Drape of Vermin
By Slycotton
Wondrous Item, Net, Uncommon
This aged, grey, silken drape can be used like a net to capture vermin.
When successfully attacking a verminous creature of a size Tiny or smaller (Rat, insect, etc. and as decided by the DM,) with the drape, the creature is restrained until it is freed. The drape has no effect on creatures that are formless, or creatures that are Small or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the drape (AC 10) also frees the creature without harming it, ending the effect and returning the drape to its original bearer.
If a creature is restrained by the drape for a full turn without escaping, it disappears from under the drape and a button is magically sewn into it. If this button is torn from the drape, the button transforms back into the creature that was absorbed. After being summoned, a creature is not immediately hostile toward its summoner.
Up to 3 creatures can be absorbed into the drape at any time.
Amorphiweapon
By Slycotton
Wondrous Item, Rare
This magical, ink-like black substance can reform autonomously into the shape of functional weapons.
When this item is first obtained, and every dawn, roll a d8. Based on the table, this substance will morph into the shape of a specific weapon, and will thereon inherit the properties of that weapon until it morphs again.
Roll | Weapon |
1 | Sickle |
2 | Sling & x20 Sling Bullets |
3 | Mace |
4 | Spear |
5 | Light Crossbow & x20 Crossbow Bolts |
6 | Battleaxe |
7 | Heavy Crossbow & x20 Crossbow Bolts |
8 | Halberd |
Ammunition generated alongside a ranged weapon is counted as separate items from normal ammunition of the same type. Ammunition generated in this way cannot be used on any other ranged weapon besides the Amorphiweapon, and if not all used, will disappear once the Amorphiweapon morphs again. When using ammunition for the Amorphiweapon, the ammunition generated by it always takes priority over normal ammunition. Normal ammunition can be loaded into the Amorphiweapon, but only after all morph-generated ammunition is expended.
Cogwork Wheel
By Slycotton
Wondrous Item, Rare
This is an intricate, disc-shaped mechanical contraption. It has a scarlet-colored core that can spring out several large spikes and a motor to rotate quickly.
As an action, you can throw the wheel at a point on the ground 5 feet away from you. Upon landing, vicious spikes spring from the wheel, and it drives forward in a straight line for 30 feet in the direction thrown. At the start of your next two turns, the wheel continues to move another 30 feet forward in the chosen direction. If the wheel moves through difficult terrain, or over soft materials such as loose sand, thick mud, or deep snow, its movement speed is reduced to 15 feet for that turn. If the wheel drives into a wall or other solid blockage, it will have its movement speed reduced to 0 for that turn.
After completing its movement on the third turn, the wheel shatters and becomes nonfunctional. If the wheel’s movement path causes it to enter a body of liquid, it will also shatter.
While deployed, the wheel counts as a Small-sized entity.
Any creature whose space the wheel enters or passes through during its movement must make a DC 13 Dexterity saving throw. A creature takes 2d8 slashing damage on a failed save, or 1d8 on a successful one. A creature can only be subjected to this damage once per turn.
Usually, these will be found alongside a collection of many others like it.