground to cause vibrations along the ground within a 5-foot-wide, 30-foot-long line. Each creature in that area must make a DC 15 Dexterity saving throw. On a failure, a creature takes 3d10 bludgeoning damage and falls prone. On a success, a creature takes half as much damage and its walking speed is reduced by 10 feet until the end of its next turn instead. Once this property has been used, it cannot be used again until next dawn.
Do you wear socks with them?
You can certainly try! I suppose a pair of bottomless socks would be fitting.
*Essentially, if Toph Beifong decided to wear shoes, these are them.*
Within this 2-inch diameter glass sphere is a roiling cloud of colorful smoke.
You can use an action to throw the ball up to 60 feet. The ball shatters on impact and creates a 20-foot-radius sphere of rainbow-colored smoke centered on the point of impact. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
When a creature enters the smoke for the first time on a turn or starts its turn there, it must succeed on a DC 15 Wisdom saving throw against magic or become befuddled. A befuddled creature immediately moves its entire movement speed in a random direction. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. If the creature moves into another creature or obstacle, it falls prone. Additionally, the creature has disadvantage on attack rolls, ability checks, and Constitution saving throws to maintain concentration until the end of its next turn.
Blingo’s Balls of Befuddlement will blind, bewilder, and bamboozle your beloved buddies! Use them to spice up a party or just toss one into a crowd to watch the chaos ensue! Blingo is not responsible for any injuries or property damage that may occur as a result of his balls.
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Shifty Poncho Wondrous item, uncommon (requires attunement by a monk)
When another creature heals you with magic, you can use your reaction to reduce the hit points regained by 5 and regain 1 ki point instead.
As a bonus action while wearing this poncho, you can cast the blur spell. As a reaction when you take damage while the spell is active, you can teleport up to 15 feet to an unoccupied space you can see. Once this spell has been cast from the poncho, it can’t be cast again until the next dawn unless you spend 2 ki points to do so.
Walkers of the Sunken Path that wear these vestments shift in and out of sight at will as they meld into their surroundings.
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Shifty Poncho Wondrous item, uncommon (requires attunement by a monk)
When another creature heals you with magic, you can use your reaction to reduce the hit points regained by 5 and regain 1 ki point instead.
As a bonus action while wearing this poncho, you can cast the blur spell. As a reaction when you take damage while the spell is active, you can teleport up to 15 feet to an unoccupied space you can see. Once this spell has been cast from the poncho, it can’t be cast again until the next dawn unless you spend 2 ki points to do so.
Walkers of the Sunken Path that wear these vestments shift in and out of sight at will as they meld into their surroundings.
Cool item! I think being able to cast blur, especially as a bonus action (and especially for monks) should make it rare, added on to the fact that you can regain ki points. I like the theme though
Shifty Poncho Wondrous item, uncommon (requires attunement by a monk)
When another creature heals you with magic, you can use your reaction to reduce the hit points regained by 5 and regain 1 ki point instead.
As a bonus action while wearing this poncho, you can cast the blur spell. As a reaction when you take damage while the spell is active, you can teleport up to 15 feet to an unoccupied space you can see. Once this spell has been cast from the poncho, it can’t be cast again until the next dawn unless you spend 2 ki points to do so.
Walkers of the Sunken Path that wear these vestments shift in and out of sight at will as they meld into their surroundings.
Cool item! I think being able to cast blur, especially as a bonus action (and especially for monks) should make it rare, added on to the fact that you can regain ki points. I like the theme though
(definitely rare. With the help of a support character, having a free ki point per turn is busted af)
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Life is very busy unfortunately, gone from most Pbp's indefinitely. If you'd like to contact me, I am on Discord at GreatAxeblade#7595, always happy to chat :)
Shifty Poncho Wondrous item, uncommon (requires attunement by a monk)
When another creature heals you with magic, you can use your reaction to reduce the hit points regained by 5 and regain 1 ki point instead.
As a bonus action while wearing this poncho, you can cast the blur spell. As a reaction when you take damage while the spell is active, you can teleport up to 15 feet to an unoccupied space you can see. Once this spell has been cast from the poncho, it can’t be cast again until the next dawn unless you spend 2 ki points to do so.
Walkers of the Sunken Path that wear these vestments shift in and out of sight at will as they meld into their surroundings.
Cool item! I think being able to cast blur, especially as a bonus action (and especially for monks) should make it rare, added on to the fact that you can regain ki points. I like the theme though
(definitely rare. With the help of a support character, having a free ki point per turn is busted af)
I don't think the ability to convert healing to ki would be a very common occurrence, nor would it be advantageous for you or your healer to do so every turn. Healing is extremely expensive in 5e, and it's worth more than ki. The only time I would use this ability is to prevent wasted healing over my maximum hp. Many spells might not even give you enough healing to even trigger this ability (like Healing Spirit or Healing Word). I really think this feature seems more powerful than it would be in play. I agree that blur is very useful on a monk, but balance-wise it's a 2nd level spell once per day for 2 ki (which is available to Way of Shadow monks at level 3). In order to make it more useful on a martial, the bonus action casting is key. Compare blur to the rare Cloak of Displacement, and it's inferior because it requires casting a spell, requires concentration, and it only lasts 1 minute or until you lose concentration. The reaction teleport is also very situational. I think that it works very well with the monk overall, but I don't think it would be broken on a level 1-4 monk. I'm going to give the poncho to my level 2 monk player this week and playtest it however, but my instinct is that it fits into the higher echelon of Uncommon items.
Shifty Poncho Wondrous item, uncommon (requires attunement by a monk)
When another creature heals you with magic, you can use your reaction to reduce the hit points regained by 5 and regain 1 ki point instead.
As a bonus action while wearing this poncho, you can cast the blur spell. As a reaction when you take damage while the spell is active, you can teleport up to 15 feet to an unoccupied space you can see. Once this spell has been cast from the poncho, it can’t be cast again until the next dawn unless you spend 2 ki points to do so.
Walkers of the Sunken Path that wear these vestments shift in and out of sight at will as they meld into their surroundings.
Cool item! I think being able to cast blur, especially as a bonus action (and especially for monks) should make it rare, added on to the fact that you can regain ki points. I like the theme though
(definitely rare. With the help of a support character, having a free ki point per turn is busted af)
I don't think the ability to convert healing to ki would be a very common occurrence, nor would it be advantageous for you or your healer to do so every turn. Healing is extremely expensive in 5e, and it's worth more than ki. The only time I would use this ability is to prevent wasted healing over my maximum hp. Many spells might not even give you enough healing to even trigger this ability (like Healing Spirit or Healing Word). I really think this feature seems more powerful than it would be in play. I agree that blur is very useful on a monk, but balance-wise it's a 2nd level spell once per day for 2 ki (which is available to Way of Shadow monks at level 3). In order to make it more useful on a martial, the bonus action casting is key. Compare blur to the rare Cloak of Displacement, and it's inferior because it requires casting a spell, requires concentration, and it only lasts 1 minute or until you lose concentration. The reaction teleport is also very situational. I think that it works very well with the monk overall, but I don't think it would be broken on a level 1-4 monk. I'm going to give the poncho to my level 2 monk player this week and playtest it however, but my instinct is that it fits into the higher echelon of Uncommon items.
Fair enough. I do think the ki regen thing should be limited to 3 or 5 per long rest though if it is to be an Uncommon.
(like if you had a team of two lvl 3 way of mercy monks, they could just infinitely heal each other for free every turn whilst still attacking with their bonus action. At lvl 3!)
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Life is very busy unfortunately, gone from most Pbp's indefinitely. If you'd like to contact me, I am on Discord at GreatAxeblade#7595, always happy to chat :)
Shifty Poncho Wondrous item, uncommon (requires attunement by a monk)
When another creature heals you with magic, you can use your reaction to reduce the hit points regained by 5 and regain 1 ki point instead.
As a bonus action while wearing this poncho, you can cast the blur spell. As a reaction when you take damage while the spell is active, you can teleport up to 15 feet to an unoccupied space you can see. Once this spell has been cast from the poncho, it can’t be cast again until the next dawn unless you spend 2 ki points to do so.
Walkers of the Sunken Path that wear these vestments shift in and out of sight at will as they meld into their surroundings.
Cool item! I think being able to cast blur, especially as a bonus action (and especially for monks) should make it rare, added on to the fact that you can regain ki points. I like the theme though
(definitely rare. With the help of a support character, having a free ki point per turn is busted af)
I don't think the ability to convert healing to ki would be a very common occurrence, nor would it be advantageous for you or your healer to do so every turn. Healing is extremely expensive in 5e, and it's worth more than ki. The only time I would use this ability is to prevent wasted healing over my maximum hp. Many spells might not even give you enough healing to even trigger this ability (like Healing Spirit or Healing Word). I really think this feature seems more powerful than it would be in play. I agree that blur is very useful on a monk, but balance-wise it's a 2nd level spell once per day for 2 ki (which is available to Way of Shadow monks at level 3). In order to make it more useful on a martial, the bonus action casting is key. Compare blur to the rare Cloak of Displacement, and it's inferior because it requires casting a spell, requires concentration, and it only lasts 1 minute or until you lose concentration. The reaction teleport is also very situational. I think that it works very well with the monk overall, but I don't think it would be broken on a level 1-4 monk. I'm going to give the poncho to my level 2 monk player this week and playtest it however, but my instinct is that it fits into the higher echelon of Uncommon items.
Fair enough. I do think the ki regen thing should be limited to 3 or 5 per long rest though if it is to be an Uncommon.
(like if you had a team of two lvl 3 way of mercy monks, they could just infinitely heal each other for free every turn whilst still attacking with their bonus action. At lvl 3!)
This is true, good idea. I will restrict it to proficiency bonus times per long rest, so it scales. Thanks!
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Friction Wraps Wondrous item, very rare (requires attunement)
You have a +1 bonus to attack rolls and damage rolls with your unarmed strikes while wearing these wraps.
Punching with these wraps generates intense heat that is diffused into the target with each subsequent blow. When you hit with an unarmed strike while wearing these wraps, all subsequent unarmed strikes you make before the end of this turn deal an extra 1d8 fire damage. The damage stacks with itself to a maximum of 3d8 with each hit, and then the heat is released and the process starts over.
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Friction Wraps Wondrous item, very rare (requires attunement)
You have a +1 bonus to attack rolls and damage rolls with your unarmed strikes while wearing these wraps.
Punching with these wraps generates intense heat that is diffused into the target with each subsequent blow. When you hit with an unarmed strike while wearing these wraps, all subsequent unarmed strikes you make before the end of this turn deal an extra 1d8 fire damage. The damage stacks with itself to a maximum of 3d8 with each hit, and then the heat is released and the process starts over.
Kanabō of the Oni Weapon (greatclub), rare (requires attunement)
This magic greatclub counts as a monk weapon.
Change Shape. While the kanabō is on your person, you can use your action to change into an oni-like form. When you transform into this shape, you gain the following characteristics for 1 minute:
Your height is 10 feet and you weigh 700 pounds. Your size is Large and your creature type is Giant. You can choose to appear more oni-like by growing short ivory horns, jet black fangs or claws, and blue, green, or red skin.
You gain 2d8 + your character level temporary hit points for the duration.
Whenever you make a Strength check or saving throw, you can roll one d8 and add the number rolled to the check or save.
Everything that you are wearing and carrying changes size with you. Any item that you drop returns to normal size at once.
The kanabō deals 2d8 bludgeoning damage and has the reach property while enlarged.
You can end the transformation as a bonus action, and it ends early if you end your turn and the kanabō is not on your person. Once Change Shape has been used, it cannot be used again until the next dawn.
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Robes of Ascension Wondrous item, very rare (requires attunement by a monk)
Whenever you succeed on an Intelligence, Wisdom, or Charisma saving throw or end the charmed or frightened condition on yourself and the save or condition was imposed by a hostile creature, you regain 1 ki point. Additionally, your Stillness of Mind class feature can be used as a bonus action instead of as an action.
As an action, you can cast the calm emotions spell from the robes using your ki save DC. For the duration of the spell, you have advantage on all Charisma checks directed at creatures that failed their saving throw. Once this spell has been cast from the robes, it can’t be cast again until the next dawn unless you spend 2 ki points to do so.
Monks of the Soaring Mind have supreme control over their emotions. By cutting out the energy spent on fear or anger, they have a greater reserve of ki to draw upon in their pursuits.
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Keep your hands to yourself, Sneak Thief!
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
Zephyr’s Edge
Weapon (shortsword), rare (requires attunement)
The superior craftsmanship of this shortsword makes it exceedingly delicate and lightweight. You have a +1 bonus to attack and damage rolls made with this magic weapon.
The sword has 7 charges, and it regains 1d6+1 expended charges daily at dawn. As an action, you can expend 1 charge to make a flying strike with this sword. You can fly up to 60 feet and then make one melee weapon attack with this sword. This flight is in addition to your regular movement. If you hit a creature with this attack, you have a flying speed equal to your walking speed until the end of your next turn. If you fail to hit a creature with this attack, you immediately start falling.
Monks of the Soaring Mind fly into combat wielding shortswords forged of wind.
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Ki Blocker Dart
Weapon (dart), uncommon
This dart is charged with ki-disrupting energy capable of temporarily severing a target’s connection to its ki. The coiled tip of each dart is compressed until it’s embedded into a target, where it expands outwards to maximize damage. Once a dart has been thrown, it must be rewound with an action before it can be thrown again.
A creature hit with this dart cannot use any ability that requires the creature to spend ki points for 1 minute. At the end of each of the creature’s turns, it can make a DC 13 Constitution saving throw, ending the effect on a success.
Stun Dart (monks only). When you make an attack with this dart, you can expend 1 ki point to amplify the dissonant energy within it. On a hit, the target must succeed on a Constitution saving throw against your ki save DC or be stunned until the end of your next turn.
The Order of the Sunken Path use ki blocker darts to disable their enemies in the Order of the Soaring Mind.
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Flanker’s Bow
Weapon (shortbow), rare (requires attunement)
When you make an attack with this bow, you have advantage on the attack roll if you've made another attack with the bow this turn against the same target and you're 20 feet or more from where the previous attack was made.
Swift Shot. Immediately after you attack with this bow, you can make an attack with this bow as a bonus action. You can use this property a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Flurry of Bows (requires attunement by a monk). Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two attacks with this bow as a bonus action.
One quick archer can besiege an opponent from every angle.
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Soleless Sandals
Wondrous item, rare (requires attunement)
These sandals have no sole and they amplify the sensation of the ground beneath your feet. While wearing the sandals, you have tremorsense out to 10 feet. If you already have tremorsense, wearing the sandals increases its range by 10 feet.
Staggering Fissure. As an action while wearing the sandals, you can stomp the ground to cause vibrations along the ground within a 5-foot-wide, 30-foot-long line. Each creature in that area must make a DC 15 Dexterity saving throw. On a failure, a creature takes 3d10 bludgeoning damage and falls prone. On a success, a creature takes half as much damage and its walking speed is reduced by 10 feet until the end of its next turn instead. Once this property has been used, it cannot be used again until next dawn.
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Do you wear socks with them?
You can certainly try! I suppose a pair of bottomless socks would be fitting.
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*Essentially, if Toph Beifong decided to wear shoes, these are them.*
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"
ye
Ball of Befuddlement
Wondrous item, rare
Within this 2-inch diameter glass sphere is a roiling cloud of colorful smoke.
You can use an action to throw the ball up to 60 feet. The ball shatters on impact and creates a 20-foot-radius sphere of rainbow-colored smoke centered on the point of impact. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
When a creature enters the smoke for the first time on a turn or starts its turn there, it must succeed on a DC 15 Wisdom saving throw against magic or become befuddled. A befuddled creature immediately moves its entire movement speed in a random direction. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. If the creature moves into another creature or obstacle, it falls prone. Additionally, the creature has disadvantage on attack rolls, ability checks, and Constitution saving throws to maintain concentration until the end of its next turn.
Blingo’s Balls of Befuddlement will blind, bewilder, and bamboozle your beloved buddies! Use them to spice up a party or just toss one into a crowd to watch the chaos ensue! Blingo is not responsible for any injuries or property damage that may occur as a result of his balls.
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Shifty Poncho
Wondrous item, uncommon (requires attunement by a monk)
When another creature heals you with magic, you can use your reaction to reduce the hit points regained by 5 and regain 1 ki point instead.
As a bonus action while wearing this poncho, you can cast the blur spell. As a reaction when you take damage while the spell is active, you can teleport up to 15 feet to an unoccupied space you can see. Once this spell has been cast from the poncho, it can’t be cast again until the next dawn unless you spend 2 ki points to do so.
Walkers of the Sunken Path that wear these vestments shift in and out of sight at will as they meld into their surroundings.
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Cool item! I think being able to cast blur, especially as a bonus action (and especially for monks) should make it rare, added on to the fact that you can regain ki points. I like the theme though
Updog
(definitely rare. With the help of a support character, having a free ki point per turn is busted af)
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
I don't think the ability to convert healing to ki would be a very common occurrence, nor would it be advantageous for you or your healer to do so every turn. Healing is extremely expensive in 5e, and it's worth more than ki. The only time I would use this ability is to prevent wasted healing over my maximum hp. Many spells might not even give you enough healing to even trigger this ability (like Healing Spirit or Healing Word). I really think this feature seems more powerful than it would be in play.
I agree that blur is very useful on a monk, but balance-wise it's a 2nd level spell once per day for 2 ki (which is available to Way of Shadow monks at level 3). In order to make it more useful on a martial, the bonus action casting is key. Compare blur to the rare Cloak of Displacement, and it's inferior because it requires casting a spell, requires concentration, and it only lasts 1 minute or until you lose concentration. The reaction teleport is also very situational.
I think that it works very well with the monk overall, but I don't think it would be broken on a level 1-4 monk. I'm going to give the poncho to my level 2 monk player this week and playtest it however, but my instinct is that it fits into the higher echelon of Uncommon items.
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Fair enough. I do think the ki regen thing should be limited to 3 or 5 per long rest though if it is to be an Uncommon.
(like if you had a team of two lvl 3 way of mercy monks, they could just infinitely heal each other for free every turn whilst still attacking with their bonus action. At lvl 3!)
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
This is true, good idea. I will restrict it to proficiency bonus times per long rest, so it scales. Thanks!
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Friction Wraps
Wondrous item, very rare (requires attunement)
You have a +1 bonus to attack rolls and damage rolls with your unarmed strikes while wearing these wraps.
Punching with these wraps generates intense heat that is diffused into the target with each subsequent blow. When you hit with an unarmed strike while wearing these wraps, all subsequent unarmed strikes you make before the end of this turn deal an extra 1d8 fire damage. The damage stacks with itself to a maximum of 3d8 with each hit, and then the heat is released and the process starts over.
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Seems painful… ouch.
Kanabō of the Oni
Weapon (greatclub), rare (requires attunement)
This magic greatclub counts as a monk weapon.
Change Shape. While the kanabō is on your person, you can use your action to change into an oni-like form. When you transform into this shape, you gain the following characteristics for 1 minute:
You can end the transformation as a bonus action, and it ends early if you end your turn and the kanabō is not on your person. Once Change Shape has been used, it cannot be used again until the next dawn.
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Robes of Ascension
Wondrous item, very rare (requires attunement by a monk)
Whenever you succeed on an Intelligence, Wisdom, or Charisma saving throw or end the charmed or frightened condition on yourself and the save or condition was imposed by a hostile creature, you regain 1 ki point. Additionally, your Stillness of Mind class feature can be used as a bonus action instead of as an action.
As an action, you can cast the calm emotions spell from the robes using your ki save DC. For the duration of the spell, you have advantage on all Charisma checks directed at creatures that failed their saving throw. Once this spell has been cast from the robes, it can’t be cast again until the next dawn unless you spend 2 ki points to do so.
Monks of the Soaring Mind have supreme control over their emotions. By cutting out the energy spent on fear or anger, they have a greater reserve of ki to draw upon in their pursuits.
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