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#colorful cnidarian charm
montereybayaquarium · 4 months
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Sending everyone some totally tubular anemone sunshine this wintery Monday🌞💛
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Druid Week: New Magic Items
Bone of the Dunes
Wondrous Item, Uncommon, Requires attunement by a druid
A Giant Snake bone carved with runes written in druidic. When thrown using an action, it turns a 15 ft. radius of dirt or sand into quicksand where it lands. The area becomes difficult terrain and creatures who start their turn in the area must make a DC 13 DEX saving throw or start to sink. Sinking creatures are restrained and must make a DC 14 STR saving throw at the start of each round or sink deeper, increasing the DC by 2 each round. A creature that fails a DC 20 STR save in this way is completely submerged, cannot escape (except with help from an external source or magic) and starts to suffocate. The bone is consumed after use.
Bone of the Jungle
Wondrous Item, Rare, Requires attunement by a druid
A Girallon bone carved with runes written in druidic. When thrown using an action, it creates an x-shaped series of walls made of thorny vines which sprout from the place where it landed. Each arm of the “x” shape is 25 ft. long, 20 ft. tall, 5 ft. thick, and 90 degrees from another arm (you can choose whether to make the arms of the X on the diagonals or straights of the grid). Creatures in the area of the vines must make a DC 15 DEX saving throw or take 8d6 piercing damage. Creatures that succeed at their saving throw take half as much damage. Creatures that wish to pass through any of the thorny barriers must deal 35 damage to a 5-ft. section of the wall with a slashing weapon or with fire or cold damage. Creatures that attack the wall unarmed or creatures that come in physical contact with the walls take 4d6 piercing damage. The bone is consumed after use.
Bone of the Volcano
Wondrous Item, Very Rare, Requires attunement by a druid
A Red Dragon bone carved with runes written in druidic. When thrown using an action, it turns a 10 ft. radius area of stone into molten rock. Creatures in the area must make a DC 18 DEX saving throw to jump out of the way. Creatures that fail their save take 10d10 fire damage at the start of their next turn. The area becomes difficult terrain and any creature that ends their turn within the area starts to sink and becomes restrained. A creature can escape using their upper body strength or help from an external source if they make a STR saving throw DC 20. If a restrained creature ends another turn in the lava they become submerged and take 18d10 fire damage each round and cannot be saved except by magical means. The lava reverts to stone after 1 hour. The bone is consumed after use.
Chime of the Plains
Wondrous Item, Uncommon, Requires attunement by a druid
A hollow bamboo chime. Once per day, you can ring this haunting chime by banging it against any hard object as an action. When you do, a breeze buffets the ground in a 40 ft. radius area that you designate. Any grass in that area stiffens and lengthens to about 2 ft. as the breeze passes over. Each blade of grass becomes rigid and as hard as steel, becoming a literal blade of grass. The area is treated as difficult terrain and deals 2d8 damage to creatures passing through it or beginning their turn in it, or half as much if they succeed at a DEX saving throw (DC 14). A creature that falls prone or falls from a height onto the grass automatically takes 2d8 damage without a saving throw. The grass remains in this state for 1 hour.
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image source: link.
Cnidarian Flail
Staff, Very Rare, Requires attunement by a druid
//Like the above picture, but y’know, on a stick.
This flail feels and is wielded more like a quarterstaff as it essentially looks like a decorated staff with a luminous blue jellyfish mounted on one end. Its four tentacles are 10 feet long when active and flow gracefully in the air as if through water. Each tentacle is tipped with a neon orange bead. The druid can wield the Cnidarian Flail like a +1 quarterstaff that deals an additional 1d4 poison damage with each hit. Once per short rest, the druid can speak a command word and extend its reach to 15 ft. as the tentacles grow in length and make a single attack against a creature within range. A creature hit by the tentacles takes 3d4 poison damage and must make a DC 13 CON saving throw or become paralyzed for 1d3 rounds. Regardless of whether the save succeeded or not, the creature becomes poisoned for 1 minute afterward and is wracked with excruciating pain.
Diamondback Club
Club, Rare, Requires attunement by a druid
This +1 wooden club has a hollow cage of coiling, carved wood on its head that is filled with seeds. It makes a menacing rattling noise like that of a rattlesnake. Once per day, you may activate the club using an action and speaking a command word to conjure an illusory giant poisonous snake to appear coiling around you ready to strike. All creatures within 15 ft. of you and can see and hear you must make a DC 13 WIS saving throw or become frightened until your next turn.
Earring of Kinship
Wondrous Item, Uncommon, Requires attunement by a druid
A simple loop of carved antler. You can understand the speech of animals of a specific animal class (amphibians, reptiles, fishes, mammals, arthropods, birds) but they cannot understand you without a successful DC 15 Animal Handling check.
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Faerie Statuette
Wondrous Item, Uncommon, Requires attunement by a druid
A tiny stone statue of a faerie. Once per day using an action, you may use it to summon a faerie from a Medium or smaller item that was created more than 5 years ago. The faerie can take on many forms and has sentience of its own, but if coerced it will answer one question about the item it was inside of. Sometimes it will ask something of the druid like an offering of gold or food or an herb. The statue can only be used once on a particular item.
Fetish of Insect Command
Wondrous Item, Uncommon, Requires attunement by a druid
//Think of this like a “Mage Hand” spell for druids, with restrictions.
With a wave of this fetish of preserved bits of flesh, blackened bones, insect nests, and a central disk of chitin with symbols painted upon it, you can command nearby insects to aid you using an action. The insects swarm into a thick mass that can carry objects weighing 5 lbs. or less up to 5 ft. off of the ground at a speed of 5 ft. per round. The insects can be any of your choice or any the DM deems appropriate to the current environment. Flying insects can pass over obstacles on the floor, but crawling ones are halted by dangerous floor obstacles like lava or acid, but they will link together to float over water. All insects are stopped by wall-like obstacles and cannot carry the object up walls. The insects do not attack for you. You may use this item at will.
Grung Poison Dart
Wondrous Item, Uncommon
A single dart infused with magically preserved Grung (Volo’s Guide p. 156) poison. Creatures hit by a Grung Poison Dart must make a DC 12 CON saving throw or become poisoned for 1 minute. Depending on the color of grung it came from, it has an additional effect:
Green: The poisoned creature can’t move except to climb or make standing jumps. If the creature is flying, it can’t take any actions or reactions unless it lands.
Blue: The poisoned creature must shout loudly or otherwise make a loud noise at the start and end of its turn.
Purple: The poisoned creature feels a desperate need to soak itself in liquid or mud. It can’t take actions or move except to do so or to reach a body off liquid or mud.
Red: The poisoned creature must use its action to eat if food is within reach.
Orange: The poisoned creature is frightened of its allies.
Gold: The poisoned creature is charmed and can speak Grung.
Headdress of the Wildmind
Wondrous Item, Uncommon, Requires attunement
This headdress is made of bright feathers, furs, colored beads, and a central skull of a big cat. Creatures attempting to read the mind of the wearer or attempting to deal psychic damage to the wearer must make a DC 15 CHA saving throw or take 3d8 psychic damage. If the creature succeeds at their saving throw, they take half of this damage instead.
Mask of the Beast
Wondrous Item, Rare, Requires attunement by a druid
//For balance, don’t let a druid have both this AND a “Sylvan Boon” Tattoo. However, this is a good option if you want a druid to be powerful, but only in a certain form so you can have better control as a DM.
A wooden carved mask of a specific beast creature eligible for a druid to Wild Shape into. The mask grants +1 to attack and damage rolls while in the form of that specific beast. More powerful versions of these masks exist but are more rare, with a Very Rare mask granting a +2 bonus, and a Legendary mask granting a +3 bonus.
Monstrous Mask
Wondrous Item, Variable Rarity, Requires attunement by a druid
A painted leather mask that looks like a crude version of a monster or humanoid race. A druid wearing the mask can expend a Wild Shape use to change into the specific Monstrosity or Humanoid that the mask portrays. You remain in this form for the duration of your Wild Shape. It transforms into a unique character or monster so you cannot use it to disguise yourself as a particular character. For instance, you can transform into a Kobold with a Kobold Mask but not into Snerk, the Kobold Chieftain. It can certainly aid in a disguise, however. A Rare mask can transform into a Monstrosity or Humanoid of CR 2 or less. A Very Rare mask can transform into a Monstrosity or Humanoid with CR of 3 or 4. A Legendary mask can transform into a Monstrosity or Humanoid of CR 5 or 6.
Rod of Vine Command
Wondrous Item, Rare, Requires attunement by a druid
A dark brown rod with undulating knot designs running up and down its haft. The rod holds 8 charges and recovers 1d8 charges each morning at dawn. The charges can be spent using an action to perform different abilities:
1 Charge: Vine Growth. A 30 ft. long vine grows on a tree or wall up to 60 ft. away. The vine can be climbed with a DC 12 Athletics check.
1 Charge: Vine Whip. A vine within 60 ft. of you animates and attacks a creature within 10 ft. of it. The vine uses your spell attack modifier for its attack and deals 1d8+your WIS modifier bludgeoning damage on hit.
2 Charges: Restrain. A vine within 60 ft. of you animates and attempts to restrain a Medium or smaller creature within 10 ft. of it. The creature must make a DC 14 DEX or STR saving throw or become restrained. The creature can attempt the save at the start of each of their turns to try and free themselves.
2 Charges: Toss. A vine within 60 ft. of you animates and attempts to grab and throw a Medium or smaller creature within 10 ft. of it. The creature may make a DC 15 DEX or STR saving throw to avoid the vine. On a failed save, the creature is thrown 20 ft. away in a direction of your choice and takes 3d8 bludgeoning damage.
Shield of Camouflage
Shield, Uncommon, Requires attunement
This shield is made primarily of various woods with a wooden relief of a dragon’s roaring face upon it. It can be used to fool beasts into thinking you are a bigger beast than they are or a harmless friendly creature. Once per day using an action, you may hold the shield before you to take on the appearance of either a large menacing animal or a friendly animal. Only beasts and creatures with an INT score of 6 or less can be affected by the shield, and must make a DC 12 CHA saving throw to discover that the effect is an illusion if they interact with the image. The illusory appearance is front-facing and walking to either side of the shield reveals the illusion as well.
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image credit: Jesper Esjing
Sylvan Tattoos
Wondrous Item, Variable Rarity, Requires attunement by a druid
These tattoos appear on druids rewarded by the fey, the gods, or by archdruids. They are entirely magical their powers can’t be replicated by simply copying the tattoos on someone else. If a creature receives a new Sylvan Tattoo when they already have one, the old one disappears. The tattoos’ powers only function while in Wild Shape and appear as fur, scale, feather, or skin patterns on the animal.
Minor Sylvan Boon: Rare, +1 attack and damage while in Wild Shape.
Sylvan Boon: Very Rare, +2 attack and damage while in Wild Shape.
Major Sylvan Boon: Legendary, +3 attack and damage while in Wild Shape.
Boon of the Mire: Rare, +1d4 acid damage while in Wild Shape.
Boon of the Dunes: Rare, +1d4 fire damage while in Wild Shape.
Boon of the Tundra: Rare, +1d4 cold damage while in Wild Shape.
Boon of the Storms: Rare, +1d4 lightning damage while in Wild Shape.
Ironbark Boon: Uncommon, +1 AC while in Wild Shape.
Boon of the Jungle: Uncommon, Advantage on Stealth checks while in Wild Shape.
Boon of Light: Common, Your markings glow while in Wild Shape, shedding bright light in a 20 ft. radius centered on you.
Talisman of Beast Summoning
Wondrous Item, Very Rare, Requires attunement by a druid
This small stone is carved with a druidic rune that refers to a specific animal. Once per day, it summons a specific beast (chosen at the time of the item’s creation) of CR 6 or lower using an action. The beast serves as either a guardian, scout, or mount for the druid, following their mental commands unerringly. If slain, the beast disappears and cannot be summoned again for a week. The beast disappears on its own after 1 hour or when dismissed by the druid.
Viper Pilum
Javelin, Rare, Requires attunement
This wavy +1 javelin has a striking serpent head where its point would be. When thrown, regardless of whether it hits or misses its intended target, the javelin turns into a Poisonous Snake where it lands. It makes an attack against the intended target immediately after it is thrown. If the attuned creature hit with the initial javelin attack, the snake automatically hits with its initial attack as well. The snake obeys the verbal commands of the attuned creature for up to 1 minute before transforming again into a javelin. If the snake is destroyed, it reverts back into its javelin form and can’t be used again until you complete a long rest. The javelin can only be used in this way once every short rest.
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