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• #123 Apr 15, 2021


plopped123
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BLAST

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• #124 Apr 17, 2021
DungeonStrugglers
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Bartholomew’s Riding Boots 
Wondrous item, uncommon 

These rugged boots are adorned with golden spurs. 

While you are mounted and wearing the boots, you can activate them as a bonus action to triple your
mount’s movement speed for 1 hour. If the mount is unwilling, the effect fails. You can end the effect
early with a bonus action, or by dismounting. When this effect ends, the mount gains two levels of
exhaustion. This property of the boots cannot be used again until the next dawn. 

Bartholomew stepped out into the thoroughfare and watched a lone tumbleweed roll by. Not a single
soul, other than his trusty steed, could be seen for miles. Another empty town... he had been too late.
He quickly mounted up and muttered an apology to his lone companion, for if they were to make it
ahead of this thing, they would have to ride hard.

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• #125 Apr 19, 2021


DungeonStrugglers
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Prismatic Lenses
Wondrous item, legendary (requires attunement by a spellcaster)

The lenses of these spectacles magically shift from color to color.

As a bonus action while wearing these spectacles, you can change the active lenses to red, orange,
yellow, green, blue, or purple. When you cast a spell of 1st level or higher that deals acid, cold, fire,
lightning, poison, or psychic damage, the damage type is changed to one of the following types based
on the active lens color: red: fire, orange: acid, yellow: lightning, green: poison, blue: cold, purple:
psychic.

Additionally, you gain a passive trait depending on the active lens as well:
Red. Each time you hit a creature with a spell that deals fire damage, you can deal 1d12 extra fire
damage to one of the targeted creatures.
Orange. Each time you hit a creature with a spell that deals acid damage, you can impose a -2 penalty
to the AC of one of the targeted creatures. This penalty does not stack with itself and it lasts until the
creature takes a long rest or you impose this effect on another creature.
Yellow. Your movement speed increases by 20 feet and your jumping distance is doubled.
Green. You have advantage on Constitution saving throws.
Blue. Ice collates around you; your AC increases by 2.
Purple. As an action you can touch a willing creature to inhabit its mental space. While occupying
their mind, your body disappears and you cannot be targeted by attacks or spells. Creatures with
telepathy, or the ability to detect thoughts may know of your presence. If the creature whose mind
you occupy takes psychic damage, you take it as well. The host creature has advantage on saving
throws to resist being charmed while you are occupying their mind. You can communicate
telepathically with the host creature, and you perceive the world using their senses. The only action
you can take while in this state is to end the effect and reconstitute yourself in an unoccupied space
within 5 feet of the creature. If you are knocked unconscious or the host dies, the effect ends and you
reconstitute in an unoccupied space within 5 feet of the creature.

Looking down from their opalescent throne, the president of the Prismatic Parliament peers through
color-changing lenses; always ready to change their stance and exploit the weakness of an enemy.

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• #126 Apr 20, 2021


Dragon_Heir
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Quote from DungeonStrugglers >>
Prismatic Lenses
Wondrous item, legendary (requires attunement by a spellcaster)

The lenses of these spectacles magically shift from color to color.

As a bonus action while wearing these spectacles, you can change the active lenses to red,
orange, yellow, green, blue, or purple. When you cast a spell of 1st level or higher that
deals acid, cold, fire, lightning, poison, or psychic damage, the damage type is changed to
one of the following types based on the active lens color: red: fire, orange: acid, yellow:
lightning, green: poison, blue: cold, purple: psychic.

Additionally, you gain a passive trait depending on the active lens as well:
Red. Each time you hit a creature with a spell that deals fire damage, you can deal 1d12
extra fire damage to one of the targeted creatures.
Orange. Each time you hit a creature with a spell that deals acid damage, you can impose
a -2 penalty to the AC of one of the targeted creatures. This penalty does not stack with
itself and it lasts until the creature takes a long rest or you impose this effect on another
creature.
Yellow. Your movement speed increases by 20 feet and your jumping distance is doubled.

Green. You have advantage on Constitution saving throws.


Blue. Ice collates around you; your AC increases by 2.
Purple. As an action you can touch a willing creature to inhabit its mental space. While
occupying their mind, your body disappears and you cannot be targeted by attacks or
spells. Creatures with telepathy, or the ability to detect thoughts may know of your
presence. If the creature whose mind you occupy takes psychic damage, you take it as
well. The host creature has advantage on saving throws to resist being charmed while you
are occupying their mind. You can communicate telepathically with the host creature, and
you perceive the world using their senses. The only action you can take while in this state
is to end the effect and reconstitute yourself in an unoccupied space within 5 feet of the
creature. If you are knocked unconscious or the host dies, the effect ends and you
reconstitute in an unoccupied space within 5 feet of the creature.

Looking down from their opalescent throne, the president of the Prismatic Parliament
peers through color-changing lenses; always ready to change their stance and exploit the
weakness of an enemy.

 And the seventh lens, sunglasses!

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Pronouns: he/him/his.

My posting scheduled is irregular: sometimes I can post twice a week, sometimes twice a day. I may
also respond to quick questions, but ignore harder responses in favor of time.  

My location is where my character for my home game is (we were playing Tales from the Wandering
Portal, but the one week I missed a session, we TPKed. Now we're doing the wild beyond the
witchlight). 

"The Doomvault... Probably full of unicorns and rainbows." -An imaginary quote

• #127 Apr 23, 2021


DungeonStrugglers
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Silver Tongue
Weapon (dagger), rare (requires attunement)

This silver-bladed dagger gleams brilliantly in the light and never seems to dull or dirty.

This dagger has 5 charges, which it regains daily at dawn. As a bonus action while wielding this
dagger, you can expend 1 charge to grant yourself advantage on the first Charisma check you make
within the next minute.

As a reaction, while you are speaking to another creature, you can expend 2 charges to reshape the
memories of listeners in your immediate area, so that each creature of your choice within 10 feet of
you forgets everything you said within the last 6 seconds. Those creatures then remember that you
actually said the words you speak immediately after taking this reaction.

Amplified. This dagger is a piece of the Highway Hustlers set. If you attune to another Highway
Hustlers set piece while attuned to this dagger, it gains the following attributes:

• One other set piece: You have a +1 bonus to attack and damage rolls made with this magic
weapon.
• Two other set pieces: When you take the Disengage action, you can expend 2 charges to cast
the calm emotions spell (DC 15) from the dagger, targeting each creature of your choice
within 10 feet of you.

The glint of the blade in her hand helped the words slide into his ear. She was speaking reason, it
would be easier to just hand over the carriage, he was pretty tired of this job anyway.

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• #128 Apr 23, 2021


NormanV
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Quote from DungeonStrugglers >>
Silver Tongue
Weapon (dagger), rare (requires attunement)

This silver-bladed dagger gleams brilliantly in the light and never seems to dull or dirty.

This dagger has 5 charges, which it regains daily at dawn. As a bonus action while
wielding this dagger, you can expend 1 charge to grant yourself advantage on the first
Charisma check you make within the next minute.

As a reaction, while you are speaking to another creature, you can expend 2 charges to
reshape the memories of listeners in your immediate area, so that each creature of your
choice within 10 feet of you forgets everything you said within the last 6 seconds. Those
creatures then remember that you actually said the words you speak immediately after
taking this reaction.

Amplified. This dagger is a piece of the Highway Hustlers set. If you attune to another
Highway Hustlers set piece while attuned to this dagger, it gains the following attributes:

• One other set piece: You have a +1 bonus to attack and damage rolls made with
this magic weapon.
• Two other set pieces: When you take the Disengage action, you can expend 2
charges to cast the calm emotions spell (DC 15) from the dagger, targeting each
creature of your choice within 10 feet of you.

The glint of the blade in her hand helped the words slide into his ear. She was speaking
reason, it would be easier to just hand over the carriage, he was pretty tired of this job
anyway.

 Wow, that's cool. Description liked

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• #129 Apr 24, 2021
DungeonStrugglers
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Gambler’s Gambeson
Armor (padded), rare (requires attunement)

You have proficiency with all gaming sets while wearing this armor.

As a reaction, when a hostile creature makes an attack against you but before they roll, you can
choose to lower your AC by 4 for that attack. If the attack misses, you regain a number of hit points
equal to half the damage that the attack would have dealt. If the attack hits, you can’t use this property
again until the next dawn.

Amplified. This armor is a piece of the Highway Hustlers set. If you attune to another Highway
Hustlers set piece while attuned to this armor, it gains the following attributes:

• One other set piece: You have a +1 bonus to AC while wearing this armor.
• Two other set pieces: When you take the reaction granted by this armor, you can choose to
double your ante and lower your AC by 8 instead of 4. If the attack misses, you regain a
number of hit points equal to the full damage that the attack would have dealt. Once this
property is used, you can’t double down again until the next dawn.

Dilroy was always willing to stake his life on a gamble. Even when he was down, all he needed was a
single opportunity to present itself and he’d be back in the game.

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• #130 Apr 25, 2021


wizardnem
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Love these!!

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• #131 Apr 26, 2021
DungeonStrugglers
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Smuggler’s Ring
Ring, rare (requires attunement)

This ring bears the insignia of your smuggling network, which is only visible to someone that is also
wearing a smuggler’s ring. To everyone else, it appears to be a plain silver band.

This ring has 3 charges, which it regains daily at dawn. As an action while wearing this ring you can
expend 1 charge to touch an object and choose to make it invisible or change its appearance. An
object that fits within a 1 x 1 foot cube can be concealed in this way for up to 1 hour, an object that
fits within a 5 x 5 foot cube can be concealed for up to 10 minutes, and an object that fits within a 10
x 10 foot cube can be concealed for up to 1 minute. You can choose to end the concealment with a
bonus action, and it ends early if you use this ring to conceal another object or if you end your
attunement to this ring. A creature can discern the true nature of an object whose appearance has been
altered if it physically interacts with the object or if it uses its action to visually examine the object
and succeeds on a DC 15 Intelligence (Investigation) check.

Amplified. This ring is a piece of the Highway Hustlers set. If you attune to another Highway
Hustlers set piece while attuned to this ring, it gains the following attributes:

• One other set piece: As a bonus action while wearing this ring you can expend 1 or more
charges to produce illusory documents (such as a forged writ of authenticity, declaration of
contents, permit of passage, etc.) or a bribe of up to 500 gp (in a purse of coins, gems, etc.) in
your empty ring hand. The illusory object looks, feels and sounds indistinguishable from the
real thing. A creature that uses its action to examine the object can determine that it is an
illusion with a successful DC 15 Intelligence (Investigation) check. An illusory object lasts for
10 minutes for each expended charge or until you dismiss it with a bonus action.
• Two other set pieces: The concealment times increase to 8 hours for a 1 x 1 foot cube, 1 hour
for a 5 x 5 foot cube, and 10 minutes for a 10 x 10 foot cube. Additionally, the saving throw
DC for the magical effects of the ring increases to 16.

Tiburón smiled widely and gestured his hand towards his cart “As you can see, we’re carting 6 casks
of his majesty’s finest mead.” The guard looked bored, but like he might start trouble just to spice up
his day. “I’ll need to see documentation.”
Tiburón’s smile widened even further “But of course!” and in his hand a small stack of very official
looking papers appeared. The guard handled them for a second, furrowed his brow meaningfully,
grunted, and handed them back, seemingly satisfied. If he could read, he would have been delighted
by a rousing tale about a nosey town guard who falls into an outhouse and drowns in poo. Instead he
waved Tiburón through the gate “Move along.”
Tiburón made it 20 feet past the guard before his casks suddenly looked much more like a massive
bundle of bunkweed, but the guard’s eyes had glazed over with boredom again as he stared on, none
the wiser.

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• #132 Apr 30, 2021


DungeonStrugglers
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Pantaloons of Possibility
Wondrous item, rare (requires attunement)

These magical pantaloons have 7 charges. Once per turn, while wearing the pantaloons, you can
expend 1 charge to do one of the following abilities:

• While attempting to Hide, you can add 1d10 to the Dexterity (Stealth) check. If you roll a 10,
you become invisible for 1 minute. The invisibility ends early if you attack or cast a spell. If
you roll a 1, the pantaloons make a loud ripping sound that can be heard up to 100 feet away.
• While making a long or high jump, your jump distance is increased by 1d12 feet. The extra
jump distance only costs 1 foot of movement. If you roll a 12, your jump distance is increased
by an additional 12 feet. If you roll a 1, your total jump distance is reduced to 1 foot.
• While taking the Dash action, your walking speed is increased by 1d20 + 5 feet during this
dash. If you roll a 20, your movement speed is increased by an additional 25 feet. If you roll a
1, you fall prone after you complete your dash.

The pantaloons regain 1d6+1 charges daily at dawn. If you roll a 6, the pantaloons gain an additional
7 charges (for a total of 14) until the next dawn. If you roll a 1, the pantaloons regain 0 charges.

Amplified. These pantaloons are a piece of the Highway Hustlers set. If you attune to another
Highway Hustlers set piece while attuned to these pantaloons, they gain the following attributes:

• One other set piece: You can expend 1 charge as a reaction when you fall to reduce any falling
damage you take by an amount equal to five times 1d8. If you roll an 8, you take no falling
damage. If you roll a 1 and you take falling damage, you’re stunned until the end of your next
turn.
• Two other set pieces: As an action, you can expend 1 charge to inflate the pantaloons,
allowing you to float on the surface of liquid. If you inflate the pantaloons while submerged in
a liquid, you are carried to the surface of the liquid at a rate of 60 feet per round. The
pantaloons can be deflated as a bonus action or if you are subjected to piercing damage.

Dilroy’s pantaloons were full of tricks, but finicky. Entirely unreliable, he never knew what to expect.
Would he just barely make the jump across the alleyway, or overshoot it by 20 feet? And if he fell,
would he float safely to the ground, or break his legs? Only one way to find out!

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• #133 May 1, 2021


DungeonStrugglers
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Oil of Weightlessness 
Potion, rare 

This glass jar, 3 inches in diameter, contains 1d4 + 1 applications of a cloudy oil that sparkles with
tiny golden bubbles. The jar weighs ¼ pound and the contents are weightless. 

One application of oil can be used to coat a single weapon or one Small or smaller object or creature.
Two applications of oil can be used to coat a suit of armor or one Medium object or creature.
Applying the oil takes 1 minute for each application used. For 24 hours, a coated object or creature
has the following properties: 

• Its weight is quartered.


• It can be thrown twice as far.
• A coated weapon gains the light and finesse properties or, if applied to a heavy weapon, it
loses the heavy property instead.
• A coated suit of armor no longer imposes disadvantage on Dexterity (Stealth) checks or has a
Strength requirement.
• A coated creature can jump twice as far, has resistance to falling damage and has disadvantage
on checks or saves to resist being moved against its will. 

The adventuring party slathered their dwarven fighter in oil and actually threw him across the chasm
and into the fray. Strom “Thunder” Downunder gleefully bellowed “SURPRISE!” as he sailed
through the air with his dual battleaxes.

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• #134 May 1, 2021


plopped123
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Ha!

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• #135 May 6, 2021
DungeonStrugglers
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Breastplate of the Golden Retriever
Armor (breastplate), very rare (requires attunement)

You have a +1 bonus to AC and advantage on saving throws to resist being frightened while wearing
this armor. 

This armor has 3 charges, which it regains daily at dawn. As an action, you can expend 1 charge to
cast the warding bond spell or 2 charges to cast the faithful hound spell from the armor without
requiring material components. When warding bond is cast in this way, a spectral golden retriever
appears next to the creature you are bonded with and follows it dutifully. The golden retriever is
incorporeal and it can shed bright light in a 20-foot radius and dim light for an additional 20 feet upon
the bonded creature’s request (no action required).
---
This item was crafted in collaboration with KibblesTasty for their Compendium of Craft and
Creation! Head over to Kickstarter to learn more about the
book: https://www.kickstarter.com/projects/kibblestasty/kibbles-compendium-of-craft-and-creation

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• #136 May 7, 2021
DungeonStrugglers
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X-Ray Gum
Wondrous item, uncommon

Inside of this small dispenser are 1d4+2 sticks of gray, horehound-flavored chewing gum.

As an action you can start to chew a stick of gum. While chewing the gum you can see into and
through solid matter for up to 1 minute, at which point the gum loses its flavor. This vision has a
radius of 30 feet. To you, solid objects within that radius appear transparent and don't prevent light
from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up
to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.

As an action before the flavor fades, you can blow a bubble and stick the bubble to a solid surface.
The bubble allows creatures to see through a 6 inch diameter circle on the surface it is stuck to as if
they are under the effect of this gum. The bubble lasts until the flavor fades and then it deflates and is
destroyed.

Uriel stopped “Ah, there he is” and she pulled a wad of faintly glowing gray gum from her mouth,
offering it to her companion. He stared at her offering in disgust “Absolutely not.” She rolled her
eyes and shoved it back into her gob before blowing a large bubble, extracting it, and sticking it to
the wall. The two of them could now see into the room, as if she had opened a one-way porthole. In
the room were two men, one tied to a chair and the other gleefully poring over a desk bestrewn with
vile torturing implements. “Quickly now!” she hissed. Her companion fumbled with a component
pouch and whispered something that sounded like a bad joke into a crack in the wall. Suddenly the
torturer doubled over and fell to the ground, cackling hysterically. With a resounding crack, audible
over the torturer’s hideous laughter, Uriel kicked the door down and rushed into the room. Her
husband was unconscious, so she lifted him chair and all, before spinning around and bellowing
“Let’s get out of here!”

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• #137 May 10, 2021


DungeonStrugglers
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Yves’ Thieves’ Tools
Wondrous item, uncommon (requires attunement)

You have a +1 bonus to ability checks using these thieves’ tools. As an action you can hold these
tools up to a door to hear through it, as long as it’s no thicker than 1 foot, alerting you to the location
of any creatures within 20 feet of the door. If you set off a trap while using these tools to pick a lock,
you have advantage on any saving throws to resist the trap.

Yves ran the thieves guild supply store. He probably made more money selling thieving equipment to
the thieves than the thieves did from thieving!

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• #138 May 10, 2021


EpicArcxxz
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these are amazing

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PINEAPPLE

• #139 May 11, 2021


Wardrickthepladin
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I find the Dagger of stabbing very funny

 
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• #140 May 11, 2021
Sweetface
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Quote from Wardrickthepladin >>

I find the Dagger of stabbing very funny

 
Lol the curse on this one is so gleefully horrible.

Last edited by Sweetface: May 11, 2021


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• #141 May 11, 2021
DungeonStrugglers
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Quote from EpicArcxxz >>

these are amazing

 
Thank you!!

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• #142 May 11, 2021
Wardrickthepladin
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true

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