Inside this bag is a plethora of colorful and fluffy worms on a string. There is something satisfying in running them through your fingers. As an action, you can reach into the bag and pull out a random worm, then consult the Worm Table and follow the instructions for the worm drawn from the bag. Once a worm is removed from the bag and then used, it disappears. If you roll that worm on the Worm Table again, roll again. All worms magically reappear in the bag at the end of a short rest or long rest.
Worm Table d12 [roll]1d12[/roll]
1 - Worm of Debauchery.
You pull a black worm from the bag. Wind the worm through your fingers and throw it at a creature you can see. That creature is now charmed by you, whether or not it is immune to charm. You can then command the creature to perform any one non attack action. This command can not directly damage the creature you are charmed, if you deliver a command that would cause a creature to harm itself, the effect ends.
2 - Worm of Hellfire.
You pull a red worm from the bag. Wind the worm through your fingers and throw it at a creature you can see. That creature takes 2d6 fire damage.
3 - Worm of Ice.
You pull a pale blue worm from the bag. Wind the worm through your fingers and throw it at a creature you can see. That creature takes 1d6 cold damage, and has its speed reduced by 15 for 1 minute. This speed reduction applies to all speeds the creature has.
4 - Worm of Animation.
You pull a brown worm from the bag. Wind the worm through your fingers and drop it at your feet. Then choose 4 tiny objects that you own, they act as if under the effects of the Animate Objects spell for 1 minute.
5 - Worm of Purity.
You pull a white worm from the bag. Wind the worm through your fingers and throw it at a willing creature you can see. That creature recovers 1d8 + your level hit points.
6 - Worm of Forestry.
You pull a dark green worm from the bag. Wind the worm through your fingers and throw it at an unoccupied space you can see. Large hedges grow in a 15 foot radius around the point of impact. That area is difficult terrain for any creature other than yourself and up to 2 other creatures. In addition you and up to 2 other creatures have half cover while in that area (you can choose two different sets of creatures for these effects).
7 - Worm of Shining.
You pull a yellow worm from the bag. Wind the worm through your fingers and toss it above your head. The worm begins to float above your head and glow for 1 hour. While glowing, the worm sheds bright light for 25 feet and dim light for another 10 feet. You and other creatures in a 10 foot radius of you have disadvantage on stealth checks while the worm is above your head.
8 - Worm of Oceans.
You pull a dark blue worm from the bag. Wind the worm through your fingers and throw it at an unoccupied space you can see. In a 10 foot radius around the point of impact, a column of water 15 feet tall is created for 1 minute. As a bonus action, you can move the column of water up to half your speed in one direction. Any creatures that starts its turn in the column of water must succeed on a DC 18 Constitution check or take 2d6 force damage and be knocked prone. Creatures can make a constitution save at the end of their turn to end their prone status. If any prone creature stays in the column for more than 1 round, on the start of their second turn prone, they must succeed on a DC 20 Constitution check or take 1d6 damage.
9 - Worm of Storms.
You pull a purple worm from the bag. Wind the worm through your fingers and throw it at a creature you can see. Cast Lightning Bolt as a 3rd level spell.
10 - Worm of Toxins.
You pull a light green worm from the bag. Wind the worm through your fingers and throw it at a creature you can see. Cast Poison Spray. You can pull this worm from the bag a number of times equal to your proficiency bonus before it disappears.
11 - Worm of Hiding.
You pull a pink worm from the bag. Wind the worm through your fingers and drop it at your feet. You become invisible for 10 minutes, or until you are touched by a creature other than yourself, or until you pull another worm from the bag. While invisible this way, you cannot be seen by any creature, even if it has true sight. If you become visible by any way other than this effect ending, you and every other creature in a 10 foot radius take 2d6 psychic damage.
12 - Worm of Duplicity.
You pull a black and white striped worm from the bag. Wind the worm through your fingers, and reach your hand into the bag 2 more times. Roll twice on this table, pull the respective worms from the bag, and follow both sets of instructions. Worms pulled this way do not disappear as usual from the bag, and this worm's effect can pull worms from the bag that have already disappeared.
Notes: by a spellcaster, Damage, Control, Utility
Comments