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Hey heroes! Let's make an item you'd find in a Thieves Guild!

These are loose item ideas using on the suggestions from yesterday's direction poll. Some of these may have had their ideas adjusted or combined with other like-minded suggestions. The final product may or may not use the original wording, so these are the core of the items' functionality and flavor.

Ideas

Ring-a-Round — [Potentially called the Skeleton Ring or Ringmaster] A magical silver ring with 5 black gems. You can make the ring's appearance change to match that of a ring you can see within range (without any magical properties), and store the appearance for later.

Swindler's Sai — A magical dagger that uses charges to send controlled shocks through something it touches. When you hit with an attack, you can expend a charge to force the target to make a saving throw or drop an item of your choice as its muscles spasm.

Flashpowder Caps — A set of capsules that come in sets of 3. When you're attacked, you can use a reaction to throw one of the caps at the ground and create a blinding flash of light. The attacker must succeed on a DC 10 save or have disadvantage on the attack roll.

Glass Carver — A dagger that can seamlessly cut through glass. You can spend 1 minute with it carefully cutting through a sheet of glass to make an opening up to 1 foot across. You can use it to cast mending on the same area, hiding any incision in the glass it made.

Satchel of Mistbombs — [Formerly Smoke Bombs] A bag of several mistbombs. You can use an action to detonate one that you're holding and release a cloud of obscuring mist that lasts for 1d4 rounds, teleport up to 30 feet away, and leave a scattering of caltrops behind you. When you do, you're invisible until the end of your next turn or until you attack or cast a spell.

Thanks for the suggestions! Let's make something fun this week!

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