S

SanityWithIn

Uncommon
Wondrous Item

Tea Time! Any liquid inside is transformed into perfectly brewed tea.

I wish I had a nice cup of tea.

Rare
Spell Focus

Allure (1/encounter). The target of your Entice moves their full speed towards you instead.

Very Rare
Weapon

Light, Thrown 4

1d4+DEX Piercing

On kill: Refresh 2 actions.

Legendary
Melee Weapon

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.

Rare
Wondrous Item - Cursed

+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).

Rare
Wondrous Item

You become proficient with unarmed attacks and they deal 1d6 damage.

Very Rare: 1d8

Legendary: 1d12

Common
Ranged Weapon

1d4+DEX piercing

Properties: Range 8, Traceless (remain hidden after attacking).

Price Suggestion: 10gp.

Rare
Wondrous Item

You make no sound while moving.

While concentrating you can project the sound of footsteps to any place you can see.

Rare
Wondrous Item

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!

Very Rare
Wondrous Item (3 charges)

Gain +2 speed.

Flash. (1 charge) Teleport up to your speed for free.

Recharge: Get struck by natural Lightning.

Legendary
Consumable

1 Action: (3x3 area in reach 6) d66 cold. Surviving creatures are encased in ice, becoming Incapacitated and immune to damage for 1 round.

Rare
Wondrous Item

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..

Uncommon
Wondrous Item

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.

Uncommon
Consumable (1 Charge)

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.

Legendary
Wondrous Item

The wearer is invisible at night and can't be located by supernatural means.

Common
Throwing Weapon

1d6+DEX slashing.

Properties: Range 6, Stack of 7.

Price Suggestion: 30gp

Very Rare
Wondrous Item

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?

Rare
Wondrous Item - Cursed

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.

Rare
Wondrous Item

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

Legendary
Wondrous Item - Cursed

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...

Rare
Wondrous Item

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)

Very Rare
Shield

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.

Uncommon
Consumable

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)

Very Rare
Wondrous Item

Combat Roll (1/encounter). Reaction: Dodge a ranged attack and move half your speed (the attack misses).

Rare
Weapon

2d4+DEX Slashing.

From insult to injury: Advantage against taunted enemies.

You fight like a dairy Farmer!

Rare
Consumable (3 Uses)

Makes a creature or object invisible for 1 scene.

Gives off a strong minty smell.

Uncommon
Consumable (1 Use)

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

Uncommon
Weapon Enchantment

Elemental Weapons can deal the associated elemental damage (for example fire damage) instead of its normal damage type.

Uncommon
Thrown Weapon

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.

Uncommon
Wondrous Item

Grants a swimming speed of 8.

Uncommon
Ammunition

Deals Fire damage. Roll 1 additional die against smoldering targets.

On crit: Smoldering.

Uncommon
Ammunition

Deals Cold damage. Roll 1 additional die against slowed targets.

On crit: Slowed.

Very Rare
Weapon Enchantment

Can deal cold damage instead of its normal damage type.

On Hit: Slowed.

Very Rare
Weapon Enchantment

Can deal fire damage instead of its normal damage type.

On Crit: Explodes and deals the same damage to others within Reach 2.

Very Rare
Weapon Enchantment

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.

Very Rare
Weapon Enchantment

Can deal slashing damage instead of its normal damage type.
Ignore the rushed penalty for 1 attack. 1/round.

Uncommon
Spell Focus

Lightning Rod (1/encounter). When Zap misses the sceptre absorbs the damage, charging you in the process.

Legendary
Hammer (1 Charge)

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.

Legendary
Wondrous Item - Cursed

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.

Rare
Weapon Enchantment

On Crit: Create an Opening.

Made by SanityWithIn for Monstery Monday Week 85: Discovery.

Uncommon
Ammunition

Deals Bludgeoning damage.

On Crit: Prone.

Common
Throwing Weapon.

1d4+STR. On hit: Restrained (DC 10 STR or DEX save ends).

Properties: Range 4

Price Suggestion: 25gp.

Uncommon
Spell Focus

Comet Strike (1/encounter). Daze the main target of Bouldercast.

Legendary
Wondrous Item

(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.

Rare
Ammunition

Deals radiant damage. Roll 1 additional die against undead targets.

Uncommon
Consumable (1 Use)

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).

Rare
Wondrous Item (1 charge)

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.

Very Rare
Wondrous Item

The mount becomes a level 2 Zephyr.

Legendary
Wondrous Item

The mount becomes a level 7 Way of Flame Zephyr.

Legendary
Ranged Weapon

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.

Uncommon
Melee Weapon

1d10+STR slashing

Properties: 2-handed, (Vicious Req. 2 DEX)

Price Suggestion: 80gp.

Common
Wondrous Item

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.

Uncommon
Wondrous Item (1 charge)

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.

Uncommon
Wondrous Item

Alakazam! 1 Action: Speak the magic words to summon a tiny harmless beast.

You don't know where they come from..

Uncommon
Spell Focus

Magnetokinesis (1/encounter). Move the targets of your overload up to 4 spaces.

Uncommon
Wondrous Item

Hieromancer's Binding. Lawfully cuffed targets are additionally Silenced.

Rare
Wondrous Item

Transform into a harmless beast for 1 scene. While transformed, you can speak with animals. 1/Safe Rest.

Uncommon
Wondrous Item

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).

Legendary
Consumable (7 Charges)

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.

Rare
Wondrous Item

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.

Uncommon
Melee Weapon

2d8+STR bludgeoning

Properties: 2-handed, Risky (You take the weapon dice damage on a miss) (Req. 1 DEX).

Price Suggestion: 120gp.

Uncommon
Consumable (3 charges)

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.

Uncommon
Wondrous Item

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)

Rare
Wondrous Item (1 charge)

Can store 1 use of Pilfered Power.

The patrons presence can be felt in the pearl, while it stores a fragment of their power.

Rare
Wondrous Item

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.

Uncommon
Spell Focus

Piercing Lance (1/encounter). Your Ice Lance becomes Line: 12.

Legendary
Wondrous Item - Cursed

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: .

Uncommon
Wondrous Item

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.

Rare
Wondrous Item

(Req. 2+ STR or -1 Speed.)

Stomp: 2 Actions: Enemies within reach 2 are knocked Prone on a failed STR save. 1/encounter.

Uncommon
Ranged Weapon

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 .

1 Action: The Ring transforms into any Melee Weapon.

Uncommon
Ring

While worn, you are transformed into a medium sized human.

A silver ring adorned with a monkey. (Made by Santuric)

Rare
Consumable (3 charges)

This solution turns stone into mud.

1 Use is enough to affect a 10ft cube of earth.

Rare
Ammunition

On Crit: Restrained (escape DC 12 or any fire/slashing).

Uncommon
Spell Focus

Entangle (1/encounter). The target of your Vinelash is additionally restrained (escape DC 10+KEY).

Rare
Spell Focus

Admonition (1/encounter). Daze the target of your Rebuke.

Very Rare
Weapon

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 .

Rare
Wondrous Item

Advantage on melee attacks against distracted enemies.

Ranged attacks against you have advantage.

Rare
Consumable (3 Uses)

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.

Uncommon
Consumable

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.

Uncommon
Spell Focus

Drowning Shadows (1/encounter). An enemy hit by your Shadow Minions is grappled by them (escape DC 10+number of adjacent shadows).

Rare
Spell Focus

Shadow Barrage (1/encounter). You can ignore the casting limit on Shadow Blast this round.

Uncommon
Spell Focus

Incite (1/encounter). The target of your Vicious Mockery is Taunted until they deal damage to you.

Rare
Spell Focus

Most Muscular (1/encounter). Power Word: Clobber uses a d20 and can clobber creatures of any size.

Uncommon
Melee Weapon

1d6+DEX slashing

Properties: Reach 2 (Req. 2 DEX)

Price Suggestion: 60gp.

Rare
Spell Focus

Searing Flames (1/encounter). Flamedart crits.

Rare
Wondrous Item (1 charge)

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.

Rare
Wondrous Item (1h)

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.

Uncommon
Spell Focus

Shatter Defenses (1/encounter). The target of your True Strike additionally ignores armor and resistance for their next attack.

Common
Throwing Weapon

1d4+DEX piercing

Properties: Range 4, Light, Vicious

Price Suggestion: 40gp

Very Rare
Wondrous Item

Sidestep (1/encounter): Defend for free with DEX + Speed instead of your armor value.

Common
Consumable

(3x3 area in Range 6) the area provides cover against ranged attacks for 1 round.

Rare
Spell Focus

Snowstorm (1/encounter). Snowblind hits all creatures in Reach 1.

Uncommon
Weapon Enchantment

Guided Strike. (1/encounter) Attack with advantage.

A small flicker of sentience lingers in the weapon.

Very Rare
Spellcasting Focus

While wielding a Spellslingers Implement add your KEY to damage of cantrips (does not stack when dual wielded).

Uncommon
Shield

+2 Armor.

Shield Bash: A spiked shield is considered a light melee weapon that deals 1d4+STR damage.

Youch!

Legendary
Wondrous Item

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.

Common
Melee Weapon

1d4+DEX piercing

Properties: Light, Precise (attacks against an opening crit).

Price Suggestion: 15gp

Rare
Spell Focus

Gathering Winds (1/encounter). Razor Wind is not subject to disadvantage from Rushed Attacks this turn.

Rare
Shield (3 Uses)

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.

Uncommon
Wondrous Item (1 charge)

Shines bright light like a torch when activated.

Recharge: Needs to be placed in sunlight from sunrise to sunset.

Praise the Sun!

Rare
Familiar (3 Uses)

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)

Uncommon
Consumable

1 action: Become bloodied and resistant to damage while bloodied until the end of the scene.

Blood beckons blood.

Dropped by

Common
Melee Weapon

1d6+STR bludgeoning

Properties: +1 armor

Price Suggestion: 20gp

Uncommon
Spell Focus

Blur (1/encounter). The target of your Breath of Life additionally becomes invisible until it attacks.

Rare
Shield

(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?

Uncommon
Weapon

(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.

Very Rare
Consumable

Heals 20HP and all conditions.

Unicorns are very rare and sought after for their phenomenal healing capabilities.

Legendary
Wondrous Item

Graceful Dance (3/safe rest). Advantage on a DEX based Skill check.

(Zephyr Only): Reroll 1 failure.

A rose would look great with it.

Legendary
Cloth Armor

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.

Uncommon
Wand (1 charge)

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.

Uncommon
Melee Weapon

2d4+DEX slashing

Properties: 2-handed, Vicious

Price Suggestion: 60gp.

Legendary
Leather Armor

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

Rare
Consumable (3 Uses)

Free Action (1/turn): Remove any non-wound condition form yourself.

Uncommon
Melee Weapon

1d8+STR bludgeoning.

Properties: 2-handed (1-handed: Req. 2 STR)

Price Suggestion: 60gp

Common
Melee Weapon

1d4+DEX slashing

Properties: Reach 2

Price Suggestion: 20gp.

Uncommon
Consumable

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.

Uncommon
Spell Focus

Fiery Wings (1/encounter). The target of your Heart's Fire additionaly gains a fly speed for 1 round.

Rare
Ammunition

Deals Necrotic damage.

On hit: Target is considered undead for 1 round.

Uncommon
Spell Focus

Dreadful Strike (1/encounter). The target of your Withering Touch additionally frightens other creatures within reach 2 for 1 round.