Wondrous Item, uncommon

These small, odd-looking stones vibrate faintly and hum with chaotic energy. When thrown (range 20/60), a rock explodes in a random magical effect. Roll a d12 to determine the outcome. When you first receive a Bag of Wacky Rocks, roll a d20. That’s how many rocks are inside.

Mechanics: 

  • Damage: On a hit, the target takes 1d6 bludgeoning damage plus the effect rolled.
  • Save DC: If an effect requires a save, the DC is 13.
  • Uses: A pouch usually contains 1d4+2 rocks. Each is consumed when thrown.
d12 Roll Effect
1 Fireburst – The rock explodes in a 10 ft. radius, dealing 2d6 fire damage.
2 Frostbite – The target takes 1d8 cold damage and must succeed on a DC 13 CON save or have their movement speed halved until the end of their next turn.
3 Thunderclap – A deafening boom erupts; all creatures within 15 ft. make a DC 13 CON save or take 2d6 thunder damage and be deafened for 1 minute.
4 Poison Puff – A green cloud bursts; target must succeed on a DC 13 CON save or take 1d10 poison damage and be poisoned until the end of their next turn.
5 Lightning Bolt – A crackling spark jumps from the rock, dealing 2d6 lightning damage to one target within 30 ft. of where it lands.
6 Sticky Slime – A burst of goo erupts, covering a 5 ft. radius. Creatures in the area must make a DC 13 DEX save or be restrained until the end of their next turn.
7 Miniature Volcano – A tiny lava spout erupts at the impact point, dealing 1d10 fire damage in a 5 ft. radius.
8 Psychic Screech – The rock emits a horrifying wail; target must succeed on a DC 13 WIS save or take 1d8 psychic damage and be frightened until the end of their next turn.
9 Necrotic Pulse – Shadowy energy pulses outward; one creature within 10 ft. takes 2d6 necrotic damage.
10 Force Blast – The rock detonates in raw energy, dealing 1d10 force damage and pushing creatures within 10 ft. back 10 ft. on a failed DC 13 STR save.
11 Radiant Sparkle – The rock shines blindingly; one target takes 1d8 radiant damage and must succeed on a DC 13 CON save or be blinded until the end of their next turn.
12 Chaos Surge – Roll twice on this table. Both effects occur at once (reroll additional Chaos Surges).
JaxD221

Comments

Posts Quoted:
Reply
Clear All Quotes