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dungeon-strugglers · 3 days
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✨New item!✨ Death Drum  Wondrous item, rare 
This magic instrument is made with the talons, bones, and hide of a nemesis, a creature of ill fortune and demise. All who hear this drum are drawn closer to death. 
As an action while holding the drum, you can play a dirge. Each creature within a 30-foot radius of you that can hear the drum (including yourself) is cursed until the start of your next turn. Whenever a cursed creature takes damage, it takes an extra 1d8 necrotic damage.
As the dull, thudding drum resounded, Garwin’s wounds ached. His heart beat a dirge of its own, slowing with each measure. - 🖌🎨 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 days
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✨New item!✨ Efreeti’s Fury  Weapon (scimitar, longsword, or greatsword), legendary (requires attunement) 
This magical sword is searing hot, capable of slicing through armor and leaving scorching wounds. Each time a creature is hit by this sword, it takes a -1 penalty to AC, up to a cumulative -3 penalty. A creature takes an extra 1d6 fire damage from all melee weapon attacks for each -1 penalty to AC inflicted by this sword. This AC reduction and extra damage ends if Efreeti’s Fury moves more than 60 feet away from the creature. Additionally, as a bonus action while wielding this sword, you can teleport to an unoccupied space within 5 feet of a creature that is currently suffering a penalty to AC due to this weapon. A creature is unaffected by the AC penalty if it is immune to fire.
Half of the collapsed parliament guard’s breastplate had fallen to his side, still visibly hot and sparking. A sword lying a few feet away had been split through the hilt. Glowing wounds burn over the surface of his battered armor, and a steady flow of steam rises from beneath his helmet. Footprints of heated glass track away from the city walls, revealing a litany of slumped steel figures along their path… - 🖌🎨 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 · 12 days
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✨New item!✨ Barnacle Encrusted Armor Armor (any), rare 
This armor is heavily encrusted with a layer of barnacles, creating a barrier between you and the blades of your enemies. The barnacles have a hit point maximum of 20. Whenever you take bludgeoning, piercing, or slashing damage while wearing the armor, the barnacles take the damage instead. If this damage reduces the barnacles to 0 hit points, you take any remaining damage. This barrier takes damage before temporary hit points and does not benefit from damage reduction or resistance. For every 8 hours that this armor is submerged in water, the barnacles recover 10 hit points. The barnacles cannot regain hit points by other means.
Deep in the bubbling bowels of the subaqueous sanctum, the encrusted ones creep. Most would-be adversaries don’t see the inhabitants as living beings, let alone formidable foes, for they are entirely encumbered by crustaceans from their heads to their toes. - 🖌🎨 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 · 14 days
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✨New item!✨ Baneblade Weapon (any sword), uncommon (requires attunement)
Once on each of your turns, when you hit a creature with this magic sword you can curse it until the end of its next turn. Whenever the cursed creature makes an attack roll or a saving throw, the creature must roll a d4 and subtract the number rolled from the attack roll or saving throw. This curse has no effect on a creature under the effect of the bane spell. A remove curse spell ends this effect and grants the target immunity to the sword’s curse for 24 hours.
As the jagged, inky-black sword pierced into her side, Ofélia actually felt her life essence escaping. The sharp pain between her ribs was diminished somehow. Rather, a hollow ache spread from the wound, draining her will to fight and muddling her mind. The deathless creature advanced, its lipless grin shining in the moonlight as it cackled and stabbed wildly. Just barely did she manage to disarm the thing and flee before its shambling pursuit could catch her again.
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dungeon-strugglers · 21 days
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✨New item!✨ Bandolier of Many Knives Wondrous item, rare (requires attunement)
This leather bandolier has eight daggers sheathed in it. You have a +1 bonus to attack and damage rolls made with one of these magic daggers. A dagger removed (or thrown) from the bandolier vanishes at the end of your turn and reappears on the bandolier, unless you are wielding the dagger as a melee weapon. You can draw a dagger from the bandolier (no action required) as part of making an attack with it.
Fan of Blades. As an action while wearing the bandolier, you can throw all eight daggers at once. You must have a free hand to do so. Each creature in a 15-foot cone must make a DC 15 Dexterity saving throw. A creature takes 8d4 + 8 piercing damage on a failed save, or half as much damage on a successful one. Once this property of the bandolier has been used, it cannot be used again until the next dawn.
An engraving on the inside of the bandolier reads: “A knife for each of your problems.” - 🖌🎨 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 · 22 days
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✨New item!✨ Pilum of Plummeting Weapon (javelin), uncommon
Ethereal chains spring from anything this magical javelin hits, binding and tethering it to the ground. A creature hit by this javelin must make a DC 13 Strength saving throw, or its flying speed (if any) is reduced to 0 feet for 1 minute. An airborne creature affected by this spell safely descends at 100 feet per round until it reaches the ground or the effect ends. At the end of each of its turns, the target can repeat the saving throw, ending the effect on a success. Once the javelin hits a creature, it becomes nonmagical.
The javelin struck the dragon in its underbelly as it swooped overhead. Chains vigorously burst from the wound and snaked downwards, burying themselves in the earth. The dragon roared furiously as it lurched to a halt and began descending, like a fish on a line. Jimena hefted her battleaxe and grinned at her prey. Now that the beast and her were on the same playing field, she could really get to work. - 🖌🎨 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 · 29 days
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✨New item!✨ Hammerstrike  Weapon (maul), rare (requires attunement)
This weighty maul is cast entirely of platinum and meticulously engraved with heroic scenes from Hammond Hammerstrike I’s past. You gain a +1 to attack and damage rolls made with this magic weapon. In darkness, the head of this hammer glows a brilliant silvery light, creating bright light in a 30-foot radius and dim light for an additional 30 feet. While the hammer is glowing, the engravings on its surface animate and act out scenes of mining, exploration, and battle.
Aura of Leadership. As an action, you can hold the hammer aloft to emit a 30-foot aura of emboldening radiance. Up to 6 creatures of your choice (including yourself) within the aura gain one Leadership die each, a d8. Within the next 10 minutes, a creature can roll their Leadership die and add the number rolled to any ability check, attack roll, or saving throw it makes. Each time a Leadership die is rolled, it decreases by one size (from a d8 to a d6 to a d4). Once a d4 Leadership die is rolled, it is lost. After this property of the hammer has been used, it cannot be used again until the next dawn.
The eponymous weapon of Lord Hammond Hammerstrike, and a treasured family heirloom. Recognized far and wide as the heraldic symbol of Sheercliff and the town’s once-mighty influence over the platinum trade. Cast of pure platinum by the town’s founder, Hammond Hammerstrike I. In the hands of its rightful owner, or one of his descendants, it is a formidable weapon; enchanted to guard the wielder and crush the skulls of those who oppose the ascendancy of the Hammerstrike dynasty. - 🖌🎨 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 · 1 month
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✨New item!✨ Venomous Arrow Weapon (arrow), rarity varies
The rarity of this magic ammunition is determined by the age of the scorpula stinger affixed to its tip. An arrow with a larval stinger is uncommon, juvenile is rare, and adult is very rare. The poisonous effects of this arrow are non-magical and cannot be dispelled or canceled by an antimagic field.
Larval. A venomous arrow tipped with a larval scorpula stinger has these properties:
A creature hit by the arrow takes an extra 1d8 poison damage and must make a DC 13 Constitution saving throw or be poisoned for 1 minute. A poisoned creature can remake the save at the end of each of its turns, ending the effect on a success. Once it hits a target, the arrow is no longer magical and its venom is expended.
Juvenile. A venomous arrow tipped with a juvenile scorpula stinger has these properties:
The extra poison damage increases to 3d8.
The poison’s save DC increases to 15. A creature that fails this save by 5 or more is paralyzed until the poison ends.
Scorpula Swarm. As an action, you can cast the insect plague spell (save DC 15) from the arrow by firing it at a point within 300 feet of you. When cast in this way, the spell deals poison damage instead of piercing. The arrow is destroyed when used in this way.
Adult. A venomous arrow tipped with an adult scorpula stinger has these properties:
The extra poison damage increases to 6d8.
The poison’s save DC increases to 16 and its duration increases to 10 minutes. 
The save DC for insect plague increases to 16 and it is cast as an 8th level spell.
Sand elves of the Hamada tribe prize scorpula venom for its paralytic properties. The quickest way to subdue a trespassing caravan is with a hail of envenomed arrows, fired from shadowy canyon perches. - 🖌🎨 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 · 1 month
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✨New item!✨ Entropic Arrow Weapon (arrow), rarity varies
The rarity of this ammunition is determined by the type of gemstone embedded in its shaft. An uncommon arrow is chrysoberyl, rare is peridot, and very rare is emerald. 
Chrysoberyl. An entropic arrow embedded with chrysoberyl has these magical properties:
On a hit, this arrow deals an extra 1d8 necrotic damage to the target. If the target is a creature, its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest. Once it hits a target, the ammunition is no longer magical.
Peridot. An entropic arrow embedded with peridot has these magical properties:
The extra necrotic damage increases to 2d8.
Enervating Cone. If you speak the arrow’s command word while firing it, the arrow shatters into a 30-foot-cone of negative energy. Each creature in the area must succeed on a DC 15 Constitution saving throw or become enervated for 1 minute. An enervated creature can’t regain hit points and it has disadvantage on Strength-based attack rolls and checks. At the end of each of its turns, an enervated creature can repeat the saving throw, ending the effect on itself on a success. Conversely, undead creatures in the area are empowered by this effect, and gain advantage on attack rolls and Strength checks for 1 minute. The arrow is destroyed when used in this way.
Emerald. An entropic arrow embedded with emerald has these magical properties:
The extra necrotic damage increases to 4d8. 
A target hit by this arrow must succeed on a DC 16 Constitution saving throw or be aged a number of years equal to half the necrotic damage it took, rounded down. This aging effect can only be reversed by a wish spell.
Enervating Cone’s range increases to a 60-foot-cone and the save DC increases to 16.
Shards of negative energy can be brought into the material plane and stored within gemstones. Contact with this energy immediately saps lifeforce and draws one closer to a withering death. Beings of darkness use this power to forge weapons that surpass physical wounds and harm the soul. - 🖌🎨 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 · 1 month
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✨New item!✨ Luminous Arrow Weapon (arrow), rarity varies
The rarity of this ammunition is determined by the metal its tip is made of. An uncommon arrow is steel-tipped, rare is mithril-tipped, and very rare is adamantine-tipped. 
Steel. A luminous arrow tipped with steel has these magical properties:
On a hit, this arrow deals an extra 1d6 radiant damage to the target. The damage increases by 1d6 if the target is an undead or a fiend. An undead creature of CR 1 or lower hit by this arrow must succeed on a DC 13 Constitution saving throw or immediately die and turn to ash. Once it hits a target, the ammunition is no longer magical.
Mithril. A luminous arrow tipped with mithril has these magical properties:
The extra radiant damage increases to 2d6 for both the base and creature-type-specific instances.
The CR increases to 2 and the save DC increases to 15.
Illuminate. If you shoot the arrow straight upward, it creates a 60-foot-radius sphere of sunlight 30 feet above you for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. The arrow is destroyed when used in this way.
Adamantine. A luminous arrow tipped with adamantine has these magical properties:
The extra radiant damage increases to 3d6 for both the base and creature-type-specific instances.
The CR increases to 3 and the save DC increases to 16.
The radius of both bright and dim light for Illuminate increases to 120 feet, and the duration increases to 10 minutes.
The charred statue of Saint Cyril stands solemnly in a sunny clearing. Tumbled stone and rotten timber are all that’s left of her home, the Chapel of the Sun. Desperate people seek her in times of need. In her open marble hands, wondrous magical gifts appear to true believers. Swords to strike down the dead, potions to cure plague, and luminous arrows to bring the 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 · 2 months
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✨New item!✨ Chain Devil’s Embrace  Armor (chain mail or chain shirt), very rare (requires attunement by a lawful creature)  This mass of chains slithers with sinister sentience, threatening to constrict anyone in reach. Each chain ends in a rusty hook or wicked blade, perfect for snaring and lacerating victims. Donning the chains as a suit of armor is an unpleasantly confining experience, but the living metal adjusts to provide ample protection and mobility to its wearer. You can choose to don it as a suit of chain mail or a chain shirt. You have a +1 bonus to AC while wearing this armor.
Infernal Oath. In order to attune to this armor, you must declare an oath that will bind you together. The oath can be any goal, set of rules, or moral tenet that you choose, however it must be clearly defined and actionable. If the oath is of sufficient clarity and importance, it appears in written form and must be signed in blood before it burns away. 
Grasping Chains. The armor has 7 charges, and it regains 1d4 + 3 expended charges daily at dawn. As an action while wearing it you can expend 1 charge to shoot out hook-tipped chains to ensnare a creature that you can see within 10 feet of you. Make an attack roll against the target with a +8 bonus. On a hit, the target takes 2d6 slashing damage and, if it is Huge or smaller, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, takes 1d6 piercing damage at the start of each of its turns, and you can’t use Grasping Chains. 
Devilish Form. While wearing the armor, as a bonus action you can invoke its infernal essence for 1 minute. For the duration, you gain the following effects:
Your skin turns blood red, your eyes glow like coals, and chains writhe across your body. 
Grasping Chains’ range increases to 60 feet. It deals an extra 2d8 fire damage when it hits a target.
You are immune to fire damage.
As a reaction when a creature starts its turn within 30 feet of you and you can see one another, you can create the illusion that you look like one of the creature's departed loved ones or bitter enemies. It must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its turn. Creatures that can see through illusions are immune to this effect.
Once you’ve used Devilish Form, it cannot be used again until the next dawn.
Sentience. The Chain Devil’s Embrace is a sentient, lawful evil suit of armor with an Intelligence of 11, a Wisdom of 12, and a Charisma of 14. It has hearing and darkvision vision out to a range of 120 feet. The armor communicates telepathically to the creature attuned to it and can speak, read, and understand Infernal and Common.
A sadistic chain devil named Tyrastr lives within the Chain Devil’s Embrace. The armor yearns to inflict pain and tyranny on others. It doesn’t care what the beliefs of its wearer are, so long as they are enforced meticulously and transgressors are punished without mercy.
Curse. While wearing this armor, Tyrastr demands strict adherence to your oath. If you act contradictory to your oath or do not seize an opportunity to mercilessly pursue it, the chains constrict around you and you take 1d8 piercing damage. The damage increases by 1d8 with each subsequent transgression. If this damage reduces you to 0 hit points, you immediately die and your soul is sent to hell, where it is imprisoned by a chain devil warden.
Until your attunement to this armor ends, you have disadvantage on ability checks, attack rolls, and saving throws while wearing any other armor. A soldier kneels before you, defeated. Blood and sweat mats the hair to his face. Up close, you see he is a year or more from adulthood. The boy’s trembling rattles his armor. “The cur prostrates itself before you, make it suffer!” Tyrastr’s vile, metallic voice pierces through your mind, dripping with sadistic glee. “This one was there, watching your home burn!” Despite your commitment to destroy the Malefic Order for razing your temple, your rage falters. Killing this boy would be wrong. You turn your back and listen to his fleeing footsteps.  “Spineless worm! How will you avenge your brothers if you cannot do what is necessary!?” As these words reverberate through your skull, your chain armor constricts. Links of jagged iron bite into your flesh, reopening half-healed cuts. Blood mingles with rust. The pain is exquisite. - 🖌🎨 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 · 2 months
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✨New item!✨ Iron Mask of the Prisoner Wondrous item, rare (requires attunement)
While wearing the mask, you have advantage on saving throws to resist being charmed. 
The mask has 5 charges, and it regains 1d4 + 1 charges daily at dawn. As a reaction when a spell targets you, or you are included in a spell’s area of effect, you can spend 1 or more charges to cause the spell to have no effect on you if the spell’s level is less than or equal to the number of charges spent. If the spell’s level is greater than the charges spent, the mask fails to prevent the spell’s effect and the charges are lost.
Curse. The iron mask cannot be removed once it is donned. The mask uses its charges to block any spell that attempts to remove this curse if the spell is of a low enough level and enough charges remain. The mask’s appearance is unsettling, you have disadvantage on Charisma (Persuasion) checks while wearing it.
I wear the mask. It does not wear me. - 🖌🎨 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 · 2 months
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✨New item!✨ Hellfire Halberd Weapon (halberd), very rare (requires attunement by a creature of non-chaotic alignment)
Forged in the fires of hell and quenched in demon blood, these weapons are wielded by devils in their endless war against demons. You have a +2 bonus to attack and damage rolls made with this magic weapon. The halberd deals an extra 1d10 slashing damage to demons.
Each halberd is unique, suffused with the power of the demon whose blood boiled to create it. Roll a d8 and consult the table below to determine which demon’s properties are imbued into this halberd:
Dretch. While holding the halberd, you can use a bonus action to emit a 10-foot radius of disgusting green gas. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 16 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions. Once this property of the halberd has been used, it can’t be used again until the next dawn.
Quasit. While holding the halberd, you can use an action to cast the polymorph spell from it, targeting only yourself. When cast in this way, you can only transform into a bat, giant centipede, or toad, and you retain your Intelligence, Wisdom, and Charisma scores. The toad uses the statistics for a frog, but its swim speed is 40 feet. Once this property of the halberd has been used, it can’t be used again until the next dawn.
Vrock. While holding the halberd, you can use a bonus action to emit a horrific screech. Each creature within 20 feet of you that can hear you must succeed on a DC 16 Constitution saving throw or be stunned until the end of your next turn. Once this property of the halberd has been used, it can’t be used again until the next dawn.
Hezrou. You have resistance to cold and fire damage while the halberd is on your person. 
Glabrezu. While holding the halberd, you can use an action to cast one of the following spells from it (save DC 16): darkness, detect magic, or dispel magic. Once a spell has been cast using the halberd, that spell can't be cast from it again until the next dawn.
Nalfeshnee. While holding the halberd, you can use a bonus action to emit scintillating, multicolored light. Each creature within 15 feet of you that can see the light must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. Once this property of the halberd has been used, it can’t be used again until the next dawn.
Marilith. While holding the halberd, you can use a bonus action to magically teleport, along with any equipment you are wearing or carrying, up to 120 feet to an unoccupied space you can see. Once this property of the halberd has been used, it can’t be used again until the next dawn.
Balor. While holding the halberd, you can use a bonus action to activate a fiery aura that surrounds you for 1 minute. At the start of each of your turns for the duration, each creature within 5 feet of you takes 2d6 fire damage, and flammable objects in the aura that aren't being worn or carried ignite. Once this property of the halberd has been used, it can’t be used again until the next dawn.
If you slay one of the aforementioned demons with the halberd, you can choose to replace the halberd’s demonic property with the property that corresponds to the slain demon. This change lasts for 1d8 days before reverting. 
There’s nothing like the smell of piping hot demon blood to start your morning. - 🖌🎨 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 · 2 months
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✨New item!✨ Rallying Horn Wondrous item, rare (requires attunement by a fighter)
While the horn is on your person, you regain an extra 1d10 hit points whenever you use your Second Wind class feature.
The horn has a number of charges equal to your proficiency bonus, and it regains all expended charges daily at dawn. As a bonus action, you can expend 1 charge to blow the horn and emit a rallying call. Each creature of your choice (including yourself) within 60 feet of you that can hear you has advantage on the first attack or ability check it makes before the end of its next turn. Additionally, each chosen ally can use its reaction to either move up to its movement speed without provoking opportunity attacks, end the frightened condition on itself, or regain 1d10 hit points.
The legendary prowess of Barut warriors is due to their herd mentality. When charging into battle, they rally their forces with horns of war. Alone, a warrior may be formidable, but together they are unstoppable. - 🖌🎨 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 · 2 months
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Iron Maiden  Armor (plate), legendary (requires attunement) 
The interior of this suit of iron armor is lined with brutal spikes. Donning the armor is an excruciating procedure that binds it to your body by piercing your flesh. Your hit point maximum is reduced by a number equal to your character level. Roll a d100. If the number rolled is greater than your new hit point maximum, you immediately die and the attunement fails.
The armor suspends your lifeforce while you are imprisoned within it, and grows in power as your blood is spilled, feeding off of your agony to fuel its magic. While wearing the armor you gain the following benefits:
You have a +1 bonus to AC.
You are immune to exhaustion and the frightened condition.
Death Howl. When damage drops you to 0 hit points, you can emanate a psychic wail of agony and drop to 1 hit point instead. Each creature of your choice within 60 feet of you that can hear you must succeed on a DC 17 Wisdom saving throw or take psychic damage equal to the damage you took. Once this property has been used, it can’t be used again until the next dawn.
While wearing the armor and you have fewer than half of your maximum hit points (rounded down), you gain the following benefits:
The AC bonus increases to +2.
Bloody Vigor. Once on each of your turns, when you hit with an attack or deal damage with a spell, you can deal an extra 2d8 damage to one of the targets. If the target is a creature, you gain temporary hit points equal to the extra damage dealt.
While wearing the armor and you have fewer than one quarter of your maximum hit points (rounded down), you gain the following benefits:
The AC bonus increases to +3.
The extra damage from Bloody Vigor increases to 4d8.
Curse. The armor cannot be removed unless this curse is broken via the remove curse or wish spell. If the armor is removed, the magic that sustained your mangled body ends. You immediately drop to 0 hit points and you have disadvantage on death saving throws for the next 1d6 days.
For the Knights of The Crimson Tears, being elected Warden is no privilege. It is a duty-bound service on their honor that, one day, they may be called upon to don the Iron Maiden. If duty calls for the Warden to fulfill their agonizing promise, no evil may escape once the armor weeps for its wielder. - 🖌🎨 Like our work? Consider supporting us on Patreon and gain access to the hi-resolution art for almost 200 magic items (wow!), 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 · 2 months
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✨New item!✨ Grimeblade           Weapon (shortsword), very rare (requires attunement)        
The surface of this shortsword is coated in a disgusting layer of unidentified scum that jiggles, bubbles and oozes. When you hit with an attack using this magic sword, the target takes an extra 1d8 poison damage. In addition, while the sword is on your person, you are immune to disease. 
The sword has 6 charges, and it regains 1d4 + 2 expended charges daily at dawn. As an action while wielding the sword, you can expend 1 charge to cast the stinking cloud spell (DC 16) from it. When you hit a creature with this weapon, you can expend 2 charges to infect it with a disease. The creature must succeed on a DC 16 Constitution saving throw or suffer the effects of the contagion spell (DC 16) as if it was hit by the spell attack. A creature that succeeds on the initial saving throw is immune to this effect for 24 hours.
The stench wafting off of this foul weapon is enough to raise the dead. Luckily you’ve gotten used to it, but your companions keep a distance. - 🖌🎨 Like our work? Consider supporting us on Patreon and gain access to the hi-resolution art for almost 200 magic items (wow!), 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 · 3 months
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✨New item!✨ Hemomancer’s Blade  Weapon (dagger), uncommon (requires attunement) 
This razor-sharp dagger is the main tool of the hemomancer, with a hollow handle able to store and preserve blood for spellcraft. As an action while holding the dagger, you can spend a number of hit dice equal to your proficiency bonus and store them in the blade. When performing hemomancy, you can roll one or more stored hit dice to subtract the rolled number from the damage you take due to blood loss. Stored hit dice cannot be used to restore hit points. Once a stored hit die is rolled, it is spent.
You have a +1 bonus to attack and damage rolls made with any hemomantic weapon or ammunition that you craft while wielding this dagger, unless the item is already getting a bonus from elsewhere.
Additionally, you can use the dagger as a spellcasting focus. While using the dagger to cast a spell of 1st level or higher that deals damage, you can roll one or more stored hit dice and deal extra damage equal to the number rolled to a single creature targeted by the spell. Once this property has been used, it cannot be used again until you complete a long rest. - 🖌🎨 Like our work? Consider supporting us on Patreon and gain access to the hi-resolution art for almost 200 magic items (wow!), 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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