#dnd item

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An iridescent dance mastered by the knights of the pond.
Blade thin like glass. Cuts like diamonds and sings like silver.
Insect-Like.

my take on a swordtember prompt.

My annual item draw! Which one is your favourite?

✨New item!✨
Warpaint of Vigilance
Potion, uncommon

This hollow gourd contains enough paint to cover one Large or smaller creature. Your senses are greatly enhanced while wearing this paint, granting you advantage on Wisdom (Perception) and Wisdom (Survival) checks that rely on hearing or smell. The magical effects of the paint last 8 hours.

The people that dwell within the gloom of the Ebonwood paint their bodies when they go to war. This paint is infused with a medicinal herb, cultivated for its sense-sharpening properties. Enemies hunted by these painted warbands find it nearly impossible to hide.

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✨New item!✨
Ocelot Sling
Weapon (sling), rare (requires attunement)

You ignore disadvantage caused by nonmagical darkness when attacking with this sling. Attacks made with this sling are magically silenced and missed ranged attacks will not alert enemies unless detected by other means.

Additionally, this sling can be wielded as a garrote to strangle your enemies. As an action while wielding this sling with two hands, you can force a Large or smaller creature within 5 feet of you to make a DC 15 Dexterity or Strength saving throw (the creature chooses). On a failure, the target takes 2d6 bludgeoning damage and is grappled by you (escape DC 15). If a creature’s anatomy permits you to constrict its airway with the sling, it cannot breathe when grappled in this way. While grappling a creature with this sling, you can use an action on each subsequent turn to deal 2d6 bludgeoning damage to the grappled creature.

Amplified. This sling is a piece of the Underbrush Rustlers set. If you attune to another Underbrush Rustlers set piece while attuned to this sling, it gains the following attributes:

  • One other set piece: While you are in dim light or darkness, ranged attacks from this sling deal an extra 1d6 force damage to any target it hits.
  • Two other set pieces: While you are in dim light or darkness, this sling has a normal range of 80 feet and a long range of 240 feet. Additionally, the saving throw DC for using the sling as a garrote increases to 16.

Magically woven into the fibers of this sling is the stealth and ferocity of the ocelot. Much like the nocturnal hunter, you find it easy to locate and eliminate your targets even in the dead of night.

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✨New item!✨
Fiddlehead of Frondescence
Wand, uncommon (requires attunement by a spellcaster)

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose an unoccupied space on the ground within 60 feet of you. Roll a d8 and consult the following table to discover what happens. A plant or fungus produced by this wand withers away after 8 hours.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed.

  1. A beautiful flower grows from the ground. The flower has 4 petals. As an action, you can pluck a petal and force a creature within 30 feet of you that you can see to make a DC 13 Wisdom saving throw. On a failure, roll a d4. If you roll an even number, the target is charmed by you for 1 minute. While the creature is charmed in this way, it believes itself to be infatuated with you. If you roll an odd number, the target becomes hostile to you for 1 minute. A creature prone to violence might attack you. A creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.
  2. A bulbous melon, 5 feet in diameter and weighing 100 lb., emerges from the ground. The sweet, juicy flesh of the melon provides no nourishment but contains 10 gallons of fresh water.
  3. A tiny weed springs from the ground. 1d4 + 1 goodberries dangle from its stalk.
  4. A puffball, 3 inches in diameter, sprouts from the ground. You can use an action to throw the puffball up to 60 feet. The puffball explodes on impact and creates a 20-foot-radius cloud of dense black spores. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for 1 minute, or until a strong wind disperses it.
  5. A cluster of 1d4 + 1 dandelion puffs pop up from the ground. While holding a dandelion puff, you fall at a safe speed, as if under the effect of the feather fall spell. Each puff can slow your fall for 1 minute before dissipating. A strong wind instantly destroys a dandelion puff.
  6. An awakened shrub grows from the ground. It is friendly to you and your companions and it will obey your commands. (There is a 10% chance that a hostile awakened tree will appear instead).
  7. A bioluminescent mushroom emerges from the ground, providing bright light in a 20-foot radius and dim light for an additional 20 feet.
  8. A small hole appears in the ground, just wide enough for you to put your hand into. The hole is too dark to see into, and it cannot be illuminated. Reaching into the hole as an action will reveal one of the following things (roll a d8):
  9. The hole closes suddenly, severing your hand. You take 2d10 psychic damage and cannot use that hand for 1 hour, after which you realize it was an illusion. Nobody can convince you otherwise until the illusion passes.
  10. Your hand is stung by an unseen venomous creature, you must succeed on a DC 13 Constitution saving throw or become poisoned for 1 hour. While poisoned in this way, you cannot regain hit points.
  11. Your hand is submerged into a viscous, numbing goo. You cannot feel that hand for 1 hour and any attack rolls using it have disadvantage.
  12. Your hand is submerged into honey. A creature that licks the honey off of your hand as an action regains all lost hit points. The honey will attract an angry swarm of wasps every minute until it is gone.
  13. You retrieve a Percussive Pinecone.
  14. You retrieve a Scryer Beetle.
  15. You grasp hair and pull. The head of a pleasant, but filthy, man is revealed. He seems to be submerged up to his neck, but unbothered. By talking to him for 1 minute, he remarks upon your plans and grants you an omen, as if you’ve cast the augury spell. Then he is sucked back into the hole and it closes.
  16. You retrieve a leafy satchel filled with various gems worth 1d10 x 10 gp.

The hole closes after you remove your hand. Items retrieved from this hole don’t wither away after 8 hours like the other effects produced by this wand.

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✨New item!✨
Pack Hunter Talisman 
Wondrous item, uncommon (requires attunement by a druid) 

While wearing this talisman, when you use your wild shape ability to turn into a beast, you gain 5 temporary hit points for each allied creature within 30 feet of you, to a maximum of 20 temporary hit points. These temporary hit points disappear when you revert back to your normal form.

Tob’e could feel the power of his pack as he transformed into a hulking dire wolf. Their presence emboldened him, gave him strength. He let out a piercing howl, the hunt was on.

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Dungeon Strugglers’ Urban Item Pack: Volume III is now out ontheRoll20 Marketplace!

Unlock the treasure hoard of the urban cityscape!

This pack contains 10 beautifully illustrated, mechanically balanced and deftly written items for Dungeons and Dragons: 5th Edition. This body of work adds unique and interesting flavor to any campaign, and enhances the experience for your players to discover as they explore the crowded streets and back-alleys of your world!

Contents of this pack:

  • 10 ready-to-use items and their accompanying hi-res art, mechanics and lore.
  • Metadata tagging, a table of contents and notes on usage for painless setup.
  • Unidentified & Identified versions of all Item Handouts.
  • The Prismatic Parliament Set - a menagerie of equipment from the City of Colors!

You can find the Urban Item Pack: Volume 3here, or by searching on the Roll20 Marketplace.

All of our Roll20 wares can be found on our publisher pagehere.
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Like our work? Consider supporting us on Patreon and gain access to the hi-resolution art for over 145 magic items, item cards and card packs, beautiful monster art and stat blocks, monthly setting pdfs with narrative hooks and unique lore, and vote for the content you want to see!‍♂️

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✨New item!✨
Tusky Club
Weapon (club), rare (requires attunement)

This club is embedded with boar tusks and deals an extra 1d6 piercing damage to targets. When you hit a Medium or smaller creature with this club, you can move 5 feet forward, pushing the creature 5 feet with you. This ability costs no movement and does not provoke opportunity attacks.

Amplified. This club is a piece of the Underbrush Rustlers set. If you attune to another Underbrush Rustlers set piece while attuned to this club, it gains the following attributes:

  • One other set piece: You have a +1 bonus to attack and damage rolls made with this magic weapon.
  • Two other set pieces: You have advantage on saving throws to resist being knocked prone or moved against your will.

Wielders of the tusky club are blessed with the boldness of the boar and their enemies find themselves ceding ground with every crushing blow.

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✨New item!✨
Girdle of the Ape
Wondrous item, rare (requires attunement)

While wearing this girdle you have a climb speed of 30 feet. Once per long rest, you can use an action to beat your chest and emit a bolstering roar. Yourself and up to 3 creatures of your choice within 60 feet of you that can hear you are immune to being frightened for 1 minute.

Amplified. This girdle is a piece of the Underbrush Rustlers set. If you attune to another Underbrush Rustlers set piece while attuned to this girdle, it gains the following attributes:

  • One other set piece: Each creature affected by your bolstering roar gains 2d10 temporary hit points.
  • Two other set pieces: Your bolstering roar now affects yourself and up to 6 creatures of your choice. It can now be used once per short or long rest.

Imbued into the leather of this girdle is the sure-handedness and mettle of an ape. You are daunted by neither lofty heights nor lethal foes.

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✨New item!✨
Elven War Mask
Wondrous item, very rare (requires attunement by an elf or half-elf)

While wearing this mask your fey ancestry is enhanced. You gain proficiency in the Perception skill. If you are already proficient, you add double your proficiency bonus whenever you make a Wisdom (Perception) check, instead of your normal proficiency bonus. Additionally, you have advantage on saving throws against spells and other magical effects.

Sentience. Each mask bears the spirit of an elven ancestor within it. It has hearing and darkvision out to a range of 60 feet. The mask communicates telepathically with its wearer and can speak, read, and understand Elven.

Personality. Each ancestral spirit has a unique personality, knowledge and acuity. They are all stewards of elvenkind and are deeply devoted to advancing elven wellbeing. When attempting an ability check, you may call upon this ancestor to guide you. Roll a d10 and add the number rolled to the result of the ability check. Once you succeed on an ability check using this feature, it cannot be used again until you complete a long rest.

Eleven elven war masks were crafted long ago in the feywild by eleven elven artisans. So important to them was the service to their people, that each artisan sacrificed their life during the crafting process to meld with their mask and become an immortal seneschal of elfdom.

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✨New item!✨
Verdant Slip
Armor (leather), very rare

This deep green vegan-leather armor is wreathed in living leaves. You have a +1 bonus to AC while wearing this armor and advantage on Dexterity (Stealth) checks made to hide in verdant terrain.

Once per day, you can use an action to cast the tree stride spell from the armor. When tree stride is cast using this armor, each time you emerge from a tree you have advantage on the first attack you make before the end of your turn.

Crafted by the elusive Treetop Tusslers, a gang of druidic highwaymen that fight to enrich the sylvan spirits that dwell in the forest. Anyone that steps foot on their turf best be ready for a tussle!

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✨New item!✨
Razorpetal Longbow
Weapon (longbow), rare

This bow is shaped from an enchanted flower. Embedded along its surface are hundreds of fragrant, razor-sharp petals.

As a bonus action while wielding the bow you can cause the petals to erupt into an airborne flurry that swirls around you for 1 minute. While the whirlwind of petals is active you have half cover and attacks with this bow deal an additional 1d4 slashing damage as petals fly alongside your arrows to slash at your targets. Additionally, if a creature touches you or hits you with a melee attack while this effect is active, it takes 1d4 slashing damage. The petals fall lifelessly to the ground at the end of the minute, if you drop the bow or if you fall unconscious. The bow cannot be used again this way until the petals regrow at dawn.

Shandra left the imprint of a kiss in scarlet red lipstick and a shower of petals on the bodies of her victims, each horrifically lacerated by ten thousand tiny blades.

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✨New item!✨
Wildfire Cudgel 
Weapon (mace), very rare (requires attunement) 

This gnarled wooden mace carries an ever lit ember within it. When you hit with an attack using this magic mace, the target takes an extra 1d6 fire damage. In addition, while you are attuned to the mace you have advantage on saving throws against harmful gases such as those created by a cloudkill spell, a stinking cloud spell, inhaled poisons, and gaseous breath weapons.

As an action while holding this mace you can create a 20-foot-radius sphere of burning, acrid smoke at a point that you can see within 120 feet. The smoke spreads around corners. It lasts for 1 minute or until a strong wind disperses the smoke. Its area is heavily obscured. When a creature enters the smoke for the first time on a turn or starts its turn there, that creature must make a DC 16 Constitution saving throw. On a failure the creature takes 5d6 fire damage and spends its action that turn coughing violently. On a success, the creature takes half damage and resists the urge to cough. Creatures that don’t need to breathe automatically succeed on this saving throw. The mace cannot be used again in this way until you take a short or long rest.

The Wildfire Cudgel was created when a dryad sacrificed herself to stop a raging fire elemental. She trapped the creature in her wooden embrace, preventing its flame from engulfing the entire forest.

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✨New item!✨
Scryer Beetle 
Wondrous item, very rare 

This one-eyed beetle is about two inches long. Its shiny carapace seems to reflect an environment that does not match its surroundings.

If you use an action to eat the beetle, you’ll enter a hallucinatory trance for 10 minutes. During this trance you are unconscious and experience the effects of the scrying spell (DC 16). When you enter the trance, make a DC 13 Wisdom check. On a success you can choose your scrying target. You can attempt this check again during the trance to change your target each time until you fail. On a failure, if the target resists the spell, or if you have no desired target, you scry on a random creature or place for the rest of the duration. When scrying in this way, you see, hear, smell, feel, and taste from the senses of the target creature, or from the nearest living creature if you target a location. You can understand the languages of your target even when you normally cannot, and you have advantage on Wisdom (Insight) checks made to gauge their emotional state and intent. When the trance fades you gain a random personality trait from a creature you scryed on for the next 24 hours. The beetle tastes like a combination of random aspects from each environment you experienced during the trance. 

Belinder Wonderbug loves starting his day by munching a scryer beetle and experiencing life in someone else’s shoes. “The beetle knows the way man, but you gotta give it the reins. I’ve been all kinds of places, all kinds of people, and it’s never what you’d expect. Really puts things into perspective, y’know?”

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✨New item!✨

Brambler
Weapon (net), rare

This uprooted plant sports a wild tangle of thorny brambles that lash out when touched. It can be wielded as a net with these alterations:

  • At the center of the mass is a bulbous tuber that can be held safely by the wielder and allows it to be thrown farther. This net has a thrown range of 15/30 ft.
  • Escaping a brambler requires a DC 12 Strength check. Each time a creature fails the Strength check, the DC increases by 2 (to a max of 18) and the ensnared creature takes 2d4 piercing damage as the brambler constricts further. Once a creature is freed, the DC resets to 12.
  • A brambler is able to regrow its brambles immediately if it receives slashing damage. It can only be destroyed by dealing 10 fire or necrotic damage to the tuber at the center of the net (AC 12).

If you spend 1 minute burying the tuber in soil, the brambler’s thorny vines will create a snare along the ground within a 5 foot radius. This trap is nearly impossible to distinguish from an inanimate plant, requiring a successful DC 20 Intelligence (Investigation) or Intelligence (Nature) check to discern its true nature. If a Large or smaller creature steps into this area, it must make a DC 15 Dexterity saving throw or be ensnared by the brambler as if hit by it. The brambler will revert to its functionality as a net if you use an action to unearth the tuber.

This aggressive plant is commonly uprooted by forest gnomes and used to ensnare their much larger enemies.

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Like our work? Consider supporting us on Patreon and gain access to the hi-resolution art for over 150 magic items, item cards and card packs, beautiful creature art and stat blocks, monthly setting pdfs with narrative hooks and unique lore, and vote for the content you want to see!‍♂️

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Dungeon Strugglers’ Urban Item Pack: Volume II is now out ontheRoll20 Marketplace!

Unlock the treasure hoard of the urban cityscape!

This pack contains 10 beautifully illustrated, mechanically balanced and deftly written items for Dungeons and Dragons: 5th Edition. This body of work adds unique and interesting flavor to any campaign, and enhances the experience for your players to discover as they explore the crowded streets and back-alleys of your world!

Contents of this pack:

  • 10 ready-to-use items and their accompanying hi-res art, mechanics and lore.
  • Metadata tagging, a table of contents and notes on usage for painless setup.
  • Unidentified & Identified versions of all Item Handouts.
  • The Prismatic Parliament Set - a menagerie of equipment from the City of Colors!

You can find the Urban Item Pack: Volume 3here, or by searching on the Roll20 Marketplace.

All of our Roll20 wares can be found on our publisher pagehere.

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Like our work? Consider supporting us on Patreon and gain access to the hi-resolution art for over 145 magic items, item cards and card packs, beautiful monster art and stat blocks, monthly setting pdfs with narrative hooks and unique lore, and vote for the content you want to see!‍♂️

Credit.Art and design by us: the Dungeon Strugglers. Please credit us if you repost elsewhere.

✨New item!✨
Percussive Pinecone
Wondrous item, uncommon

This spiky pinecone is slightly warm to the touch and thrums with volatile energy. You can use an action to throw the pinecone up to 60 feet. The pinecone bounces once an additional 20 feet in a random direction (determined by rolling a d8) and explodes on second impact. Each creature within a 15-foot radius of where the pinecone explodes must succeed on a DC 13 Dexterity saving throw or take 4d6 thunder damage and 4d6 piercing damage on a failed save, or half as much damage on a successful one. The explosion can be heard from up to 300 feet away.

Certain species of conifer have evolved pinecones with the ability to disperse their seedy payload with extreme force. The sudden sound of an explosion is common within the Maimwood for this very reason.
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Like our work? Consider supporting us on Patreon and gain access to the hi-resolution art for over 150 magic items, item cards and card packs, beautiful creature art and stat blocks, monthly setting pdfs with narrative hooks and unique lore, and vote for the content you want to see!‍♂️

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✨New item!✨
Twin Amulets of Arcane Affinity 
Wondrous item, very rare (requires attunement by a spellcaster) 

These matching amulets resonate with a harmonious frequency when in each other’s proximity. In order to attune to an amulet, you must do so simultaneously with another attuner. While you are both attuned, when the other amulet is within 30 feet of you, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your spells. Additionally, when you cast a spell that affects multiple creatures, you can choose to exclude the other amulet wearer from the effect. As an action, you can touch the other amulet wearer and expend 1 spell slot of 3rd level or lower. The other wearer regains an expended spell slot of an equivalent level. If the other amulet wearer is within 30 feet of you and is reduced to 0 hit points but not killed outright, you can use your reaction to expend 1 spell slot of 5th or higher to drop them to 1 hit point instead of 0. You can use this reaction once per long rest. 

The twin mages Jiménez and Jerónimo were always seen together. Twas rumored they had never been in separate rooms, for fear of what might happen if one could not see the other. As you can imagine, their eccentric behavior caused much stir in the arcane community. Eventually, word of the inseparable pair reached the king, and he summoned them to court. To sate his morbid curiosity, the king had the brothers forcibly separated into two lead-lined chambers for 1 whole minute. They solemnly shared one last glance before the rooms were sealed. At first, their screams caused uproarious laughter in the court. But as the time pressed on, and their screams fell silent, so too did the courtiers. When the doors were opened, both brothers lay dead. No mortal wounds were discernible. The only items of note on their bodies were these matching amulets of arcane affinity, a great unsolved mystery. And now their priceless jewelry can be yours! I’ll accept bids starting at 500 gold! Do I hear 500 gold for the dead twins’ necklaces!”
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Like our work? Consider supporting us on Patreon and gain access to the hi-resolution art for over 150 magic items, item cards and card packs, beautiful creature art and stat blocks, monthly setting pdfs with narrative hooks and unique lore, and vote for the content you want to see!‍♂️

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New item!
Siegebreaker
Weapon (maul), rare

Siegebreaker is a massive bronze and oak maul that can only be lifted by the most formidable warriors. This magical weapon deals an extra 1d6 bludgeoning damage to objects and structures. You can roll two additional weapon damage dice when determining the extra damage for a critical hit with the maul against an object or structure (for a total of eight damage dice).

Bod Grogmaw, the Door Destroyer, was a mighty warrior indeed. In his massive hands he wielded an even massiver weapon: Siegebreaker. No locked door could withstand even a single blow from this brutal maul. Bod smashed down so many gates, portcullises, ramparts and barricades along his warpath that entire castle garrisons would abandon their posts when they saw him coming. Of course, he would pulverize their castle to bits anyway, just to prove he could. Nothing could stop him, and this made him sad. As it turns out, all the while Bod was tearing walls down, he was putting up walls of his own around his heart. You see, nobody wants to be friends with a man who will destroy your home for sport. So all the newly houseless lords and layfolk staged an intervention, “Bod! You have proven your might before man, before god! We’re all good and impressed, but we’d like roofs over our heads, to stay dry while we get dressed. Now be a good lad, and lay down your maul! So we can stop this destruction, for once and for all!” He took their plea to heart, though it was weird that they rhymed, and agreed it was time to give it a rest. As a final ceremonial gesture, they had the local doorsmith craft the strongest door of all. Bod shed a single tear, as he smashed it to bits, for he knew his smashing days were finally over. But the friendship he gained that day, was the key he had been looking for all along.
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Like our work? Consider supporting us on Patreon and gain access to the hi-resolution art for over 150 magic items, item cards and card packs, beautiful creature art and stat blocks, monthly setting pdfs with narrative hooks and unique lore, and vote for the content you want to see!‍♂️

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✨New item!✨
Abigail’s Animated Haunch
Wondrous item, uncom
mon

This large boar haunch has been smoked and seared to perfection, although it has an unnatural aura. The haunch never rots, and a DC 15 Wisdom (Medicine) or Intelligence (Arcana) check will reveal that it is undead. Eating the meat down to the bone will provide a full day’s nourishment and grant you advantage on Constitution saving throws for 8 hours. The meat will regrow, fully cooked and seasoned, over the course of 1d4 + 1 days.

Curse. For 8 hours after you eat from the haunch you have disadvantage on saves against spells or effects from undead creatures.
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✨New item!✨
Sagebow
Weapon (any bow), rare

This rough-hewn bow is carved from many interlocking pieces of sage wood. The creaking of the wood when drawn is intelligible to the wielder and full of secret knowledge. The sagebow has 3 charges. Whenever you draw this bow to make a ranged attack, you can expend 1 charge to learn a secret. This secret can be: the location of one trap or secret door within 150 feet of you, the surface thoughts of the creature you are attacking, the location of any food or water within 150 feet of you, or a piece of ancient lore from the region you are in. Secrets are no longer than a single phrase. If you choose to cancel your attack after learning a secret, you may do so, ending your action. The sagebow regains all spent charges daily at dawn.

Endelva drew her bow and aimed it at the hulking beast, snorting obliviously as it rooted for tubers. But before she loosed an arrow, she listened closely to the creaking of the sage wood. It whispered the fear and determination of a mother in search of food for her children before the harsh winter winds blow from the north and the long hunger sets in. Endelva hesitated before lowering her bow, her conscience ruling that she must find quarry elsewhere.
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Like our work? Consider supporting us on Patreon and gain access to the hi-resolution art for over 150 magic items, item cards and card packs, beautiful creature art and stat blocks, monthly setting pdfs with narrative hooks and unique lore, and vote for the content you want to see!‍♂️

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