Wondrous Item, rare
You can spend 1 hour utilizing your Ninja Tool Kit which you are proficient with to craft Ninja tools. You can carry up to three Ninja Tools of your choice. Some of your Ninja Tools require your target to make a saving throw to resist the tool's effects. The saving throw DC is calculated as follows: DC = 8 + your proficiency bonus + your Dexterity modifier.
Ninja Tools
- Bamboo Snorkel: A simple tube of hollow reeds. With this item in your mouth, you can swim submerged 1 foot underwater, negating the need to come up for air.
- Chloroform: You can attempt to grapple a target creature. You may use your acrobatics skill check to grapple the creature while you are hidden. A grappled creature must succeed a Constitution saving throw or fall asleep for 1d4 hours. Any damage received by the creature has a chance to wake them. If the creature is harmed while unconscious, they make a Constitution saving throw. On a success, the creature wakes up.
- Climbing Claws: When climbing with these on both of your hands, you gain a climbing speed equal to your movement speed. You have advantage on any skill checks involving climbing.
- Decoy: A small, simple innocuous object that seems perfectly commonplace. When you are detected during a stealth check, you may use your reaction to place this object in your current position, while you quickly hide elsewhere. The creature that noticed you must make a Wisdom saving throw. On a failed save, you are unseen and the creature is not alerted. On a successful save, the creature is now on alert. You must then make a stealth check to remain hidden.
- Firebomb: This device is filled with a thick, sticky, flammable fluid, which can be thrown up to 30 feet. When thrown or crushed, the firebomb explodes, spraying flaming goo over a 15-foot radius. All nonmagical objects not being worn or carried within the radius are set aflame. All creatures within the radius must succeed a Dexterity saving throw, or take 2d6 fire damage and be set on fire. Creatures on fire take 1d6 fire damage at the beginning of each of their turns, and may spend an action to extinguish themselves.
- Gas Mask: While wearing this item over your face, you can breathe normally within and take no damage from noxious atmospheres. This tool is effective for 8 hours before the valve inside it loses efficacy.
- Mud Shoes: While wearing these shoes, swampy or muddy terrain does not impede your movement, and you can walk on the surface of any liquid at half your movement speed. If you end your turn over a body of liquid, you fall into it and must use 5 feet of movement while at the surface of the liquid to pull yourself out of it.
- Noisemaker: A small, yet loud explosive. When ignited, the fuse burns for 5 seconds before exploding, creating a series of loud popping sounds that last for 6 seconds. This item can be thrown up to 60 feet. Any creature within 15 feet of the source of the noise must make a Constitution saving throw. On a failed save, the creature takes suffers 2d8 thunder damage and is deafened for 1 minute.
- Oil Slick: You may throw a single bottle of oil at a point on the ground up to 60 feet away from you. All creatures within a 15-foot radius of the target must make a Dexterity saving throw. On a failed save, the creature slips and falls prone. A creature can walk through the area normally at half their speed. If a creature tries to move any faster than half their speed while within the radius, they must succeed a dexterity saving throw every 5 feet traveled within the oil or fall prone.
- Piercing Caltrops: A handful of razor-sharp angular spikes. These caltrops can be thrown up to 60 feet, and cover a 10-foot radius centered on a point within range. The area becomes difficult terrain. When a creature moves into or within the area, it takes 1d4 piercing damage for every 5 feet it travels.
- Pocket Sand: You may throw a handful of sand in a 15-foot cone in front of you. All creatures within the cone must make a Constitution saving throw or take 1d4 piercing damage and become Blinded. Blinded creatures may use an action to rub the sand from their eyes, ending the condition.
- Poison Darts: A bundle of 3 darts crafted from twigs and tree frog poison. You may make a ranged weapon attack with a poison dart with a range of 20/60. On a hit, the target creature takes damage equal to 1d4 piercing and makes a Constitution Saving throw. On a failed save, it takes 1d8 poison damage and is poisoned for 1 minute. Poisoned creatures can make a Constitution saving throw to end the condition at the end of it's turn.
- Shuriken: A stack of 6 flat, aerodynamic blades. When thrown utilizing the Ki: Ninjutsu feat, up to 3 shuriken can be thrown at once at up to 3 different creatures of your choosing. Each shuriken deals 1d4 piercing damage, with a range of 30/120.
- Smoke Grenade: A ball of moist material, compressed into a tube-like shape. When crushed or thrown, it begins spewing a thick cloud of grey-black smoke in a 20-foot radius. For 1 minute, the area is heavily obscured.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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5/14/2023 8:39:50 PM
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7
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0
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5e
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Coming Soon
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