While you are mounted and wearing the boots, you can activate them as a bonus action to triple your mount’s movement speed for 1 hour. If the mount is unwilling, the effect fails. You can end the effect early with a bonus action, or by dismounting. When this effect ends, the mount gains two levels of exhaustion. This property of the boots cannot be used again until the next dawn.
Bartholomew stepped out into the thoroughfare and watched a lone tumbleweed roll by. Not a single soul, other than his trusty steed, could be seen for miles. Another empty town... he had been too late. He quickly mounted up and muttered an apology to his lone companion, for if they were to make it ahead of this thing, they would have to ride hard.
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Prismatic Lenses Wondrous item, legendary (requires attunement by a spellcaster)
The lenses of these spectacles magically shift from color to color.
As a bonus action while wearing these spectacles, you can change the active lenses to red, orange, yellow, green, blue, or purple. When you cast a spell of 1st level or higher that deals acid, cold, fire, lightning, poison, or psychic damage, the damage type is changed to one of the following types based on the active lens color: red: fire, orange: acid, yellow: lightning, green: poison, blue: cold, purple: psychic.
Additionally, you gain a passive trait depending on the active lens as well: Red. Each time you hit a creature with a spell that deals fire damage, you can deal 1d12 extra fire damage to one of the targeted creatures. Orange. Each time you hit a creature with a spell that deals acid damage, you can impose a -2 penalty to the AC of one of the targeted creatures. This penalty does not stack with itself and it lasts until the creature takes a long rest or you impose this effect on another creature. Yellow. Your movement speed increases by 20 feet and your jumping distance is doubled. Green. You have advantage on Constitution saving throws. Blue. Ice collates around you; your AC increases by 2. Purple. As an action you can touch a willing creature to inhabit its mental space. While occupying their mind, your body disappears and you cannot be targeted by attacks or spells. Creatures with telepathy, or the ability to detect thoughts may know of your presence. If the creature whose mind you occupy takes psychic damage, you take it as well. The host creature has advantage on saving throws to resist being charmed while you are occupying their mind. You can communicate telepathically with the host creature, and you perceive the world using their senses. The only action you can take while in this state is to end the effect and reconstitute yourself in an unoccupied space within 5 feet of the creature. If you are knocked unconscious or the host dies, the effect ends and you reconstitute in an unoccupied space within 5 feet of the creature.
Looking down from their opalescent throne, the president of the Prismatic Parliament peers through color-changing lenses; always ready to change their stance and exploit the weakness of an enemy.
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Prismatic Lenses Wondrous item, legendary (requires attunement by a spellcaster)
The lenses of these spectacles magically shift from color to color.
As a bonus action while wearing these spectacles, you can change the active lenses to red, orange, yellow, green, blue, or purple. When you cast a spell of 1st level or higher that deals acid, cold, fire, lightning, poison, or psychic damage, the damage type is changed to one of the following types based on the active lens color: red: fire, orange: acid, yellow: lightning, green: poison, blue: cold, purple: psychic.
Additionally, you gain a passive trait depending on the active lens as well: Red. Each time you hit a creature with a spell that deals fire damage, you can deal 1d12 extra fire damage to one of the targeted creatures. Orange. Each time you hit a creature with a spell that deals acid damage, you can impose a -2 penalty to the AC of one of the targeted creatures. This penalty does not stack with itself and it lasts until the creature takes a long rest or you impose this effect on another creature. Yellow. Your movement speed increases by 20 feet and your jumping distance is doubled. Green. You have advantage on Constitution saving throws. Blue. Ice collates around you; your AC increases by 2. Purple. As an action you can touch a willing creature to inhabit its mental space. While occupying their mind, your body disappears and you cannot be targeted by attacks or spells. Creatures with telepathy, or the ability to detect thoughts may know of your presence. If the creature whose mind you occupy takes psychic damage, you take it as well. The host creature has advantage on saving throws to resist being charmed while you are occupying their mind. You can communicate telepathically with the host creature, and you perceive the world using their senses. The only action you can take while in this state is to end the effect and reconstitute yourself in an unoccupied space within 5 feet of the creature. If you are knocked unconscious or the host dies, the effect ends and you reconstitute in an unoccupied space within 5 feet of the creature.
Looking down from their opalescent throne, the president of the Prismatic Parliament peers through color-changing lenses; always ready to change their stance and exploit the weakness of an enemy.
And the seventh lens, sunglasses!
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Pronouns: he/him/his.
My posting scheduled is irregular: sometimes I can post twice a week, sometimes twice a day. I may also respond to quick questions, but ignore harder responses in favor of time.
My location is where my character for my home game is (we're doing the wild beyond the witchlight).
"The Doomvault... Probably full of unicorns and rainbows." -An imaginary quote
This silver-bladed dagger gleams brilliantly in the light and never seems to dull or dirty.
This dagger has 5 charges, which it regains daily at dawn. As a bonus action while wielding this dagger, you can expend 1 charge to grant yourself advantage on the first Charisma check you make within the next minute.
As a reaction, while you are speaking to another creature, you can expend 2 charges to reshape the memories of listeners in your immediate area, so that each creature of your choice within 10 feet of you forgets everything you said within the last 6 seconds. Those creatures then remember that you actually said the words you speak immediately after taking this reaction.
Amplified. This dagger is a piece of the Highway Hustlers set. If you attune to another Highway Hustlers set piece while attuned to this dagger, it gains the following attributes:
One other set piece: You have a +1 bonus to attack and damage rolls made with this magic weapon.
Two other set pieces: When you take the Disengage action, you can expend 2 charges to cast the calm emotions spell (DC 15) from the dagger, targeting each creature of your choice within 10 feet of you.
The glint of the blade in her hand helped the words slide into his ear. She was speaking reason, it would be easier to just hand over the carriage, he was pretty tired of this job anyway.
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This silver-bladed dagger gleams brilliantly in the light and never seems to dull or dirty.
This dagger has 5 charges, which it regains daily at dawn. As a bonus action while wielding this dagger, you can expend 1 charge to grant yourself advantage on the first Charisma check you make within the next minute.
As a reaction, while you are speaking to another creature, you can expend 2 charges to reshape the memories of listeners in your immediate area, so that each creature of your choice within 10 feet of you forgets everything you said within the last 6 seconds. Those creatures then remember that you actually said the words you speak immediately after taking this reaction.
Amplified. This dagger is a piece of the Highway Hustlers set. If you attune to another Highway Hustlers set piece while attuned to this dagger, it gains the following attributes:
One other set piece: You have a +1 bonus to attack and damage rolls made with this magic weapon.
Two other set pieces: When you take the Disengage action, you can expend 2 charges to cast the calm emotions spell (DC 15) from the dagger, targeting each creature of your choice within 10 feet of you.
The glint of the blade in her hand helped the words slide into his ear. She was speaking reason, it would be easier to just hand over the carriage, he was pretty tired of this job anyway.
You have proficiency with all gaming sets while wearing this armor.
As a reaction, when a hostile creature makes an attack against you but before they roll, you can choose to lower your AC by 4 for that attack. If the attack misses, you regain a number of hit points equal to half the damage that the attack would have dealt. If the attack hits, you can’t use this property again until the next dawn.
Amplified. This armor is a piece of the Highway Hustlers set. If you attune to another Highway Hustlers set piece while attuned to this armor, it gains the following attributes:
One other set piece: You have a +1 bonus to AC while wearing this armor.
Two other set pieces: When you take the reaction granted by this armor, you can choose to double your ante and lower your AC by 8 instead of 4. If the attack misses, you regain a number of hit points equal to the full damage that the attack would have dealt. Once this property is used, you can’t double down again until the next dawn.
Dilroy was always willing to stake his life on a gamble. Even when he was down, all he needed was a single opportunity to present itself and he’d be back in the game.
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This ring bears the insignia of your smuggling network, which is only visible to someone that is also wearing a smuggler’s ring. To everyone else, it appears to be a plain silver band.
This ring has 3 charges, which it regains daily at dawn. As an action while wearing this ring you can expend 1 charge to touch an object and choose to make it invisible or change its appearance. An object that fits within a 1 x 1 foot cube can be concealed in this way for up to 1 hour, an object that fits within a 5 x 5 foot cube can be concealed for up to 10 minutes, and an object that fits within a 10 x 10 foot cube can be concealed for up to 1 minute. You can choose to end the concealment with a bonus action, and it ends early if you use this ring to conceal another object or if you end your attunement to this ring. A creature can discern the true nature of an object whose appearance has been altered if it physically interacts with the object or if it uses its action to visually examine the object and succeeds on a DC 15 Intelligence (Investigation) check.
Amplified. This ring is a piece of the Highway Hustlers set. If you attune to another Highway Hustlers set piece while attuned to this ring, it gains the following attributes:
One other set piece: As a bonus action while wearing this ring you can expend 1 or more charges to produce illusory documents (such as a forged writ of authenticity, declaration of contents, permit of passage, etc.) or a bribe of up to 500 gp (in a purse of coins, gems, etc.) in your empty ring hand. The illusory object looks, feels and sounds indistinguishable from the real thing. A creature that uses its action to examine the object can determine that it is an illusion with a successful DC 15 Intelligence (Investigation) check. An illusory object lasts for 10 minutes for each expended charge or until you dismiss it with a bonus action.
Two other set pieces: The concealment times increase to 8 hours for a 1 x 1 foot cube, 1 hour for a 5 x 5 foot cube, and 10 minutes for a 10 x 10 foot cube. Additionally, the saving throw DC for the magical effects of the ring increases to 16.
Tiburón smiled widely and gestured his hand towards his cart “As you can see, we’re carting 6 casks of his majesty’s finest mead.” The guard looked bored, but like he might start trouble just to spice up his day. “I’ll need to see documentation.” Tiburón’s smile widened even further “But of course!” and in his hand a small stack of very official looking papers appeared. The guard handled them for a second, furrowed his brow meaningfully, grunted, and handed them back, seemingly satisfied. If he could read, he would have been delighted by a rousing tale about a nosey town guard who falls into an outhouse and drowns in poo. Instead he waved Tiburón through the gate “Move along.” Tiburón made it 20 feet past the guard before his casks suddenly looked much more like a massive bundle of bunkweed, but the guard’s eyes had glazed over with boredom again as he stared on, none the wiser.
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Pantaloons of Possibility Wondrous item, rare (requires attunement)
These magical pantaloons have 7 charges. Once per turn, while wearing the pantaloons, you can expend 1 charge to do one of the following abilities:
While attempting to Hide, you can add 1d10 to the Dexterity (Stealth) check. If you roll a 10, you become invisible for 1 minute. The invisibility ends early if you attack or cast a spell. If you roll a 1, the pantaloons make a loud ripping sound that can be heard up to 100 feet away.
While making a long or high jump, your jump distance is increased by 1d12 feet. The extra jump distance only costs 1 foot of movement. If you roll a 12, your jump distance is increased by an additional 12 feet. If you roll a 1, your total jump distance is reduced to 1 foot.
While taking the Dashaction, your walking speed is increased by 1d20 + 5 feet during this dash. If you roll a 20, your movement speed is increased by an additional 25 feet. If you roll a 1, you fall prone after you complete your dash.
The pantaloons regain 1d6+1 charges daily at dawn. If you roll a 6, the pantaloons gain an additional 7 charges (for a total of 14) until the next dawn. If you roll a 1, the pantaloons regain 0 charges.
Amplified. These pantaloons are a piece of the Highway Hustlers set. If you attune to another Highway Hustlers set piece while attuned to these pantaloons, they gain the following attributes:
One other set piece: You can expend 1 charge as a reaction when you fall to reduce any falling damage you take by an amount equal to five times 1d8. If you roll an 8, you take no falling damage. If you roll a 1 and you take falling damage, you’re stunned until the end of your next turn.
Two other set pieces: As an action, you can expend 1 charge to inflate the pantaloons, allowing you to float on the surface of liquid. If you inflate the pantaloons while submerged in a liquid, you are carried to the surface of the liquid at a rate of 60 feet per round. The pantaloons can be deflated as a bonus action or if you are subjected to piercing damage.
Dilroy’s pantaloons were full of tricks, but finicky. Entirely unreliable, he never knew what to expect. Would he just barely make the jump across the alleyway, or overshoot it by 20 feet? And if he fell, would he float safely to the ground, or break his legs? Only one way to find out!
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This glass jar, 3 inches in diameter, contains 1d4 + 1 applications of a cloudy oil that sparkles with tiny golden bubbles. The jar weighs ¼ pound and the contents are weightless.
One application of oil can be used to coat a single weapon or one Small or smaller object or creature. Two applications of oil can be used to coat a suit of armor or one Medium object or creature. Applying the oil takes 1 minute for each application used. For 24 hours, a coated object or creature has the following properties:
Its weight is quartered.
It can be thrown twice as far.
A coated weapon gains the light and finesse properties or, if applied to a heavy weapon, it loses the heavy property instead.
A coated suit of armor no longer imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement.
A coated creature can jump twice as far, has resistance to falling damage and has disadvantage on checks or saves to resist being moved against its will.
The adventuring party slathered their dwarven fighter in oil and actually threw him across the chasm and into the fray. Strom “Thunder” Downunder gleefully bellowed “SURPRISE!” as he sailed through the air with his dual battleaxes.
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Breastplate of the Golden Retriever Armor (breastplate), very rare (requires attunement)
You have a +1 bonus to AC and advantage on saving throws to resist being frightened while wearing this armor.
This armor has 3 charges, which it regains daily at dawn. As an action, you can expend 1 charge to cast the warding bond spell or 2 charges to cast the faithful hound spell from the armor without requiring material components. When warding bond is cast in this way, a spectral golden retriever appears next to the creature you are bonded with and follows it dutifully. The golden retriever is incorporeal and it can shed bright light in a 20-foot radius and dim light for an additional 20 feet upon the bonded creature’s request (no action required). --- This item was crafted in collaboration with KibblesTasty for their 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
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Inside of this small dispenser are 1d4+2 sticks of gray, horehound-flavored chewing gum.
As an action you can start to chew a stick of gum. While chewing the gum you can see into and through solid matter for up to 1 minute, at which point the gum loses its flavor. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.
As an action before the flavor fades, you can blow a bubble and stick the bubble to a solid surface. The bubble allows creatures to see through a 6 inch diameter circle on the surface it is stuck to as if they are under the effect of this gum. The bubble lasts until the flavor fades and then it deflates and is destroyed.
Uriel stopped “Ah, there he is” and she pulled a wad of faintly glowing gray gum from her mouth, offering it to her companion. He stared at her offering in disgust “Absolutely not.” She rolled her eyes and shoved it back into her gob before blowing a large bubble, extracting it, and sticking it to the wall. The two of them could now see into the room, as if she had opened a one-way porthole. In the room were two men, one tied to a chair and the other gleefully poring over a desk bestrewn with vile torturing implements. “Quickly now!” she hissed. Her companion fumbled with a component pouch and whispered something that sounded like a bad joke into a crack in the wall. Suddenly the torturer doubled over and fell to the ground, cackling hysterically. With a resounding crack, audible over the torturer’s hideous laughter, Uriel kicked the door down and rushed into the room. Her husband was unconscious, so she lifted him chair and all, before spinning around and bellowing “Let’s get out of here!”
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You have a +1 bonus to ability checks using these thieves’ tools. As an action you can hold these tools up to a door to hear through it, as long as it’s no thicker than 1 foot, alerting you to the location of any creatures within 20 feet of the door. If you set off a trap while using these tools to pick a lock, you have advantage on any saving throws to resist the trap.
Yves ran the thieves guild supply store. He probably made more money selling thieving equipment to the thieves than the thieves did from thieving!
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BLAST
Bartholomew’s Riding Boots
Wondrous item, uncommon
These rugged boots are adorned with golden spurs.
While you are mounted and wearing the boots, you can activate them as a bonus action to triple your mount’s movement speed for 1 hour. If the mount is unwilling, the effect fails. You can end the effect early with a bonus action, or by dismounting. When this effect ends, the mount gains two levels of exhaustion. This property of the boots cannot be used again until the next dawn.
Bartholomew stepped out into the thoroughfare and watched a lone tumbleweed roll by. Not a single soul, other than his trusty steed, could be seen for miles. Another empty town... he had been too late. He quickly mounted up and muttered an apology to his lone companion, for if they were to make it ahead of this thing, they would have to ride hard.
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Prismatic Lenses
Wondrous item, legendary (requires attunement by a spellcaster)
The lenses of these spectacles magically shift from color to color.
As a bonus action while wearing these spectacles, you can change the active lenses to red, orange, yellow, green, blue, or purple. When you cast a spell of 1st level or higher that deals acid, cold, fire, lightning, poison, or psychic damage, the damage type is changed to one of the following types based on the active lens color: red: fire, orange: acid, yellow: lightning, green: poison, blue: cold, purple: psychic.
Additionally, you gain a passive trait depending on the active lens as well:
Red. Each time you hit a creature with a spell that deals fire damage, you can deal 1d12 extra fire damage to one of the targeted creatures.
Orange. Each time you hit a creature with a spell that deals acid damage, you can impose a -2 penalty to the AC of one of the targeted creatures. This penalty does not stack with itself and it lasts until the creature takes a long rest or you impose this effect on another creature.
Yellow. Your movement speed increases by 20 feet and your jumping distance is doubled.
Green. You have advantage on Constitution saving throws.
Blue. Ice collates around you; your AC increases by 2.
Purple. As an action you can touch a willing creature to inhabit its mental space. While occupying their mind, your body disappears and you cannot be targeted by attacks or spells. Creatures with telepathy, or the ability to detect thoughts may know of your presence. If the creature whose mind you occupy takes psychic damage, you take it as well. The host creature has advantage on saving throws to resist being charmed while you are occupying their mind. You can communicate telepathically with the host creature, and you perceive the world using their senses. The only action you can take while in this state is to end the effect and reconstitute yourself in an unoccupied space within 5 feet of the creature. If you are knocked unconscious or the host dies, the effect ends and you reconstitute in an unoccupied space within 5 feet of the creature.
Looking down from their opalescent throne, the president of the Prismatic Parliament peers through color-changing lenses; always ready to change their stance and exploit the weakness of an enemy.
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And the seventh lens, sunglasses!
Pronouns: he/him/his.
My posting scheduled is irregular: sometimes I can post twice a week, sometimes twice a day. I may also respond to quick questions, but ignore harder responses in favor of time.
My location is where my character for my home game is (we're doing the wild beyond the witchlight).
"The Doomvault... Probably full of unicorns and rainbows." -An imaginary quote
Silver Tongue
Weapon (dagger), rare (requires attunement)
This silver-bladed dagger gleams brilliantly in the light and never seems to dull or dirty.
This dagger has 5 charges, which it regains daily at dawn. As a bonus action while wielding this dagger, you can expend 1 charge to grant yourself advantage on the first Charisma check you make within the next minute.
As a reaction, while you are speaking to another creature, you can expend 2 charges to reshape the memories of listeners in your immediate area, so that each creature of your choice within 10 feet of you forgets everything you said within the last 6 seconds. Those creatures then remember that you actually said the words you speak immediately after taking this reaction.
Amplified. This dagger is a piece of the Highway Hustlers set. If you attune to another Highway Hustlers set piece while attuned to this dagger, it gains the following attributes:
The glint of the blade in her hand helped the words slide into his ear. She was speaking reason, it would be easier to just hand over the carriage, he was pretty tired of this job anyway.
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Wow, that's cool. Description liked
Gambler’s Gambeson
Armor (padded), rare (requires attunement)
You have proficiency with all gaming sets while wearing this armor.
As a reaction, when a hostile creature makes an attack against you but before they roll, you can choose to lower your AC by 4 for that attack. If the attack misses, you regain a number of hit points equal to half the damage that the attack would have dealt. If the attack hits, you can’t use this property again until the next dawn.
Amplified. This armor is a piece of the Highway Hustlers set. If you attune to another Highway Hustlers set piece while attuned to this armor, it gains the following attributes:
Dilroy was always willing to stake his life on a gamble. Even when he was down, all he needed was a single opportunity to present itself and he’d be back in the game.
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Love these!!
Smuggler’s Ring
Ring, rare (requires attunement)
This ring bears the insignia of your smuggling network, which is only visible to someone that is also wearing a smuggler’s ring. To everyone else, it appears to be a plain silver band.
This ring has 3 charges, which it regains daily at dawn. As an action while wearing this ring you can expend 1 charge to touch an object and choose to make it invisible or change its appearance. An object that fits within a 1 x 1 foot cube can be concealed in this way for up to 1 hour, an object that fits within a 5 x 5 foot cube can be concealed for up to 10 minutes, and an object that fits within a 10 x 10 foot cube can be concealed for up to 1 minute. You can choose to end the concealment with a bonus action, and it ends early if you use this ring to conceal another object or if you end your attunement to this ring. A creature can discern the true nature of an object whose appearance has been altered if it physically interacts with the object or if it uses its action to visually examine the object and succeeds on a DC 15 Intelligence (Investigation) check.
Amplified. This ring is a piece of the Highway Hustlers set. If you attune to another Highway Hustlers set piece while attuned to this ring, it gains the following attributes:
Tiburón smiled widely and gestured his hand towards his cart “As you can see, we’re carting 6 casks of his majesty’s finest mead.” The guard looked bored, but like he might start trouble just to spice up his day. “I’ll need to see documentation.”
Tiburón’s smile widened even further “But of course!” and in his hand a small stack of very official looking papers appeared. The guard handled them for a second, furrowed his brow meaningfully, grunted, and handed them back, seemingly satisfied. If he could read, he would have been delighted by a rousing tale about a nosey town guard who falls into an outhouse and drowns in poo. Instead he waved Tiburón through the gate “Move along.”
Tiburón made it 20 feet past the guard before his casks suddenly looked much more like a massive bundle of bunkweed, but the guard’s eyes had glazed over with boredom again as he stared on, none the wiser.
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Pantaloons of Possibility
Wondrous item, rare (requires attunement)
These magical pantaloons have 7 charges. Once per turn, while wearing the pantaloons, you can expend 1 charge to do one of the following abilities:
The pantaloons regain 1d6+1 charges daily at dawn. If you roll a 6, the pantaloons gain an additional 7 charges (for a total of 14) until the next dawn. If you roll a 1, the pantaloons regain 0 charges.
Amplified. These pantaloons are a piece of the Highway Hustlers set. If you attune to another Highway Hustlers set piece while attuned to these pantaloons, they gain the following attributes:
Dilroy’s pantaloons were full of tricks, but finicky. Entirely unreliable, he never knew what to expect. Would he just barely make the jump across the alleyway, or overshoot it by 20 feet? And if he fell, would he float safely to the ground, or break his legs? Only one way to find out!
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Oil of Weightlessness
Potion, rare
This glass jar, 3 inches in diameter, contains 1d4 + 1 applications of a cloudy oil that sparkles with tiny golden bubbles. The jar weighs ¼ pound and the contents are weightless.
One application of oil can be used to coat a single weapon or one Small or smaller object or creature. Two applications of oil can be used to coat a suit of armor or one Medium object or creature. Applying the oil takes 1 minute for each application used. For 24 hours, a coated object or creature has the following properties:
The adventuring party slathered their dwarven fighter in oil and actually threw him across the chasm and into the fray. Strom “Thunder” Downunder gleefully bellowed “SURPRISE!” as he sailed through the air with his dual battleaxes.
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Ha!
Breastplate of the Golden Retriever
Armor (breastplate), very rare (requires attunement)
You have a +1 bonus to AC and advantage on saving throws to resist being frightened while wearing this armor.
This armor has 3 charges, which it regains daily at dawn. As an action, you can expend 1 charge to cast the warding bond spell or 2 charges to cast the faithful hound spell from the armor without requiring material components. When warding bond is cast in this way, a spectral golden retriever appears next to the creature you are bonded with and follows it dutifully. The golden retriever is incorporeal and it can shed bright light in a 20-foot radius and dim light for an additional 20 feet upon the bonded creature’s request (no action required).
---
This item was crafted in collaboration with KibblesTasty for their 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
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X-Ray Gum
Wondrous item, uncommon
Inside of this small dispenser are 1d4+2 sticks of gray, horehound-flavored chewing gum.
As an action you can start to chew a stick of gum. While chewing the gum you can see into and through solid matter for up to 1 minute, at which point the gum loses its flavor. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.
As an action before the flavor fades, you can blow a bubble and stick the bubble to a solid surface. The bubble allows creatures to see through a 6 inch diameter circle on the surface it is stuck to as if they are under the effect of this gum. The bubble lasts until the flavor fades and then it deflates and is destroyed.
Uriel stopped “Ah, there he is” and she pulled a wad of faintly glowing gray gum from her mouth, offering it to her companion. He stared at her offering in disgust “Absolutely not.” She rolled her eyes and shoved it back into her gob before blowing a large bubble, extracting it, and sticking it to the wall. The two of them could now see into the room, as if she had opened a one-way porthole. In the room were two men, one tied to a chair and the other gleefully poring over a desk bestrewn with vile torturing implements. “Quickly now!” she hissed. Her companion fumbled with a component pouch and whispered something that sounded like a bad joke into a crack in the wall. Suddenly the torturer doubled over and fell to the ground, cackling hysterically. With a resounding crack, audible over the torturer’s hideous laughter, Uriel kicked the door down and rushed into the room. Her husband was unconscious, so she lifted him chair and all, before spinning around and bellowing “Let’s get out of here!”
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Yves’ Thieves’ Tools
Wondrous item, uncommon (requires attunement)
You have a +1 bonus to ability checks using these thieves’ tools. As an action you can hold these tools up to a door to hear through it, as long as it’s no thicker than 1 foot, alerting you to the location of any creatures within 20 feet of the door. If you set off a trap while using these tools to pick a lock, you have advantage on any saving throws to resist the trap.
Yves ran the thieves guild supply store. He probably made more money selling thieving equipment to the thieves than the thieves did from thieving!
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these are amazing
PINEAPPLE
I find the Dagger of stabbing very funny
Lol the curse on this one is so gleefully horrible.
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! 🧙♂️
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!
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