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Bugbears And Hobgoblins


bugbears and hobgoblins
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More Posts from Decafnerd
Oh gods, my players would use the Spell Burst ability for any and all concentration spells

LOOK! I know what you're thinking, and yes, this thing is ridiculous. Give to your players at your own RISK! But the Twitch Chat wanted a Book Bomb, so they got a Book Bomb.
Spellbook Bomb
Wondrous Item, legendary (requires attunement)
“A unique spellbook that absorbs spells cast into it. The arcane runes and gems on the front cover glow and pulse as more power is transferred into its pages. When at full capacity, it’s a deadly magic item regardless of the hands that hold it.”
This magic spellbook can store up to 12 levels worth of spells at a time. Any creature can cast a spell into the spellbook by touching it as the spell is cast. The spell has no effect, other than to be stored in the spellbook. If the spellbook can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
Book Bomb. As an action you can throw this spellbook into a space you can see within 30 feet and speak the command word. Any creature within 20 feet of the book must make a Dexterity saving throw or take 2d6 damage per level of spells stored in the book, or half as much on a success. You can choose the damage type from one of the spells stored in the spellbook. This does not destroy the spellbook. The spellbook is emptied of all spell levels following this action and you cannot store spells in it for 24 hours.
Spell Burst. When detonating the spellbook you can instead choose to unleash all of the spells stored inside at the same time. Any creature within range of a spell is subject to the effects. A spell with a single target is determined at random, so long as all other prerequisites of the spell are met. Touch spells affect a random creature within 20 feet of the spellbook. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. Spells that require concentration, do not, lasting their full duration. The spells cast from the book are done so in a random order, and are no longer stored in it. After using this action, roll a d20, on a result of 1-5, the book is destroyed. Otherwise you cannot store spells within it for 7 days.
Join us on Twitch every Mon\Wed\Fri to create new Homebrews and check out our Patreon for 500+ magic items, tokens, maps, and more.



Campaign Starter: Tales from the Bonecart
Whether it's due to superstition or a distaste for a toilsome and muddy trade, folk tend to pay little attention to gravediggers. This makes for an awfully convenient cover for your travelling troupe of tombrobbers as they tour around the realm's backroads filling their pockets with mementos purloined from the dead.
Planning adventures for "evil" campaigns can be tough, but sometimes you and your players just want an excuse to get your hands dirty. What better opportunity to get DEEP down in the dirt than to hand out shovels and have them start out as a group of travelling undertakers/thieves?
Setup: A handful of crews have run the bonecart scam over the past several generations, tempering their skullduggerous actions with a bit of honest gravemaking. This dichotomy is no better represented in the current heads of the operation: Dour and hardworking Heliana, who minds the cart's reigns and keeps the crew on track, and the knavish academic Benjamin Eelpot who loves delving into things that should best stay buried. These two have taken the party on for a series of jobs that will likely require a cold heart and a strong stomach, stealing from both the living and the dead and hoping not to get caught in the meantime.
Adventure Hooks:
The party's first outing on the bonecart should be a meat-and-potatoes sort of job, used to set the tone of the campaign, which happens to sound like "Someone old and rich and lonely has died, leaving their house haunted and their valuables unguarded".
While being stewards of the dead is a great cover, it sometimes attracts the wrong sort of attention, such as when a nobleman offers the party a great reward to investigate an abandoned necropolis and the source of the terrifying dreams that haunt him. Gold is gold though, and surely this couldn't have too many long reaching complications for them.
Irony of ironies, Shortly after one of their scores the party is setupon by a group of bandits disguised as dead men, who manage to make off with a good portion of their illgotten gain. There's no way to recover their goods through official channels, so they'll have to do it themselves.
Throughout their early adventures the party will need to avoid the attention of the heavy handed sheriff hired by the local nobility to quietly and brutally dispose of criminals like themselves.
You get a lot of weird jobs being a gravedigger, but "limo service" is not usually one of them. Still, money is money, and when a bloodsoaked countess offers to pay the bonecart well to defend and transport her coffin across the lands so she can attend a gathering of the great and the ghoulish who are they to say no?
Heliana will eventually approach the party once they've gotten enough shared time , experience, and nightmarish close calls under their belts. She's got some personal matters to attend to, which involve a list of names belonging to an old secret society and a series of graves across the countryside that may contain clues to the locations of some great treasure. Its a bolder job then the crew usually pulls, and will draw unwanted attention, but they can rely on eachother to pull through, right?
Art 1 Art 2 Art 3

💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Trick Knot Wondrous item, uncommon ___
This knotted ball of hempen rope weighs 5 pounds. A loop extends from it for easy carrying. While holding the ball, you can spend 10 consecutive minutes untying the knot. At the end of that time, the ball comes untied, duplicating the effects of the “rope trick” spell and extending upwards as a 30-foot length of floating rope. If there isn’t enough space above you, the rope rises as far as it can before disappearing into the extradimensional space created by the spell.
The spell lasts for the full duration or until the rope is pulled from the space. When the spell ends, the rope magically ties itself into a new knotted ball, and this property of the ball can’t be used again until the next dawn. ___
✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon’s Saddlebag on Patreon for less than $10 a month!

Hello, everyone!
Nature is beautiful, and there's nothing quite like taking your caravan of goods from city to city all the while taking in some splendid sights: rivers, mountains and all kinds of forests.
It's too bad then that highway robberies are all the rage among lollygagging aficionados. It's true, no one can enjoy these vistas without someone trying to steal everything you have and more.
Good thing this caravan is full of seasoned warriors!
The creature tokens for this map are a Blood Feasting Beast, a Crow Demon and a Thieving Fairy. Emerald tier gets Crow Demon while Diamond tier gets all three. In addition, Sapphire tier gets extra creature token variants.
You can see a preview of all of this week’s Patreon content here.
Thank you very much for taking a look and be sure to check out my Patreon where you can pledge for gridless version, alternate map versions as well as the tokens pertaining to this map.

The Metalsmith’s Workshop Battle Map
Our new map is now available for download! The home, forge, and store of a renowned smith. Tell me, what might this place be called?
Download it here!