Wondrous Item, uncommon

                                                                                                                                   Wondrous item, uncommon (requires attunement)                                                                                                                                     

This small, unassuming burlap sack seems to weigh the same regardless of how full it appears. Upon attunement, the bag grants its wielder access to an endless supply of mundane rocks and has the following magical properties:                                                                                                                                  

                                                                                                                                               1) Infinite Ammunition:

The bag can produce a smooth, palm-sized rock as a bonus action. These rocks are considered simple ranged weapons with which you are proficient. They have the "Thrown" property (20/60 ft.) and deal 1d6 + your Strength or Dexterity modifier bludgeoning damage.                                                                                                                                         

                                                                                                                                               

                                                                                                                                               2) Special Stones (d20 Effects):

Once per long rest, you may reach into the bag and pull out a magically charged stone. Roll a d20 to determine its effect:                                                                                                                                                                                                                                                                      

  1. Stone of Growth: Expands into a 5-ft. boulder on impact, dealing an additional 2d6 damage. Can create difficult terrain in a 10-ft. radius if thrown at a surface.
  2. Stone of Returning: This stone returns to your hand at the end of your turn, allowing multiple throws per round.
  3. Stone of Levitation: The target must succeed on a DC 13 Strength saving throw or float 10 feet off the ground for 1 minute.
  4. Stone of Bursting: Explodes on impact, dealing 2d6 fire damage in a 5-foot radius. Creatures must succeed on a DC 14 Dexterity saving throw or be knocked prone.
  5. Stone of Frost: Deals an additional 2d6 cold damage and reduces the target’s speed by 10 feet until the end of their next turn.
  6. Stone of Thunder: Creates a deafening boom upon impact. All creatures within 10 feet must make a DC 13 Constitution saving throw or take 2d6 thunder damage and be deafened for 1 minute.
  7. Stone of Entangling Vines: Releases magical vines. The target must succeed on a DC 14 Strength saving throw or be restrained until the end of their next turn.
  8. Stone of Light: Bursts into radiant light. The target must make a DC 13 Constitution saving throw or be blinded until the end of their next turn. A 20-foot radius is illuminated with bright light for 1 minute.
  9. Stone of Corrosion: Deals 2d6 acid damage on a hit and weakens the target’s armor. The target’s AC is reduced by 2 until the end of its next turn.
  10. Stone of Flame: Erupts in flames upon impact. The target takes an additional 2d6 fire damage and ignites, taking 1d6 fire damage at the start of each of its turns until it spends an action to extinguish the flames.
  11. Stone of Shadows: Creates a 10-ft. radius of magical darkness centered on the impact point, lasting for 1 minute or until dismissed as a bonus action.
  12. Stone of Gravity: Hits with an immense force, dealing an additional 2d6 bludgeoning damage. The target must succeed on a DC 15 Strength saving throw or be knocked prone.
  13. Stone of Swarming Insects: Upon impact, a cloud of biting insects swarms the area. All creatures in a 10-foot radius must succeed on a DC 13 Dexterity saving throw or take 1d8 piercing damage at the start of their next turn.
  14. Stone of Teleportation: Upon impact, the stone teleports you to its location, swapping places with the thrown object.
  15. Stone of the Gale: Releases a blast of wind upon impact. The target must succeed on a DC 13 Strength saving throw or be pushed back 15 feet. All flames within 10 feet are extinguished.
  16. Stone of Sleep: Emits a sleep-inducing mist upon impact. Creatures within 10 feet must succeed on a DC 14 Wisdom saving throw or fall unconscious for 1 minute or until they take damage.
  17. Stone of Tides: Bursts into a wave of water upon impact. Creatures within 10 feet must make a DC 14 Strength saving throw or be knocked back 10 feet and soaked. Soaked creatures have disadvantage on fire-based saving throws until dry.
  18. Stone of Laughter: Upon impact, a magical aura of mirth radiates. The target must make a DC 14 Wisdom saving throw or be affected by Tasha’s Hideous Laughter for 1 minute.
  19. Stone of Fear: Releases an aura of dread upon impact. The target must make a DC 14 Wisdom saving throw or be frightened of you until the end of its next turn.
  20. Stone of Polymorph: Upon a hit, the target must succeed on a DC 15 Wisdom saving throw or be temporarily transformed into a harmless animal (such as a frog or squirrel) for 1 minute or until they take damage.

                                                                                                                                                3) Rock Barrage:

Once per long rest, you can use an action to cause the bag to expel a flurry of rocks in a 15-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw, taking 4d6 bludgeoning damage on a failed save or half as much on a successful one.   

Notes: only for the 2nd and 3rd effect

DrDonionRings

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