A pair of obnoxiously colored rubber sandals that offer a surprising amount of utility and comfort, despite their gaudy appearance.
Adventurer's Crocs are normally found in bright or pastel colors, but have also been found to come in various patterns as well.
Made For Adventure: Adventurer's Crocs can be wore in two ways, Attack mode and Defense mode, which is denoted by the placement of the ankle strap (in front of the ankle for attack, behind the ankle for defense). In Defense Mode, the wearer gains +2 AC and in Attack mode the wearer gets +2 to hit on attacks. It takes an Action to switch between modes.
Camp Shoes: While wearing Adventurer's Crocs, you regain an additional 4 hit points on every hit die rolled during a short rest.
Tasteless Style: While wearing Adventurer's Crocs, you suffer a disadvantage on all Charisma skill checks.
Jibbitz: Adventurer's Crocs may be found with small charms of various shapes and colors, called Jibbitz, that fit into the top of the sandal. While wearing the crocs, you can use an action to detach one of the Jibbtiz, causing it to become the object, spell, or creature it represents. Once a Jibbitz is used, it loses any powers it once had and becomes a normal, gaudy rubber charm.
Any combination 1d8 Jibbitz may be found on a given pair of Adventurer's Crocs. The GM chooses the Jibbitz or determines them randomly.
| d20 | Jibbitz |
|---|---|
| 1 | A coil of rope. Turns into Hempen rope (50 feet, coiled) |
| 2 | A perfectly cut diamond. Turns into a diamond worth 50gp. |
| 3 | A dog's collar. Summons a Blink Dog that is friendly to the wearer for 1d4 hours |
| 4 | A cartoon-ish demon's face. Casts the spell Summon Lesser Demons at 3rd level |
| 5 | A lantern. Turns into a Hooded lantern (filled and lit) . |
| 6 | A canvas tent. Turns into a Tent, Two-Person. |
| 7 | A backpack. Turns into an empty Backpack |
| 8 | An fiery explosion. Casts fireball at 3rd level |
| 9 | A small angle praying. Casts Spirit Guardians at 3rd level. |
| 10 | A pool of oil. Casts Grease at 1st level. |
| 11 | The head of a tabby cat. Gain Darkvision for 1d6 hours |
| 12 | A flannel pattern bed roll. Turns into a Bedroll |
| 13 | A shark. Gain a swim speed of 40ft. and can breathe underwater for 1d4 hours |
| 14 | A pirate with a telescope. Turns into a finely trimmed spyglass |
| 15 | A dragon sleeping on a gold pile. Flip a coin. On heads, a CR 15 Treasure Hoard (DMG pg. 138) appears. On tails, an adult chromatic dragon appears. |
| 16 | A thief in front of a door. Turns into Thieves' Tools |
| 17 | An old, ornate book. Casts Legend Lore at 5th level |
| 18 | A stick. Turns into a 10-foot pole. |
| 19 | A bottle with bright, red liquid. Turns into a Potion of Superior Healling. |
| 20 | A shooting star. Casts Wish |
Notes: Disadvantage: Charisma Ability Checks, Utility, Outerwear
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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11/20/2021 11:16:07 PM
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3
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1
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1.5
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Coming Soon
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