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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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+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 Slashing. On crit: target makes a STR save. They are repulsed by the scent on fail, spending all of their movement trying to get as far from you as possible.
This Longsword–well, it's shaped like a Longsword–seems to always be effusing a particularly potent scent. Strangely, the scent differs for each creature that smells it, and is always a scent the creature in question finds mildly repulsive.