Scale Mail of the Pangolin Armor (scale mail), rare (requires attunement)
While wearing this armor you gain a burrowing speed of 10 feet. You can use your burrowing speed to move through sand, loose earth, mud, or ice, not solid rock.
This armor can adjust itself to provide superior protection, allowing you to curl up into a ball as an action. Until you emerge (on your turn, no action required), you gain a +5 bonus to AC, and you have advantage on Strength and Constitution saving throws. While curled up, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, and you are incapacitated. Attack rolls made against you do not have advantage normally granted by the prone condition. Additionally, a creature can roll you along the ground in front of itself if it succeeds on a DC 10 Strength check (no action required).
Amplified. This armor is a piece of the Underbrush Rustlers set. If you attune to another Underbrush Rustlers set piece while attuned to this armor, it gains the following attributes:
One other set piece: If you move at least 10 feet in a straight line immediately before curling up into a ball, your momentum rolls you forward an additional 20 feet or until you hit a Small or larger creature or obstacle. A Large or smaller creature in your rolling path must succeed on a DC 15 Dexterity saving throw or take 2d6 bludgeoning damage and be knocked prone.
Two other set pieces: While wearing this armor, if you are subjected to less than 10 slashing damage from a single attack, you instead take no slashing damage.
The Underbrush Rustlers are guardians of all woodland creatures, wearing the remains of their fallen pangolin kin as a grim reminder of this commitment. Crafted from the shedded scales of a dire pangolin, this suit of armor provides superb protection if you’re willing to get down and dirty in it.
Can I wear the porcupine thing and then roll? Becoming a giant spiky ball of doom?
Haha yeah, I would say the ball form deals an extra 1d4 piercing damage to anything you hit.
*happy Sonic noises*
Rollback Post to RevisionRollBack
Life is very busy unfortunately, gone from most Pbp's indefinitely. If you'd like to contact me, I am on Discord at GreatAxeblade#7595, always happy to chat :)
Raiment of the Raccoon Armor (studded leather), very rare (requires attunement by a rogue)
You have a +1 bonus to AC while wearing this armor. While wearing it, you are imbued with the hardiness of a raccoon. Your rogue feature Evasion now applies to Constitution saving throws as well.
Keen Sense of Touch. While wearing this armor you develop a hypersensitive tactile awareness. You can add your Wisdom modifier to Dexterity (Sleight of Hand) checks, thieves tools checks and Intelligence (Investigation) checks that use your sense of touch. You can reliably detect the surface details, such as engraved writing or material properties, of an object by touching it.
Curse. While attuned to this armor you become obsessively hygienic. You must spend at least 10 minutes washing your hands to benefit from a short or long rest and you prefer to dunk your food into water before eating it.
Krandle had aspirations to become the best pick-pocket in town, but he got caught. Two months into his prison sentence, during a sleepless night, he heard a strange noise coming from the window to his cell. There, looking back at him, silhouetted by moonlight, was a raccoon in a hooded cloak, sliding a scroll through the bars. “Sign this contract and I’ll bust you outta here” it whispered. Krandle knew better than to trust talking animals, so he rolled over in his cot and fell asleep. He never saw that raccoon again and spent the rest of his life in prison, the end.
Rollback Post to RevisionRollBack
Thanks for looking! ✨ Like our work? Consider supporting us onPatreonto unlock hi-res item art, cards, monsters, campaign settings and more! 🧙♂️
Atop this floppy woolen hat is a bird’s nest, occupied by a sparrow. The sparrow is friendly to whoever wears the hat and will ride along in its nest contentedly.
While wearing the hat, you can cast the animal messenger spell at 3rd level from the hat, targeting only the sparrow as the messenger (the sparrow uses the raven’s stat block, without the mimicry trait). After the sparrow delivers a message, it will fly back to its nest. If the sparrow completes a round trip over 12 hours long, it must sleep in its nest for 8 hours before it can be sent on another mission. The sparrow does not require food or water, although it likes to snack on the occasional grub from time to time. If the sparrow dies, or it cannot complete its mission, it will reappear unharmed in the nest at dawn after 1d4+1 days. If you cast the animal messenger spell while wearing the hat and target another creature to be the messenger, the sparrow will fly away and never return, and the hat will lose its magic.
Pilper was the best messenger there ever was. His tiny wings bore him swiftly through dense jungle, over towering mountain peaks, around dark alleyways, and through hell itself to deliver his messages. Nothing could stop him, for he knew the messages entrusted in him were of utmost importance, and he dare not tarry. One day I thought I’d let him rest and send a blue jay in his stead… but alas, he never forgave me, and now I wear this empty nest atop my head in shame.
Rollback Post to RevisionRollBack
Thanks for looking! ✨ Like our work? Consider supporting us onPatreonto unlock hi-res item art, cards, monsters, campaign settings and more! 🧙♂️
This cloak is a tangle of roots that drapes down to the ground. As an action you can extend the roots into the ground, immobilizing yourself until you use an action to retract them. While the roots are extended, you gain the effects of the speak with plants spell out to a range of 120 feet, which you can do telepathically. If there are plants for you to communicate with, you become aware of the location and type of any creature that enters this radius. Once per day, after you complete a short rest with the roots extended, you can roll 2 additional Hit Dice. If the amount of health you regain with these hit die exceeds your hit point maximum, the excess becomes temporary hit points. These temporary hit points are represented by a lattice of verdant branches that grows around the cloak.
Fyrengaar assumed tree pose in the center of camp and his living cloak draped and extended its roots into the soil. His mind reached out and joined the bustling throng of the forest. After making acquaintances and catching up with the local gossip, the nearby flora shifted in welcome. Limbs curled subtly to offer comfortable seating and shade for his companions, beautiful wildflowers bloomed and shared their fragrance, and roots spread to expose a burbling spring with abundant fresh water.
Rollback Post to RevisionRollBack
Thanks for looking! ✨ Like our work? Consider supporting us onPatreonto unlock hi-res item art, cards, monsters, campaign settings and more! 🧙♂️
Antlers of the Deepwood Wondrous item, artifact (requires attunement)
These resplendent antlers gleam brilliantly with a golden light. To attune to the antlers, you must hold them to your head for 1 minute, upon which they will fuse to your skull. In order to remove the antlers the bearer must be dead. As an action you must attempt a contested Wisdom check with the spirit of the deceased bearer. The bearer makes this check with advantage, or it can choose to automatically fail. If you fail, you cannot attempt to remove the antlers again for 1 year. On a success, the antlers detach from the skull, revert to their dormant state, and the attunement ends.
As a bonus action, while attuned to the antlers, you can cause them to become incorporeal. While incorporeal, you still benefit from the antlers’ magical properties, but they are invisible and cannot be interacted with physically. They become corporeal if you fall unconscious or if you will them back with a bonus action.
The antlers only sport a single tine in their dormant state. As you grow in power, the antlers grow in size and gain additional tines.
Dormant. The antlers grant the following benefits in its dormant state:
You can speak, read, and write Sylvan.
You emanate an aura of serenity to the creatures of your domain. When a beast comes within 30 feet of you for the first time on a turn or starts its turn there, that creature must make a DC 13 Wisdom saving throw or be affected by the animal friendship spell.
You can use an action to cast one of the following spells from the antlers (save DC 13): animal messenger (4th level version), conjure animals (5th level version) or dominate beast (6th level version). Once a spell has been cast from the antlers, that spell can't be cast from them again until the next dawn.
You gain access to a demi-plane known as the Deepwood. This demi-plane spans 1 square mile populated by dense groves of trees, trickling streams and sunny meadows. Flitting throughout the realm are all manner of intelligent beasts and fey creatures. Within this demi-plane you are ruler and patron of all its inhabitants. You can converse with any plant, beast or fey creature here and they will treat you as their liege. You are provided all necessary sustenance in cornucopias of forest fruits, nuts, roots and leaf-cups of fresh spring water. A creature that completes a long rest in one of the many mossy burrows or sweet-grass meadows of the Deepwood removes 1 additional level of exhaustion. The denizens of the Deepwood can be hired for their services (martial, mercantile, artisanal, etc.) as you would pay for hirelings from a humanoid kingdom, but only the most loyal and trusted allies will follow you out of the realm. The heads of noble houses comprise your royal court and consult you on governance of the realm, as well as vie for influence and power of their own.
You can access this demi-plane by focusing on a Large or larger inanimate plant for 1 minute, upon which an arched doorway will appear. You can dismiss this doorway as a bonus action, otherwise it will disappear after 1 minute. The doorway is only visible to creatures you designate, to all others it is invisible. Within the Deepwood there are many doorways to fey realms and the material plane that emissaries and envoys use to traverse to the outside world. These portals are hidden with verdant forests as overly large rabbit holes, hollow logs or tree burls.
Awakened. When the antlers reach an awakened state, they gain the following properties:
The saving throw DC for the magical effects and spells cast from the antlers increases to 15.
As an action you can touch a willing Large or smaller beast to imbue it with the blessing of the Deepwood. The beast’s Intelligence score becomes 10, unless it was higher, and it gains the ability to speak, read and write Common and Sylvan. Its maximum hit points becomes 10 x your proficiency bonus, unless it was higher. This beast is friendly to you and your companions and it will obey any verbal commands that you issue to it. You can communicate telepathically with the beast as long as you are on the same plane of existence. Beasts with this blessing usually develop a fondness for walking on their hind legs, wearing clothes or armor and using weapons or implements designed for humanoids. It becomes proficient with all armor, shields, simple weapons, and martial weapons, 2 skills and 1 saving throw of your choice, and it uses your proficiency bonus instead of its own. When you bestow your blessing, you can choose a specialization from the following archetypes:
Emissary. The Emissary has expertise in Stealth and Survival. You can perceive through the Emissary's senses as long as you are on the same plane of existence. While perceiving through the Emissary's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
Herald.While the Herald is within 60 feet of you, you have advantage on death saving throws and Persuasion checks as long as the Herald is not incapacitated.
Knight. The Knight can attack twice, instead of once, when it takes the Attack action on its turn. Once per turn, the Knight can deal an extra 1d8 damage to one creature it hits with an attack.
Only one beast can receive this blessing at a time, if you bless a new beast, the previous one reverts to normal.
The glory and splendor of the Deepwood grows with you. The area of the demi-plane now spans 10 square miles. Once every 7 days, you can command a grand jubilee to be thrown in your honor. All of the inhabitants of the Deepwood will gather to host a splendid party, with raucous dancing, music, games and flattery. A creature that revels in the jubilee for at least 1 hour gains the effects of the freedom of movement spell for the next 24 hours.
Exalted. When the antlers reach an exalted state, they gain the following properties:
The saving throw DC for the magical effects and spells cast from the antlers increases to 17.
Add dominate monster to the list of spells that can be cast from the antlers.
The radius of your aura of serenity increases to 60 feet. Allied beasts within this radius have resistance to nonmagical damage.
The many thickets of the Deepwood throng with activity and the halls of your forest domain have reached the pinnacle of magnificence. The area of the demi-plane now spans 100 square miles. Reveling in a jubilee grants advantage to Constitution saving throws for 24 hours in addition to the prior benefits.
Long ago, in a fey realm, there was a clan of creatures both bestial and beautiful that desired sovereignty away from the ruling courts of the land. Their leader, a majestic archfey with an unusually lawful disposition, known as Dildarion Deepwood, dreamed of a place that they could call their own. An isolated pocket in the planar mélange began to form, born of this dream, and it shaped itself to their wishes. Taking notice of this plot, another archfey by the name of Hagatha Bossomblossom decided to play a trick on Dildarion. She offered to aid him with his ambition and hide the realm as a safeguard against intrusion. Secretly woven into her magic was a curse upon Dildarion, obscuring his land and his people from him forever. As they migrated to their new home, Dildarion tried to follow, but he only succeeded in getting terribly lost. For many eons the people of the Deepwood awaited the arrival of their king, and over the years a splendid kingdom grew amongst the trees. The descendants of Dildarion’s disciples have long forgotten the true form of their liege, though they pass down the legend of a being with a crown of golden antlers that will lead them to greatness. Rumor has it that Dildarion searched for a fortnight before succumbing to despair in some forgotten hollow. Wherever he may lay, atop his brow rests a fraction of his power and the key to the hidden realm of the Deepwood.
Destroying the Antlers. The secret to destroying the antlers is known by the only remaining co-creator, Hagatha Bossomblossom. It is rumored that an archfey must claim the antlers for themself and will the Deepwood out of existence. As the demi-plane crumbles away to nothing, so shall the antlers.
Rollback Post to RevisionRollBack
Thanks for looking! ✨ Like our work? Consider supporting us onPatreonto unlock hi-res item art, cards, monsters, campaign settings and more! 🧙♂️
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 :)
This bizarre buckler has a lantern, a gauntlet, defensive spikes, and a short sword built into it. You must wear the gauntlet in order to wield it, and it only grants a +1 bonus to AC. The bullseye lantern concealed within the shield casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. The aperture that sheds light through the shield can be opened or closed with a bonus action while wearing the gauntlet, instantly igniting or extinguishing the lantern.
While the lantern is covered and you are attacked in darkness by a creature within 60 feet of you that is also in darkness, you can reveal the light (no action required) to momentarily blind the attacker, imposing disadvantage on the attack. A creature cannot be blinded in this way again for 24 hours.
If a creature within 5 feet of you misses you with a melee attack, you can use your reaction to deal 1d4 piercing damage to the attacker with the shield’s defensive spikes.
Additionally, the shield has a shortsword built into it that can be wielded while wearing the gauntlet. You can deploy or retract it with a bonus action. You have a +1 bonus to attack and damage rolls with this shortsword and you are proficient with this weapon if you are proficient with shields. Attacks with this weapon are made with disadvantage if you are holding a weapon without the light property, or an object longer than 1 foot or heavier than 5 pounds in your gauntlet hand.
This contraption is, without question, Geraldine Bucklerbuilder’s strangest buckler to date. A masterful feat of engineering, she managed to incorporate a plethora of useful and surprising tools into a single shield. Determined to craft the ultimate piece of adventuring gear, she had to be talked down from tacking on a flamethrower, grappling hook launcher, spyglass, and bedpan.
Rollback Post to RevisionRollBack
Thanks for looking! ✨ Like our work? Consider supporting us onPatreonto unlock hi-res item art, cards, monsters, campaign settings and more! 🧙♂️
This bizarre buckler has a lantern, a gauntlet, defensive spikes, and a short sword built into it. You must wear the gauntlet in order to wield it, and it only grants a +1 bonus to AC. The bullseye lantern concealed within the shield casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. The aperture that sheds light through the shield can be opened or closed with a bonus action while wearing the gauntlet, instantly igniting or extinguishing the lantern.
While the lantern is covered and you are attacked in darkness by a creature within 60 feet of you that is also in darkness, you can reveal the light (no action required) to momentarily blind the attacker, imposing disadvantage on the attack. A creature cannot be blinded in this way again for 24 hours.
If a creature within 5 feet of you misses you with a melee attack, you can use your reaction to deal 1d4 piercing damage to the attacker with the shield’s defensive spikes.
Additionally, the shield has a shortsword built into it that can be wielded while wearing the gauntlet. You can deploy or retract it with a bonus action. You have a +1 bonus to attack and damage rolls with this shortsword and you are proficient with this weapon if you are proficient with shields. Attacks with this weapon are made with disadvantage if you are holding a weapon without the light property, or an object longer than 1 foot or heavier than 5 pounds in your gauntlet hand.
This contraption is, without question, Geraldine Bucklerbuilder’s strangest buckler to date. A masterful feat of engineering, she managed to incorporate a plethora of useful and surprising tools into a single shield. Determined to craft the ultimate piece of adventuring gear, she had to be talked down from tacking on a flamethrower, grappling hook launcher, spyglass, and bedpan.
Now I need to see a flamethrower spyglass grappling hook.
Ordinary Walking Stick Weapon (quarterstaff/light crossbow), common
You can use a bonus action to twist the shaft of this quarterstaff and deploy or retract the limbs of a light crossbow built into its head. It is indistinguishable from a walking stick while the limbs are retracted. It functions as a quarterstaff in either mode, however it only functions as a crossbow when the limbs are deployed. This crossbow is fitted with an internal magazine that can hold up to six crossbow bolts. It automatically reloads after firing until the magazine runs out of ammunition. Reloading the magazine takes an action. You are proficient with this magical weapon if you are proficient in either light crossbows or quarterstaffs.
Invented by the tabaxi artificer Karl Paperweight to keep his trusty crossbow concealed during risky gambling trips. “You know I keep that thang on me.”
Rollback Post to RevisionRollBack
Thanks for looking! ✨ Like our work? Consider supporting us onPatreonto unlock hi-res item art, cards, monsters, campaign settings and more! 🧙♂️
Ordinary Walking Stick Weapon (quarterstaff/light crossbow), common
You can use a bonus action to twist the shaft of this quarterstaff and deploy or retract the limbs of a light crossbow built into its head. It is indistinguishable from a walking stick while the limbs are retracted. It functions as a quarterstaff in either mode, however it only functions as a crossbow when the limbs are deployed. This crossbow is fitted with an internal magazine that can hold up to six crossbow bolts. It automatically reloads after firing until the magazine runs out of ammunition. Reloading the magazine takes an action. You are proficient with this magical weapon if you are proficient in either light crossbows or quarterstaffs.
Invented by the tabaxi artificer Karl Paperweight to keep his trusty crossbow concealed during risky gambling trips. “You know I keep that thang on me.”
*Points cane* "This is a stick-up!"
Rollback Post to RevisionRollBack
Life is very busy unfortunately, gone from most Pbp's indefinitely. If you'd like to contact me, I am on Discord at GreatAxeblade#7595, always happy to chat :)
This magic weapon stores deflected kinetic energy and releases it as a prismatic blast.
As a reaction while wielding this dagger, you can add 2 to your AC against one melee attack that would hit you. You must be able to see the attacker. If you successfully parry the attack, the first time you hit with this dagger on your next turn the target takes an extra 1d6 damage. The type of damage dealt corresponds with the number rolled on the d6: 1-psychic, 2-acid, 3-lightning, 4-cold, 5-fire, 6-poison.
Attending the Prismatic Parliament within the City of Colors is an extremely dangerous endeavor. An assassin or constituent could be lurking around any corner. Each member of parliament carries with them at all times a dagger, perfectly balanced for deflecting incoming blows and campaign promises.
Rollback Post to RevisionRollBack
Thanks for looking! ✨ Like our work? Consider supporting us onPatreonto unlock hi-res item art, cards, monsters, campaign settings and more! 🧙♂️
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 :)
Prismatic Scepter Rod, uncommon (requires attunement by a spellcaster)
This scepter has 7 charges. While holding it, when you cast a spell of 1st level or higher that deals acid, cold, fire, lightning, poison, or psychic damage, you can expend 1 of its charges to change the damage type. Roll a d6 to determine the spell’s new damage type from the following: 1-acid, 2-cold, 3-fire, 4-lightning, 5-poison, 6-psychic. The scepter regains 1d6 + 1 expended charges daily at dawn. If you expend the scepter's last charge, roll a d20. On a 1, the scepter shatters, deals 1d8 acid, 1d8 cold, 1d8 fire, 1d8 lightning, 1d8 poison, and 1d8 psychic damage to you, and is destroyed.
From their opalescent thrones, the members of the Prismatic Parliament wield great power. The chief symbol of this power is the scepter. Clutched within a claw atop each scepter is a prism that they exploit to twist their spells as deftly as they twist their words.
Rollback Post to RevisionRollBack
Thanks for looking! ✨ Like our work? Consider supporting us onPatreonto unlock hi-res item art, cards, monsters, campaign settings and more! 🧙♂️
Prismaguard Armor (breastplate), very rare (requires attunement)
While wearing this breastplate, you have resistance to one of the following damage types: acid, cold, fire, lightning, poison, or psychic. After completing a long rest you can change the damage resistance type. As an action, while wearing the breastplate, you can touch a creature to transfer this resistance. While active, you no longer have resistance to the chosen damage type. This transferral lasts as long as the creature is within 60 feet of you, or until you end the effect as a bonus action.
Members of the Prismatic Parliament must protect themselves from the full spectrum of danger. Occasionally, when politically advantageous, they will bestow their personal protection to another member, with strings attached of course.
Rollback Post to RevisionRollBack
Thanks for looking! ✨ Like our work? Consider supporting us onPatreonto unlock hi-res item art, cards, monsters, campaign settings and more! 🧙♂️
Ok if the bow item for this set isn't called the "Rain-Bow" I'ma be reeeal mad.
Rollback Post to RevisionRollBack
Life is very busy unfortunately, gone from most Pbp's indefinitely. If you'd like to contact me, I am on Discord at GreatAxeblade#7595, always happy to chat :)
Lost Era Emanator Wondrous item, very rare (requires attunement)
This ancient device is fueled by a mysterious power source. It hums to life and glows softly when held. The device’s arcane design is nearly inscrutable and requires careful examination to decipher its function. In order to attune to the device, you must first succeed on a DC 16 Arcana check, otherwise the attunement fails and you cannot attempt it again for 24 hours.
The device has 12 charges. While holding it, you can use the attack action to emit a ray of concentrated heat from the device, expending 1 charge for each attack. The device functions as a ranged weapon with the ammunition and two-handed properties, a normal range of 60 feet, and a long range of 240 feet. While you are attuned to it, you can add your proficiency bonus to attack rolls with the device. Additionally, when you attack with the device, you can use your Intelligence modifier, instead of Dexterity, for the attack rolls. The device deals 3d8 fire damage (this damage does not benefit from ability score modifiers) to any target it hits.
As an action, you can expend 3 charges to fire a supercharged ray from the device. The ray is 90 feet long and 6 inches wide. Any creature within this area must make a DC 16 Dexterity saving throw and take 8d8 fire damage on a failure, or half damage on a success. This ray is able to penetrate through 1 inch of metal, 6 inches of stone, or 1 foot of wood, leaving a scorched hole 6 inches in diameter.
The device regains charges by storing arcane energy. Any creature can cast a spell of 1st through 6th level into the device by touching it as the spell is cast. The spell has no effect, other than to be stored in the device. If the device can't hold the spell, the spell is expended without effect. The device regains 1 charge for each level of spell slot used.
Orville examined the strange device that he had just unearthed. It gleamed and glinted in the torchlight, despite its apparent age, and the craftsmanship was like nothing he had ever seen. He traced his finger along the intricate grooves and amber-like appendages, daydreaming about the people who could have crafted such a curious contraption. ---
*happy Sonic noises*
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
Raiment of the Raccoon
Armor (studded leather), very rare (requires attunement by a rogue)
You have a +1 bonus to AC while wearing this armor. While wearing it, you are imbued with the hardiness of a raccoon. Your rogue feature Evasion now applies to Constitution saving throws as well.
Keen Sense of Touch. While wearing this armor you develop a hypersensitive tactile awareness. You can add your Wisdom modifier to Dexterity (Sleight of Hand) checks, thieves tools checks and Intelligence (Investigation) checks that use your sense of touch. You can reliably detect the surface details, such as engraved writing or material properties, of an object by touching it.
Curse. While attuned to this armor you become obsessively hygienic. You must spend at least 10 minutes washing your hands to benefit from a short or long rest and you prefer to dunk your food into water before eating it.
Krandle had aspirations to become the best pick-pocket in town, but he got caught. Two months into his prison sentence, during a sleepless night, he heard a strange noise coming from the window to his cell. There, looking back at him, silhouetted by moonlight, was a raccoon in a hooded cloak, sliding a scroll through the bars. “Sign this contract and I’ll bust you outta here” it whispered. Krandle knew better than to trust talking animals, so he rolled over in his cot and fell asleep. He never saw that raccoon again and spent the rest of his life in prison, the end.
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!
Messenger’s Hat
Wondrous item, uncommon
Atop this floppy woolen hat is a bird’s nest, occupied by a sparrow. The sparrow is friendly to whoever wears the hat and will ride along in its nest contentedly.
While wearing the hat, you can cast the animal messenger spell at 3rd level from the hat, targeting only the sparrow as the messenger (the sparrow uses the raven’s stat block, without the mimicry trait). After the sparrow delivers a message, it will fly back to its nest. If the sparrow completes a round trip over 12 hours long, it must sleep in its nest for 8 hours before it can be sent on another mission. The sparrow does not require food or water, although it likes to snack on the occasional grub from time to time. If the sparrow dies, or it cannot complete its mission, it will reappear unharmed in the nest at dawn after 1d4+1 days. If you cast the animal messenger spell while wearing the hat and target another creature to be the messenger, the sparrow will fly away and never return, and the hat will lose its magic.
Pilper was the best messenger there ever was. His tiny wings bore him swiftly through dense jungle, over towering mountain peaks, around dark alleyways, and through hell itself to deliver his messages. Nothing could stop him, for he knew the messages entrusted in him were of utmost importance, and he dare not tarry. One day I thought I’d let him rest and send a blue jay in his stead… but alas, he never forgave me, and now I wear this empty nest atop my head in shame.
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!
Root Cloak
Wondrous item, rare (requires attunement)
This cloak is a tangle of roots that drapes down to the ground. As an action you can extend the roots into the ground, immobilizing yourself until you use an action to retract them. While the roots are extended, you gain the effects of the speak with plants spell out to a range of 120 feet, which you can do telepathically. If there are plants for you to communicate with, you become aware of the location and type of any creature that enters this radius. Once per day, after you complete a short rest with the roots extended, you can roll 2 additional Hit Dice. If the amount of health you regain with these hit die exceeds your hit point maximum, the excess becomes temporary hit points. These temporary hit points are represented by a lattice of verdant branches that grows around the cloak.
Fyrengaar assumed tree pose in the center of camp and his living cloak draped and extended its roots into the soil. His mind reached out and joined the bustling throng of the forest. After making acquaintances and catching up with the local gossip, the nearby flora shifted in welcome. Limbs curled subtly to offer comfortable seating and shade for his companions, beautiful wildflowers bloomed and shared their fragrance, and roots spread to expose a burbling spring with abundant fresh water.
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!
Antlers of the Deepwood
Wondrous item, artifact (requires attunement)
These resplendent antlers gleam brilliantly with a golden light. To attune to the antlers, you must hold them to your head for 1 minute, upon which they will fuse to your skull. In order to remove the antlers the bearer must be dead. As an action you must attempt a contested Wisdom check with the spirit of the deceased bearer. The bearer makes this check with advantage, or it can choose to automatically fail. If you fail, you cannot attempt to remove the antlers again for 1 year. On a success, the antlers detach from the skull, revert to their dormant state, and the attunement ends.
As a bonus action, while attuned to the antlers, you can cause them to become incorporeal. While incorporeal, you still benefit from the antlers’ magical properties, but they are invisible and cannot be interacted with physically. They become corporeal if you fall unconscious or if you will them back with a bonus action.
The antlers only sport a single tine in their dormant state. As you grow in power, the antlers grow in size and gain additional tines.
Dormant. The antlers grant the following benefits in its dormant state:
Awakened. When the antlers reach an awakened state, they gain the following properties:
Exalted. When the antlers reach an exalted state, they gain the following properties:
Long ago, in a fey realm, there was a clan of creatures both bestial and beautiful that desired sovereignty away from the ruling courts of the land. Their leader, a majestic archfey with an unusually lawful disposition, known as Dildarion Deepwood, dreamed of a place that they could call their own. An isolated pocket in the planar mélange began to form, born of this dream, and it shaped itself to their wishes.
Taking notice of this plot, another archfey by the name of Hagatha Bossomblossom decided to play a trick on Dildarion. She offered to aid him with his ambition and hide the realm as a safeguard against intrusion. Secretly woven into her magic was a curse upon Dildarion, obscuring his land and his people from him forever. As they migrated to their new home, Dildarion tried to follow, but he only succeeded in getting terribly lost.
For many eons the people of the Deepwood awaited the arrival of their king, and over the years a splendid kingdom grew amongst the trees. The descendants of Dildarion’s disciples have long forgotten the true form of their liege, though they pass down the legend of a being with a crown of golden antlers that will lead them to greatness.
Rumor has it that Dildarion searched for a fortnight before succumbing to despair in some forgotten hollow. Wherever he may lay, atop his brow rests a fraction of his power and the key to the hidden realm of the Deepwood.
Destroying the Antlers. The secret to destroying the antlers is known by the only remaining co-creator, Hagatha Bossomblossom. It is rumored that an archfey must claim the antlers for themself and will the Deepwood out of existence. As the demi-plane crumbles away to nothing, so shall the antlers.
Thanks for looking! ✨ Like our work? Consider supporting us on Patreon to unlock hi-res item art, cards, monsters, campaign settings and more! 🧙♂️
You can also find our item packs for use on the Roll20 Marketplace! Be sure to check out our Instagram, Reddit, Twitter and Discord to stay in touch!
This is amazing!
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
Lantern Shield
Armor (shield), very rare
This bizarre buckler has a lantern, a gauntlet, defensive spikes, and a short sword built into it. You must wear the gauntlet in order to wield it, and it only grants a +1 bonus to AC. The bullseye lantern concealed within the shield casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. The aperture that sheds light through the shield can be opened or closed with a bonus action while wearing the gauntlet, instantly igniting or extinguishing the lantern.
While the lantern is covered and you are attacked in darkness by a creature within 60 feet of you that is also in darkness, you can reveal the light (no action required) to momentarily blind the attacker, imposing disadvantage on the attack. A creature cannot be blinded in this way again for 24 hours.
If a creature within 5 feet of you misses you with a melee attack, you can use your reaction to deal 1d4 piercing damage to the attacker with the shield’s defensive spikes.
Additionally, the shield has a shortsword built into it that can be wielded while wearing the gauntlet. You can deploy or retract it with a bonus action. You have a +1 bonus to attack and damage rolls with this shortsword and you are proficient with this weapon if you are proficient with shields. Attacks with this weapon are made with disadvantage if you are holding a weapon without the light property, or an object longer than 1 foot or heavier than 5 pounds in your gauntlet hand.
This contraption is, without question, Geraldine Bucklerbuilder’s strangest buckler to date. A masterful feat of engineering, she managed to incorporate a plethora of useful and surprising tools into a single shield. Determined to craft the ultimate piece of adventuring gear, she had to be talked down from tacking on a flamethrower, grappling hook launcher, spyglass, and bedpan.
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!
amazing as ever
Black Lives Matter
Count as high as you can before Nikoli_Goodfellow Posts!
Extended Signature, The Best Paradox, We all knew it.
I participate in the Level 20 Gladiator Arena with several champions they are all in my extended signature Win Streak: 0 Total Wins: 19 Total Loses: 6
Now I need to see a flamethrower spyglass grappling hook.
Ordinary Walking Stick
Weapon (quarterstaff/light crossbow), common
You can use a bonus action to twist the shaft of this quarterstaff and deploy or retract the limbs of a light crossbow built into its head. It is indistinguishable from a walking stick while the limbs are retracted. It functions as a quarterstaff in either mode, however it only functions as a crossbow when the limbs are deployed. This crossbow is fitted with an internal magazine that can hold up to six crossbow bolts. It automatically reloads after firing until the magazine runs out of ammunition. Reloading the magazine takes an action. You are proficient with this magical weapon if you are proficient in either light crossbows or quarterstaffs.
Invented by the tabaxi artificer Karl Paperweight to keep his trusty crossbow concealed during risky gambling trips. “You know I keep that thang on me.”
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!
*Points cane* "This is a stick-up!"
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
Prismatic Parrying Dagger
Weapon (dagger), rare (requires attunement)
This magic weapon stores deflected kinetic energy and releases it as a prismatic blast.
As a reaction while wielding this dagger, you can add 2 to your AC against one melee attack that would hit you. You must be able to see the attacker. If you successfully parry the attack, the first time you hit with this dagger on your next turn the target takes an extra 1d6 damage. The type of damage dealt corresponds with the number rolled on the d6: 1-psychic, 2-acid, 3-lightning, 4-cold, 5-fire, 6-poison.
Attending the Prismatic Parliament within the City of Colors is an extremely dangerous endeavor. An assassin or constituent could be lurking around any corner. Each member of parliament carries with them at all times a dagger, perfectly balanced for deflecting incoming blows and campaign promises.
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!
Looks amazing!
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
The art looks incredible! Getting something prismatic like that must be really hard!
Prismatic Scepter
Rod, uncommon (requires attunement by a spellcaster)
This scepter has 7 charges. While holding it, when you cast a spell of 1st level or higher that deals acid, cold, fire, lightning, poison, or psychic damage, you can expend 1 of its charges to change the damage type. Roll a d6 to determine the spell’s new damage type from the following: 1-acid, 2-cold, 3-fire, 4-lightning, 5-poison, 6-psychic. The scepter regains 1d6 + 1 expended charges daily at dawn. If you expend the scepter's last charge, roll a d20. On a 1, the scepter shatters, deals 1d8 acid, 1d8 cold, 1d8 fire, 1d8 lightning, 1d8 poison, and 1d8 psychic damage to you, and is destroyed.
From their opalescent thrones, the members of the Prismatic Parliament wield great power. The chief symbol of this power is the scepter. Clutched within a claw atop each scepter is a prism that they exploit to twist their spells as deftly as they twist their words.
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!
Prismaguard
Armor (breastplate), very rare (requires attunement)
While wearing this breastplate, you have resistance to one of the following damage types: acid, cold, fire, lightning, poison, or psychic. After completing a long rest you can change the damage resistance type. As an action, while wearing the breastplate, you can touch a creature to transfer this resistance. While active, you no longer have resistance to the chosen damage type. This transferral lasts as long as the creature is within 60 feet of you, or until you end the effect as a bonus action.
Members of the Prismatic Parliament must protect themselves from the full spectrum of danger. Occasionally, when politically advantageous, they will bestow their personal protection to another member, with strings attached of course.
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!
Artifact for the president of the prismatic parliament?
Ok if the bow item for this set isn't called the "Rain-Bow" I'ma be reeeal mad.
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
We have a legendary item brewed up!
Hahaha that would be great, but we don't have a bow planned for the set
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!
Lost Era Emanator
Wondrous item, very rare (requires attunement)
This ancient device is fueled by a mysterious power source. It hums to life and glows softly when held. The device’s arcane design is nearly inscrutable and requires careful examination to decipher its function. In order to attune to the device, you must first succeed on a DC 16 Arcana check, otherwise the attunement fails and you cannot attempt it again for 24 hours.
The device has 12 charges. While holding it, you can use the attack action to emit a ray of concentrated heat from the device, expending 1 charge for each attack. The device functions as a ranged weapon with the ammunition and two-handed properties, a normal range of 60 feet, and a long range of 240 feet. While you are attuned to it, you can add your proficiency bonus to attack rolls with the device. Additionally, when you attack with the device, you can use your Intelligence modifier, instead of Dexterity, for the attack rolls. The device deals 3d8 fire damage (this damage does not benefit from ability score modifiers) to any target it hits.
As an action, you can expend 3 charges to fire a supercharged ray from the device. The ray is 90 feet long and 6 inches wide. Any creature within this area must make a DC 16 Dexterity saving throw and take 8d8 fire damage on a failure, or half damage on a success. This ray is able to penetrate through 1 inch of metal, 6 inches of stone, or 1 foot of wood, leaving a scorched hole 6 inches in diameter.
The device regains charges by storing arcane energy. Any creature can cast a spell of 1st through 6th level into the device by touching it as the spell is cast. The spell has no effect, other than to be stored in the device. If the device can't hold the spell, the spell is expended without effect. The device regains 1 charge for each level of spell slot used.
Orville examined the strange device that he had just unearthed. It gleamed and glinted in the torchlight, despite its apparent age, and the craftsmanship was like nothing he had ever seen. He traced his finger along the intricate grooves and amber-like appendages, daydreaming about the people who could have crafted such a curious contraption.
---
This item was crafted in collaboration with KibblesTasty for the Compendium of Craft and Creation! Head over to Kickstarter to learn more about the book: https://www.kickstarter.com/projects/kibblestasty/kibbles-compendium-of-craft-and-creation
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!