You can place this item on the ground as an action and it crawls forward at a rate of 45 feet, if it comes into contact with a wall or creature of large or larger it climbs up it. It explodes in the next round. Any creatures within 10 feet of the crawling mine at its destination must make a DC 14 Dexterity saving throw, or take 3d6 fire damage. This item deals double damage to constructs. The Boom-Buddy is consumed once used. If it is attacked early, it explodes immediately. Melee attacks against the crawling mine are made at advantage, the Boom-Buddy has the following statics AC 5 HP 1. Attacking the Boom-Buddy with a melee attack incurs disadvantage on the dexterity saving throw.
Doom-Buddy™
Uncommon, requires attunement
You can activate a Boom-Buddy early on its path, but you must activate it as a reaction to an enemy moving towards it, away from it, or attempting to attack it with a ranged attack or spell. If it is activated early every creature and construct in its path are taken by surprise and make the Boom-Buddy’s Dexterity save at disadvantage.
Flashbomb Seed
You can throw the seed on the ground within 5ft of you as a bonus action, consuming it. All creatures within 20ft of it are blinded for 2 rounds except for yourself. You are deafened for 2 rounds after using this item.
Rare item, requires attunement
You can attract yourself to certain metal objects marked with a rune of a minimum size (medium or larger), and repel yourself from those same objects at will. You can have the gloves become non-magnetic at any time.
Quiver of Elemental Arrows
Rare item, requires attunementYou can put non-magical arrows into this quiver, and then draw them later imbued with one of the following magical effects:
On hit this arrow deals 1d6 fire damage of. A creature struck with this arrow continues to magically burn afterward taking 1 fire damage for 1 minute.
On hit this arrow deals 1d6 cold damage. Upon coming into contact with a big enough body of water, the arrow freezes a 5 foot cube for 1 minute; creatures of size medium and smaller can stand on the cubes but they are slippery.
On hit this arrow’s target sheds 20 feet of magical bright light and 20 feet of dim light for 1 minute. Additionally, the light produced by this arrow is counted as being produced by your highest known spell level.
20 feet of magical darkness (as in the spell darkness) emanates from the target for 1 minute except the light produced by a spell must be equal to or lower than your highest known spell level.
The quiver of arrows also imbues each arrow with the additional effect of being a +1 arrow. The quiver can hold up to 20 arrows at a time.
Very rare item, requires attunement
The lamp sheds 5ft of dim light, and turns the light purple if an undead is within 60 ft of it. As an action, you can cast a ghostly copy of the lantern within 10 feet of you, creating a tether between the lantern and the copy. The tether can be a maximum of 100 feet. An ally can touch the tether as a bonus action, teleporting within 5ft of the lantern holder. This ability can only be used once per day.
Glide Leaf
Very rare item, requires attunement
You can glide through the air, gaining a speed of 30ft flying speed while descending 15ft every round this item is in use. You can overcharge the leaf, as a bonus action, up to twice per day to gain an extra 15ft of movement while in the air. You cannot fly upwards while using this item, unless a strong enough wind current directs you. If you are under strong enough winds and you use the glide leaf, you can be drawn in the direction indicated by your DM; the distance of travel is indicated on the gust table. This is discretionary for the DM but should ideally be used in at least squall conditions. This item can affect up to medium size category creatures.Decanter of Endless Air
Very rare item, requires attunement
The air produced by the decanter of endless air can fit in a 15 ft cube of space after being activated.
Over three rounds you can either expel or drawn in air to the jar in the following ways, but the target must be within a 30 feet line of the active jar and size category small or smaller:
A strong continuous gust of wind pulling constructs and creatures towards it at a rate of 25 ft per turn.
A strong continuous gust of wind pushing constructs and creatures towards it at a rate of 25 ft per turn.
A strong puff of air pushing constructs and creatures 20 feet away.
It takes an action to use this item, and to maintain the gust of air it produces. Any creature that would be affected by it must make a Dexterity saving throw of DC 17 or they are pushed/pulled by the jar’s winds. Once the three rounds are up you must spend a bonus action to recharge this item by rolling 1d6, on a 1-2 you fail and on a 3-6 recharge.
All art is commissioned from GothicMuse420.
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