The Little Red Hen - Page 23
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$LAYYYTER
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@an-immortal
The Little Red Hen - Page 23
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This is me testing a new coloring style for season 2 of My Magic Grandpa, applying a bunch of techniques I learned since it went on hiatus.
First image is the original, second is the test version.
July Monthly Mini Comic, featuring a younger Coach with his wife Terry at the carnival
💍 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Flintlock Rings Ring, uncommon ___ While wearing these rings on your matching thumb and forefinger, you can extend them to make a gesture of a pistol. Once per turn when you take the Attack action, you can replace one of your attacks with a special one using the rings by making this gesture, which has a range of 60 feet. Make a ranged spell attack with the rings, using a spell attack bonus of +5; if you’re proficient with pistols, you can instead use your normal attack bonus as if you were wielding a pistol. On a hit, the target takes 2d6 + 3 force damage as a bullet of magical force rockets from your fingers to strike it. If you roll the same number on the damage dice, the target is also pushed up to 5 feet away from you. You can replace multiple attacks in this way with multiple pairs of the rings (a maximum of twice per turn). ___ ✨ 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 as little as $3 a month!
⚔️ 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Musket of Insult and Injury Weapon (musket), very rare ___ This wide-mouthed musket releases an audible and maniacal laugh whenever it’s fired, in addition to the sound of the blast. This weapon uses 3d6 for its damage dice, instead of 1d12. When at least one of the weapon’s damage dice rolls a 6, the target takes an additional 1d6 psychic damage from the attack. When this happens, if the target is a creature and can understand at least one language, it must also make a DC 16 Charisma saving throw; the target automatically succeeds on this save if it has immunity to psychic damage. On a failed save, the next attack roll or ability check that creature makes before the end of its next turn is made with disadvantage. ___ ✨ 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 as little as $3 a month!
⚔️ 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Wandelabra Staff Staff, uncommon ___ This staff resembles an especially tall candelabra, with holders made for wands instead of candles. While holding it, harmless candlelights float above each of the empty wand holders; the candlelight appears at the tip of any wand held by it, which slot into the holder like a typical candle. The staff can hold up to three wands. Physically adding a wand to the staff or removing one from it requires an action. While holding the staff, you can use any of its held wands as if they were in your hand. You must still meet the prerequisites for any wand you use in this way, such as being attuned to it. Furthermore, whenever a wand held by the staff rolls to regain a number of expended charges, the number of charges it regains is increased by 1. ___ ✨ 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 as little as $3 a month!
💍 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Ring of Sharks Ring, rare (requires attunement) ___ While wearing this ring, you have a swimming speed of 30 feet and can breathe underwater. In addition, sharks are indifferent toward you and will not attack you unless you threaten or harm them. The ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the ring, you can expend 1 of its charges using an action to point at a creature that you can see within 60 feet of you. That creature must make a DC 15 Dexterity saving throw, taking 2d10 piercing damage on a failed save, or half as much damage on a successful one, as it’s attacked from below by a Large, illusory shark. The saving throw is made with disadvantage if the creature has fewer than half its maximum hit points remaining, and the damage increases by 1d10 each time that creature is targeted by this effect within 1 hour. ___ ✨ 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 as little as $3 a month!
Tales of Vale: Now on Webtoon
An anthology of stories following different magical rabbits in Leporia, a land in the world of Vale. Leporians have standard magic, but they
Do you think tumblr will ever learn the difference between “I’m defending this person because I agree with them wholeheartedly and I am also like this person” and “I’m defending this person because your behavior is dangerous and you need to stop”
IMO, blurring the lines between “I’m defending them because they’re right” and “I’m defending them because you’re taking this too far” is step numero uno to cutting down the very existence of fair trial and democracy–even in places where saying that might seem a little dramatic.
Mob mentality is extremely strong in humans and it’s also extremely dangerous. Mobs don’t think things through. Mobs kill and they destroy and they can’t be reasoned with. Someone trying to calm a mob down isn’t someone defending the ~problematic party~ It’s time we re-learn that.
The Little Red Hen - Page 22
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💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Stonewalker Wraps Wondrous item, very rare (requires attunement by a monk) ___ These dusty leather footwraps are stitched with a geographic pattern. While wearing them, you gain the following benefits. 𝙎𝙩𝙚𝙥 𝙤𝙛 𝙎𝙩𝙤𝙣𝙚. You gain tremorsense out to a range of 10 feet, and difficult terrain composed of earth or stone doesn’t cost you extra movement. When you expend a ki point to use your Step of the Wind, the range of this tremorsense increases to 30 feet until the start of your next turn. 𝙎𝙩𝙤𝙣𝙚 𝘽𝙡𝙤𝙬. When you expend a ki point to use your Flurry of Blows as a bonus action, you can replace any of the unarmed strikes you make as part of it with a special attack. This attack summons an earthen slab from the ground below a target that you can see within 60 feet of you, striking the target with unyielding force before returning to the ground. Treat the attack as if it were a normal unarmed strike, except it ignores half and three-quarters cover. If you use your Stunning Strike on an unarmed strike made in this way, the attack also deals an extra 1d6 bludgeoning damage. 𝙎𝙩𝙤𝙣𝙚 𝘿𝙚𝙛𝙚𝙣𝙨𝙚. When you expend a ki point to use your Patient Defense as a bonus action, you can choose to grant yourself resistance to piercing and slashing damage until the start of your next turn, instead of its normal effects. ___ ✨ 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 as little as $3 a month!
I finally finished the My Magic Grandpa theme song! (At least until I improve at making music and come back to it)
⚔️ 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Vagrant’s Arsenal Weapon (rapier and pistol), very rare (requires attunement) ___ This pair of weapons once belonged to an unscrupulous yet cunning fighter. If you are proficient with either rapiers or pistols, you are considered proficient with both weapons. The two weapons count as a single item for the purposes of attuning to them, and you needn’t have a free hand to reload the pistol if it’s holding the rapier. You gain a +1 bonus to attack and damage rolls made with either weapon, as well as to any Charisma (Intimidation) check you make while they’re on your person. Whenever you make an attack with Duel (the rapier), you can use a bonus action to immediately make a single ranged attack with Dealt (the pistol); doing so ignores any penalty as a result of being within 5 feet of another creature. When you hit a creature with either Duel or Dealt and roll the highest number on the weapon’s damage die, you can force that creature to make a DC 15 Constitution saving throw. On a failed save, refer to the table below and choose which of the creature’s body parts to target with the attack, provided it has them: the creature then suffers the effect associated with that body part and weapon used, which lasts until the end of your next turn. Lastly, if you hit a creature with either weapon and had advantage on the attack roll, you can roll the weapon’s damage die twice and choose either result. Body Part | Duel (rapier) | Dealt (pistol) — Head | The creature has disadvantage on the next attack roll it makes. | The creature is knocked prone if it’s Large or smaller. - Torso | The creature takes an extra 1d8 piercing damage. | The creature is pushed up to 10 feet away from you. - Arm | The next melee attack the creature makes with the targeted arm deals half as much damage. | The creature has disadvantage on the next attack roll it makes using the targeted arm. - Leg | The creature has disadvantage on the next Dexterity saving throw it makes. | The creature’s speed is halved. ___ ✨ 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 as little as $3 a month!
Are all knacks self-imposing, or do people have control of them in a literal sense (not learned to work with how they tick)? Like if a bunny could enchant food, will they *always* enchant it when they bake?
There are 4 base types of knacks that are split into two categories
Types of Knacks: Live, Passive/Inward, Radial
Knacks are generalized under these four categories, taking one trait from each set. So a rabbit will have either a live or passive knack, that is then either inward or radial.
Live: These are knacks that are activated by choice, the rabbit has full control of their knack and when it's used. IE: Breathing fire, altering food, healing others
Passive: These knacks are active at all times and are out of the rabbit's control, often being some kind of rule. IE: Restricted diet, sleep habits, 6th sense
Inward: Knacks that affect the physical body or self in some way but not others. IE: Self healing, extra limbs, super strength
Radial: These knacks affect the environment and/or people/things around them. IE: Contagious itching, Being on time, compelling others
So Drifter's knack is a Passive Radial knack
The Little Red Hen - Page 21
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Knack Details
So I have knack types, knack sub-categories, now I have knack diagnosis terms!
For a diagnosis of a specific knack that clearly describes what the knack does, there are certain terms used to describe the effects of the knacks and how they apply to the ability. This glossary was designed to make identifying knacks as easy as possible. The most common format for a diagnosis starts (but sometimes ends) with the effect word, followed by a secondary descriptive word if needed, and then the ability itself. The effect is capitalized while the descriptor and ability are lower case. Some knacks can have more than one effect. So some examples: Freak strength, Chronic rhythmic ear twitching, Influence sleep singing
Freak - Excess (Negative) [Freak strength, Freak hearing)
Endowed - Excess (Positive) [Endowed luck, Endowed stamina]
Mighty - Tough/Sturdy/Unbreakable [Mighty bones, Mighty hair]
Dampered - Lacking/Less [Dampered flight, Dampered vocal volume]
Nixed - Missing/Unable [Nixed pain, Nixed sweetness taste buds]
Chronic - Ever Present [Chronic hiccups, Chronic ear twitching]
Rhythmic - Repetitive/Perfectly Timed [Rhythmic walking, Rhythmic nose twitch)
Surprise - Randomly occurring [Surprise frost sneezes, Surprise dance Impulse]
Proof - Resistant/Impervious [fire Proof, poison Proof]
Confined - Limited/Restricted [Confined diet of grass, Confined movement of legs]
Impulse - An irresistible compulsion [sneeze triggered dance Impulse, Surprise screaming Impulse]
Precise - Exact, perfect [Precise timing, Precise math Insight]
Wacky/Wackadoodle - Chaotic [Wackadoodle luck, Wacky sneezes]
Risky - Dangerous [Risky fire breath, Risky vocal volume]
Insight - Clairvoyance, seeing clearly [touch triggered truth Insight, musical mood Insight]
Command - Compelling via vocal trigger
Influence - Compelling via mental trigger [Influence fear, negative mood Influences laughter]
Dictate - Compelling via written trigger
Bid - Compelling via gesture trigger
String - Compel is detected when used [String Command will]
Covert - Unnoticed [Covert presence, Covert Command will]
Enchant - Apply magical effect [Enchant food, Enchant artifacts] Conjure - Summon [Conjure daily meal, Conjure illusionary butterflies]
Manifest - Environmental Illusion/Alteration [Manifest dreams, Manifest safe zone]
Mimic - Perfectly copy [Mimic instruments, Mimic voices]
Multiply - Duplicate or expand [Multiply limbs, Multiply fabric]
Contort - Bend/Stretch body [Contortional elasticity, Contort bones]
Shift - Transform/Alter [Shift fur color, Shift race]
Revive - Restore/Heal [Revive rotten fruit, Revive wounds]
Reverse - Opposite results [Reverse scent perception, Reverse Command]
Nourish - Provide nutrients/energy [self Nourish, plant Nourishing touch]
Consume - Ability to eat [Consume metals, Consume bark]
Taste - How one perceives flavor [good Tastes bad, Taste emotions]
Lack-a-Knack - Knack has been removed or no knack is known.
💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Shadow Shuriken Weapon (dart), very rare (requires attunement) ___ When thrown, this dark throwing star is trailed by wisps of black smoke. This weapon has the light property, and you can engage in two-weapon fighting with it as if it were a melee weapon. If you’re a monk, it’s considered to be a monk weapon for you. When you hit a creature with this weapon, any nonmagical flames or lights within 10 feet of it are extinguished. This weapon deals an extra 1d8 force damage to any creature it hits, or 1d12 if the creature is in dim light or darkness. Hit or miss, the shuriken magically returns to your hand after making an attack with it. 𝙎𝙝𝙖𝙙𝙤𝙬 𝙅𝙪𝙢𝙥. This weapon has 4 charges, and it regains all expended charges daily at dusk. When you hit a target with this weapon, you can choose to expend 1 of its charges to teleport to an unoccupied space that you can see within 5 feet of it. If the new space is in dim light or darkness, you become invisible until the start of your next turn; the effect ends early if you make an attack or force a creature to make a saving throw. ___ ✨ 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 as little as $3 a month!