Inside this heavy cloth bag are 3d4 dry Tibbin bits. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains. The bag refills every sunset.
If you dump the bag's contents out on the ground, they scatter in a 10-foot radius. Each creature in the area, including you, must make a DC 10 Wisdom saving throw, on a failed save you succumb to the effects of Feeblemind, or violently vomit on a successful one.
When a Tibbin bit is ingested by Grashnak Tharn, Grashnak enters shit missile mode and gains an additional 30ft range of movement.
If you remove a Tibbin bit from the bag, plant it in dirt or sand, the bit produces an effect 1 minute later from the ground where it was buried. The GM can choose an effect from the following table, determine it randomly, or create an effect.
| d100 | Effect |
|---|---|
| 01 | Grashnak starts crying uncontrollably for the next 10 minutes and gets 1 point of exhaustion, then goes to sleep for the next 8 hours. |
| 02-10 | The scent of the rogue's favorite meal fills the air. Allies within 30 feet gain 1d8 temporary hit points. |
| 11-20 | A spectral image of the rogue appears and loudly recounts one of the party's most embarrassing moments. |
| 21-30 | A comfortable chair, hammock, or camp stool appears. Unfortunately, any coin purse left on it for more than 1 minute mysteriously vanishes and reappears elsewhere within 100 feet. |
| 31-40 | A ghostly campfire appears for 8 hours. The flames occasionally whisper, "You should totally steal that." |
| 41-50 | The rogue's spirit steals one random mundane item from a party member and hides it nearby. The item can always be found within 10 minutes of searching. |
| 51-60 | The rogue's laughter echoes through the area. Allies gain advantage on their next saving throw within 1 hour, but everyone also hears the laugh at inconvenient moments. |
| 61-70 | Flowers grow in a 20-foot radius. Hidden among them are 1d6 copper pieces that absolutely belonged to somebody else. |
| 71-80 | The rogue's ghost appears and offers advice. The advice is 50% helpful and 50% terrible. The GM decides which. |
| 81-90 | The rogue's spirit attempts one final pickpocket. Every creature within 30 feet must make a DC 13 Perception check. On a failure, one small item is moved to another creature's pocket, backpack, boot, or hat. |
| 91-99 | The rogue manifests for 10 minutes and can converse freely. During the conversation, they relentlessly mock everyone's combat tactics, fashion choices, and romantic decisions. |
| 00 | The rogue's spirit fully manifests for 1 hour. During that time, once every 10 minutes, a random creature discovers that something they were holding has somehow ended up in someone else's pocket. Before departing, the rogue returns everything and says, "This is taking too long," then explodes doing 1d4 force damage to all creatures within a 30ft radius. |
Notes: Damage, Control, Utility, Combat
Previous Versions
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5/31/2026 7:36:15 PM
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5
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5/31/2026 9:28:27 PM
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7
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Coming Soon
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