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Nimble TTRPG
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Attacks daze on crit.

Attacks daze on crit.
- •Crossbow.
(Range: 8) 4d4+2.
- •Dagger (2x).1d4+2.
Made by SanityWithIn for Monster Monday Week 26: Island.
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+2 Armor while wielding.
Ice Spells are cast augmented +1.
Cast 1/encounter:
Misty Step — Range: 6. Teleport instantly within range. Reaction: When attacked, Defend for free and teleport after damage is dealt.
OR:
Frost Shield — Tier 1, 1 Action, Self Reaction: When attacked, Gain 2×KEY temp HP and Defend for free. The ice melts and these temp HP are lost at the start of your next turn.
A matched pair of salvaged combat gloves — knuckles plated with welded bolt heads and riveted brass, each one concealing a short, recessed shiv along the inner forearm. Built in an improvised workshop. Tested on something that didn't survive.
While worn, your unarmed strikes deal 1d4+STR bludgeoning damage. Shiv: Extend or retract the shiv as a free action. While extended, your unarmed strikes deal piercing damage instead of bludgeoning. (Piercing attacks ignore Medium Armor.) Haymaker: (1/encounter) When you hit with an unarmed strike, step up the damage die by one size for that attack. (1d4 → 1d6, 1d6 → 1d8, etc.)
1d8+STR bludgeoning. Thrown 8, Returning.
The bigger they are: Advantage against huge and larger monsters.
Thundercharge: Spend 1 charge and 3 actions to cast Ride the Lightning.
Recharge: Best a giant in combat.