Crystal Ball of Thieving Wondrous item, legendary (requires attunement)
This crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.
You can use an action to cast the mage hand spell while you are scrying with the crystal ball, the spectral hand appearing within 30 feet of the spell's sensor. When cast in this way you can make the spectral hand invisible. When the scrying ends, so does the spell, and any object held by the spectral hand is teleported into your open hand or to an unoccupied space at your feet. Teleporting an object via this method is unreliable and has a chance to fail. Roll a d20 to determine if you are successful. If you have had physical contact with the object before add 5 to your roll. If the object has spent more than 24 hours in your possession, add 10. The DC is 15. On a failure, the object reappears in the space that it occupied before the spectral hand interacted with it, or in the nearest unoccupied space if that space is now occupied. Once used, the thieving power of the crystal ball can't be used again until the next dawn.
Curse. Each time you successfully steal an item using this crystal ball, the owner of the item immediately sees an image of your face and hears your name in their mind. They don’t necessarily know the context, but if your theft arouses suspicion, it’s a likely deduction that you are related to the disappearance of their possession.
Krandle may have lived his life in prison, but he certainly lived a life of luxury. Mysteriously, despite never leaving his cell, Krandle managed to slowly accumulate a veritable treasure trove of priceless artifacts. “Gifts from my admirers” he’d say slyly to the inquisitive guards. They didn’t mind, as long as they got their cut. He even managed to buy a wing of the prison, which he converted into his personal dwelling. The situation worked out perfectly for him. It was too hard for raccoons or the Highway Hustlers to get him in here, and once he acquired a few wizardly manuals and implements, he could take frequent planar vacations and return just in time for dinner without arousing suspicion.
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Crystal Ball of Thieving Wondrous item, legendary (requires attunement)
This crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.
You can use an action to cast the mage hand spell while you are scrying with the crystal ball, the spectral hand appearing within 30 feet of the spell's sensor. When cast in this way you can make the spectral hand invisible. When the scrying ends, so does the spell, and any object held by the spectral hand is teleported into your open hand or to an unoccupied space at your feet. Teleporting an object via this method is unreliable and has a chance to fail. Roll a d20 to determine if you are successful. If you have had physical contact with the object before add 5 to your roll. If the object has spent more than 24 hours in your possession, add 10. The DC is 15. On a failure, the object reappears in the space that it occupied before the spectral hand interacted with it, or in the nearest unoccupied space if that space is now occupied. Once used, the thieving power of the crystal ball can't be used again until the next dawn.
Curse. Each time you successfully steal an item using this crystal ball, the owner of the item immediately sees an image of your face and hears your name in their mind. They don’t necessarily know the context, but if your theft arouses suspicion, it’s a likely deduction that you are related to the disappearance of their possession.
Krandle may have lived his life in prison, but he certainly lived a life of luxury. Mysteriously, despite never leaving his cell, Krandle managed to slowly accumulate a veritable treasure trove of priceless artifacts. “Gifts from my admirers” he’d say slyly to the inquisitive guards. They didn’t mind, as long as they got their cut. He even managed to buy a wing of the prison, which he converted into his personal dwelling. The situation worked out perfectly for him. It was too hard for raccoons or the Highway Hustlers to get him in here, and once he acquired a few wizardly manuals and implements, he could take frequent planar vacations and return just in time for dinner without arousing suspicion.
Fun! Is it possible to uncurse it?
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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
Wow! First of the crystal ball is amazing, I honestly feel like that with all of your little stories together could make a entire world! Lost of new posts lately, it’s awesome, keep it up!
I'm not sure how removing curses from items goes... Is there a method for that in the RAW? I think the crystal ball needs to be cursed for it to fit within a world and not be the most powerful artifact ever, given that someone using it can acquire almost anything else on the same plane anonymously without ever leaving their room. The curse creates a lot of story potential, and balances the concept a bit. It's up to the DM to decide how impactful the curse is on the players though!
Wow! First of the crystal ball is amazing, I honestly feel like that with all of your little stories together could make a entire world! Lost of new posts lately, it’s awesome, keep it up!
edit: I just reread that, me the grammar hurts.
Thank you! Krandle is one of our first recurring characters, after he first appeared in the Raiment of the Raccoon lore. I felt sorry for him, but it seems like he's managed to make the most of a bad situation! He may continue to appear, along with some other favorite characters, as regular characters in the Dungeon Strugglers lore. Who knows how powerful he could become with this legendary item!
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I'm not sure how removing curses from items goes... Is there a method for that in the RAW? I think the crystal ball needs to be cursed for it to fit within a world and not be the most powerful artifact ever, given that someone using it can acquire almost anything else on the same plane anonymously without ever leaving their room. The curse creates a lot of story potential, and balances the concept a bit. It's up to the DM to decide how impactful the curse is on the players though!
Wow! First of the crystal ball is amazing, I honestly feel like that with all of your little stories together could make a entire world! Lost of new posts lately, it’s awesome, keep it up!
edit: I just reread that, me the grammar hurts.
Thank you! Krandle is one of our first recurring characters, after he first appeared in the Raiment of the Raccoon lore. I felt sorry for him, but it seems like he's managed to make the most of a bad situation! He may continue to appear, along with some other favorite characters, as regular characters in the Dungeon Strugglers lore. Who knows how powerful he could become with this legendary item!
No, I do not believe that all cursed items can be uncurled, but I think that there is one.
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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
I'm not sure how removing curses from items goes... Is there a method for that in the RAW? I think the crystal ball needs to be cursed for it to fit within a world and not be the most powerful artifact ever, given that someone using it can acquire almost anything else on the same plane anonymously without ever leaving their room. The curse creates a lot of story potential, and balances the concept a bit. It's up to the DM to decide how impactful the curse is on the players though!
Wow! First of the crystal ball is amazing, I honestly feel like that with all of your little stories together could make a entire world! Lost of new posts lately, it’s awesome, keep it up!
edit: I just reread that, me the grammar hurts.
Thank you! Krandle is one of our first recurring characters, after he first appeared in the Raiment of the Raccoon lore. I felt sorry for him, but it seems like he's managed to make the most of a bad situation! He may continue to appear, along with some other favorite characters, as regular characters in the Dungeon Strugglers lore. Who knows how powerful he could become with this legendary item!
No, I do not believe that all cursed items can be uncurled, but I think that there is one.
Uncursed - perhaps not. But a clever thief would use a pseudonym - no-one would know their real name. Also I imagine wearing a disguise whilst using it could prove effective. Seeing a man in a mask and hearing a name nobody else knows is a good way to avoid these repercussions - if you know about them!
I'm enjoying thinking through the ramifications of the story - I'm picturing a successful thief with a safehouse full of good stuff, and almost every day, at inconvenient times, they get a vision of Krandle's grinning face and hear his name, then rush home angrily to try and work out what he's stolen this time!
Shawm of Sundering Wondrous item, uncommon(requires attunement by a bard)
When a creature adds one of your Bardic Inspiration dice to an attack or damage roll, and they hit a target within 60 feet of you, you can play the shawm as a reaction to deal thunder damage equal to one roll of your bardic inspiration die to the target.
Additionally, you can play the shawm as an action to cast thunderwave, shatter, or lightning bolt, and that spell can't be cast from it again until the next dawn.
Avast ye barnacle-born bastards of the sea, For a storm’s a-brewin’ and a reckonin’ there’ll be, A thunderin’ so loud, you’ll wet your wee panties, And a plunderin’ we’ll go, singin’ sunderin’ shanties!
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Wings of the Raven Wondrous item, legendary (requires attunement by a cleric or paladin)
This long black cloak is made from raven plumage, and is a gift from the Goddess of Death to her most devout servants.
Sentience. Wings of the Raven is a sentient lawful neutral cloak with an Intelligence of 14, a Wisdom of 16, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet, and its passive Perception is 18. The cloak communicates telepathically with its wielder and can speak, read, and understand Common, Elvish, Sylvan and Abyssal.
Personality. A fey spirit named Fin Dòmhnallan inhabits the Wings of the Raven. The cloak is protective and inquisitive. It demands that its wielder follow the Goddess of Death's will, and to always take a trinket or memento from the fallen as tribute to her.
Twilight Bond. You have a +1 bonus to AC while wearing this cloak. This bonus increases to +2 when you are in dim light or darkness.
Death Sense. While wearing the cloak, your awareness of life and death is greatly enhanced. While you are within 30 feet of a creature that you can see, you are able to tell if it is healthy (more than half hit points), bloodied (less than half hit points), dying (zero hit points), diseased, dead, undead or neither (such as a construct). This ability cannot be deactivated while wearing this cloak, knowledge of life and death becomes your constant companion.
Corvid Comradery. While wearing this cloak you can communicate with ravens and crows, and you have advantage on Charisma checks to influence them.
Raven Form. As an action while wearing this cloak, you can use your Channel Divinity to shapechange into a giant raven. The transformation lasts until you use a bonus action to return to your normal form, or until you drop to 0 hit points or die. Your statistics are replaced with the statistics of a giant raven, but you retain your alignment, personality, languages, hit points, proficiency bonus and Constitution, Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of a giant raven. You can cast any spells that don’t require material components with a cost while in giant raven form. Your equipment merges into your new form and has no effect until you return to your normal form. You still benefit from the cloak’s magical properties while in giant raven form. The giant raven uses the statistics of a giant eagle, but it has darkvision out to 120 feet, resistance to necrotic damage, bludgeoning, piercing, and slashing damage from nonmagical attacks, and its natural attacks deal an extra 1d8 radiant or necrotic damage (your choice). This extra damage is increased to 2d8 against undead or creatures with less than half of their maximum hit points. If you reduce a creature to 0 hit points while in giant raven form, you can take a bonus action to move up to half your speed and make a melee attack. Additionally, necromantic magic is suppressed within 60 feet of your giant raven form. Undead creatures have disadvantage on saving throws and a creature attempting to cast a spell from the school of necromancy must succeed on a Wisdom saving throw against your spell save DC or the spell fails while within this area.
Those who have proven themselves dedicated to preserving the sanctity of mortality are blessed with dark insight and formidable might. The Goddess of Death calls upon her champion to hunt necromancers and their abhorrent, death-defying spawn. Where her gaze falls the land darkens under the wings of a thousand ravens and undead creatures cower in the unkind shadows.
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This cold steel choker is forged into the shape of a roiling storm. It gives you a static shock when touched. It has 3 charges. While wearing the collar, you can use an action and expend 1 charge to cast sleet storm (save DC 15) from it. The Squall Collar regains all expended charges daily at dawn.
Amplified. If the Squall Caller is within 60 feet of this collar, it gains the following properties:
Wearing the collar allows you to see normally through heavily obscured areas caused by weather or spells such as sleet storm or fog cloud.
The saving throw DC for spells cast from the collar increases to 16.
When you are targeted with an attack that deals thunder or lightning damage, you can use your reaction to gain resistance to the triggering damage type until the start of your next turn. Additionally, the Squall Caller deals an extra 1d8 of the triggering damage type for 1 minute. Once the collar is used in this way, the ability cannot be used again until the next dawn.
The Squall Collar and Squall Caller were forged by Stormlord Zeyas for his twin daughters Fyrren and Tyrren to wield against his foes and maintain peace within the family. As long as they fought together, they would be empowered by each other’s presence.
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
The blade of this rapier is fashioned from a giant stingray spine, and the handle from its cartilaginous skeleton. You ignore disadvantage on attack rolls with this weapon caused by wielding it underwater.
It has 3 charges, which it regains once daily at high tide. You can expend 1 charge when you hit with this rapier to deal an extra 1d8 poison damage, and the creature must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. While poisoned in this way, a creature is wracked with pain, making it difficult to maintain concentration. A poisoned creature makes another Constitution saving throw at the end of each of its turns, ending the effect on a success. On a failure, the creature loses concentration.
They came from the depths, wielding barbed blades and armor woven from hide-thick strands of seaweed. Their hideous forms slimy and writhing, emerged from the silent darkness. We fought them for as long as we could, but it was futile. Our weapons moved sluggishly beneath the waves, our magic failed us. When we surrendered, they took us down deep and offered us a new life. I alone accepted this fate, the others we ate. Now it is I who dwells in the deep.
This item was chosen by our Comrade and Commissioner tier patrons!
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This mechanical apparatus vaguely resembles a mule, and can be ridden by two Medium or smaller-sized creatures. A creature at the front of the saddle can control the mule like you would a mount by manipulating its reins.
The mechanical mule is a Large object with the following statistics: Armor Class: 18 Hit Points: 100 Speed: 40 ft., swim 20 ft. Damage Immunities: necrotic, poison, psychic Damage Vulnerabilities: lightning Condition Immunities: prone
As a bonus action within 60 feet of the mule, you can whistle to it, causing it to follow you autonomously. The mule will follow you until you click your tongue as a bonus action to cause it to stay. The mule will ignore other whistles while it is following you.
The mule weighs 500 pounds and has a carrying capacity of 1,000 pounds. At the rear of the mule is a hatch that can be opened or closed with an action. Inside the hatch is a storage space 2 feet in diameter and 6 feet deep. While the hatch is closed, the compartment is airtight and watertight. The mule automatically deploys a pair of flotation devices when submerged in water, allowing it to float along the surface.
The mule must consume 1 platinum piece daily in order to operate. You can feed the mule a piece of platinum as an action. If it has been more than 24 hours since its last piece of platinum, the mule will cease to function and become dormant until it is fed.
If the mending spell is cast on the mule, or if you spend 1 minute repairing it with tinker’s tools or smith’s tools and succeed on a DC 15 check, it regains 2d8 hit points. If it drops to 0 hit points, it ceases to function until it is repaired.
The mule emits a 10-foot-radius aura of thermal regulation. The atmosphere within this area is a comfortable temperature, regardless of the weather. Creatures within this area have resistance to fire and cold damage.
As an action you can hold an object up to the mule’s face and name a location, and it will direct you to the object’s source as per the find the path spell. The spell does not require any other material components and it does not require spell slots or concentration when cast in this way. The mule will immediately begin moving towards the desired location until it is directed to halt or follow, or it reaches the destination.
The inventor and arcanist, Fantabulous Fabien, fabricated this vehicle to bear him across the vast expanse of harsh desert, snow-blown tundra and muggy jungles without breaking a sweat or catching a chill. It always knows its way home and, as long as it has a steady diet of platinum to munch, it never tires!
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You can embed this hook into a creature, dealing 1 piercing damage. You must attempt a grappling check if the creature is unwilling. While this hook is embedded in the flesh of a creature, the hook grants the creature the ability to breathe normally underwater. Additionally, the creature falls at a safe rate of 60 feet per turn while underwater, is unable to swim and must walk along the bottom as if on land. A creature can remove the hook with a DC 12 Dexterity (Sleight of Hand) check.
Crystal Skull of the Hot Spring King Wondrous item, very rare.
This crimson monkey skull is carved entirely from blood garnet and weighs 4 pounds. An aura of feral sentience draws your gaze.
Curse. If you stare into the eye sockets of the crystal skull for 1 minute it will transform itself to match the appearance of your own skull. Your race and appearance will change to that of a humanoid snow monkey. You have the bright red face of a macaque, and a body covered with shaggy brownish-gray fur. All of your racial traits, except for your size, alignment and languages, are replaced by those of a snow monkey. These include:
Ability Score Increase. Your Dexterity and your Constitution score each increase by 2, and your Intelligence score increases by 1. Age. You age at twice the rate of your previous form. Speed. Your base walking speed is 30 feet, and you have a climbing speed of 30 feet. Humanoid. Your creature type is humanoid. Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Deep Sleeper. It takes you 10 hours to finish a long rest and you regain all spent hit dice when you complete one. Kleptomaniacal. You have proficiency in the Sleight of Hand skill. Once per long rest, when you see an item of value make a DC 12 Wisdom saving throw or you must attempt to steal the object regardless of the consequences. The DM determines which objects attract your attention. Mistrustful. You are quick to assume ill-intent and have disadvantage on Wisdom (Insight) checks. Thermal Tolerance. You have resistance to cold and fire damage.
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.
This is perfect for my dwarf barbarian!
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Lover of pugs, dinos, dragons, and chickens
FEAR AND LOVE ME MORTALS!
Leader of the cult of bwba (barbarians with big axes)
This battleaxe has the thrown property with a normal range of 20 feet and a long range of 60 feet. It has 3 charges. While holding the battleaxe, you can use an action and expend 1 charge to cast gust of wind (save DC 13) from it. The Squall Caller regains all expended charges daily at dawn.
Amplified. If the Squall Collar is within 60 feet of this battleaxe, it gains the following properties:
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Immediately after being thrown, the battleaxe flies back to your hand.
The saving throw DC for spells cast from the battleaxe increases to 15.
When you cast gust of wind from the battleaxe, the distance pushed increases by 5 feet and you can choose any number of creatures within the area of effect to automatically succeed on their saving throw. Additionally, you can choose to cast gust of wind without requiring concentration, but the spell ends at the start of your next turn.
Forged by Stormlord Zeyas for his daughter Tyrren to wield against his foes and keep the peace with her twin sister Fyrren. As long as they fought together, they would be empowered by each other’s presence.
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Trident of Treachery Weapon (trident), legendary (requires attunement)
The barbs on this trident gleam wickedly, and those who wield it see betrayal lurking in every reflection. The magical effects of this weapon are not revealed by the identify spell and any attempt to uncover its nature without attuning to it fails. The magical effects of the trident cannot be spoken, written, or conveyed to anyone while you are attuned to it.
While you are attuned to this trident, you can't be surprised as long as you are conscious. Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you. Additionally, you have advantage on Wisdom (Insight) checks made to discern a lie, and creatures have disadvantage on Charisma (Deception) checks made to deceive you.
Each time you regain hit points from an effect or spell cast by another creature, an amount of negative energy equal to the number of hit points you regain is also stored in this weapon. If you ever attack that creature, your first attack with this weapon has advantage. The first time you hit that creature, this trident deals extra necrotic damage equal to the total amount of stored negative energy from that creature. Each pool of stored negative energy can only be used against the creature that created it by healing you, and it's expended when it’s used. The trident can only store 5 pools of energy at a time. Killing that creature traps their soul within the trident, permanently granting it a +1 bonus to attack and damage rolls and preventing that creature from being resurrected. Only 3 souls can be trapped within the trident at a time, and they are released if you end your attunement.
Curse. Paranoia begins to creep into your mind, convincing you that everyone is scheming behind your back. It’s only a matter of time before they turn on you and by that point, it’ll be too late. Those who are the most generous, have the darkest schemes. Each time you are aided, or you regain hit points from an effect or spell cast by another creature, your paranoia is piqued and focuses on that creature. You feel the need to conceal your thoughts and intent from them. Each act of kindness towards you must be an elaborate ruse that will culminate in a torturous annihilation of you and all that you love. You cannot reveal your suspicion to anyone, and you can only hope to manipulate less suspicious individuals into unknowingly helping you protect yourself. This paranoia grips you closest when you try to sleep. If you have been healed or aided (determined by the DM) by another creature within the last 24 hours and you attempt to start a long rest, you must make a DC 7 Wisdom saving throw. On a success, you drift to sleep uneasily, beset by fearful dreams. On a failure, you act on your fear and must immediately attack the last creature that aided you. It’s best to attack secretly and to make it look like an accident or outside incursion. If you successfully dispatch the creature in question, your accursed paranoia abates for 7 days and you are convinced you have resolved your dread. The DC for this saving throw increases by 1 for each bonus point to attack and damage rolls that the trident gains. Even after you are cured of this curse, a hint of doubt lingers in your mind and you are forever slightly mistrustful of those closest to you.
A devious item, lovingly commissioned by Exphemia, the Betrayer, to wriggle its way into the minds of mortals like a maggot into an open wound. As it empowers the wielder, it subtly opens their periphery to the rotten nature at the heart of humanoidkind, and festers where once there was trust. Entire dynasties have crumbled, brother turning on one another, as treacherous whispers drift on the wind. All the while the Betrayer, deep below, gorges itself on bloodsoaked earth.
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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 :)
I have an idea. How about a shield that sprouts wings?
Crystal Ball of Thieving
Wondrous item, legendary (requires attunement)
This crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.
You can use an action to cast the mage hand spell while you are scrying with the crystal ball, the spectral hand appearing within 30 feet of the spell's sensor. When cast in this way you can make the spectral hand invisible. When the scrying ends, so does the spell, and any object held by the spectral hand is teleported into your open hand or to an unoccupied space at your feet. Teleporting an object via this method is unreliable and has a chance to fail. Roll a d20 to determine if you are successful. If you have had physical contact with the object before add 5 to your roll. If the object has spent more than 24 hours in your possession, add 10. The DC is 15. On a failure, the object reappears in the space that it occupied before the spectral hand interacted with it, or in the nearest unoccupied space if that space is now occupied. Once used, the thieving power of the crystal ball can't be used again until the next dawn.
Curse. Each time you successfully steal an item using this crystal ball, the owner of the item immediately sees an image of your face and hears your name in their mind. They don’t necessarily know the context, but if your theft arouses suspicion, it’s a likely deduction that you are related to the disappearance of their possession.
Krandle may have lived his life in prison, but he certainly lived a life of luxury. Mysteriously, despite never leaving his cell, Krandle managed to slowly accumulate a veritable treasure trove of priceless artifacts. “Gifts from my admirers” he’d say slyly to the inquisitive guards. They didn’t mind, as long as they got their cut. He even managed to buy a wing of the prison, which he converted into his personal dwelling. The situation worked out perfectly for him. It was too hard for raccoons or the Highway Hustlers to get him in here, and once he acquired a few wizardly manuals and implements, he could take frequent planar vacations and return just in time for dinner without arousing suspicion.
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Fun! Is it possible to uncurse it?
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
Wow! First of the crystal ball is amazing, I honestly feel like that with all of your little stories together could make a entire world! Lost of new posts lately, it’s awesome, keep it up!
edit: I just reread that, me the grammar hurts.
I'm not sure how removing curses from items goes... Is there a method for that in the RAW?
I think the crystal ball needs to be cursed for it to fit within a world and not be the most powerful artifact ever, given that someone using it can acquire almost anything else on the same plane anonymously without ever leaving their room. The curse creates a lot of story potential, and balances the concept a bit. It's up to the DM to decide how impactful the curse is on the players though!
Thank you! Krandle is one of our first recurring characters, after he first appeared in the Raiment of the Raccoon lore. I felt sorry for him, but it seems like he's managed to make the most of a bad situation! He may continue to appear, along with some other favorite characters, as regular characters in the Dungeon Strugglers lore. Who knows how powerful he could become with this legendary item!
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!
No, I do not believe that all cursed items can be uncurled, but I think that there is one.
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
Uncursed - perhaps not. But a clever thief would use a pseudonym - no-one would know their real name. Also I imagine wearing a disguise whilst using it could prove effective. Seeing a man in a mask and hearing a name nobody else knows is a good way to avoid these repercussions - if you know about them!
I'm enjoying thinking through the ramifications of the story - I'm picturing a successful thief with a safehouse full of good stuff, and almost every day, at inconvenient times, they get a vision of Krandle's grinning face and hear his name, then rush home angrily to try and work out what he's stolen this time!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
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Shawm of Sundering
Wondrous item, uncommon (requires attunement by a bard)
When a creature adds one of your Bardic Inspiration dice to an attack or damage roll, and they hit a target within 60 feet of you, you can play the shawm as a reaction to deal thunder damage equal to one roll of your bardic inspiration die to the target.
Additionally, you can play the shawm as an action to cast thunderwave, shatter, or lightning bolt, and that spell can't be cast from it again until the next dawn.
Avast ye barnacle-born bastards of the sea,
For a storm’s a-brewin’ and a reckonin’ there’ll be,
A thunderin’ so loud, you’ll wet your wee panties,
And a plunderin’ we’ll go, singin’ sunderin’ shanties!
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Wings of the Raven
Wondrous item, legendary (requires attunement by a cleric or paladin)
This long black cloak is made from raven plumage, and is a gift from the Goddess of Death to her most devout servants.
Sentience. Wings of the Raven is a sentient lawful neutral cloak with an Intelligence of 14, a Wisdom of 16, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet, and its passive Perception is 18. The cloak communicates telepathically with its wielder and can speak, read, and understand Common, Elvish, Sylvan and Abyssal.
Personality. A fey spirit named Fin Dòmhnallan inhabits the Wings of the Raven. The cloak is protective and inquisitive. It demands that its wielder follow the Goddess of Death's will, and to always take a trinket or memento from the fallen as tribute to her.
Twilight Bond. You have a +1 bonus to AC while wearing this cloak. This bonus increases to +2 when you are in dim light or darkness.
Death Sense. While wearing the cloak, your awareness of life and death is greatly enhanced. While you are within 30 feet of a creature that you can see, you are able to tell if it is healthy (more than half hit points), bloodied (less than half hit points), dying (zero hit points), diseased, dead, undead or neither (such as a construct). This ability cannot be deactivated while wearing this cloak, knowledge of life and death becomes your constant companion.
Corvid Comradery. While wearing this cloak you can communicate with ravens and crows, and you have advantage on Charisma checks to influence them.
Raven Form. As an action while wearing this cloak, you can use your Channel Divinity to shapechange into a giant raven. The transformation lasts until you use a bonus action to return to your normal form, or until you drop to 0 hit points or die. Your statistics are replaced with the statistics of a giant raven, but you retain your alignment, personality, languages, hit points, proficiency bonus and Constitution, Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of a giant raven. You can cast any spells that don’t require material components with a cost while in giant raven form. Your equipment merges into your new form and has no effect until you return to your normal form. You still benefit from the cloak’s magical properties while in giant raven form. The giant raven uses the statistics of a giant eagle, but it has darkvision out to 120 feet, resistance to necrotic damage, bludgeoning, piercing, and slashing damage from nonmagical attacks, and its natural attacks deal an extra 1d8 radiant or necrotic damage (your choice). This extra damage is increased to 2d8 against undead or creatures with less than half of their maximum hit points. If you reduce a creature to 0 hit points while in giant raven form, you can take a bonus action to move up to half your speed and make a melee attack. Additionally, necromantic magic is suppressed within 60 feet of your giant raven form. Undead creatures have disadvantage on saving throws and a creature attempting to cast a spell from the school of necromancy must succeed on a Wisdom saving throw against your spell save DC or the spell fails while within this area.
Those who have proven themselves dedicated to preserving the sanctity of mortality are blessed with dark insight and formidable might. The Goddess of Death calls upon her champion to hunt necromancers and their abhorrent, death-defying spawn. Where her gaze falls the land darkens under the wings of a thousand ravens and undead creatures cower in the unkind shadows.
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Squall Collar
Wondrous item, rare (requires attunement)
This cold steel choker is forged into the shape of a roiling storm. It gives you a static shock when touched. It has 3 charges. While wearing the collar, you can use an action and expend 1 charge to cast sleet storm (save DC 15) from it. The Squall Collar regains all expended charges daily at dawn.
Amplified. If the Squall Caller is within 60 feet of this collar, it gains the following properties:
The Squall Collar and Squall Caller were forged by Stormlord Zeyas for his twin daughters Fyrren and Tyrren to wield against his foes and maintain peace within the family. As long as they fought together, they would be empowered by each other’s presence.
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Nice work
What about the squall caller?
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
It's coming out next week!
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Stingraypier
Weapon (rapier), rare
The blade of this rapier is fashioned from a giant stingray spine, and the handle from its cartilaginous skeleton. You ignore disadvantage on attack rolls with this weapon caused by wielding it underwater.
It has 3 charges, which it regains once daily at high tide. You can expend 1 charge when you hit with this rapier to deal an extra 1d8 poison damage, and the creature must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. While poisoned in this way, a creature is wracked with pain, making it difficult to maintain concentration. A poisoned creature makes another Constitution saving throw at the end of each of its turns, ending the effect on a success. On a failure, the creature loses concentration.
They came from the depths, wielding barbed blades and armor woven from hide-thick strands of seaweed. Their hideous forms slimy and writhing, emerged from the silent darkness. We fought them for as long as we could, but it was futile. Our weapons moved sluggishly beneath the waves, our magic failed us. When we surrendered, they took us down deep and offered us a new life. I alone accepted this fate, the others we ate. Now it is I who dwells in the deep.
This item was chosen by our Comrade and Commissioner tier patrons!
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Fabien’s Mechanical Mule
Wondrous item, legendary
This mechanical apparatus vaguely resembles a mule, and can be ridden by two Medium or smaller-sized creatures. A creature at the front of the saddle can control the mule like you would a mount by manipulating its reins.
The mechanical mule is a Large object with the following statistics:
Armor Class: 18
Hit Points: 100
Speed: 40 ft., swim 20 ft.
Damage Immunities: necrotic, poison, psychic
Damage Vulnerabilities: lightning
Condition Immunities: prone
As a bonus action within 60 feet of the mule, you can whistle to it, causing it to follow you autonomously. The mule will follow you until you click your tongue as a bonus action to cause it to stay. The mule will ignore other whistles while it is following you.
The mule weighs 500 pounds and has a carrying capacity of 1,000 pounds. At the rear of the mule is a hatch that can be opened or closed with an action. Inside the hatch is a storage space 2 feet in diameter and 6 feet deep. While the hatch is closed, the compartment is airtight and watertight. The mule automatically deploys a pair of flotation devices when submerged in water, allowing it to float along the surface.
The mule must consume 1 platinum piece daily in order to operate. You can feed the mule a piece of platinum as an action. If it has been more than 24 hours since its last piece of platinum, the mule will cease to function and become dormant until it is fed.
If the mending spell is cast on the mule, or if you spend 1 minute repairing it with tinker’s tools or smith’s tools and succeed on a DC 15 check, it regains 2d8 hit points. If it drops to 0 hit points, it ceases to function until it is repaired.
The mule emits a 10-foot-radius aura of thermal regulation. The atmosphere within this area is a comfortable temperature, regardless of the weather. Creatures within this area have resistance to fire and cold damage.
As an action you can hold an object up to the mule’s face and name a location, and it will direct you to the object’s source as per the find the path spell. The spell does not require any other material components and it does not require spell slots or concentration when cast in this way. The mule will immediately begin moving towards the desired location until it is directed to halt or follow, or it reaches the destination.
The inventor and arcanist, Fantabulous Fabien, fabricated this vehicle to bear him across the vast expanse of harsh desert, snow-blown tundra and muggy jungles without breaking a sweat or catching a chill. It always knows its way home and, as long as it has a steady diet of platinum to munch, it never tires!
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Who would want to use this?
Who wouldn't want to stare into the eye sockets?
This is perfect for my dwarf barbarian!
Lover of pugs, dinos, dragons, and chickens
FEAR AND LOVE ME MORTALS!
Leader of the cult of bwba (barbarians with big axes)
Squall Caller
Weapon (battleaxe), uncommon (requires attunement)
This battleaxe has the thrown property with a normal range of 20 feet and a long range of 60 feet. It has 3 charges. While holding the battleaxe, you can use an action and expend 1 charge to cast gust of wind (save DC 13) from it. The Squall Caller regains all expended charges daily at dawn.
Amplified. If the Squall Collar is within 60 feet of this battleaxe, it gains the following properties:
Forged by Stormlord Zeyas for his daughter Tyrren to wield against his foes and keep the peace with her twin sister Fyrren. As long as they fought together, they would be empowered by each other’s presence.
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Trident of Treachery
Weapon (trident), legendary (requires attunement)
The barbs on this trident gleam wickedly, and those who wield it see betrayal lurking in every reflection. The magical effects of this weapon are not revealed by the identify spell and any attempt to uncover its nature without attuning to it fails. The magical effects of the trident cannot be spoken, written, or conveyed to anyone while you are attuned to it.
While you are attuned to this trident, you can't be surprised as long as you are conscious. Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you. Additionally, you have advantage on Wisdom (Insight) checks made to discern a lie, and creatures have disadvantage on Charisma (Deception) checks made to deceive you.
Each time you regain hit points from an effect or spell cast by another creature, an amount of negative energy equal to the number of hit points you regain is also stored in this weapon. If you ever attack that creature, your first attack with this weapon has advantage. The first time you hit that creature, this trident deals extra necrotic damage equal to the total amount of stored negative energy from that creature. Each pool of stored negative energy can only be used against the creature that created it by healing you, and it's expended when it’s used. The trident can only store 5 pools of energy at a time. Killing that creature traps their soul within the trident, permanently granting it a +1 bonus to attack and damage rolls and preventing that creature from being resurrected. Only 3 souls can be trapped within the trident at a time, and they are released if you end your attunement.
Curse. Paranoia begins to creep into your mind, convincing you that everyone is scheming behind your back. It’s only a matter of time before they turn on you and by that point, it’ll be too late. Those who are the most generous, have the darkest schemes. Each time you are aided, or you regain hit points from an effect or spell cast by another creature, your paranoia is piqued and focuses on that creature. You feel the need to conceal your thoughts and intent from them. Each act of kindness towards you must be an elaborate ruse that will culminate in a torturous annihilation of you and all that you love. You cannot reveal your suspicion to anyone, and you can only hope to manipulate less suspicious individuals into unknowingly helping you protect yourself. This paranoia grips you closest when you try to sleep. If you have been healed or aided (determined by the DM) by another creature within the last 24 hours and you attempt to start a long rest, you must make a DC 7 Wisdom saving throw. On a success, you drift to sleep uneasily, beset by fearful dreams. On a failure, you act on your fear and must immediately attack the last creature that aided you. It’s best to attack secretly and to make it look like an accident or outside incursion. If you successfully dispatch the creature in question, your accursed paranoia abates for 7 days and you are convinced you have resolved your dread. The DC for this saving throw increases by 1 for each bonus point to attack and damage rolls that the trident gains. Even after you are cured of this curse, a hint of doubt lingers in your mind and you are forever slightly mistrustful of those closest to you.
A devious item, lovingly commissioned by Exphemia, the Betrayer, to wriggle its way into the minds of mortals like a maggot into an open wound. As it empowers the wielder, it subtly opens their periphery to the rotten nature at the heart of humanoidkind, and festers where once there was trust. Entire dynasties have crumbled, brother turning on one another, as treacherous whispers drift on the wind. All the while the Betrayer, deep below, gorges itself on bloodsoaked earth.
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This is a really good one! :)
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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