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Spooky Equipment vol 2

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Trick or Treat

The spooky season is here and with it, a wave of new content from various DMs Guild authors. I’d like to add to this pile of content with some new Halloween-themed equipment. The first volume of Spooky Equipment ended up being so successful, I thought it prudent to create a volume 2.

May your holiday games be extra spooky, and remember that Halloween isn’t just about eating a lot of candy and watching horror movies, but also a way to bring people together in a fun and spooky environment. May you have a blessed Samhain!

“I’m a witch, so let’s burn!”

– DM Xen


Bag of Monsters

wondrous item, rare

This ordinary bag, made from leather, appears empty. Reaching inside the bag, however, reveals the presence of a small, slimy object. The bag weighs 1/2 pounds.

You can use an Action to pull the slimy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points.

The creature is friendly to you and your Companions, and it acts on Your Turn. You can use a bonus Action to command how the creature moves and what Action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.

Once three slimy objects have been pulled from the bag, the bag can’t be used again until the next dawn.

Bag of Monsters
1 Spider
2 Skeleton
3 Zombie
4 Hell Hound
5 Mummy
6 Werewolf
7 Wraith
8 Vampire Spawn

Bat Goggles

wondrous item, uncommon

These strange goggles come with an attached set of large ears allowing you to amplify your sense of hearing.

You receive a +5 bonus to all Perception checks made to detect sounds.

Additionally, you can use a bonus action to rotate and dim the goggle lenses, darkening your vision and further amplifying your hearing. While wearing these goggles with dimmed lenses, you receive advantage on Perception checks made with your ears, and disadvantage on Perception checks made with your eyes. You can spend a bonus action to return the goggles to their original form.

Coffin of Banishment

wondrous item, rare (attunement required)

This ornate wooden coffin is lined with black cloth, and is used to banish truly evil beings. When the coffin lid is closed while a creature is inside, they must succeed on a DC 16 Charisma saving throw. If the creature succeeds on their saving throw but remains within the coffin, they must make an additional saving throw at the end of every hour they stay inside.

If the creature is native to the plane of existence you’re on, they are banished to the Plane of Shadow. If the coffin is already on the Plane of Shadow and the creature is native to that plane, they are banished to the Ethereal Plane. If the creature is native to a different plane of existence than the one it’s on while within the coffin, the target is banished their home plane.

Costume of Fun

wondrous item, uncommon (attunement required)

This outfit once belonged to a famous jester, who legend has it, was ordered to be executed for a joke in poor taste to the king. The Jester managed to evade his execution by telling another joke to the king. The Jester’s freedom was shortlived, as a week later he was killed in a tavern when telling another bad joke to an overly violent cutthroat. It turns out that the Jester’s costume was blessed with luck, but luck only goes so far…

The costume has since been replicated and distributed, and has become not too difficult to acquire. Wearing this costume while attuned to it grants you the following abilities:

  • You have advantage on Performance and Persuasion checks.
  • You gain the effects of the Lucky feat. If you already have that feat, you instead gain an additional luck die.

Costume of Horror

wondrous item, uncommon (attunement required)

This outfit of patchwork leather and skin once belonged to a psychopathic dwarf named Kragarr Leatherface who loved nothing more than spreading as much fear as possible (nothing more except for murder, that is). He became very infamous throughout the Realms as a horrifying serial killer.

Wearing this outfit gives you advantage on Intimidation checks.

Wearing this outfit while attuned to it allows you to cast Disguise Self as an Action, with the following changes:

  • Your new form is that of a Ghost, Hag, Skeleton, Vampire, Werewolf, or Zombie.
  • The Spell Components are Somatic only.

Egg of Revulsion

wondrous item, common

This egg has been allowed to rot and has been altered with transmutation magic. As an action, you can
throw this egg at a point you can see within 60 feet
of you. Any creature within 5 feet of the point you choose must succeed on a DC 12 Constitution saving throw or be Poisoned for 1 minute. On a successful saving throw, the creature is immune to the stench of all Eggs of Revulsion for 1 hour.

A creature poisoned by one of these eggs must spend their Action on their turn to use the Dash Action. The creature must spend all of their movement getting as far away from the egg as possible. A creature that moves 60 feet away no longer needs to use Dash Actions, but the Poisoned condition remains until the creature succeeds on their saving throw.

Exploding Pumpkin

wondrous item, uncommon

This enchanted pumpkin creates a huge explosion of orange and green flames. As an Action, you can throw this pumpkin at a point you can see within 30 feet of you. Any creature within a 10 foot radius of the point you choose must make a DC 14 Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

Alternatively, you can set the pumpkin down and speak the command word as an Action to set a timer. After speaking the command word, the pumpkin will explode at the end of your next turn. If used in this way, the radius of the blast increases to 15 feet and the damage for a failed saving throw increases by 2d6 (6d6).

Eye of Foreboding

wondrous item, rare (attunement required)

This enchanted eyeball floats around your head and strikes fear into the hearts of any who look in your direction. When a creature that can see the eye starts its turn within 30 ft. of you, you can force it to make a DC 16 Wisdom saving throw.

A creature that fails this saving throw becomes Frightened for 1 minute. A creature can repeat its saving throw at the start of its turn, ending the Frightened condition on a success. A creature that succeeds on its saving throw becomes immune to the Eye of Foreboding for 24 hours. 

Fountain of Blood

wondrous item, uncommon

This stone fountain cycles thick blood, rather than water. Coming across a Fountain of Blood in a dungeon can pose a great dillema to a party of adventurers, but can be the difference between their lives and their deaths.

A creature that drinks from this fountain must succeed on a DC 13 Constitution saving throw, becoming Poisoned on a failure. The creature regains 1d4 hit points for every point in their Constitution modifier (minimum 1). A creature can only regain hit points this way a number of times per day equal to their proficiency bonus.

Gravedigger Boots

wondrous item, rare (requires attunement)

These black leather boots can never be cleaned, and are always caked in dirt and mud. While wearing these boots and attuned to them, you can magically sense the presence of any Undead creatures within 1 mile of you.

Hag’s Cauldron

wondrous item, uncommon

Potions brewed in this cauldron receive the following changes.

  • Potions that restore hit points use 1 die bigger than normal (a Potion of Healing would use 2d6 instead of 2d4.
  • Potions that cause damage deal 1 additional damage die.
  • Potions that force the consumer to make a saving throw receive a +1 bonus to the DC.

The Haunted Mask

wondrous item (mask), rare

“Now … Your eyes … will see through mine. Now … you will wear my face forever!” - R. L. Stine, The Haunted Mask

This mask has a bulging bald head, putrid yellow-green colored skin, and huge sunken eyes with an eerie orange glow. Its nose is broad and flat, and its dark-lipped mouth is open wide, revealing jagged animal-like teeth.

The Haunted Mask is one of the Unloved, a collection of twelve hideous, living masks that want to take control of their wearer, passing on their characteristics to them. Each of these masks is cursed. Wearing the Haunted Mask curses you until you are targeted by the remove curse spell or similar magic. The curse makes it impossible to remove the mask, and the mask begins to take over the wearer’s body.

While wearing this mask, you have advantage on Intimidation checks, and can attempt to intimidate a creature on your turn as a Free Action.

The wearer must make a DC 13 Wisdom saving throw every hour. Each time the wearer fails this saving throw, their alignment moves 1 step towards Chaotic Evil. When the wearer’s alignment becomes Chaotic Evil, the Haunted Mask takes over the wearer’s body. Creatures that start out as Chaotic Evil require 1 failure.

Personality

The Haunted Mask will feed off the evil and fear around it, and will frequently cause more mayhem when able, and is at its most powerful during Halloween. It can amplify the wearer’s negative emotions and will eventually take full control of them. The only way to remove the Haunted Mask is with a symbol of love or an act of kindness (at the DM’s discretion), which will loosen its control over its wearer so that it can be removed.

Headless Horseman’s Sword

weapon (longsword), very rare (attunement required)

This +3 silvered longsword radiates a darkness that drains the joy of those around it. When wielding this sword while attuned to it, you have immunity to necrotic damage and the Frightened condition. Any hostile creature that makes a Wisdom or Charisma check or saving throw while within 30 feet of you, they do so at disadvantage.

Helm of the Wolf

wondrous item (helm), uncommon

This steel helm has the shape of a snarling wolf. While wearing the Helm of the Wolf, you have advantage on Wisdom (Perception) checks that rely on hearing or smell. You also have advantage on attack rolls against creatures if at least one of your allies is within 5 ft. of the creature and the ally isn’t incapacitated.

Noxious Broomstick

wondrous item, very rare

This wooden broom, which weighs 4 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 60 feet. It can carry up to 500 pounds, but its flying speed becomes 30 feet while carrying over 250 pounds. The broom stops hovering when you land.

You can send the broom to travel alone to a destination within 1 mile of you if you speak the Command word, name the Location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you.

The broom has 6 charges and regains 1d4 + 1 charges at dawn each day. You can spend a charge to cast the Wall of Fire spell with the following changes:

  • The damage type is replaced to Poison damage.
  • The spell takes the form of poisonous gas, which lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
  • You do not need components to cast the spell.
  • The area of effect must align with your movement on that turn.
  • You can be no higher than 5 feet off of the ground during your movement before casting the spell.

Staff of Spiders

staff, uncommon

This staff, wrapped in spider silk, has 7 charges. As an Action, you can spend a number of charges to cast a spell from the following chart:

Staff of Spiders Spells
1 Infestation (spiders only)
1 Sapping Strike
3 Ensnaring Strike (webs instead of vines)
3 Jump
5 Spider Climb
5 Web
6 Vampiric Touch
7 Polymorph (Spider, Giant Spider, Giant Wolf Spider, Phase Spider

 

Vecna’s Eyepatch

wondrous item, rare (attunement required)

This eyepatch never actually belonged to Vecna, but rather was created by a man who thought himself funny. Vecna didn’t find the humor in it, and had the man killed; but not before he managed to sell the eyepatch. Now in the circulation of the Realms, this eyepatch grants you a +2 to the DC of your saving throws and it gives you a +2 bonus to hit with spell attacks.

Zombie Armor

armor (leather), rare (requires attunement)

This +1 set of leather armor is made with numerous patches of dried skin. When you are reduced to 0 hit points while wearing this armor and are attuned to it, you must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead.


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File Last Updated:
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This title was added to our catalog on October 30, 2022.