Wondrous Item, rare
This bag contains a variety of joke items and tricks for use in a variety of situations. You can use a bonus action to take out one of the following items, expending a number of charges that depends on the item used. The bag has 10 charges, which recharge at dawn. All of the following items which cover an area require a successful DC 15 Wisdom(Perception) check to notice them. Otherwise, a creature is unaware of them.
- Banana Peel(1 charge) You throw a banana peel to a point within 10 feet of you in any horizontal direction. When a creature enters the 5-by-5 foot area where the banana peel lands, they must succeed on a DC 21 Dexterity saving throw or fall prone, and if they fail they also take 1d4+1 bludgeoning damage. If they fail by 4 or more, they are also knocked unconscious for 4 rounds
- Sticky Goo(2 charges) You throw a quantity of a sticky substance sufficient to cover any 10-by-10 foot area within range. A creature who enters this area is restrained. This area can hold up to 4 Medium creatures, 2 Large creatures, or 1 Huge creature. You can also cover an area of wall, allowing it to affect flying creatures, or you can throw it at a creature-in which case they have disadvantage on the saving throw. An affected creature can make a DC 15 strength check to free itself from the goo, escaping on a success and moving into a clear area of floor adjacent to the one they are in.
- Whoopee Cushion(2 charges) You place an inflated rubber sack with a nozzle on a surface within your reach(typically 5 feet) Any creature who sits on it, steps on it, or otherwise compresses this item causes it to emit a loud farting sound. All creatures who can hear it within 30 feet of the cushion double over laughing, and any attacks on them have advantage until the end of your next turn. The creature who set it off takes 3 thunder damage.
- Itching Powder(3 charges) You pour a quantity of powder into an article of clothing. By succeeding on a Stealth check (contested by their passive Perception), you can do so unnoticed. Your victim feels an uncontrollable itching(though they cannot tell the source). After 1 minute, they finally cannot take it any more. Their pants catch on fire(dealing 1d4+1 fire damage to them every turn until they use an action to douse the flames) and they must use their movement to run around in circles, and at turn's end they fall over and the effect ends.
- Firecracker(2 charges) You take out a sparking firework. For 1 minute, or until you set it off, it emits bright light for 10 feet and dim light for another 5 feet. If you are still holding it when it goes off, it explodes and deals 1d4+1 fire damage. When you use an action to set it off, it streaks forward in the direction that it's pointing(forward, down, or up). You can set it off in any of the following ways(although feel free to be creative):
- Signal Flare: The firework shoots upward up to 100 feet, and explodes in a colorful shower of sparks. If a hostile creature is within 5 feet, they take 1d4 fire damage and are set on fire. The sparks are clearly visible up to 2 miles away.
- Sparkler: The firecracker shoots forward and explodes on impact. Any creatures within 10 feet take 1d4 fire damage and are blinded for 1 minute.
- Silly String(2 charges) You pull out a can labeled 'Fun for the Whole Dungeon!' You can use a bonus action to open it. When you do so, make a ranged weapon attack. If your total is 13 or higher, a long string of sticky material shoots out the small hole in the top. It latches onto your target and wraps securely around it, then hardens into the equivalent of a silk rope up to 50 feet long. The target can be anything from a ceiling beam, to a monster, to another player. Suggested uses include: emergency rope/harness, tying up a defeated foe, grappling hook, or anything else you can think of.
- Stink Bomb(3 charges) You throw a dark green sphere to a point you can see within 20 feet. As soon as it hits something, it explodes, creating a horrible-smelling, greenish fog in a 10-foot radius sphere centered on the point where it hit. Any creatures that start or end their turn in the cloud must make a DC 18 Constitution Saving throw or take 2d6 poison damage, or half on a success. If a creature is wearing something that covers its nose and mouth, they take no damage if they succeed, and only half damage if they fail. Alternately, you can choose to make the stink bomb's effect identical to stinking cloud, but with a range of up to 30 feet.
- Slingshot(1 charge) For 3 rounds, you gain a Y-shaped piece of wood with a leather strap between the forks. It the properties of a sling except that it has a d6 for a damage die instead of a d4. At the end of this time, the slingshot disappears.
- Joy Buzzer(1 bonus action) You surreptitiously place a red button in your hand. When the button is pressed, such as by shaking someone's hand, a loud zzt sound is heard, causing them to be stunned for 1 round.
Notes: Debuff
Previous Versions
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4/30/2021 5:23:16 PM
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5/6/2021 5:00:37 PM
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Coming Soon
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