Tsuba of the Crane Wondrous item, uncommon (requires attunement)
You can attach this tsuba to a longsword, greatsword, rapier, shortsword, or scimitar by pressing the tsuba against it for at least 1 minute, at which point it replaces the sword’s hand guard. Thereafter, the tsuba can't be removed unless you detach it as an action or the weapon is destroyed. A sword can only have one tsuba attached to it at a time.
If a sword is nonmagical, it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage while this tsuba is attached.
While you are holding a sword with this tsuba attached and you are hit by a ranged weapon attack, you can use your reaction to deflect the missile. Make an attack roll with this sword. If the total number rolled is equal to or higher than the attack roll of the incoming ranged attack, you deflect the missile and take no damage. This attack cannot benefit from advantage or disadvantage.
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Icebreaker Weapon (maul), very rare (requires attunement by a barbarian)
Frigid Rage. When you enter a rage while Icebreaker is on your person, you gain resistance to cold damage, or immunity if you already have resistance, and you can choose one of the following options:
A jagged mass of ice forms around the head of Icebreaker, increasing its size and devastating power. When you hit with an attack using the maul, the target takes an extra 1d8 cold damage. A creature killed by this damage shatters into frozen chunks.
A protective armor of ice crystals forms around your body. You gain a bonus to your AC equal to half your rage damage bonus (rounded down). While the ice armor is present, it emits a frigid aura within 5 feet of you. When a creature of your choice that lacks resistance or immunity to cold damage enters the area for the first time on its turn or starts its turn there, that creature’s speed is reduced by 10 feet and it can’t take reactions until the start of its next turn.
Frigid Rage lasts as long as you are raging. While Frigid Rage is active, you can use your reaction when your rage ends or when you are hit with a melee attack to end Frigid Rage early in an explosion of ice shards. Each creature within 15 feet of you must make a DC 16 Dexterity saving throw. A creature takes a number of d8s of cold damage equal to your rage damage bonus on a failure, or half as much damage on a success. You can expend one use of your rage as a bonus action while raging to reactivate Frigid Rage.
Jürgen has found that the best way to break the ice is with his hammer.
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This iron band is ringed with frost and embedded with milky blue uncut larimar. The hand upon which you wear the ring is pale and ice cold to the touch. The ring has 3 charges, and it regains all expended charges daily at dawn. You can expend 1 charge while wearing the ring to do one of the following options:
Chilling Blow. When you hit a target with an unarmed strike or a melee weapon attack, the target takes an extra 2d6 cold damage and it must make a successful DC 13 Constitution saving throw or it can’t take reactions and its speed is halved until the end of its next turn.
Ice Javelin. When you take the Attack action, if your ring-wearing hand is free, you can replace one of the attacks with a special thrown weapon attack. As part of the attack, you summon a javelin made of ice and throw it at a target that you can see within range. The ice javelin uses the damage die and weapon properties of a typical javelin. Hit or miss, the javelin then explodes. The target of your attack and each creature within 5 feet of it must succeed on a DC 13 Dexterity saving throw or take 2d6 cold damage. If the attack hit, the target has disadvantage on this saving throw.
The cloaked ranger rode into town on a reindeer, and a pall of silence fell upon the villagers. Icicles hung from its antlers and the fringe of the traveler’s mantle was stiff with frost. A young stablehand stepped forth and feebly offered to lodge the beast for the night, but the ranger’s only response was to hold out a frost-blackened fist. The stablehand instinctively responded, and a ring was dropped into his cupped hands…
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This iron band is ringed with frost and embedded with milky blue uncut larimar. The hand upon which you wear the ring is pale and ice cold to the touch. The ring has 3 charges, and it regains all expended charges daily at dawn. You can expend 1 charge while wearing the ring to do one of the following options:
Chilling Blow. When you hit a target with an unarmed strike or a melee weapon attack, the target takes an extra 2d6 cold damage and it must make a successful DC 13 Constitution saving throw or it can’t take reactions and its speed is halved until the end of its next turn.
Ice Javelin. When you take the Attack action, if your ring-wearing hand is free, you can replace one of the attacks with a special thrown weapon attack. As part of the attack, you summon a javelin made of ice and throw it at a target that you can see within range. The ice javelin uses the damage die and weapon properties of a typical javelin. Hit or miss, the javelin then explodes. The target of your attack and each creature within 5 feet of it must succeed on a DC 13 Dexterity saving throw or take 2d6 cold damage. If the attack hit, the target has disadvantage on this saving throw.
The cloaked ranger rode into town on a reindeer, and a pall of silence fell upon the villagers. Icicles hung from its antlers and the fringe of the traveler’s mantle was stiff with frost. A young stablehand stepped forth and feebly offered to lodge the beast for the night, but the ranger’s only response was to hold out a frost-blackened fist. The stablehand instinctively responded, and a ring was dropped into his cupped hands…
Pretty sure I already have the "chilling blow" power after being outside in the winter for more than five minutes
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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.
This iron band is ringed with frost and embedded with milky blue uncut larimar. The hand upon which you wear the ring is pale and ice cold to the touch. The ring has 3 charges, and it regains all expended charges daily at dawn. You can expend 1 charge while wearing the ring to do one of the following options:
Chilling Blow. When you hit a target with an unarmed strike or a melee weapon attack, the target takes an extra 2d6 cold damage and it must make a successful DC 13 Constitution saving throw or it can’t take reactions and its speed is halved until the end of its next turn.
Ice Javelin. When you take the Attack action, if your ring-wearing hand is free, you can replace one of the attacks with a special thrown weapon attack. As part of the attack, you summon a javelin made of ice and throw it at a target that you can see within range. The ice javelin uses the damage die and weapon properties of a typical javelin. Hit or miss, the javelin then explodes. The target of your attack and each creature within 5 feet of it must succeed on a DC 13 Dexterity saving throw or take 2d6 cold damage. If the attack hit, the target has disadvantage on this saving throw.
The cloaked ranger rode into town on a reindeer, and a pall of silence fell upon the villagers. Icicles hung from its antlers and the fringe of the traveler’s mantle was stiff with frost. A young stablehand stepped forth and feebly offered to lodge the beast for the night, but the ranger’s only response was to hold out a frost-blackened fist. The stablehand instinctively responded, and a ring was dropped into his cupped hands…
Pretty sure I already have the "chilling blow" power after being outside in the winter for more than five minutes
I don't even have to be outside at winter to get that. I just have to sit around for about 10 minutes or so, and my hand is cold enough to paralyze a moose.
Obviously an exaggeration, but still. Very, very cold.
This iron band is ringed with frost and embedded with milky blue uncut larimar. The hand upon which you wear the ring is pale and ice cold to the touch. The ring has 3 charges, and it regains all expended charges daily at dawn. You can expend 1 charge while wearing the ring to do one of the following options:
Chilling Blow. When you hit a target with an unarmed strike or a melee weapon attack, the target takes an extra 2d6 cold damage and it must make a successful DC 13 Constitution saving throw or it can’t take reactions and its speed is halved until the end of its next turn.
Ice Javelin. When you take the Attack action, if your ring-wearing hand is free, you can replace one of the attacks with a special thrown weapon attack. As part of the attack, you summon a javelin made of ice and throw it at a target that you can see within range. The ice javelin uses the damage die and weapon properties of a typical javelin. Hit or miss, the javelin then explodes. The target of your attack and each creature within 5 feet of it must succeed on a DC 13 Dexterity saving throw or take 2d6 cold damage. If the attack hit, the target has disadvantage on this saving throw.
The cloaked ranger rode into town on a reindeer, and a pall of silence fell upon the villagers. Icicles hung from its antlers and the fringe of the traveler’s mantle was stiff with frost. A young stablehand stepped forth and feebly offered to lodge the beast for the night, but the ranger’s only response was to hold out a frost-blackened fist. The stablehand instinctively responded, and a ring was dropped into his cupped hands…
Pretty sure I already have the "chilling blow" power after being outside in the winter for more than five minutes
I don't even have to be outside at winter to get that. I just have to sit around for about 10 minutes or so, and my hand is cold enough to paralyze a moose.
Obviously an exaggeration, but still. Very, very cold.
And I thought my wife's FEET were cold! Damn girl! A moose?!!
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Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
Titan’s Greatbow Weapon (longbow), very rare (requires attunement)
This massive longbow is bound together from a bundle of saplings. Runic enchantments engraved into metal rings along its limbs empower the wielder with the strength to wield it. The bow has a normal range of 200 feet and a long range of 800 feet, and you have a bonus to damage rolls equal to your Strength modifier or +2, whichever is higher.
Enlarging Arrow. The bow has 5 charges, and it regains 1d4 + 1 expended charges daily at dawn. When you make a ranged attack with the bow, you can expend 1 charge to cause the arrow to grow to immense proportions in mid-flight. On a hit, the target takes an extra 2d8 piercing damage if it is in the bow’s normal range, or 3d8 if it is in the bow’s long range. Additionally, if the target is a creature, it must make a successful DC 16 Strength saving throw or be knocked prone. This arrow deals double damage to objects and structures. The arrow then reverts to its normal size.
Latia watched the quickly-moving caravan kick up dust in the valley below, and lined up her shot. As she loosed an arrow with a resonant thrum, the runic etchings of her massive greatbow flashed white-hot. Soaring through the air, the arrow quickly expanded to immense proportions. By the time it hit the lead wagon, it was as if a small tree had fallen from the sky. The wagon was instantly shattered and sent careening end-over-end. Horses, men, and a torrent of debris were flung in every direction as chaos descended upon the sundered caravan.
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Great Item! Could be quite useful as a battering ram in a pinch... Your art is really fantastic!
A flying battering ram :D Thank you!
I can think of only one thing more scary. A gelatinous cube launcher
EEEKK!! Definitely a good idea.
Flying Tarrasque...
Flying Tarrasque with a crew of kobolds on its back, manning Gelatinous Cube launchers and Titan's Greatbows. At that point, you have to question if the DM doesn't like you....
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Former Spider Queen of the Spider Guild, and friendly neighborhood scheming creature.
"Made by spiders, for spiders, of spiders."
My pronouns are she/her.
Web Weaver of Everlasting Narrative! (title bestowed by Drummer)
This iron band is ringed with frost and embedded with milky blue uncut larimar. The hand upon which you wear the ring is pale and ice cold to the touch. The ring has 3 charges, and it regains all expended charges daily at dawn. You can expend 1 charge while wearing the ring to do one of the following options:
Chilling Blow. When you hit a target with an unarmed strike or a melee weapon attack, the target takes an extra 2d6 cold damage and it must make a successful DC 13 Constitution saving throw or it can’t take reactions and its speed is halved until the end of its next turn.
Ice Javelin. When you take the Attack action, if your ring-wearing hand is free, you can replace one of the attacks with a special thrown weapon attack. As part of the attack, you summon a javelin made of ice and throw it at a target that you can see within range. The ice javelin uses the damage die and weapon properties of a typical javelin. Hit or miss, the javelin then explodes. The target of your attack and each creature within 5 feet of it must succeed on a DC 13 Dexterity saving throw or take 2d6 cold damage. If the attack hit, the target has disadvantage on this saving throw.
The cloaked ranger rode into town on a reindeer, and a pall of silence fell upon the villagers. Icicles hung from its antlers and the fringe of the traveler’s mantle was stiff with frost. A young stablehand stepped forth and feebly offered to lodge the beast for the night, but the ranger’s only response was to hold out a frost-blackened fist. The stablehand instinctively responded, and a ring was dropped into his cupped hands…
Pretty sure I already have the "chilling blow" power after being outside in the winter for more than five minutes
I don't even have to be outside at winter to get that. I just have to sit around for about 10 minutes or so, and my hand is cold enough to paralyze a moose.
Obviously an exaggeration, but still. Very, very cold.
And I thought my wife's FEET were cold! Damn girl! A moose?!!
If my hands were to get much colder, there's only one thing to do then: Break out the mortar and butter knife, and saw off the frostbitten fingers.
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Former Spider Queen of the Spider Guild, and friendly neighborhood scheming creature.
"Made by spiders, for spiders, of spiders."
My pronouns are she/her.
Web Weaver of Everlasting Narrative! (title bestowed by Drummer)
Ebonclaw Wondrous item, rare (requires attunement by a monk)
These black iron gauntlets menace with spikes along the knuckles. While you are wearing these gauntlets, your unarmed strikes deal an extra 1d6 piercing damage.
If you kill a hostile creature of CR 1 or higher with an unarmed strike while wearing these gauntlets, you draw some of the creature’s life energy into yourself and regain 1 ki point.
Curse. Each time you regain ki using these gauntlets, a darkness begins to take hold of you. When you do so for the 7th time, your spirit becomes addicted to the life force of others. You can no longer regain ki points when you take a short or long rest, but the ki points you siphon from each creature you slay is now equal to one roll of your martial arts die. Additionally, your maximum number of ki points is doubled. When you finish a long rest you lose all remaining ki points if you haven’t regained ki points using these gauntlets since your last long rest. When this curse takes hold, the gauntlets undergo a transformation, revealing their truly sinister nature. They now deal extra necrotic damage equal to one roll of your martial arts die on a hit instead of the extra piercing damage.
Ebonclaw, forged of infernal soul-stealing iron, shackles the wearer to the pain they can inflict with their clenched fists.
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Ebonclaw Wondrous item, rare (requires attunement by a monk)
These black iron gauntlets menace with spikes along the knuckles. While you are wearing these gauntlets, your unarmed strikes deal an extra 1d6 piercing damage.
If you kill a hostile creature of CR 1 or higher with an unarmed strike while wearing these gauntlets, you draw some of the creature’s life energy into yourself and regain 1 ki point.
Curse. Each time you regain ki using these gauntlets, a darkness begins to take hold of you. When you do so for the 7th time, your spirit becomes addicted to the life force of others. You can no longer regain ki points when you take a short or long rest, but the ki points you siphon from each creature you slay is now equal to one roll of your martial arts die. Additionally, your maximum number of ki points is doubled. When you finish a long rest you lose all remaining ki points if you haven’t regained ki points using these gauntlets since your last long rest. When this curse takes hold, the gauntlets undergo a transformation, revealing their truly sinister nature. They now deal extra necrotic damage equal to one roll of your martial arts die on a hit instead of the extra piercing damage.
Ebonclaw, forged of infernal soul-stealing iron, shackles the wearer to the pain they can inflict with their clenched fists.
Niceeeee. Well worth the wait. Spiky-gauntlet semi-life-stealing claws? Dope. The art is amazing (as usual) and the “curse” actually seems more like a boon? Just and evil one? I’d add a little mor penalty to it… like some kind of berserker axe feature where if you go to long without stealing someone soul you attack a random person nearby. Anyway, it’s a great item.
Ebonclaw Wondrous item, rare (requires attunement by a monk)
These black iron gauntlets menace with spikes along the knuckles. While you are wearing these gauntlets, your unarmed strikes deal an extra 1d6 piercing damage.
If you kill a hostile creature of CR 1 or higher with an unarmed strike while wearing these gauntlets, you draw some of the creature’s life energy into yourself and regain 1 ki point.
Curse. Each time you regain ki using these gauntlets, a darkness begins to take hold of you. When you do so for the 7th time, your spirit becomes addicted to the life force of others. You can no longer regain ki points when you take a short or long rest, but the ki points you siphon from each creature you slay is now equal to one roll of your martial arts die. Additionally, your maximum number of ki points is doubled. When you finish a long rest you lose all remaining ki points if you haven’t regained ki points using these gauntlets since your last long rest. When this curse takes hold, the gauntlets undergo a transformation, revealing their truly sinister nature. They now deal extra necrotic damage equal to one roll of your martial arts die on a hit instead of the extra piercing damage.
Ebonclaw, forged of infernal soul-stealing iron, shackles the wearer to the pain they can inflict with their clenched fists.
Niceeeee. Well worth the wait. Spiky-gauntlet semi-life-stealing claws? Dope. The art is amazing (as usual) and the “curse” actually seems more like a boon? Just and evil one? I’d add a little mor penalty to it… like some kind of berserker axe feature where if you go to long without stealing someone soul you attack a random person nearby. Anyway, it’s a great item.
Thank you plopped123 as always for the feedback and kind words! Indeed, the curse for this one is mostly in the roleplay and changing the style of play of your monks. I think there are some fun ways to make it more or less severe, but it's pretty middle-of-the-road as is!
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Ebonclaw Wondrous item, rare (requires attunement by a monk)
These black iron gauntlets menace with spikes along the knuckles. While you are wearing these gauntlets, your unarmed strikes deal an extra 1d6 piercing damage.
If you kill a hostile creature of CR 1 or higher with an unarmed strike while wearing these gauntlets, you draw some of the creature’s life energy into yourself and regain 1 ki point.
Curse. Each time you regain ki using these gauntlets, a darkness begins to take hold of you. When you do so for the 7th time, your spirit becomes addicted to the life force of others. You can no longer regain ki points when you take a short or long rest, but the ki points you siphon from each creature you slay is now equal to one roll of your martial arts die. Additionally, your maximum number of ki points is doubled. When you finish a long rest you lose all remaining ki points if you haven’t regained ki points using these gauntlets since your last long rest. When this curse takes hold, the gauntlets undergo a transformation, revealing their truly sinister nature. They now deal extra necrotic damage equal to one roll of your martial arts die on a hit instead of the extra piercing damage.
Ebonclaw, forged of infernal soul-stealing iron, shackles the wearer to the pain they can inflict with their clenched fists.
Niceeeee. Well worth the wait. Spiky-gauntlet semi-life-stealing claws? Dope. The art is amazing (as usual) and the “curse” actually seems more like a boon? Just and evil one? I’d add a little mor penalty to it… like some kind of berserker axe feature where if you go to long without stealing someone soul you attack a random person nearby. Anyway, it’s a great item.
True, but I think being completely reliant on kills for Ki is already a huge debuff. Maybe a thematical "curse" would be fine, but I think combat-wise, it is plenty debuffed already.
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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 :)
Maybe? Hope not. They have taken long breaks before, like the gap between the ebony claws and the bow was a while, so I think there just taking a break (deserved) or saving up to do something cool.
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Tsuba of the Crane
Wondrous item, uncommon (requires attunement)
You can attach this tsuba to a longsword, greatsword, rapier, shortsword, or scimitar by pressing the tsuba against it for at least 1 minute, at which point it replaces the sword’s hand guard. Thereafter, the tsuba can't be removed unless you detach it as an action or the weapon is destroyed. A sword can only have one tsuba attached to it at a time.
If a sword is nonmagical, it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage while this tsuba is attached.
While you are holding a sword with this tsuba attached and you are hit by a ranged weapon attack, you can use your reaction to deflect the missile. Make an attack roll with this sword. If the total number rolled is equal to or higher than the attack roll of the incoming ranged attack, you deflect the missile and take no damage. This attack cannot benefit from advantage or disadvantage.
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Icebreaker
Weapon (maul), very rare (requires attunement by a barbarian)
Frigid Rage. When you enter a rage while Icebreaker is on your person, you gain resistance to cold damage, or immunity if you already have resistance, and you can choose one of the following options:
Frigid Rage lasts as long as you are raging. While Frigid Rage is active, you can use your reaction when your rage ends or when you are hit with a melee attack to end Frigid Rage early in an explosion of ice shards. Each creature within 15 feet of you must make a DC 16 Dexterity saving throw. A creature takes a number of d8s of cold damage equal to your rage damage bonus on a failure, or half as much damage on a success. You can expend one use of your rage as a bonus action while raging to reactivate Frigid Rage.
Jürgen has found that the best way to break the ice is with his hammer.
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Coldhand
Ring, uncommon (requires attunement)
This iron band is ringed with frost and embedded with milky blue uncut larimar. The hand upon which you wear the ring is pale and ice cold to the touch. The ring has 3 charges, and it regains all expended charges daily at dawn. You can expend 1 charge while wearing the ring to do one of the following options:
Chilling Blow. When you hit a target with an unarmed strike or a melee weapon attack, the target takes an extra 2d6 cold damage and it must make a successful DC 13 Constitution saving throw or it can’t take reactions and its speed is halved until the end of its next turn.
Ice Javelin. When you take the Attack action, if your ring-wearing hand is free, you can replace one of the attacks with a special thrown weapon attack. As part of the attack, you summon a javelin made of ice and throw it at a target that you can see within range. The ice javelin uses the damage die and weapon properties of a typical javelin. Hit or miss, the javelin then explodes. The target of your attack and each creature within 5 feet of it must succeed on a DC 13 Dexterity saving throw or take 2d6 cold damage. If the attack hit, the target has disadvantage on this saving throw.
The cloaked ranger rode into town on a reindeer, and a pall of silence fell upon the villagers. Icicles hung from its antlers and the fringe of the traveler’s mantle was stiff with frost. A young stablehand stepped forth and feebly offered to lodge the beast for the night, but the ranger’s only response was to hold out a frost-blackened fist. The stablehand instinctively responded, and a ring was dropped into his cupped hands…
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Pretty sure I already have the "chilling blow" power after being outside in the winter for more than five minutes
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"
I don't even have to be outside at winter to get that. I just have to sit around for about 10 minutes or so, and my hand is cold enough to paralyze a moose.
Obviously an exaggeration, but still. Very, very cold.
Former Spider Queen of the Spider Guild, and friendly neighborhood scheming creature.
"Made by spiders, for spiders, of spiders."
My pronouns are she/her.
Web Weaver of Everlasting Narrative! (title bestowed by Drummer)
And I thought my wife's FEET were cold! Damn girl! A moose?!!
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
Titan’s Greatbow
Weapon (longbow), very rare (requires attunement)
This massive longbow is bound together from a bundle of saplings. Runic enchantments engraved into metal rings along its limbs empower the wielder with the strength to wield it. The bow has a normal range of 200 feet and a long range of 800 feet, and you have a bonus to damage rolls equal to your Strength modifier or +2, whichever is higher.
Enlarging Arrow. The bow has 5 charges, and it regains 1d4 + 1 expended charges daily at dawn. When you make a ranged attack with the bow, you can expend 1 charge to cause the arrow to grow to immense proportions in mid-flight. On a hit, the target takes an extra 2d8 piercing damage if it is in the bow’s normal range, or 3d8 if it is in the bow’s long range. Additionally, if the target is a creature, it must make a successful DC 16 Strength saving throw or be knocked prone. This arrow deals double damage to objects and structures. The arrow then reverts to its normal size.
Latia watched the quickly-moving caravan kick up dust in the valley below, and lined up her shot. As she loosed an arrow with a resonant thrum, the runic etchings of her massive greatbow flashed white-hot. Soaring through the air, the arrow quickly expanded to immense proportions. By the time it hit the lead wagon, it was as if a small tree had fallen from the sky. The wagon was instantly shattered and sent careening end-over-end. Horses, men, and a torrent of debris were flung in every direction as chaos descended upon the sundered caravan.
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Great Item! Could be quite useful as a battering ram in a pinch... Your art is really fantastic!
Fire!! everything's on fire!! Mwah ha ha...
A flying battering ram :D Thank you!
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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I can think of only one thing more scary. A gelatinous cube launcher
EEEKK!! Definitely a good idea.
Fire!! everything's on fire!! Mwah ha ha...
Flying Tarrasque...
Fire!! everything's on fire!! Mwah ha ha...
Flying Tarrasque with a crew of kobolds on its back, manning Gelatinous Cube launchers and Titan's Greatbows. At that point, you have to question if the DM doesn't like you....
Former Spider Queen of the Spider Guild, and friendly neighborhood scheming creature.
"Made by spiders, for spiders, of spiders."
My pronouns are she/her.
Web Weaver of Everlasting Narrative! (title bestowed by Drummer)
If my hands were to get much colder, there's only one thing to do then: Break out the mortar and butter knife, and saw off the frostbitten fingers.
Former Spider Queen of the Spider Guild, and friendly neighborhood scheming creature.
"Made by spiders, for spiders, of spiders."
My pronouns are she/her.
Web Weaver of Everlasting Narrative! (title bestowed by Drummer)
Ebonclaw
Wondrous item, rare (requires attunement by a monk)
These black iron gauntlets menace with spikes along the knuckles. While you are wearing these gauntlets, your unarmed strikes deal an extra 1d6 piercing damage.
If you kill a hostile creature of CR 1 or higher with an unarmed strike while wearing these gauntlets, you draw some of the creature’s life energy into yourself and regain 1 ki point.
Curse. Each time you regain ki using these gauntlets, a darkness begins to take hold of you. When you do so for the 7th time, your spirit becomes addicted to the life force of others. You can no longer regain ki points when you take a short or long rest, but the ki points you siphon from each creature you slay is now equal to one roll of your martial arts die. Additionally, your maximum number of ki points is doubled. When you finish a long rest you lose all remaining ki points if you haven’t regained ki points using these gauntlets since your last long rest.
When this curse takes hold, the gauntlets undergo a transformation, revealing their truly sinister nature. They now deal extra necrotic damage equal to one roll of your martial arts die on a hit instead of the extra piercing damage.
Ebonclaw, forged of infernal soul-stealing iron, shackles the wearer to the pain they can inflict with their clenched fists.
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Niceeeee. Well worth the wait. Spiky-gauntlet semi-life-stealing claws? Dope. The art is amazing (as usual) and the “curse” actually seems more like a boon? Just and evil one? I’d add a little mor penalty to it… like some kind of berserker axe feature where if you go to long without stealing someone soul you attack a random person nearby. Anyway, it’s a great item.
Thank you plopped123 as always for the feedback and kind words! Indeed, the curse for this one is mostly in the roleplay and changing the style of play of your monks. I think there are some fun ways to make it more or less severe, but it's pretty middle-of-the-road as is!
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!
True, but I think being completely reliant on kills for Ki is already a huge debuff. Maybe a thematical "curse" would be fine, but I think combat-wise, it is plenty debuffed already.
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)
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Is this dead now...?
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"
Maybe? Hope not. They have taken long breaks before, like the gap between the ebony claws and the bow was a while, so I think there just taking a break (deserved) or saving up to do something cool.