SanityWithIn
Tea Time! Any liquid inside is transformed into perfectly brewed tea.
I wish I had a nice cup of tea.
Allure (1/encounter). The target of your Entice moves their full speed towards you instead.
Light, Thrown 4
1d4+DEX Piercing
On kill: Refresh 2 actions.
2d4+DEX Slashing
Properties: Light, Vicious (Req. 3 DEX)
Wind Dance. Single target attacks with advantage also damage up to 1 adjacent target.
Thousand Cuts. 2 actions (1/encounter) d44a slashing damage to enemies within Reach 3.
+5 Inventory slots.
The bag of scolding is very picky in regards to its contents. Put "junk" into it and you will never hear the end of it.
2 Actions: Plant the banner. Allies that can see it have advantage on attacks. (The banner has 10 HP & interposing for it is free).
You become proficient with unarmed attacks and they deal 1d6 damage.
Very Rare: 1d8
Legendary: 1d12
1d4+DEX piercing
Properties: Range 8, Traceless (remain hidden after attacking).
Price Suggestion: 10gp.
You make no sound while moving.
While concentrating you can project the sound of footsteps to any place you can see.
Rooted (1/encounter). (1 Action) While rooted your speed is halved and you can't be forcefully moved.
On Defend: You may end rooted to restrain the attacker (escape DC 10).
Not so fast!
Gain +2 speed.
Flash. (1 charge) Teleport up to your speed for free.
Recharge: Get struck by natural Lightning.
1 Action: (3x3 area in reach 6) d66 cold. Surviving creatures are encased in ice, becoming Incapacitated and immune to damage for 1 round.
Underworld Connections: You know Thieves' Cant and have advantage on checks to find or haggle with criminals.
Looking for A.C.? Yeah I have seen him around here..
Fly Speed 10.
Riding a Broom of Flying requires concentration or special training.
Walpurgis Night: Needs to be recharged once per year by dancing a full night around a bonfire.
Can be used to upgrade a Make Camp Field Rest to a Safe Rest.
Item Slots: 2+2 per Hero
Camping Supplies enhance the quality of your rest and usually contain things like premium food, a relaxing bath and a bit of entertainment.
The wearer is invisible at night and can't be located by supernatural means.
1d6+DEX slashing.
Properties: Range 6, Stack of 7.
Price Suggestion: 30gp
Crowdpleaser. When bloodied the first time in combat: Your next attack crits.
Etched with the names of many Arena Champions, the oldest is barely readable.. Glorius?
This very long cloak is invisible while donned.
Watch your step. -1 Speed.
Rugpull (1/encounter). Reaction when an enemy moves adjacent to you: Knock that enemy prone.
Invisibility powerful magic, yes. Need to watch your step. ~ Zork the Merchant.
Blending In: Invisible while in a crowd. Moving through crowds does not slow you down.
2d4+DEX piercing
Properties: 2-handed, Range 8, Vicious (Req. 2 STR)
Price Suggestion: 60gp
Royal Decree (1/encounter): Reaction: Interrupt or dispel a spell effect of tier 3 or lower.
The inscription reads in infernal "nihil sicut voluntas regis sufficit" translated "nothing except the will of the ruler will suffice". Further analysis reveals that it is still attuned to another creature...
The wearer gains an ephemeral golden aura. Kobolds and birds are friendly (or envious) towards the wearer.
A tarnished gold crown, oversized for a kobold. (Made by Santuric)
Armor: 5
Dancing Deflect: (Reach: 6) Reduce the damage of an attack against an ally withing reach by 5 for free 1/round.
Imbued by a noble guardian spirit.
Apply to weapon: 1 action.
On Crit: Incapacitated (any damage or 1 action from an ally to end).
On Damage: Dazed.
On Miss: You are Dazed.
(Might not work against some enemies or against the same enemy multiple times in a row)
Combat Roll (1/encounter). Reaction: Dodge a ranged attack and move half your speed (the attack misses).
2d4+DEX Slashing.
From insult to injury: Advantage against taunted enemies.
You fight like a dairy Farmer!
Makes a creature or object invisible for 1 scene.
Gives off a strong minty smell.
Sound Absorption: 1 Action. Absorbs all sounds and silences a 3x3 area around it for 1 minute, getting charged in the process.
Sound Grenade (Charged only): 1 Action. (2x2 area in reach 6). 2d10 thunder damage, destroying the Echo Stone in the process.
May roll damage with dis/advantage when absorbing low/high amounts of sound.
Variants of higher rarity and quality can absorb sound for longer and deal more damage:
Rare: 10 minutes: 2d20
Very Rare: 30 minutes: d44
Legendary: 60 minutes: d66
Elemental Weapons can deal the associated elemental damage (for example fire damage) instead of its normal damage type.
Range: 6
Damage 1d6.
On crit: Explodes.
At the end of the round roll 1d6 with advantage on a 6 it explodes.
Explosion: Creatures in reach 2 take 25 damage or half on a DC12 DEX save.
The bomb can be armed as a free action, and picked up and thrown for 1 action.
1d6+STR.
Unexpected Reach. The first attack against an enemy rolls with advantage.
Hey… it’s a perfectly normal size.
Deals Fire damage. Roll 1 additional die against smoldering targets.
On crit: Smoldering.
Deals Cold damage. Roll 1 additional die against slowed targets.
On crit: Slowed.
Can deal cold damage instead of its normal damage type.
On Hit: Slowed.
Can deal fire damage instead of its normal damage type.
On Crit: Explodes and deals the same damage to others within Reach 2.
Can deal lightning damage instead of its normal damage type.
On Miss: Strikes you instead.
On Crit: Chains and deals damage to the next closest enemy.
Can deal slashing damage instead of its normal damage type.
Ignore the rushed penalty for 1 attack. 1/round.
Lightning Rod (1/encounter). When Zap misses the sceptre absorbs the damage, charging you in the process.
1d8+STR bludgeoning. Thrown 8, Returning.
The bigger they are: Advantage against huge and larger monsters.
Thundercharge: Spend 1 charge and 3 actions to cast Ride the Lightning.
Recharge: Best a giant in combat.
Gilded Touch: 2 Actions: (Reach 1) DC 15 STR save or permanently Dazed (Dazed 3 times = Petrified).
Every use also progresses the Gilded Curse on the user, slowly turning them to gold as well.
On Crit: Create an Opening.
Made by SanityWithIn for Monstery Monday Week 85: Discovery.
1d4+STR. On hit: Restrained (DC 10 STR or DEX save ends).
Properties: Range 4
Price Suggestion: 25gp.
Comet Strike (1/encounter). Daze the main target of Bouldercast.
(5 actions) Transform into a Huge avatar of war.
Gain 3 actions, a speed of 12, LVL Armor, 10xLVL temp HP and:
Mighty Strikes. Pimary die becomes a d20. On attacks treat dice you roll less than 10 as 10 (up to die size).
War Stomp. 2 actions: (others in reach 3) DC 20 STR save, KEYd20 damage, half on save & prone.
You can maintain this form for as long as the temp HP granted by this transformation remain (max. 10 minutes). When it ends, you drop to 0 HP.
Deals radiant damage. Roll 1 additional die against undead targets.
1 Action: (Reach: 4) Target becomes vulnerable to all damage until the end of their next 1d4 turns.
Only works against certain kinds of undead and fiends (determined by the gm or rolled randomly 1d20 vs the enemies level).
1 Action: Summon 6 Ancient Spirit Minions (size:d6). They act after you. You do NOT control the minions.
Recharge: Honor the ancient spirits in a shamanic ritual.
The mount becomes a level 7 Way of Flame Zephyr.
1d12+DEX+STR
Properties: 2-handed, Range 12 (Req. 4 STR).
Piercing Shot (3 Actions). Hits all enemies in Line 12 (ignores cover & armor).
Made by SanityWithIn for Monstery Monday Week 85: Discovery.
1d10+STR slashing
Properties: 2-handed, (Vicious Req. 2 DEX)
Price Suggestion: 80gp.
You gain advantage on skill checks while playing any dice games.
The Cheat only: You can instead change the roll to whatever you like.
Don't get caught with those.
1 charge: Spend 1 action to succeed on a failed roll.
Recharge - Pay it forward: Pass the coin on to a stranger.
This old worn coin gives you a feeling of warmth and safety.
Holding on to an uncharged coin is rumored to be a magnet for bad luck.
Alakazam! 1 Action: Speak the magic words to summon a tiny harmless beast.
You don't know where they come from..
Magnetokinesis (1/encounter). Move the targets of your overload up to 4 spaces.
Hieromancer's Binding. Lawfully cuffed targets are additionally Silenced.
Transform into a harmless beast for 1 scene. While transformed, you can speak with animals. 1/Safe Rest.
When filled with a handwritten letter and tossed into a river or ocean the bottle will somehow find its way to the recipient after a while (a few days or weeks depending on the distance).
Action: Summon a minion copy of yourself.
- It copies your actions (you may choose different targets).
- You can only have 1 minion copy of yourself at all times.
Breaks after 7 Uses.
Rotten Fist: Your unarmed attacks daze on crit.
Cursed: While wearing Mummy Wraps you lose 1 max wound.
Dropped by:
Made by SanityWithin for Monster Monday Week 76: Monastery.
2d8+STR bludgeoning
Properties: 2-handed, Risky (You take the weapon dice damage on a miss) (Req. 1 DEX).
Price Suggestion: 120gp.
Temporarily reinforces the area to be as durable as a stone wall (doors also become locked).
1 Use is enough to cover a door sized area.
Also known as Basilisk's Blessing.
Whoever posesses the pegleg becomes unable to get drunk and starts growing a beard.
An ancient wooden pegleg with faint runes engraved into it. (Made by Santuric)
Can store 1 use of Pilfered Power.
The patrons presence can be felt in the pearl, while it stores a fragment of their power.
During a safe rest the Pearl can be attuned to a creature. The Pearl of Power grants the attuned creature knowledge of the spell it contains.
Pearls containing the knowledge of cantrips are rare and pearls containing the knowledge of tiered spells are very rare or even legendary.
Piercing Lance (1/encounter). Your Ice Lance becomes Line: 12.
Gain living snake hair and the “Stone Gaze” ability.
Stone Gaze. Daze a grappled target (for 10 minutes or until the wearer is Dazed. Dazed 3 times = Petrified.).
1/safe rest the spirit takes control (works like Lose Control from the Mage Control Table. Can use necrotic cantrips.).
An amulet possessed by the spirit of the ancient Gorgon Witch Neferti.
Dropped by: .
Thought Leech. Concentrate to read the surface thoughts of a creature within Reach 6. Creatures can sense you doing this and may not like it.
Psi Resonator. Vulnerable to psychic damage.
A pair of earrings with psi resonating crystals.
(Req. 2+ STR or -1 Speed.)
Stomp: 2 Actions: Enemies within reach 2 are knocked Prone on a failed STR save. 1/encounter.
4d4 piercing
Properties: 2-handed, Range 6 (Req. 1 STR)
Price Suggestion: 100gp
Bone Harvest: (Free Reaction) Whenever you or your minions kill an enemy you may summon your Bonescythe.
Dropped by .
While worn, you are transformed into a medium sized human.
A silver ring adorned with a monkey. (Made by Santuric)
This solution turns stone into mud.
1 Use is enough to affect a 10ft cube of earth.
Entangle (1/encounter). The target of your Vinelash is additionally restrained (escape DC 10+KEY).
2-handed (Req. 4 STR)
1d4+STR bludgeoning
On crit: +20 dmg.
On miss: Knock yourself Prone.
This oversized hammer needs extraordinary strength to swing.
Dropped by .
Advantage on melee attacks against distracted enemies.
Ranged attacks against you have advantage.
A handful of this sand can be sprinkled over an ancient object to reveal how it looked in the past. The illusion lasts only a brief period.
Reaction: Succeed at a failed save. Then the scarab crumbles to dust.
An ancient scarab made out of pure gold. It is inscribed with protection chants from the old Dynasty.
Drowning Shadows (1/encounter). An enemy hit by your Shadow Minions is grappled by them (escape DC 10+number of adjacent shadows).
Shadow Barrage (1/encounter). You can ignore the casting limit on Shadow Blast this round.
Incite (1/encounter). The target of your Vicious Mockery is Taunted until they deal damage to you.
Most Muscular (1/encounter). Power Word: Clobber uses a d20 and can clobber creatures of any size.
1d6+DEX slashing
Properties: Reach 2 (Req. 2 DEX)
Price Suggestion: 60gp.
1 Charge: Concentration up to 1 hour: Scry the body of water where the See-Shell was last recharged.
Recharge: Place into a body of water for 1 hour.
Quick Scan (1/encounter). Assess for free.
Pattern Recognition (1/safe rest). Anticipate Danger also applies to all your allies.
Made by SanityWithIn for Monstery Monday Week 85: Discovery.
Shatter Defenses (1/encounter). The target of your True Strike additionally ignores armor and resistance for their next attack.
1d4+DEX piercing
Properties: Range 4, Light, Vicious
Price Suggestion: 40gp
Sidestep (1/encounter): Defend for free with DEX + Speed instead of your armor value.
(3x3 area in Range 6) the area provides cover against ranged attacks for 1 round.
Snowstorm (1/encounter). Snowblind hits all creatures in Reach 1.
Guided Strike. (1/encounter) Attack with advantage.
A small flicker of sentience lingers in the weapon.
While wielding a Spellslingers Implement add your KEY to damage of cantrips (does not stack when dual wielded).
+2 Armor.
Shield Bash: A spiked shield is considered a light melee weapon that deals 1d4+STR damage.
Youch!
Shadowstab! 1 Action: "Teleport" behind an enemy you can see and attack them. On Hit: WIL save or Frightened 1 turn.
Stab 'em where they don't expect it.
1d4+DEX piercing
Properties: Light, Precise (attacks against an opening crit).
Price Suggestion: 15gp
Gathering Winds (1/encounter). Razor Wind is not subject to disadvantage from Rushed Attacks this turn.
Armor: 4
Shield Glare (1 Use): When you Defend against a melee attack, blind the attacker until the start of their next turn and force them to reroll the attack.
Recharge: Polish the shield with rare oils and let it dry in the sun.
Made by SanityWithIn for Monster Monday Week 73: Defense.
Shines bright light like a torch when activated.
Recharge: Needs to be placed in sunlight from sunrise to sunset.
Praise the Sun!
Dinner Time (1 Use). Discretely dissolve a lock made out of common material (needs a few minutes and a treat for motivation).
Recharges after going without food for a while.
A tiny Ooze trained on melting locks. Favourite food: Peanut butter.
When drank, everything will seem to go your way for one evening. Beware the hangover.
Invaluable to pirates. (Made by Santuric)
1 action: Become bloodied and resistant to damage while bloodied until the end of the scene.
Blood beckons blood.
Dropped by
1d6+STR bludgeoning
Properties: +1 armor
Price Suggestion: 20gp
Blur (1/encounter). The target of your Breath of Life additionally becomes invisible until it attacks.
(Req. 3+ STR)
+6 armor.
Rearguard: A Turtle Shield can be equipped on the back, but standing up while prone costs 2 additional actions.
Can somebody help me up?
(2-handed, Vicious, Req. 2 STR to count as dual wielding)
1d6+STR Bludgeoning.
One-Two Punch: Deal an additional 1d6 while dual wielding.
On Crit: Prone.
Move like a minotaur and swing like a gnoll.
Heals 20HP and all conditions.
Unicorns are very rare and sought after for their phenomenal healing capabilities.
Graceful Dance (3/safe rest). Advantage on a DEX based Skill check.
(Zephyr Only): Reroll 1 failure.
A rose would look great with it.
5+INT Armor
Grants +1 to you spell save DCs.
Confluence. (1/Safe Rest) Gain 3 actions. Until the end of your turn, your spells are not subject to rushed attacks penalty.
Lined with ley-infused thread to empower magical ability. Worn by only the most powerful of mages.
Awaken Tree (1 charge). Makes a nearby tree sentient. Follows your commands if you treat it nicely.
Recharge: Stick the wand into the ground, and plant a seed from an awakened tree underneath it, then wait until it sprouts.
Resembles a simple stick with leaves at the tip. (Made by Santuric)
Tier 1 (2 charges)
Recharge: Win a game of cards against an infernal being.
It's time to duel.
Tier 6 (1 charge)
Recharge: Keep the wand in utmost silence for 66 consecutive days.
Barbed and withering.
2d4+DEX slashing
Properties: 2-handed, Vicious
Price Suggestion: 60gp.
6+DEX+WIL Armor
Soul Absorption. (1/encounter) On kill: You may absorb the soul of your victim to become empowered for 3 turns. While empowered, your attacks deal Necrotic damage, ignore Armor and heal you for 10 HP on crit or kill.
Tales of Gravestalkers can be found in all corners of the world, their blackened garb a portent of doom.
Made by Santuric
Free Action (1/turn): Remove any non-wound condition form yourself.
1d8+STR bludgeoning.
Properties: 2-handed (1-handed: Req. 2 STR)
Price Suggestion: 60gp
Creatures that drink a glass of the wine of truth can’t lie to each other for 1 scene. A bottle contains enough wine for 4 glasses.
In vinum veritas est.
Fiery Wings (1/encounter). The target of your Heart's Fire additionaly gains a fly speed for 1 round.
Deals Necrotic damage.
On hit: Target is considered undead for 1 round.
Dreadful Strike (1/encounter). The target of your Withering Touch additionally frightens other creatures within reach 2 for 1 round.