dungeon-strugglers
dungeon-strugglers
Dungeon Strugglers
204 posts
Creators of items, monsters & settings for 5e. We write and illustrate everything ourselves - support us on Patreon and get our item cards, monster pages, setting documents and more!
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dungeon-strugglers · 3 months ago
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✨New item!✨ Blade of Grass  Weapon (scimitar), legendary (requires attunement) 
The razor-sharp grassy blade of this sword is able to slash with uncanny precision. You gain a +3 bonus to attack and damage rolls made with it. When you have advantage on an attack roll to hit with the sword, you can roll one additional d20 and choose which of the 3 dice to use. The sword can wrap itself around your wrist, becoming a grassy bracelet when you’re not wielding it, or return to your hand at will (no action required). 
Sweeping Strike. As an action while wielding this sword, you can make a broad slash to hit multiple targets. Each creature in a 15-foot cone must make a DC 18 Dexterity saving throw, taking 4d6 slashing damage on a failed save, or half as much damage on a successful one.
Grass Arm. As a bonus action while the sword is being worn as a bracelet, you can cause it to grow and wreath your entire arm in a grassy mass up to the shoulder. The grass takes the shape of a brawny arm, rippling with vegetal vigor and thistly thorns. This grass arm grants you the following benefits: 
You have a +10 bonus to Strength checks that involve the grass arm.
Unarmed strikes made with the grass arm have a +3 bonus to attack and damage rolls, and deal an extra 3d4 piercing damage to targets you hit with it.
The hand of this arm can transform into a blade or back into a hand at will (no action required). This jagged blade functions as the Blade of Grass, however the sword’s reach is increased by 5 feet and it deals an extra 3d4 piercing damage to targets hit by it.
You gain 10 temporary hit points at the start of each of your turns. If you take fire damage, this property doesn’t function for your next turn.
The grass arm lasts until you complete a short or long rest, or until you dismiss it as a bonus action. Once Grass Arm has been used, it can’t be used again for 2d10 days.
Curse. The Blade of Grass will always reappear wrapped around your wrist when you complete a long rest. Each time you use Grass Arm after the first, the grassy mass engulfs more and more of your body while the effect is active. The fifth time you use Grass Arm, make a DC 18 Wisdom saving throw. On a failed save, the grass entirely covers your body and takes control of your mind. You become a hostile chaotic evil NPC under the control of the GM. You retain your statistics with these alterations: 
You permanently benefit from the effects of Grass Arm, which now applies to all of your limbs. The temporary hit points bestowed by this effect is increased to 20 at the start of each of your turns.
You are considered a Plant in addition to your normal creature type.
Your Strength score becomes 24 and your AC can’t be less than 18, regardless of what kind of armor you’re wearing.
Any creature within 5 feet of you that touches you or hits you with a melee attack takes 2d4 piercing damage.
If you are reduced to 0 hit points, the controlling effect ends and the sword reverts to its bracelet form. Each subsequent time you use Grass Arm, you must repeat the saving throw to resist being controlled again. - 🖌🎨 Like our work? Consider supporting us on Patreon and gain access to the hi-resolution art for over 200 magic items, printable item cards and card packs, beautiful creature art and stat blocks, and setting pdfs with narrative hooks and unique lore!🧙‍♂️ Thank you so much for your support! 💖
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dungeon-strugglers · 4 months ago
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✨New item!✨ Spear of the Primal Hunter Weapon (spear), very rare (requires attunement)
You have a +2 bonus to attack and damage rolls made with this magic weapon. Additionally, you can use Dexterity instead of Strength for attack and damage rolls made with it.
Mark Prey. The spear has 7 charges, and it regains 1d6 + 1 expended charges daily at dawn. When you hit a creature with this spear, you can expend 1 charge to mark it for the hunt (no action required) for 1 hour. You know the direction and distance of a marked creature if it is on the same plane of existence, and it can't benefit from being invisible. Only one creature can be marked at a time.
Optional Attunement by a Barbarian. Your fierce focus prevents your prey from catching you off-guard. A marked creature can’t gain advantage on any attack it makes to hit you while you are wielding this spear.
Optional Attunement by a Druid. Grasping branches, tripping vines, and cloying earth impede the movement of your foe. A marked creature’s speed is reduced by 10 feet.
Optional Attunement by a Ranger. You can anticipate weaknesses in your quarry’s defenses. The first attack you make on each of your turns with this spear against a marked creature is made with advantage. 
You softly stride over a mossy log, following the trickle of crimson that soaks into the dense mat of green. The beast is ahead, through brambles and down in a hollow. 
Its grunting grows labored, as it crashes through the foliage. Despite your deliberate pace, you are gaining on it.  Your grip on your spear tightens, as a man-high mass of matted fur comes into view. The beast spins suddenly, spattering the earth with steaming blood. Frenzy in its eyes and froth gathering on its maw, it charges you in a final panic. You brace your stance and extend the spearhead to greet the rushing monster. Your feet slide, carving troughs into the ground as it acquaints itself with your weapon for the last time. - 🖌🎨 Like our work? Consider supporting us on Patreon and gain access to the hi-resolution art for over 200 magic items, printable item cards and card packs, beautiful creature art and stat blocks, and setting pdfs with narrative hooks and unique lore!🧙‍♂️ Thank you so much for your support! 💖
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dungeon-strugglers · 4 months ago
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✨New item!✨ Prayer Beads of Protection Wondrous item, uncommon (requires attunement) When you finish a long rest while wearing these beads, the beads cast the sanctuary spell (DC 13) on you. The spell lasts for 24 hours or until you break it. - 🖌🎨 Like our work? Consider supporting us on Patreon and gain access to the hi-resolution art for over 200 magic items, printable item cards and card packs, beautiful creature art and stat blocks, and setting pdfs with narrative hooks and unique lore!🧙‍♂️ Thank you so much for your support! 💖
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dungeon-strugglers · 5 months ago
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✨New item!✨ Brainer Weapon (mace), legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls made with this magic weapon and it deals an extra 1d6 psychic damage to any target it hits.
The mace has 12 charges and regains 1d10 + 2 expended charges daily at dawn. While holding the mace, you can expend 1 or more of its charges to cast one of the following spells from it (save DC 18): detect thoughts (1 charge), confusion (3 charges), or modify memory (4 charges).
Annihilate Mind. When you hit a creature with this mace, you can expend 4 charges to force the creature to make a DC 18 Intelligence saving throw. On a failed save, the creature takes an extra 6d6 psychic damage and is stunned until the end of your next turn. Additionally, while stunned in this way, the creature has disadvantage on its saving throws to resist any spell you cast from this mace.
Crafted in the spinal baths and psychic forges of Cephalarr aka the Brain Butcher, the Cranium Crasher, the Dome Demolisher, the Ego Eradicator, the Faculty Fleecer, the Genius Gutter, the Head Harmer, the Imagination Immolator, the Mind Maimer, the Reason Ravager, the Thought Thumper, the Wrinkle Wrecker, and so forth. - 🖌🎨 Like our work? Consider supporting us on Patreon and gain access to the hi-resolution art for over 200 magic items, printable item cards and card packs, beautiful creature art and stat blocks, and setting pdfs with narrative hooks and unique lore!🧙‍♂️ Thank you so much for your support! 💖
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dungeon-strugglers · 5 months ago
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✨New item!✨ Uncanny Blade Weapon (scimitar), rare (requires attunement)
This bizarre sword seems to be a living creature. The beak-like blade flexes and chatters from time to time incomprehensibly. The boney handle ripples rhythmically in your grasp. The four eyes peering from the guard dart around excitedly when the sword is used in combat. Whether it is sentient or not, is unknown to you. You have a +1 bonus to attack and damage rolls made with this magic weapon.
This sword bestows the ability to cast a random spell upon its wielder. Each day at dawn, roll a d4 to determine which spell the sword grants you for the day.
detect magic
disguise self
detect thoughts
suggestion
fear
tongues
confusion
greater invisibility
hold monster
seeming
eyebite
mass suggestion
As an action while wielding this sword, you can cast the spell from it (save DC 15). Once the sword is used to cast a spell, it can’t be used again in this way until the next dawn. Each time you gain a character level while attuned to this sword, the die you roll to determine your daily spell increases by one (to a d6, d8, d10, and ultimately a d12). When the die increases to a d10, the sword’s save DC also increases to 16 and the sword’s bonus to attack and damage rolls increases to +2. If you end your attunement to the sword, the die resets to a d4. Curse. This sword is actually a demon, warped into the shape of a weapon. The demon’s sentience was shattered by the magic that reshaped its body, erasing its name and its ability to communicate or form complex thoughts. Any attempt to telepathically talk to the sword will only yield a jumble of fragmented and chaotic memories. Clinging to existence, the demon siphons your life force as you grow in power. Each time you gain a level while attuned to the sword, you lose one hit die and your life span shortens by 3 years. Ending your attunement by removing this curse restores your lost hit dice and life span. - 🖌🎨 Like our work? Consider supporting us on Patreon and gain access to the hi-resolution art for over 200 magic items, printable item cards and card packs, beautiful creature art and stat blocks, and setting pdfs with narrative hooks and unique lore!🧙‍♂️ Thank you so much for your support! 💖
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dungeon-strugglers · 5 months ago
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✨New item!✨ War Banner of the Tactician Rod, very rare (requires attunement)
Unless you are incapacitated, while you hold this banner in one hand, you inspire nearby allies. Each friendly creature that starts its turn within 30 feet of you that can see the banner gains the effects of the freedom of movement spell until the start of their next turn.
Tactical Maneuver. When an enemy creature moves within 5 feet of a friendly creature that can see or hear you, you can use your reaction to direct your ally to move up to half its speed without provoking opportunity attacks. Positioning! Positioning! Positioning! If you’re in the wrong place, you’ve already lost the battle. - 🖌🎨 Like our work? Consider supporting us on Patreon and gain access to the hi-resolution art for over 200 magic items, printable item cards and card packs, beautiful creature art and stat blocks, and setting pdfs with narrative hooks and unique lore!🧙‍♂️ Thank you so much for your support! 💖
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dungeon-strugglers · 5 months ago
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✨New item!✨ Runic Axe of the Sunderer Weapon (greataxe), very rare (requires attunement)
This brutal adamantine greataxe has the rare giant “Sunder” rune engraved into it. An accumulation of brittle shale coats the axe and jagged stone shards float around the exposed axehead. When a creature attunes to the axe, its size changes to suit the attuned creature. In its non-attuned state, the axe is large enough for a Huge giant to wield. You have a +2 bonus to attack and damage rolls made with this magic weapon.
Shatter Strike. When you hit a target with this axe, you can cause the shale accumulation to shatter explosively (no action required). Each creature within 10 feet of you (excluding yourself) must make a DC 16 Dexterity saving throw. A creature that is wearing armor or a shield that has been sundered by this axe’s Sunder Rune makes this save with disadvantage. Each creature takes 8d4 piercing damage on a failed save, or half as much damage on a successful one. Once this property of the axe has been used, it can’t be used again until the next dawn. Sunder Rune. You can only activate this rune if you have a Strength score of 17 or higher. When you score a critical hit with this weapon, and the target is wearing armor or wielding a shield, you can activate the rune to sunder the target’s armor or shield (your choice). You can also activate the rune when you hit a suit of armor or shield with this weapon, and the target object isn’t being worn or carried. When you do so, the armor or shield takes a permanent and cumulative −2 penalty to the AC it offers. If the object is magical, it is immune to this effect. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed by this effect. Once activated, this rune can’t be used again until the next dawn. - 🖌🎨 Like our work? Consider supporting us on Patreon and gain access to the hi-resolution art for over 200 magic items, printable item cards and card packs, beautiful creature art and stat blocks, and setting pdfs with narrative hooks and unique lore!🧙‍♂️ Thank you so much for your support! 💖
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dungeon-strugglers · 5 months ago
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✨New item!✨ Spellbound Puppet Wondrous item, rare (requires attunement by a spellcaster)
This doll has an unsettling presence. No matter where you stand, it appears to be staring at you. 
As a bonus action while holding the doll, you can imprint it upon a creature that you can see within 60 feet of yourself. The doll’s appearance changes to match that of the creature. When you cast a spell with a range of touch, you can cast it on the doll to target the creature the doll is imprinted upon, so long as that creature is within 60 feet of you. If the spell requires a spell attack roll or saving throw, each creature rolls to hit or save as if you were within 5 feet of each other. The doll loses its imprint after 1 hour, if the creature starts its turn on a different plane of existence than the doll, or if the doll imprints on a different creature.
The doll has 5 charges, and it regains 1d4 +1 expended charges daily at dawn. While holding the doll and it is imprinted upon a creature within 60 feet of you, you can expend 1 charge to take one of the following actions:
Pins and Needles. You make a spell attack against the creature with a range of touch. On a hit, the creature takes 2d8 piercing damage and it has disadvantage on the next saving throw it makes before the end of your next turn.
Play Time. The creature must succeed on a Wisdom saving throw against your spellcasting DC or become charmed by you until the end of your next turn. While charmed in this way, you control the creature’s movement on its turn. You can’t move the creature into a deadly hazard if the creature is aware of it, such as a fire or pit that it can see, but it will provoke opportunity attacks.
Moonlight bathed the ancient forest as Mog’rug silently crept towards his quarry. The lone occultist sat by her campfire, fiddling with something in her lap. Mog’rug raised his bow, arrow nocked. Before he could release the bowstring, he noticed something strange. A glint from the object in her lap: two tiny eyes were staring directly at him. He froze, panic surging through his veins as a sudden chill gripped his bones. Whispers slithered through the air from the object in the woman’s lap; commands hissed in a mysterious language, penetrating Mog’rug’s mind. His body began to move on its own, his limbs contorted into unnatural angles as he dropped his bow and staggered forward into the firelight. Piercing pain overtook Mog’rug, like burning needles stabbing his skin from every angle. His gasping moan blended in the night air with the woman’s cackling. Even as Mog’rug succumbed to the torture, his eyes never left the gaze of the doll in the woman’s lap. The childlike effigy of his own appearance smiled at Mog’rug as he fell into the fire. - 🖌🎨 Like our work? Consider supporting us on Patreon and gain access to the hi-resolution art for over 200 magic items, printable item cards and card packs, beautiful creature art and stat blocks, and setting pdfs with narrative hooks and unique lore!🧙‍♂️ Thank you so much for your support! 💖
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dungeon-strugglers · 5 months ago
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✨New item!✨ Aegis of Dawn Armor (shield), uncommon
This shield has 3 charges, and it regains all expended charges daily at dawn. As a reaction when a Fiend or Undead creature hits you with an attack while you are holding this shield, you can expend 1 charge to cast the shield spell from it. When cast from the shield, the spell only protects against the attacks of Fiends and Undead creatures, and a barrier of radiance surrounds you, shedding bright light in a 10-foot radius and dim light for an additional 10 feet.
An inscription written in celestial on the inside of the shield reads: 
“With each dawn's rise, darkness shall wane, The Aegis of Dawn, protector ordained. Guarded against evil by celestial light, With shield raised high, fear not the night.” - 🖌🎨 Like our work? Consider supporting us on Patreon and gain access to the hi-resolution art for over 200 magic items, printable item cards and card packs, beautiful creature art and stat blocks, and setting pdfs with narrative hooks and unique lore!🧙‍♂️ Thank you so much for your support! 💖
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dungeon-strugglers · 6 months ago
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✨New item!✨ Invoker’s Band Ring, uncommon (requires attunement)
The detailing on this ring slowly rearranges itself into myriad patterns.
While wearing this ring, you gain the benefit of one Eldritch Invocation from the warlock class. You can choose the invocation the first time you attune to the ring. Your spellcasting ability for the invocation is Intelligence, Wisdom, or Charisma (choose when you attune). If the invocation has a prerequisite of any kind, you can choose that invocation only if you're a warlock who meets the prerequisite. If the invocation grants a spell that requires a warlock spell slot to use, you can cast it once per long rest without expending a spell slot instead. 
Curse. By attuning to this ring, you have agreed to a minor pact with an otherworldly being. You can only benefit from this ring if you satisfy the whims of your patron, in exchange for their gift. The patron linked to this ring is chosen by the GM or rolled randomly on the table below. You can end attunement to this ring with any spell that can remove curses, which also ends the pact. The gem on your ring reflects the mood of your patron, changing color in response to your actions. Occasionally, the patterning on the ring’s surface will arrange itself into writing that explicitly communicates your patron’s desires.  Otherworldly Patrons:
Demented Devil: Your devilish patron torments you. Once per day, you have disadvantage on a single ability check, attack, or saving throw (chosen by the GM).
Fickle Fey: Your fey patron delights in your fumbles. Whenever you roll a 1 on an attack or Dexterity saving throw, you fall prone. 
Charitable Celestial: Your celestial patron abhors wicked deeds. You have disadvantage on attacks against good-aligned creatures. 
Leaching Lich: Your undead patron is leaching your life essence. Whenever you regain hit points from a spell, the amount you regain is halved.
Greedy Genie: The genie you serve demands a golden tithe. Each time you finish a long rest, 10 gp from your personal wealth vanishes.
Ominous Old One: You are plagued with horrible nightmares. Each time you attempt to take a long rest, you must first succeed on a DC 10 Wisdom saving throw or gain no benefit from the rest.
Invoker’s Bands allow the wearer to draw power from an otherworldly being that either crafted the ring or was bound to it somehow. Be careful, this power often comes with a hidden cost. - 🖌🎨 Like our work? Consider supporting us on Patreon and gain access to the hi-resolution art for over 200 magic items, printable item cards and card packs, beautiful creature art and stat blocks, and setting pdfs with narrative hooks and unique lore!🧙‍♂️ Thank you so much for your support! 💖
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dungeon-strugglers · 6 months ago
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✨New item!✨ Arcanist’s Blade Weapon (any sword), rare (+1, 1st level), very rare (+2, 2nd level), legendary (+3, 3rd level) (requires attunement by a spellcaster)
This surprisingly lightweight sword feels like a wand in your hand. By attuning to this weapon, you become proficient with it. While holding this magic weapon, you gain a bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your spells. The bonus is determined by the weapon’s rarity. In addition, you can use the sword as a spellcasting focus. 
When you roll a 20 to hit a creature with this sword, you regain one spell slot. The slot must be the lowest level spell slot you have missing and the maximum spell level you can regain is determined by the weapon’s rarity. Once this property has been triggered a number of times equal to your proficiency bonus, it can’t be triggered again until you finish a long rest.
As you grasp the hilt of the longsword, you can feel your mind extend into it. Runes alight, one-by-one down the blade. This is a weapon of arcane power. - 🖌🎨 Like our work? Consider supporting us on Patreon and gain access to the hi-resolution art for over 200 magic items, printable item cards and card packs, beautiful creature art and stat blocks, and setting pdfs with narrative hooks and unique lore!🧙‍♂️ Thank you so much for your support! 💖
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dungeon-strugglers · 6 months ago
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✨New item!✨ Jumping Sabatons Wondrous item, uncommon (requires attunement)
While wearing these sabatons, you can use your bonus action to jump to an unoccupied space that you can see, without provoking opportunity attacks. This jump costs movement as normal. 
Leaping Tackle (requires attunement by a barbarian). When you jump with the sabatons, you can choose to land on a space occupied by a Large or smaller creature. Make a contested Strength check. If the creature fails the contest, it takes piercing damage equal to 2d4 + your rage damage bonus and is knocked prone. If the creature succeeds the contest, it suffers no damage or effect and you land in the nearest unoccupied space of your choice. 
Surging Leap (requires attunement by a fighter). When you use your Action Surge class feature, you can jump with these sabatons as part of that extra action. This additional jump doesn’t use your movement; however, you can’t jump a distance farther than your full movement would allow. If you land within 5 feet of a creature, you have advantage on attacks against that creature until the end of your turn.
Once Leaping Tackle or Surging Leap has been used, neither property can be used again until you finish a long rest.
Seeing her husband about to have his blood drained by the vampire, Rolga howled with rage and leapt from the tower. She soared an incredible distance and smashed into the blood sucker feet-first, tackling it to the ground. Her clawed sabatons dug into its chest as she came down hard with her axe into its surprised and defenseless face. - 🖌🎨 Like our work? Consider supporting us on Patreon and gain access to the hi-resolution art for over 200 magic items, printable item cards and card packs, beautiful creature art and stat blocks, and setting pdfs with narrative hooks and unique lore!🧙‍♂️ Thank you so much for your support! 💖
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dungeon-strugglers · 6 months ago
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✨New item!✨ Daggersword Weapon (dagger/longsword), very rare
You have a +2 bonus to attack and damage rolls made with this magic weapon. While wielding the daggersword, you can use a bonus action to detach or attach the longsword blade from the handle, turning it into a dagger or back into a longsword. Alternatively, when you hit a target with the daggersword in sword form, you can detach the blade as part of the attack and lodge it in the target. If you subsequently hit that target with the dagger, you can reattach the longsword blade as part of the attack.
You can make a special thrown weapon attack with the daggersword to detach its longsword blade and launch it at a target. This thrown attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the blade deals its regular sword damage and the target must succeed on a DC 16 Strength saving throw or be knocked prone. Additionally, the blade remains lodged in the target. 
While you are wielding the daggersword in dagger form, you can make an attack with it as a bonus action. - 🖌🎨 Like our work? Consider supporting us on Patreon and gain access to the hi-resolution art for over 200 magic items, printable item cards and card packs, beautiful creature art and stat blocks, and setting pdfs with narrative hooks and unique lore!🧙‍♂️ Thank you so much for your support! 💖
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dungeon-strugglers · 7 months ago
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✨New item!✨ Armor of Retribution Armor (any medium armor), rare (requires attunement)
This armor has 5 charges, and it regains 1d4 + 1 expended charges daily at dawn. When you take damage while wearing the armor, you can use your reaction to expend 1 charge and cause spectral bones to burst from your body, shielding you and impaling nearby enemies. You take half damage from the attack and each creature of your choice within 10 feet of you must make a DC 15 Dexterity saving throw. A creature takes 2d8 piercing damage on a failed save, or half as much damage on a successful one.
Perhaps it was adrenaline, but Cillian felt no pain as the daggers pierced his side. A furious need to show these would-be assassins the folly of their mission overtook him. Cillian’s rage materialized and erupted from his jagged armor in the form of bladed tusks, snaking outwards and tearing through the assailants. Only one survived the sudden outburst. Surprised by how quickly the tide had turned, the remaining assassin fled, leaving his companions impaled to the stone walls of the back alley. - 🖌🎨 Like our work? Consider supporting us on Patreon and gain access to the hi-resolution art for over 200 magic items, printable item cards and card packs, beautiful creature art and stat blocks, and setting pdfs with narrative hooks and unique lore!🧙‍♂️ Thank you so much for your support! 💖
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dungeon-strugglers · 7 months ago
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✨New item!✨ Spellstealer’s Wand Wand, very rare (requires attunement by a spellcaster)
The small gnarled hand at the end of this wand twitches and flexes occasionally.
This wand has 4 charges, and it regains 1 expended charge when you finish a long rest. As a reaction, you can expend 1 or more charges to cast the counterspell spell with this wand, using your spellcasting ability. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by two for each additional charge you expend. You have advantage on the ability check to counter a spell of a level greater than yours while using this wand.
Spellsteal. If you successfully counter a spell with this wand, you can choose to steal the countered spell and store it in the wand. Only a spell that requires an action or bonus action to cast can be stolen, and only one spell can be stored in the wand at a time. If you steal a spell while a spell is currently stored in the wand, the first spell is replaced. You can cast the stolen spell from the wand without requiring material components or expending a spell slot, using your spellcasting ability. After the spell is cast, it’s gone from the wand. If you attempt to steal a 6th level or higher spell with the wand, make an ability check using your spellcasting ability. The DC equals 8 + the spell’s level. On a success, the spell is stolen successfully. On a failure, the wand overloads, expending all remaining charges and you take force damage equal to 10 times the spell’s level. If a spell of 6th level or higher is stored in the wand when you finish a long rest, the spell is consumed and the wand regains all expended charges. 
As the story goes, this wand was concocted from the severed hand of a thief and the soul of a wizard. Long ago, a daring thief snuck into the king’s palace and infiltrated the court wizard’s arcane library. A hoard of spell scrolls and magical artifacts were stored within. The thief took only the most powerful spell from the library, a wish. With this scroll, the thief wished for tremendous wealth. Riding high from their score, the thief went on a fabulous spending spree, attracting a lot of attention. By the time the king discovered he had been robbed, the thief was once again penniless and the wish long used up. In a rage, he arrested the thief along with his court wizard for allowing such an oversight. As punishment, the thief lost his hand and the wizard lost his life. - 🖌🎨 Like our work? Consider supporting us on Patreon and gain access to the hi-resolution art for over 200 magic items, printable item cards and card packs, beautiful creature art and stat blocks, and setting pdfs with narrative hooks and unique lore!🧙‍♂️ Thank you so much for your support! 💖
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dungeon-strugglers · 8 months ago
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✨New item!✨ Earthen Kettle Wondrous item, rare
This kettle is carved entirely of dark stone. It is 9 inches tall, 6 inches in diameter, weighs 2 pounds, and can hold up to 1.5 liters of liquid. The kettle comes with a stone lid and handle. If water is poured into the kettle and heated over a fire for 1 minute, it transforms into one of the following concoctions of your choice:
Stone Soup. This clear broth has miniscule stone flecks floating in it. A creature that drinks this liquid gains immunity to petrification and any spell or effect that would alter its form for 8 hours. 
Clay Milk. This opaque liquid is the color of terracotta. A creature that drinks this liquid becomes moldable like putty for 8 hours. While putty-like, a creature has advantage on checks and saving throws to resist being grappled, and can squeeze through spaces as narrow as 2 inches wide as if they were difficult terrain.
Dusty Brew. This cloudy gray liquid swirls with black particles. A creature that drinks this liquid exudes a cloud of dust from their skin, lightly obscuring themself for 8 hours. As an action, a dusty creature can become heavily obscured until the end of their next turn. This heavy obscurement ends early if the creature moves or a strong wind dissipates the dust. A creature under the effect of this brew can see through their own dust as if normal.
Gem Wine. This translucent liquid shimmers with a panoply of vibrant colors. A creature that drinks this liquid can grant themself a +10 bonus to one attack roll, ability check, or saving throw within the next 8 hours. You may add this bonus after you see the roll, but before the GM says whether the roll succeeds or fails.
The kettle brews 6 servings of your chosen concoction. Once brewed, a concoction lasts 1 hour before it reverts to water and loses its magical properties. It takes an action to drink a concoction created by this kettle. Once the kettle has been used to brew a liquid, it cannot be used again for 1d4 days. - 🖌🎨 Like our work? Consider supporting us on Patreon and gain access to the hi-resolution art for over 200 magic items, printable item cards and card packs, beautiful creature art and stat blocks, and setting pdfs with narrative hooks and unique lore!🧙‍♂️ Thank you so much for your support! 💖
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dungeon-strugglers · 8 months ago
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✨New item!✨ Fractured Flame Tongue Weapon (any sword), uncommon (requires attunement)
This ancient sword is deeply weathered and its flame tongue enchantment has corroded the blade from within.
You can use a bonus action to speak this magic sword's command word, causing meager flames to erupt from the blade. These flames shed bright light in a 10-foot radius and dim light for an additional 10 feet. While the sword is ablaze, it deals an extra 1d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. Roll a d20 each time you ignite the sword. On a 1, the fire sputters out and the sword permanently loses its magic. On a 20, the flames roar brilliantly for 1 minute, shedding bright light in a 100-foot radius and dim light for an additional 100 feet. The first time you hit a target with the sword within that period, the sword deals an extra 2d6 fire damage (for a total of 3d6) to the target and then the flames go out. - 🖌🎨 Like our work? Consider supporting us on Patreon and gain access to the hi-resolution art for over 200 magic items, printable item cards and card packs, beautiful creature art and stat blocks, and setting pdfs with narrative hooks and unique lore!🧙‍♂️ Thank you so much for your support! 💖
📜 Credit. Art and design by us: the Dungeon Strugglers. Please credit us if you repost elsewhere.
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