Seasons

Search GM Binder

Items

Cloak of Autumn

Wondrous item, rare (requires attunement by Druid)


What appears to be a normal auburn cloak. When the wearer spins they may teleport up to 30 ft into an unoccupied space, leaving a shower of autumn leaves behind. Any hostile creature within five feet of the shower of leaves must succeed in a DC15 constitution save or be charmed for two turns. Teleporting does not provoke attacks of opportunities. The cloak can be activated once a day.

Hibernating Statuette

Wondrous item, uncommon (requires attunement)


A small wooden talisman of a sleeping squirrel. When the words: “slumber no longer” are spoken while in the presence of a wooded area, the squirrel will animate, providing advantage on survival checks related to foraging and finding shelter for the duration. The animated talisman can be directed with simple commands, however will only remain active for 1d20 hours, before returning back to its slumber for two days. The activated talisman is very noisy and cannot be silenced. It cannot be made to move towards a hostile creature size medium or larger, nor can it be used to attack.

Ring of Sap

Ring, uncommon


A silvery wooden ring with intricate carvings of leaves and winding vines. Once slid onto a finger, the wearer must pass a DC10 constitution check to remove it. When worn, the ring will continuously ooze roughly half a small vials worth of sweet smelling sticky sap over the course of a day. If this sap is collected and used in a poultice, the poultice will automatically heal 1d4 worth of hit points. The collected sap will also emit a sweet scent that gives the holder a +1 to checks made to persuasion while giving a -3 on checks made to intimidate, provided the sap is younger than or equal to one day old. If the sap is older than one day, it will begin emitting a putrid scent that gives the holder a -3 to checks made to persuade and a +1 to checks made to intimidate. The sap will disappear after 3 days. Both the ring and the sap will attract the attention of insects in the surrounding area.

Autoflowering Spectacles

Wondrous item, common (requires attunement by a spellcaster)


Glasses ringed with a brass frame. They have a slightly green tint in the lens. As an action, while peering through the spectacles at a non magical budding plant or tree not taller than 20 feet, you may cause the plant or tree to flower, producing any ripe fruit or byproduct from the plant. This feature may only be used once per long rest and cannot be used more than three times on an individual plant else the plant withers and dies.

Horn of the North Wind

Wondrous item, legendary (requires attunement)


Once per month, as an action you may blow into the horn and summon the power of the Great North Wind. An area with a radius of 160 feet around you instantly becomes a hailstorm, with the ground becoming snow and ice filled. This creates difficult terrain for all creatures except for the holder of the horn. Upon creation of this area, all creatures inside it, excluding the present owner of the horn, must pass a DC20 constitution save. The creatures take 2d12 cold damage and 2d12 bludgeoning damage and gain one level of exhaustion on a failed save or half as much with no exhaustion on a success. This save must be repeated repeated every five minutes as long as the creature remains in the area. Additionally, as part of this action, you may choose to summon two frost wraiths. These wraiths follow the command of the holder of the horn. If the horn is not in the possession of any sentient creature while the two wraiths are summoned, the wraiths will attack any creature within their path until destroyed or until the horn is repossessed. These effects are dispelled after 30 minutes or until the original summoner blows into the horn twice. Casting dispel magic does not remove these effects.

Image

Images or pictures of the items could be in this space. Additionally, notes like the ones used in the handbooks to add "in universe" descriptions about these items. Or you could just use the space for flair. Either way, can't add pictures for the contest so this is going to be blank for now (the spacing for the items on here doesn't work put nicely :/ )


Snowman’s Adventuring Pack Deluxe

Wondrous item, common


A small bag with what appears to be a normal pick, crowbar, 30 ft of rope, 5 torches, a matchbox and 15 pitons. When entering a mountain range or snowy area, the bag and its tools begin emitting a soft orange light and the heat of a campfire. This heat may be changed to the users desired temperature by saying the words “Change please” in the presence of the object. The heat cannot be increased past a campfire nor can it be used to harm, cook or destroy any object or creature. In addition, the bag and its contents are extremely durable and cannot be damaged by non magical means.

Kahuna’s Sandles

Wondrous item, common


A pack of 8 beige candles. When lit, the faint sound of waves crashing and a beach party can be heard. This sound grows louder as the candle is used up. Once the candle reaches the bottom of the wick, it will explode out in a wave of sand. The candle acts as the origin point of the spell colour spray. The dungeon master rolls the 6d10 for the creatures affected. Any wax or wick added onto the candle will not replicate these magical effects.

Solstice Pendant

Wondrous item, uncommon

When the wearer of this pendant is under the open sky and the sun can be viewed by the wearer, they may choose to speak the command word of the pendant. After doing so, the wearer is immediately wrapped in a wreath of flames. Any creature within 5ft of the wearer when this is done must pass a DC 15 dexterity save or take 1d6 fire damage. Additionally, any creature within 5ft capable of sight is blinded until your next turn when this occurs. Whenever a creature hits you with a melee attack, the wreath flares. When this occurs, the effects stated above apply once again. This wreath of flames can be activated once per long rest and lasts ten minutes.

Image

Images or pictures of the items could be in this space. Additionally, notes like the ones used in the handbooks to add "in universe" descriptions about these items. Or you could just use the space for flair. Either way, can't add pictures for the contest so this is going to be blank for now (the spacing for the items on here doesn't work put nicely :/ )

Creatures


Frost Wraiths

Nobody is truly sure where these horrors came from, but one common theory tossed around is that they are the spirits of travelers frozen in the wintry Frion Mountains. Adventurers unlucky enough to cross one of these will likely find them in those extensive ranges, however, there have been reports of frost wraiths terrorizing small townships. They rely on their speed to move closer to their prey where either their magical ability or freezing grasp will quickly spell the poor creatures demise.

Whispering in the wind. Frost wraiths move quickly and silently, described as a shroud of black snow whispering along in the wind. Often before their arrival, small gusts of wind will blow up snow, covering tracks behind travelers and obscuring the pathway ahead.

Underneath the hooded figure. Not many people have seen under the hood of one of these shrouded figures and lived to tell the tale, and the few that have are generally not in an articulate state. However, there are a few consistencies within the descriptions. Frost wraiths are always described with a starkly white face, underneath their shifting cloak of black and snow, with cold, dead eyes covered in a silvery film, and a frozen smile on their face.

Searching for warmth. Frost wraiths are anything but unintelligent, often hunting in packs with hit and run tactics. It’s not known what they do with their victims, only that the bodies taken are never found again. They do not attack at random though, as they generally appear to be drawn towards warmth, attacking groups when they set up to cook and rest for the night.

Undead nature. A frost wraith doesn't require air, food, drink, or sleep.

Frost Wraith

Medium Undead, neutral evil


  • Armor Class 10
  • Hit Points 25
  • Speed flight, 60 ft (hover)

STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 10 (0) 14 (+2) 8 (-1) 5 (-3)

  • Saving Throws Dex +8
  • Skills Stealth +5
  • Damage Vulnerabilities Fire, thunder
  • Damage Resistances Resistances
  • Damage Immunities Cold, poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious, frightened
  • Senses Darkvision 60 ft
  • Languages Primordial
  • Challenge 5 (1,800 xp)

Warmth Seeking The wraith can sense warmth with an intensity of or more than a common torch within a radius of 90 ft.

Spirit Form The wraith can enter a hostile creature’s space and stop there. It may also take the disengage action as a bonus action

Ram If the wraith expends all movement and then melee attacks, its attack deals an extra 2d8 force damage and knocks the target prone.

Innate Spellcasting The wraith’s innate spellcasting ability is Intelligence (spell save DC 16). The wraith can innately cast the following spells, requiring no material components:

At will: Chill touch

1/day: Freezing sphere, pass without trace (only useable on self), expeditious retreat

2/day Blur

Actions

Multiattack. The wraith makes two freezing strike attacks.

Freezing Strike Melee Weapon Attack: + 8 to hit, Reach 5ft., one target. Hit: 12 slashing damage

Glacial Release (Recharge 5): Each creature within 10 ft of the wraith must succeed in a DC 15 dexterity saving throw. On a failed save, the creature takes 15 cold damage and 2 bludgeoning damage, is pushed back 10 ft and is restrained by ice shards. On a success, the creature takes half that and isn’t restrained or pushed back.

Cucurbins

Cucurbins are peaceful creatures, superficially resembling a larger than normal pumpkin that has grown four small stubby legs. They are generally found in more secluded areas of large forests being tended to by groups of pixies. The young cucurbin are generally found attached to a large tree with fiery orange, red and yellow leaves by a thick vine. Although not very intelligent, the cucurbin is sentient, able to communicate telepathically to its fellow cucurbins and the pixies around it about danger. Adult cucurbins stay generally close to their birthing tree, although can rarely be found straying further away. They have a gentle demeanor, albeit a playful and mischievous one, similar to a puppy dog and make loyal companions for any adventurer.

Sap of life. When the young cucurbin are still attached to their original tree, there is a notable purple light that runs through the vine into the child. While it is unclear what exactly this magical sap is and does, the prevailing theory is that it is the life force for these cucurbins, giving them the initial spark of life. There have been no documented cases in which this sap has been harvested due to the hidden nature of these creatures.

Loyal pets. Cucurbins can be occasionally be found outside of their natural habitats following a kindly druid or ranger who gained the creatures trust. While exceptionally inept in combat, curcurbins for unknown reasons can track down another creature with ease. They are also excellent foragers on account of their direct connection with nature, and can help any adventurer in a pinch.

Eating. Cucurbins don’t have mouths like most creatures, instead, gaining sustenance from the sunlight they absorb. They will not survive longer than 3 days within a dark area, such as caves and will do everything within their power to avoid any such area. They absorb water through their waxy outsides and while lacking any obvious methods of sight, they can very easily find a pool of water using the vibration receptors on the bottom of their padded feet.

VARIANT: CUCURBIN FAMILIAR

Some cucurbins are willing to serve travellers, druids in particular, as a familiar. Such cucurbins have the following trait. Familiar. The cucurbin can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the cucurbin senses as long as they are within 1 mile of each other. While the cucurbin is within 10 feet of its companion, the companion shares the cucurbin’s Connected with Nature trait. At any time and for any reason, the cucurbin can end its service as a familiar, ending the telepathic bond.



Cucurbin

Small plant, chaotic good


  • Armor Class 15
  • Hit Points 25
  • Speed 30 ft

STR DEX CON INT WIS CHA
1 (-5) 4 (-3) 14 (+2) 14 (+2) 8 (-1) 18 (+4)

  • Damage Vulnerabilities Fire, cold
  • Condition Immunities frightened, blinded, deafened
  • Senses Blindsight 20 ft
  • Languages Understands common and sylvan but cannot speak.
  • Challenge 0 (0 xp)

False Appearance. When the cucurbin remains motionless, it is indistinguishable from a regular pumpkin.

Sun Dependent. While not in sunlight, the cucurbin has disadvantage on ability checks, attack rolls, and saving throws. The cucurbin dies if it spends more than 3 days in direct sunlight.

Interconnected Vines. When the cucurbin takes damage, all other cucurbins within 240 feet of it can sense its pain.

Connected to Nature. The cucurbin can make any plant around it reach maturity once a day, producing any fruit said plant may bear.

Limited Telepathy. The cucurbin can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.

Actions

Ram Melee Weapon Attack: + 3 to hit, Reach 5ft., one target. Hit: 1 bludgeoning damage

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.