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Freaky Little Scavenger







freaky little scavenger
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More Posts from Decafnerd
Character Background
You have completed your training with the Benevolent Order of Hyperion Demolitionists, one of the world's foremost alchemical martial schools. Apprentices begin at age 10, or their species' equivalent, and are instructed in punches and kicks that focus all their power on a single point, as well as engineering and mathematics. When they wish to advance in their training, they may attempt the Trial Room, a test of agility, strength, and wits.
Those who escape from the Trial Room successfully are called Flares, and their studies now include physical conditioning and alchemy. They also lead classes for the initiates. When they think they are ready to master their art, the leaders of the Order send a group of Flares on a mission involving combat, sabotage, and/or guarding a target. The Order has many secrets to protect, and just as many enemies to preemptively destroy. Any Flares who return from this mission successfully are promoted to the rank of Solar.
The Hyperion Demolitionists are inventors of many explosive mixtures and potions that enhance their power, and their tactics combine these with swift martial art attacks. They're all about the inner balance of mind and body, affecting the outer world.

The ask from our Twitch Chat was simple, "We want a hammer that we can heal people with by smacking them." Say no more.
Hammer of Healing
Weapon (light hammer), rare
“This hammer is made of a light metal material, etched with evocation runes similar to spells such as cure wounds and healing word. It bears the golden likeness of a deity of light on the hammer’s face.”
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Healing Strike. You can target an adjacent ally with this magic weapon and spend a hit dice to heal them with an attack, instead of dealing damage. Using your action, you heal your ally by striking them, roll damage as normal and add your hit dice to the total, and they recover that amount of hit points. No attack roll is required, unless they are unwilling to be healed.
Join us in Discord or on Twitch every Mon\Wed\Fri to create new D&D Homebrews like magic items, monsters, or subclasses. If you want to support Cloaks & Capes check out our Patreon for 671+ magic items, 14 monsters, 200+ tokens, maps, player options and more for just $3\month.
We add over 30 new items a month and 1+ monster a week.
Idea: a series of Call of Cthulhu adventures where the PCs encounter the violent aftermath and found-footage style evidence of summoning rituals. It seems that the government tried to cover up and study the eldritch activity, but their laboratory was similarly overwhelmed by creatures beyond our comprehension, which they couldn’t contain.
One such creature - one of many - is a frighteningly intelligent shapeshifter, and it seems to understand human culture fairly well despite having a language and mindset that appears to revolve around texture. It hunts by ambush, using static electricity to grab its prey with impossible force and then absorbing fluids and nutrients through its skin. Currently, its goals include gaining access to more important places and shapes, so it can learn and feed more easily. It also wishes to eliminate anyone who might recognize its existence and similarity to the classic D&D Mimic.
What other old-school monsters could be truly frightening in the right context? Aboleths are pretty eldritch already, but I think there’s some good mileage in the Xill, which hops between dimensions and puts its terrible eggs inside of people, Alien-style. Or what about finding a lab full of headless bodies, victims and hosts of the vicious Vargouille?

Gloves of Relentless Pursuit
Wondrous Item, rare (requires attunement by a ranger)
“These gloves perfectly fit the hand of whoever wears them, and feels as natural as a second skin. They have rough texture on the palm and fingers so nothing slips from their grip, and makes drawing and nocking arrows smooth and effortless.”
Whenever you hit a creature marked by your Hunter’s Mark spell, you gain a +1 bonus to attack rolls and damage rolls against it, to a maximum of +5. If you miss an attack, the bonus is reduced by 2, and if you attack another creature the bonus is lost.
When you defeat a creature marked by your Hunter’s Mark spell and use a bonus action to move it to another creature, you retain the bonus to your attack and damage rolls.
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