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Nimble TTRPG
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Appear as normal plants. Roll naturecraft to spot them. If they attack you while veiled, make an INT save (DC5+lvl of highest present fey). On fail you can't tell any of them apart.
Appear as normal plants. Roll naturecraft to spot them. If they attack you while veiled, make an INT save (DC5+lvl of highest present fey). On fail you can't tell any of them apart.
All adjacent spaces are difficult terrain
- •Branching pull.
(range 6) DC14 STR save. Push/pull a creature 4 spaces, half on sucess
- •Shaking Roots.
(All adjacent creatures) DC12 DEX save, on fail 1d10 dmg and fall prone
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- Take this ring from your finger, peer through the hole of the ring and visualize the place you want to go, speak the name of the place, and you may teleport there instantly.
- The ring stays behind.
- It recharges when it is born on hand by mundane means to the place it last transported someone.
Head-like crystal rock that looks to be a single uncut diamond
- Gazing into the clear depths of this artifact will clarify one deep mystery of the gazers mind.
- Ask 3 questions and one will be answered truthfully by the GM, though which question need not be revealed
- After an answer is given the Head becomes clouded until bathed in the light of a full moon from under shallow water
Sew this patch onto your pack and go camping. See what's been added to your inventory in the morning! In exchange for 1 ration the Packrat will leave behind a random item. Roll 1d10: (1 A harmful item. 2-4 An item only useful with creativity. 5-7 A useful mundane item. 8-9 A minor magic item or potion. 10 A powerful magic item (likely cursed).
The first time a 1 is rolled, instead of an item, the Packrat leaves 1d6 baby packrats. For 7 nights, the babies grow, taking total of 1d4 rations each night. They are not in your pack when you look. If you don't have enough slots to fit the Packrat babies your largest item disappears, added to the list of things that might be left on future nights. When all edible items in your pack are eaten, or 7 nights, all but 1 baby Packrat leave to find their own packs (each traveling companion must make a DC 15 WIL save or gain 1 Packrat Baby.)