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Exposed to the Elements, Part 4

Hookseed 50

The interior of this canvas pouch is coated with slick wax and holds a multi-colored mass of nettles mixed with a thin, earthy paste. Spreading a covering of the barky nettles on a creature as an action will create a layer of hooked seeds that latch onto the next three creatures making melee attacks against the creature. For 5 minutes after those attacks pull the nettles form the paste, they will dry and the attacker will leave a trail of dyed hulls and seeds that can be easily followed. Alternatively, if Hookseed is spread across a surface as an action, any creature that touches the 5 ft. square it is placed on leaves the same trail. There is enough paste in the pouch for four uses.

Tar 100

A byproduct of pitch production, this black goop will stick to everything. When applied to a creature or its armor as an action, anyone attempting to exit the grapple with them suffers a -2 penalty to their roll. Alternatively, this applies a +2 bonus on checks to stay attached to an object. After 5 minutes, the tar dries and picks up enough dust to lose its stickiness. Spread across a 5 ft. square as an action, Tar counts as difficult terrain. A cask of tar has enough for ten uses, but its viscosity ensures that a minimum of two uses are expended at a time.

Soda Ash 25

An object coated in this white-grey dust will take no damage from the next source of acid damage against it. It takes an action to apply it to an object. Soda Ash is sold in oiled canvas sacks containing ten uses.

Warding Salts 250

Applying this mix of purple, pink, and silver salts to armor as an action will allow the wearer of that armor to use either the armor’s defensive bonus, including magical improvements, or the normal attribute bonus on a saving throw against a single magical effect of their choice. The Warding Salts last until used or submerged in running water. A jar of Warding Salts has enough for three doses.

Bloodroot Poultice 50

This pulpy, red-brown mix of a rare, magical root vegetable will delay any damage the target receives. Any damage they take does not manifest until the end of their next turn. This effect lasts until it has delayed a total amount of damage equal to ¼ of the creature’s maximum hit points or 1 minute has passed. Any bleed damage or ongoing damage is halted until the Bloodroot Poultice wears off. Bloodroot Poultice is applied by roughly mashing the tuber, wetting the mixture, and smearing it on the creature and may be done as an action. A bag of Bloodroots has enough tubers for 5 poultices.

Exhumation Powder 10000

When this small pouch of anointed, astral, grave-dirt is spread on a hand or glove then lit, an ethereal smoke clads the user’s hand. Through the faint smoke, the user can see all the consumable items they used up and possessions that were destroyed in the last five minutes and they can retrieve one of those items before the powder burns out. 

Ironback Belt 9000

Thick iron bands constrain the wearer’s posture, keeping their back straight. With a thought, they may feed the magic of one item in their possession to the belt to gain a +1 bonus to their armor class until the end of their next turn. The bonus is increased by 2 for every rank higher than common the magic item’s category is, to a maximum of +5. This is done as a bonus action. Enchantments fed to the belt regain their magic after 24 hours have passed.

Pendant of Stygian Ashes 3000

A small golden urn holds unknown ashes on a thin chain necklace. Whenever the attuned wearer uses the last of a disposable item, the lid of the urn opens slightly and a wave of hot ash bursts forth. This might include using the last of a healing kit, drinking a potion, using a spell scroll, or any other object rendered permanently useless by its usage. Other creatures in a 15 ft. radius are dealt 1d6 fire damage with a Dexterity save, DC 13, reducing the damage by half. 

Twisted Tine 5000

Despite the metal of this tuning fork being mangled, it still rings true with a deep note. When held by an attuned user, there is a chance that any single-use item will not be consumed in use. The user must ring the tine as part of the action to use the item, to a minimum of a bonus action, then 1d6 rounds later the tine will vibrate. As a bonus action, the user may ring the fork to stop its vibrating. When it is stopped this way, there is a 50% chance an unused copy of the original item appears in a free hand or on the ground adjacent to the user accompanied by a soft chime. Otherwise, a discordant chime is made and the Twisted Tine stops vibrating. Using the Twisted Tine can only focus on retrieving one consumable at a time and using it with a new item will cause it to forget the original item. Hostile curses and magical effects have a 50% chance of restarting 1d6 rounds after being dispelled or removed from the one holding the Twisted Tine.

Inverted Spellbook 2000

Only a single spell is contained among the thirteen pages of this small leather book. The spell is full of self-referring phrases and complicated loops of logic that all require different portions of the spell to be cast first. Once its user has become attuned to it, they gain the Null spell as a spell of any one level they can cast. The spell itself cannot be cast and if it is, the spell energy fizzles uselessly without effect. Should the ability to cast that spell be lost due to any effect, the mental space it formerly occupied is freed up, granting the user an extra action usable only to cast a spell or concentrate on a spell. This extra action must be used before the end of their next turn, before the freed up mental space is consumed by idle thoughts. Casting a spell using this extra action does not count against the normal limits of spellcasting per turn. Once the Inverted Spellbook is used in this manner, it cannot be used again until the user completes a short rest, which causes the Null spell to return. The spell level of the Null Spell can only be changed during a long rest.

Arcane Finger-Bells 2000

These small silver cymbals are tied to the fingers of spell-casters. While their forms are magically silenced to create no audible sound, their reverberations echo into the arcane undercurrents of the world. Whenever their attuned wearer expends a spell slot, loses a spell slot, or loses a magical ability for any reason except casting that spell or using that ability, the Arcane Finger-Bells cry out with indignation. Their cries unleash an invisible bolt of magical energy at a random enemy target within 60 ft. for 1d4+1 damage per spell level of the lost effect. 

Circlet of Capacity 5000

Warmed by the racing thoughts of a stressed mind, this small copper crown helps its wearer keep multiple lines of thought running in the heat of battle. Every three rounds of combat increases the wearer’s ability to maintain concentration on an additional spell, to a maximum number of three spells. The bonus spell concentration maintenance fade at a rate of one per round after combat ends, but the wearer chooses which spells are released when this occurs.

Symbiotic Shadow 8000

This weapon is enchanted to fold its own shadow partially inside itself, darkening slowly to a deep black. During combat, this effect calls upon that power to lend weight to the weapon’s attacks, as the shadow recursively folds in on itself to increase the deepness of its power, but the wielder must choose when to unleash it. At the start of each of their turns in combat, the bonus damage the Symbiotic Shadow can provide increases by 2. The bonus can be applied only once to the damage rolls of a single turn with this enchanted weapon, but once used or at the end of combat, the damage bonus drops to 0 and cannot accumulate again during the same combat. Once the bonus has been used three times, the wielder must complete a short rest before using it again.

Symbiotic Shadow, Greater 16000

This weapon is enchanted to fold its own shadow partially inside itself, darkening slowly to a black so deep the weapon appears to be a hole in reality. During combat, this effect calls upon that power to lend weight to the weapon’s attacks, as the shadow’s magical weight increases the deepness of the internal shadow recursively, but the wielder must choose when to unleash it. At the start of each of their turns in combat, the bonus damage the Symbiotic Shadow can provide increases by 3. The bonus can be applied only once to the damage rolls of a single turn with the enchanted weapon, but after being used twice in the same combat or at the end of combat, the damage bonus drops to 0 and cannot accumulate again during the same combat. Once the bonus has been used three times, the wielder must complete a short rest before using it again.

Charm of Dread Words 1000

A choker of interwoven obsidian discs bears a voice enhancing enchantment. The wearer may use vocal effects and speak at double their normal range as their voice carries with less drop-off. Additionally, they can be understood by and effect deaf creatures within 5 ft. As a bonus action, the wearer can choose any number of creatures within 30 ft. Those creatures gain an aura of importance that imposes disadvantage on the first mental saving throw made against one of their abilities by an enemy within 15 ft. This effect lasts for 5 rounds and once used, cannot be used again until the wearer completes a long rest.

Charm of Vengeful Thorns 1000

Painted black vines and red roses cover this bandage wrap sleeve. Once per short rest, if the wearer would be reduced to 0 hit points by an attack, they may make a single basic attack against the cause of the attack, if they are within reach or range. On a hit, the wearer is reduced to 1 hit point instead.  Once per long rest, the wearer may grant any number of creatures within 30 ft. a faint corona of thorns and roses. Those creatures have advantage on their first attack against, contested check with, or opposed saving throw from a creature that has missed an attack against them on its previous turn. The targets benefit from this effect for 5 rounds. 

Charm of Combative Devotion 1000

The wearer of this charm may, when granted an opportunity attack against a foe, instead use a healing or buffing cantrip targeting themselves or an ally within reach. A Charm of Combative Devotion is a small censer that wafts incense and hangs from a bracelet, necklace, or earring. Once each long rest, the charm may be called on as a bonus action to grant a boon to any number of creatures within 30 ft. Those creatures give off a faint scent of incense and when they spend their action to make an attack or cast an offensive spell, they may also choose to heal a creature within reach by 1 hit point. This effect lasts for 5 rounds.

Charm of Temporary Respite 1000

When held in hand, attached to a casting implement, or in a spell component pouch, this charm can provide protection for up to one target within the area of effect of the user’s spells or abilities. That creature is ignored by the spell. The charm itself is a charred and half-melted platinum coin that is warm to the touch. It may be called upon to grant any number of creatures within 30 ft. an aura of force shards. When those creatures cast a spell or expend a magical ability, those shard fly forth to add 1 damage per damage die of the spell or ability used. This aura lasts for 5 rounds and once used cannot be used again until the user completes a long rest.

Charm of Many Arms 1000

A Charm of Many Arms is a steel bracelet that bears upon its form three embossed areas. As a free action, the wearer can store one set of tools, weapons, or shields usable in two hands. This engraves iconography identifiable to any who hold the bracelet about what it stores in that slot. If the slot on the Charm of Many Arms is already occupied, the items currently stored are swapped with whatever is currently held instead. Stored items weigh half as much while inside the charm. Once each day, the weare may grant any number of creatures within 30 ft. ghostly arms surrounding their own. Those creatures gain an extra reaction on each of their turns for the 5 rounds of the effects duration.

Charm of Squall Attendants 1000

A glass tooth hangs from a leather cord. Smoke swirls inside the Charm of Squall Attendants. Wind spirits bound to the charm will move up to 120 ft. to retrieve ammunition within sight, catching any misses before they would hit the ground. The spirits are only substantial enough to lift the spent ammunition and do not inflict damage or move objects by their passage. As a bonus action, the wearer can call upon these spirits to protect any number of creatures within 30 ft. Those creatures receive a +2 bonus against projectile attacks for 5 rounds. This ability can only be used once per short rest. 

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