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Heckna! PNP Reference Cards MAGIC ITEMS

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135 views20 pages

Heckna! PNP Reference Cards MAGIC ITEMS

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alstet02
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© © All Rights Reserved
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hit point press presents

reference deck
magic items

REFERENCE CARDS
COMPATI- Print ‘n Play
AGONIZING ACCORDION ANIMAL BALLOON
WONDROUS ITEM, RARE WONDROUS ITEM, UNCOMMON
ART: JUSTIN CHAN HECKNA © HIT POINT PRESS INC. 2022 ART: HENRIK ROSENBORG HECKNA © HIT POINT PRESS INC. 2022

BANANA OF INFINITE JEST BELT OF SPIDER STRENGTH


WONDROUS ITEM, RARE WONDROUS ITEM, VERY RARE (REQUIRES ATTUNEMENT)

ART: HENRIK ROSENBORG HECKNA © HIT POINT PRESS INC. 2022 ART: LIAM GREGG HECKNA © HIT POINT PRESS INC. 2022
ANIMAL BALLOON AGONIZING ACCORDION
WONDROUS ITEM, UNCOMMON WONDROUS ITEM, RARE

This magical balloon comes deflated and in a variety of col- This magical accordion fires a barrage of
ors. As an action, while you hold the balloon, you can blow musical notes that hurtle toward their target
into it to inflate it. When you do so, the balloon magically
twists itself into the shape of a beast, becoming a living with a loud, reedy screech. As an action, while
creature. The beast appears in an unoccupied space within holding the accordion with both hands, you
5 feet of you and is immune to poison damage and the can make a ranged spell attack against one
poisoned condition, in addition to its usual traits. The type target within 60 feet of you. This attack uses
of beast is determined by the color of the balloon, chosen
by the GM, shown in the following table. The beast is your proficiency bonus + your Charisma or
friendly toward you and follows your verbal commands (no Dexterity modifier for the attack roll. On a hit,
action required) to the best of its ability. When the beast the target takes 2d6 bludgeoning damage, plus
is reduced to 0 hit points or 10 minutes pass, the balloon bonus damage based on either your Charisma
animal pops and is destroyed.
or Dexterity modifier (the same ability score
balloon color beast you used to make the attack roll).
Red Dire wolf
Orange Giant boar If your attack roll is a natural 1, the accordion
Yellow Giant constrictor snake
instead twists and blasts the projectile in your
Green Giant spider
Blue Brown bear face, automatically hitting you and dealing
Purple Giant octopus damage to you as normal.

BELT OF SPIDER STRENGTH BANANA OF INFINITE JEST


WONDROUS ITEM, VERY RARE (REQUIRES ATTUNEMENT) WONDROUS ITEM, RARE

While wearing this belt, you grow four additional This banana looks like an ordinary banana. As
elongated arms from your torso. Your Strength score an action, while holding the banana, you can
becomes 23. If your Strength is already equal to or
peel and consume it, throwing the peel into
greater than 23, the item has no effect on you. When
you use your action to make an attack, you may
a space on the ground you can see within
make one extra attack using your additional arms as 60 feet. When the banana lands, it magically
part of your action, in addition to any extra attacks multiplies to fill a 30-foot square on the ground
you may already have. The extra attack with your with slippery banana peels, which remain for 1
additional arms must use a simple melee weapon, hour. When a creature moves into the area or
and you do not add your proficiency bonus to the starts its turn there, it must succeed on a DC 18
attack. Dexterity saving throw or fall prone. A creature
Curse. Your additional arms aren’t entirely under that fails this saving throw by 10 or more is also
your conscious control. At inconvenient moments stunned until the start of its next turn.
they attempt to steal items, make rude or inappropri-
ate gestures, or attack nearby creatures.
BLUE SUEDE SHOES CICERO’S JEWELED BATON
WONDROUS ITEM, RARE (REQUIRES ATTUNEMENT) WONDROUS ITEM, LEGENDARY (REQUIRES ATTUNEMENT)
ART: ANNELIESE MAK HECKNA © HIT POINT PRESS INC. 2022 ART: HENRIK ROSENBORG HECKNA © HIT POINT PRESS INC. 2022

CREAM SODA POTION CRITIC’S CROSSBOW


POTION, COMMON WEAPON (HEAVY CROSSBOW), VERY RARE (REQUIRES ATTUNEMENT)

ART: HENRIK ROSENBORG HECKNA © HIT POINT PRESS INC. 2022 ART: HENRIK ROSENBORG HECKNA © HIT POINT PRESS INC. 2022
CICERO’S JEWELED BATON BLUE SUEDE SHOES
WONDROUS ITEM, LEGENDARY (REQUIRES ATTUNEMENT) WONDROUS ITEM, RARE (REQUIRES ATTUNEMENT)

This tarnished, ivory-colored wooden stick is bejeweled with This pair of shoes is made of blue suede and twitches slight-
rubies. The baton is cone-shaped, with a large fist on the ly to the beat of inaudible music. They magically resize to fit
thicker end. The baton can be wielded as a simple melee any kind of feet, prosthetic, walking aid, or foot equivalent,
weapon, doing 1d8 bludgeoning damage. You have a +2 depending on their wearer. Should the wearer have more
bonus to attack and damage rolls made with this magic or less than two feet, the shoes will duplicate or disappear
weapon. accordingly.
Command Performance. Cicero’s Jeweled Baton has 5 While wearing these magical shoes, your walking speed
charges. While holding the baton, you can use an action increases by 30 feet, and you have advantage on Dexterity
to put on a show (1 charge). You make a Charisma (Perfor- saving throws.
mance) check, which acts as the DC for each creature with- Curse. These shoes are cursed. Attuning to them curses you
in 120 feet that can see you. They must use their reaction to until you are targeted by the remove curse spell or similar
make a Charisma (Performance) check, imitating your per- magic. While you can remove the shoes, doing so does not
formance. If a creature fails the check against the DC set by end the curse or your attunement. If you attempt to leave
your Performance check by 10 or more, it becomes stunned the shoes more than 100 feet from you for at least 24 hours
until the end of its next turn. If you use the last charge, you in an attempt to break your attunement, they will magically
must roll a d20. On a 20, the baton regains 1 charge, and walk back to within 100 feet of you by themselves, regard-
you have advantage on your next Charisma (Performance) less of any barrier, restraint, or distance.
check. On a 1, the baton is destroyed.
While cursed, you are compelled to constantly tap your
feet, dance on the spot, or otherwise move whenever you
ATTUNEMENT can hear music playing. Additionally, each time you fail a
Requires attunement by a bard, Dexterity saving throw while cursed, you instantly take 5
sorcerer, or warlock. (1d10) psychic damage as you are haunted by the boos
and jeers of an unseen audience. If you are wearing the
shoes when this happens, they grow mouths to boo and
jeer loudly at you.

CRITIC’S CROSSBOW CREAM SODA POTION


WEAPON (HEAVY CROSSBOW), VERY RARE (REQUIRES ATTUNEMENT) POTION, COMMON

This ebony crossbow is inlaid with silver lettering This fizzy and creamy beverage has healing
detailing colorful insults masquerading as criticisms. effects. You regain 2d4 + 4 hit points when you
When a piece of ammunition is loaded into the
drink this potion. If you drink more than four
crossbow, it is magically transformed into a rotten
fruit or vegetable while retaining all of its original
cream soda potions in 1 hour, you must make
properties. On a successful hit, a projectile fired a DC 10 Constitution saving throw. On a failure,
from the crossbow deals an additional 2d6 poison you become queasy and have disadvantage on
damage. If the target is a creature, it must succeed Constitution saving throws for 1 hour.
on a DC 14 Constitution saving throw or drop what
it is holding as it vomits profusely. Creatures that are
immune to poison damage automatically succeed
on this saving throw.
DISCO STICK DISCO STICK (CONT’D)
WAND, LEGENDARY WAND, LEGENDARY
ART: JUSTIN CHAN HECKNA © HIT POINT PRESS INC. 2022 ART: JUSTIN CHAN HECKNA © HIT POINT PRESS INC. 2022

ENGINE GREASE FACE PAINT PALETTE


WONDROUS ITEM, VERY RARE WONDROUS ITEM, VERY RARE
ART: HENRIK ROSENBORG HECKNA © HIT POINT PRESS INC. 2022 ART: HENRIK ROSENBORG HECKNA © HIT POINT PRESS INC. 2022
d10 effect DISCO STICK
1 The target is covered in confetti and glitter. The next attack roll against WAND, LEGENDARY
them has advantage.
2 The target begins to dance uncontrollably. Their movement speed
becomes 0. This wand is a multicolored rod pulsing with glowing lights.
3 The weapon, arcane focus, or appropriate item wielded by the target A sphere attached to the end is covered in shards of crystal
turns into a comically large ukulele and makes a loud ‘twang’ noise that flash and glitter hypnotically.
on their next successful hit. Attacks or spell attacks made using the
ukulele are made with disadvantage. The disco stick has 8 charges. The wand regains 1d6 + 2
4 The target floats 5 feet above the ground and drifts 20 feet in a expended charges daily at dawn. If you expend the wand’s
random direction to hover in an unoccupied space. To determine last charge, roll a d20. On a 1, the wand bursts into glitter
the direction, roll a d4 and assign a direction to each die face. The with a sad trombone noise and is destroyed.
target’s movement speed becomes 0, and they have disadvantage on
Dexterity ability checks and Dexterity saving throws. Lesser Restoration. While holding the disco stick, you can
5 The target’s skin becomes covered in brilliant shards of glass use an action and expend one of its charges to cast lesser
and crystal. Their AC becomes 16 unless it is already higher, restoration.
their movement speed is halved, and they automatically fail
Dexterity checks. Healing Word. While holding the disco stick, you can use
6 The target shrinks one size smaller as if affected by the reduce effect a bonus action and expend a single charge to cast healing
of the enlarge/reduce spell. word at 2nd-level or two charges to cast healing word at
7 The target spins rapidly, releasing a slick, oily pomade that sprays
4th-level instead.
out from their rotating body, which covers the floor around them in
a 5-foot radius. When a creature enters the area for the first time on Whenever you cast a spell from the disco stick, roll a
a turn or starts its turn there it must succeed on a DC 13 Dexterity d10 and apply one of the following effects to the target of
saving throw or take 3 (1d6) poison damage and fall prone. This oily
the spell after the healing has been applied. Each effect
patch lasts for one minute.
8 The target emits a painfully bright multicolored light. Creatures within lasts until the end of the target’s next turn unless
5 feet of the target must succeed on a DC 16 Wisdom saving throw or otherwise specified.
take 3 (1d6) psychic damage.
9 A comically large pair of sunglasses appears over the target’s eyes. If
the target has sight, the range of their vision, including darkvision, is
reduced to 10 feet.
10 On their next turn, the target is compelled to make a single melee
attack against their nearest ally as if they were an enemy while
proclaiming a deep love for Hellvis and their “Divine Disco.” The
target can move toward the ally but can take no actions or bonus
actions other than making a single melee or ranged attack against
their ally.

FACE PAINT PALETTE ENGINE GREASE


WONDROUS ITEM, VERY RARE WONDROUS ITEM, VERY RARE

This wooden case contains five cosmetic pigments, This thick, greasy wax has a slightly smoky smell and
each in a round tin, and a small brush. The colors include contains unidentifiable bits of organic matter.
white, black, red, blue, and yellow. These pigments allow you As an action, you can spread a handful of grease on a Tiny
to paint on a creature’s face and invoke temporary magical nonmagical object. All creatures have disadvantage on
effects. Both the face painting and magical effects last for Strength and Dexterity checks made to interact with the
24 hours, after which the cheap paint flakes off. greased object until the grease is removed. Any creature
The case contains enough pigment to paint 2d4 faces. who attempts to hold the greased object must make a DC
A creature can only benefit from one design at a time. 13 Dexterity (Sleight of Hand) check at the start of each
A small pamphlet tucked into the case contains the of its turns. On a failure, the object slips from the creature’s
following designs: grasp and they drop it. The grease can be removed with a
design effect cloth or similar item if a creature uses an action to wipe
Abstract Designs The wearer gains advantage on Charisma checks. it away.
Butterfly The wearer gains +1 to their AC. After you have applied the grease to an object, you have
Cat The wearer can cast speak with animals once.
Snake The wearer gains advantage on Stealth checks.
disadvantage on Strength and Dexterity checks using the
Stars and Moons The wearer gains advantage on Wisdom hand you used to apply the grease until you wipe it off
(Perception) checks. yourself. While your hand is greasy, you must make a DC 13
Dexterity (Sleight of Hand) or Strength (Athletics) check
at the start of each of your turns to hold any object in that
hand. On a failure you drop the object.
This substance can also be used to grease machinery due
to its lubricating properties.
HEADBAND OF LIVING HAIR HECKNA’S JOKE BOOK
WONDROUS ITEM, RARE (REQUIRES ATTUNEMENT) WONDROUS ITEM, LEGENDARY (REQUIRES ATTUNEMENT)
ART: HENRIK ROSENBORG HECKNA © HIT POINT PRESS INC. 2022 ART: HENRIK ROSENBORG HECKNA © HIT POINT PRESS INC. 2022

HECKNA’S MANUAL OF EPIC ONE-LINERS INSTRUMENT OF DESTRUCTION


WONDROUS ITEM, LEGENDARY (REQUIRES ATTUNEMENT) WONDROUS ITEM, RARE
ART: HENRIK ROSENBORG HECKNA © HIT POINT PRESS INC. 2022 ART: HENRIK ROSENBORG HECKNA © HIT POINT PRESS INC. 2022
HECKNA’S JOKE BOOK HEADBAND OF LIVING HAIR
WONDROUS ITEM, LEGENDARY (REQUIRES ATTUNEMENT) WONDROUS ITEM, RARE (REQUIRES ATTUNEMENT)

This notebook is made from scrap paper, filled This headband is made of fuzzy, pink fluff that
with jokes that Heckna thought were inferior glows softly in the dark, emitting dim light in
and not worth committing to memory. The jokes, a radius of 5 feet. While you are wearing the
many written in Gobbledygook, are hastily headband, you grow a full head of hair even if
scribbled out but are still readable. As an action, your race does not typically grow hair.
you can read one of the jokes to Heckna, who Your hair comes alive as though it were one of
must succeed on a DC 15 Wisdom saving throw your limbs, and it is under your control.
or have disadvantage on Charisma checks until Your hair is considered a free hand, capable of
the end of his next turn. holding and manipulating any object you could
ATTUNEMENT TYPE ordinarily use with one hand. However, your
Requires attunement by a bard or warlock. hair cannot aid in the holding of objects that
would ordinarily require two free hands to hold.

INSTRUMENT OF DESTRUCTION HECKNA’S MANUAL


WONDROUS ITEM, RARE OF EPIC ONE-LINERS
WONDROUS ITEM, LEGENDARY (REQUIRES ATTUNEMENT)
These musical instruments are fashioned from fiendish materials from
the lower planes and possess sinister designs befitting such hellish
origins. As an action, while you hold the instrument, you can play This mysterious book is bound in scarlet leather
it to unleash terrific destruction in a 15-foot-radius sphere centered and stamped with Heckna’s personal crest. It
on a point within 120 feet of you that you can see. Each creature in
the affected area must make a DC 17 Dexterity saving throw, taking contains thousands of epic one-liners for nearly
8d6 damage of a type determined by the instrument on a failure, every conceivable scenario. While holding this
or half as much damage on a success. You must also make a DC
17 Charisma (Performance) check to play the instrument without book, when you deal damage to a creature
harming yourself, taking the same 8d6 damage on a failure. you can see that can also hear you, you can
Once you have used this feature with the instrument, its magic is immediately take a bonus action to consult the
expended, and it cannot be used in this manner again. It becomes
a mundane instrument and can still be used as a spellcasting focus
book and speak an epic one-liner to the target.
for bard spells. The one-liner’s power overwhelms the target’s
instrument damage type psyche, causing it to take 4d10 psychic damage.
Drum Thunder Once a creature has taken this damage, it is
Violin Fire
Flute Lightning
immune to the manual’s power for 24 hours.
Saxophone Acid
Bagpipes Necrotic
Guitar Radiant
LUMINATING STAGE LIGHT MAGICIAN’S MARVELOUS TOP HAT
WONDROUS ITEM, UNCOMMON WONDROUS ITEM, RARE (REQUIRES ATTUNEMENT)
ART: HENRIK ROSENBORG HECKNA © HIT POINT PRESS INC. 2022 ART: HENRIK ROSENBORG HECKNA © HIT POINT PRESS INC. 2022

MALEVOLENT META DICE MASK OF HECKNA


WONDROUS ITEM, LEGENDARY WONDROUS ITEM, LEGENDARY (REQUIRES ATTUNEMENT)
ART: HENRIK ROSENBORG HECKNA © HIT POINT PRESS INC. 2022 ART: HENRIK ROSENBORG HECKNA © HIT POINT PRESS INC. 2022
MAGICIAN’S MARVELOUS TOP HAT LUMINATING STAGE LIGHT
WONDROUS ITEM, RARE (REQUIRES ATTUNEMENT) WONDROUS ITEM, UNCOMMON

This magnificent velvet top hat doubles as a portal to a small pocket dimension
filled with curious and useful items. As a bonus action, while you hold the hat, This tarnished stage light can be used to provide
you can reach into it and pull forth a random object, determined by rolling a dazzling light that inspires confidence in those it
d20 and consulting the following table. Once an object has been pulled from
the hat, it cannot be pulled out again. If you roll a number of an object that illuminates. As an action, you can light the candle
has already been removed from the hat, roll again until you get a number that inside the stage light, which causes it to project
has not yet been pulled. Once all the objects have been pulled from the hat, it
becomes an ordinary but quite stylish top hat. bright daylight in a 60-foot cone. If the cone of light
overlaps with an area of darkness created by a
d20 object
1 A potion of healing (supreme)
spell of 3rd-level or lower, the spell that created the
2 A silvered longsword darkness is dispelled. On each of your turns, while
3 A fresh daisy in bloom you hold the light, you can choose the orientation of
4 A mousetrap, which immediately springs, dealing 1d4 bludgeoning
damage to you the cone (no action required). Up to eight creatures
5 A heckmite of your choice that are illuminated by the light have
6 A diamond worth 1,000 gp advantage on Wisdom and Charisma saving throws
7 A slice of delicious chocolate cake
8 A schnozling and advantage on Charisma checks. The candle can
9 A white rabbit that, when questioned, grants you the benefits of the burn for 1 minute in total. It can be extinguished with
augury spell. Once it has granted you this benefit or after 1 hour has
a bonus action.
passed, the rabbit vanishes.
10 A 50-foot length of silk rope When the candle has burned completely, the stage
11 A vial of holy water light’s magic fades, becoming an
12 A lit torch that screams in agony when extinguished
13 A bloodstained crowbar
ordinary lantern.
14 A spell scroll of irresistible dance, which vanishes after 10 minutes
15 A living tattoo inscribed on your skin, which can change its shape
and location on your body as it chooses, displaying a mischievous
nature and perfect comedic timing
16 A death threat against you written on a piece of paper you once
discarded that details information about yourself that only you
could know
17 A poisoner’s kit
18 Bagpipes that are impossible to tune
19 A holy symbol defaced by Heckna-themed graffiti
20 A dwarf’s missing beard

MASK OF HECKNA MALEVOLENT META DICE


WONDROUS ITEM, LEGENDARY (REQUIRES ATTUNEMENT) WONDROUS ITEM, LEGENDARY

This shiny white mask affixes to your face as soon This gaming set of dice includes a d4, d6, d8, d10, d12,
as you put it on. While wearing this mask, your and d20, all of which are fashioned from the bones
voice sounds like Heckna’s, and you cannot control of an ancient dragon loremaster, said to have known
your expressions. You are compelled to make jokes the true nature of the universe. While you hold the
and puns whenever the opportunity arises. Your dice, when a d4, d6, d8, d10, d12, or d20 is rolled as
Charisma score increases by 1 to a maximum of 20, part of an attack, save, or check by a creature you
and you have disadvantage on Stealth checks. The can see within 120 feet, you can use your reaction to
mask can only be removed with greater restoration, choose one of your meta dice to replace one type of
which destroys the item. dice. The size of the die you choose to replace and
the meta die you choose need not be the same. The
meta die result you roll replaces the result of the type
of die you chose to replace. Once you have rolled
a meta die in this manner, it vanishes from the set
permanently.
MINDWEB MIRROR PARTY POOPER
WONDROUS ITEM, VERY RARE (REQUIRES ATTUNEMENT) WEAPON (WARHAMMER), VERY RARE (REQUIRES ATTUNEMENT)

ART: HENRIK ROSENBORG HECKNA © HIT POINT PRESS INC. 2022 ART: HENRIK ROSENBORG HECKNA © HIT POINT PRESS INC. 2022

POLLY’S TICKET SATCHEL SOPHIE’S (NEC)ROMANTIC NOVEL

WONDROUS ITEM, UNCOMMON (REQUIRES ATTUNEMENT) WONDROUS ITEM, RARE (REQUIRES ATTUNEMENT)
ART: HENRIK ROSENBORG HECKNA © HIT POINT PRESS INC. 2022 ART: ANNELIESE MAK HECKNA © HIT POINT PRESS INC. 2022
PARTY POOPER MINDWEB MIRROR
WEAPON (WARHAMMER), VERY RARE (REQUIRES ATTUNEMENT) WONDROUS ITEM, VERY RARE (REQUIRES ATTUNEMENT)

This dull gray warhammer is stamped with the This hand mirror is backed with a design of an
word “unfunny” on its head. You gain a +1 onyx spider. Your reflection on its surface is always
bonus to attack and damage rolls made with flattering. While you are attuned to this mirror, you
this magic weapon. Additionally, the first time and any werespiders infected with the same strain
you hit a creature with the party pooper on of lycanthropy as you can communicate with each
other telepathically over any distance as long as you
your turn, it must succeed on a DC 17 Charisma
are on the same plane of existence.
saving throw or be magically silenced until the
ATTUNEMENT
end of its next turn. A creature silenced in this
manner cannot speak or produce verbal com- Requires attunement by a werespider.
ponents for spells. A creature that succeeds on
its saving throw becomes immune to this effect
until the end of your next turn.

SOPHIE’S (NEC)ROMANTIC NOVEL POLLY’S TICKET SATCHEL


WONDROUS ITEM, RARE (REQUIRES ATTUNEMENT) WONDROUS ITEM, UNCOMMON (REQUIRES ATTUNEMENT)

This leather and black velvet tome, gilded with gold fixings, functions
as a spellbook. It smells like decay masked with a floral perfume.
The interior of this small, pink satchel is a
While you are holding this book, you can use it as a focus for your bottomless pit. Any items placed into it are
wizard spells. There are many empty pages at the back on which transported directly to Heckna’s private
you can record additional spells you learn. The pages at the front
contain various notes by Sophie, including short, romantic drabbles chambers. An attuned creature can use an
she has recorded when observing interactions at The Revelia: action to reach into the satchel and withdraw
a ticket booklet from a stack of them in the
I saw Sock-Hop ask out Marbles McGee today—
they’re going to Bab’s for dinner, and then chambers. Heckna frequently replenishes the
seeing a show at the Big top. How delightful!
Although, if you ask me, Sock-Hop would be far stack with booklets for Polly to distribute to new
more handsome with a fifth arm. I wonder if
they’d let me add one...
revelers.

When found, the book contains the following spells: animate dead,
blight, false life, and modify memory. Once a day, while you are
holding this book and you cast an enchantment spell on a creature
that requires a saving throw, you can force that creature to roll with
disadvantage on its saving throw against your spell.

ATTUNEMENT

Requires attunement by a wizard.


SPOOL OF WERESPIDER SILK THE BUMPER
WONDROUS ITEM, RARE ARMOR (SHIELD), VERY RARE (REQUIRES ATTUNEMENT)
ART: HENRIK ROSENBORG HECKNA © HIT POINT PRESS INC. 2022 ART: HENRIK ROSENBORG HECKNA © HIT POINT PRESS INC. 2022

THE CATCH THE CHAIR


WONDROUS ITEM, ARTIFACT WONDROUS ITEM, ARTIFACT
ART: HENRIK ROSENBORG HECKNA © HIT POINT PRESS INC. 2022 ART: HENRIK ROSENBORG HECKNA © HIT POINT PRESS INC. 2022
THE BUMPER SPOOL OF WERESPIDER SILK
ARMOR (SHIELD), VERY RARE (REQUIRES ATTUNEMENT) WONDROUS ITEM, RARE

The Bumper is a magical shield made from combining This 1-foot long spindle is wound with 50 feet of
The Chair with The Catch. Combining the items fuses werespider silk.
them together permanently. Only casting dispel If you hold the spindle and use an action to speak
magic on The Bumper while you are attuned to it its command word, the silk unspools, darting forward
allows its component parts to once again be to entangle a creature you can see within 20 feet of
separated.
you. The target must succeed on a DC 15 Dexterity
The Bumper prevents Heckna from teleporting saving throw or become restrained (escape DC
more than 30 feet or teleporting his minions around 15). A creature restrained by the silk takes 1d4 acid
The Revelia when he’s within 100 feet of the shield. damage at the start of its turn.
Additionally, The Bumper reduces any damage dealt
to its wielder by Heckna or his minions by 5 per
successful attack or damaging spell. While holding
The Bumper, you have a +1 bonus to AC. This bonus
is in addition to the shield’s normal bonus to AC.

THE CHAIR THE CATCH


WONDROUS ITEM, ARTIFACT WONDROUS ITEM, ARTIFACT

This now-rusted metal frame of a chair has This curved shard of moonstone measures
a decorative moonstone backplate and a around a foot in length and gleams with an
cushion covered with torn and stained velvet. eerie iridescence when viewed under moonlight.
Crafted by Heckna from a collection of strange Heckna created The Catch to tether
metals from across the planes, The Chair helps The Revelia to the material plane. This link
The Revelia keep its form and stabilizes its allows him to bring those he chooses across
dimensions. It also tethers Cicero’s soul and his barrier and prevents them from leaving
wraith-like form to The Tunnel of Love in The while ensuring The Revelia is always attached
Revelia. The Chair can be combined with The to the same area. It also serves as a link to his
Catch to form The Bumper. moon-fuelled magic. The Catch can be
combined with The Chair to form The Bumper.
THE LAST LAUGH THE PUNCHLINE
WEAPON, LEGENDARY (REQUIRES ATTUNEMENT) WEAPON (WARHAMMER), LEGENDARY (REQUIRES ATTUNEMENT)

ART: HENRIK ROSENBORG HECKNA © HIT POINT PRESS INC. 2022 ART: HENRIK ROSENBORG HECKNA © HIT POINT PRESS INC. 2022

THE STICK THE THINGAMAJIG


WEAPON (QUARTERSTAFF), VERY RARE (REQUIRES ATTUNEMENT) WONDROUS ITEM, RARE (REQUIRES ATTUNEMENT)
ART: HENRIK ROSENBORG HECKNA © HIT POINT PRESS INC. 2022 ART: HENRIK ROSENBORG HECKNA © HIT POINT PRESS INC. 2022
THE PUNCHLINE THE LAST LAUGH
WEAPON (WARHAMMER), LEGENDARY (REQUIRES ATTUNEMENT) WEAPON, LEGENDARY (REQUIRES ATTUNEMENT)

The Punchline is a large, two-handed warhammer shaped like an oversized


mallet. It deals 2d12 bludgeoning damage and has a reach of 10 feet. The stock of this crossbow is painted with the
You gain a +2 bonus to attack and damage rolls made with this magic weapon. faces of dead clowns, and it exudes an aura of
Hard To Handle. The Punchline is averse to being used by anyone other smug satisfaction.
than Heckna. While you are attuned to The Punchline, after each long rest,
you must make a DC 16 Charisma saving throw. On a failure, you suffer 4d8 You gain a +3 bonus to attack and damage rolls
psychic damage as The Punchline berates and harasses you.
Sound Effects. Whenever The Punchline hits a target, it emits a loud, comical made with this magic weapon. When you hit a
sound. Conversely, if an attack with The Punchline misses, it will emit a comical creature with a projectile fired from this weapon,
mocking sound, such as a slide whistle or disappointed groan.
that creature must succeed on a DC 16 Wisdom
Lots of Laughs. Three times per day, The Punchline can cast hideous laughter
on a target within range (spell save DC 17). It chooses the target and when saving throw or take 4d8 psychic damage and
to cast the spell and can target whoever is holding it. It regains all uses of this be unable to speak or cast spells with verbal
ability daily at dawn.
Sentience. The Punchline is a sentient chaotic evil weapon with an Intelligence
components until the start of your next turn.
of 12, a Wisdom of 16, and a Charisma of 17. It has hearing and darkvision out
to a range of 120 feet. WEAPON TYPE
The weapon communicates telepathically with its wielder and can speak,
read, and understand Common and Gobbledygook. It spouts nonsense and Hand crossbow, light crossbow, or heavy crossbow.
bad jokes during battle. While attuned to someone who is not Heckna, it
also screeches out whiny pleas to be freed from the “thief” that stole it and
demands to be returned to Heckna’s side.
Personality. The Punchline speaks in a zany, cartoonish voice and takes
almost nothing seriously.
The mallet’s driving motivation is to make Heckna laugh
and to cause havoc and violence wherever it goes.
If separated from Heckna, it becomes completely
obnoxious and unbearable until it is returned to
its favorite clown.

THE THINGAMAJIG THE STICK


WONDROUS ITEM, RARE (REQUIRES ATTUNEMENT) WEAPON (QUARTERSTAFF), VERY RARE (REQUIRES ATTUNEMENT)

The Thingamajig is a magical device of whirling cogs The Stick is a quarterstaff that was once a
and gears, but it has been disguised in appearance long spoke from a wagon wheel. It is painted in
to look like an unassuming common amulet. golds and purples, though its colors have faded
When you are hit by an attack and take damage with age, and it has several bumps and chips
while wearing The Thingamajig, the amulet absorbs along its wooden length. When wielded, its
some of the energy of the attack and stores it for form changes to match the wishes of its wielder.
later use. The Thingamajig stores half the total When brought near The Revelia’s train, it
damage done to you between the end of your turn transforms into a coupling rod for its wheels.
and the start of your next turn. During your turn,
on a successful melee or ranged attack, you can You have a +1 bonus to attack and damage
unleash this stored energy as lightning damage. rolls made with this magic weapon. You deal an
Once used, this property can’t be used again until additional 10 bludgeoning damage on a critical
the next dawn. hit. The Stick also deals an additional 2d8 force
damage when used against Heckna.
THE THROTTLE LEVER TICKET BOOKLET
WONDROUS ITEM, ARTIFACT EQUIPMENT
ART: PATRICIA KELEN TAKAHASHI HECKNA © HIT POINT PRESS INC. 2022 ART: HENRIK ROSENBORG HECKNA © HIT POINT PRESS INC. 2022

THE YUCKY BIT


WONDROUS ITEM, VERY RARE (REQUIRES ATTUNEMENT)
ART: HENRIK ROSENBORG HECKNA © HIT POINT PRESS INC. 2022
TICKET BOOKLET THE THROTTLE LEVER
EQUIPMENT WONDROUS ITEM, ARTIFACT

The ticket booklet is a bundle of 10 Red Tickets This long, metal lever has the words ‘TRAIN
(RT). The tickets can be used to purchase ACTIVATION’ etched faintly into the handle,
goods and services throughout The Revelia. though the letters are worn away and hard to
read. Always warm to the touch, The Throttle
Lever projects a slight aura of conjuration
magic, as if it has been in long contact with
a powerful source of magic that has left an
imprint on it. If used as an improvised weapon,
it does 1d4 bludgeoning damage. On a critical
hit, the target of the attack is teleported 10 feet
in a straight line away from you.

THE YUCKY BIT


WONDROUS ITEM, VERY RARE (REQUIRES ATTUNEMENT)

There are two versions of The Yucky Bit: a magical,


bright red shag robe made from Snout’s fur, and a
magical robe shaped like Myrmidon’s wings. While you
wear this item, the sight of this grim trophy made from
Heckna’s dead pet inspires fear in those who see it,
causing creatures within 60 feet who can see you to
have disadvantage on attack rolls against you. If you
take damage, this property ceases to function until the
start of your next turn.
Heckna Bait. The sight of his destroyed pet’s
remains renders Heckna furious. He does not suffer
disadvantage on attacks against you. However, while
you are wearing this item, Heckna takes 2d6 force
damage each time he successfully hits you with an
attack or otherwise causes you to take damage.
LICENSE
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2. The License: This License applies to any Open Game Content that contains a provision shall be reformed only to the extent necessary to make it enforceable.
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Open Game Content distributed using this License. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors
Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James
3. Offer and Acceptance: By Using the Open Game Content You indicate Your Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based
acceptance of the terms of this License. on original material by E. Gary Gygax and Dave Arneson.

4. Grant and Consideration: In consideration for agreeing to use this License, the Heckna Campaign Setting, Copyright 2020, Hit Point Press Inc. Authors:
Contributors grant You a perpetual, worldwide, royalty-free, nonexclusive license Ashley Warren, T.R. Rowe.
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