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). |
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