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Squeaky ball of Beast Taming

wondrous item, uncommon (requires attunement)

This bright red ball is made of rubber and squeaks when squeezed. It has a faint aura of enchantment magic.

Play Fetch

As an action, you can throw the ball at a beast that you can see within 60 feet of you. The beast must make a Wisdom saving throw (See table below for DC). If you or your allies have harmed the beast, it has advantage on the saving throw. On a failed save, the beast is charmed by you for 1 hour or until you or your companions do anything harmful to it.
The charmed beast regards you as a friendly acquaintance and obeys your commands to the best of its ability. You can use a bonus action to speak a simple command to the beast, such as “fetch”, “sit”, or “attack”.

Beast Bond

If you use the ball to charm the same beast three times, you form a bond with the beast that lasts until you charm another beast using this item. The bonded beast becomes your loyal companion and follows you wherever you go, unless you command it otherwise. You can communicate telepathically with the bonded beast as long as you are on the same plane of existence.
The bonded beast gains the following benefits:
  • Its hit point maximum increases by 10.
  • It gains a +1 bonus to attack and damage rolls.
You can only have one bonded beast at a time. If you charm another beast with this item, the previous bond is broken.

Saving Throw DC

The DC to resist the ball's magic is determined by the beast's challenge rating.
Challenge RatingSaving Throw DC
013
12
¼11
½10
19
28
37
46
5+5
Illustration: Timmmi (using AI-tools like Midjourney & Dall-E)
background image

Squeaky ball of Beast Taming

wondrous item, uncommon (requires attunement)

This bright red ball is made of rubber and squeaks when squeezed. It has a faint aura of enchantment magic.

Play Fetch

As an action, you can throw the ball at a beast that you can see within 60 feet of you. The beast must make a Wisdom saving throw (See table below for DC). If you or your allies have harmed the beast, it has advantage on the saving throw. On a failed save, the beast is charmed by you for 1 hour or until you or your companions do anything harmful to it.
The charmed beast regards you as a friendly acquaintance and obeys your commands to the best of its ability. You can use a bonus action to speak a simple command to the beast, such as “fetch”, “sit”, or “attack”.

Beast Bond

If you use the ball to charm the same beast three times, you form a bond with the beast that lasts until you charm another beast using this item. The bonded beast becomes your loyal companion and follows you wherever you go, unless you command it otherwise. You can communicate telepathically with the bonded beast as long as you are on the same plane of existence.
The bonded beast gains the following benefits:
  • Its hit point maximum increases by 10.
  • It gains a +1 bonus to attack and damage rolls.
You can only have one bonded beast at a time. If you charm another beast with this item, the previous bond is broken.

Saving Throw DC

The DC to resist the ball's magic is determined by the beast's challenge rating.
Challenge RatingSaving Throw DC
013
12
¼11
½10
19
28
37
46
5+5
background image

Squeaky ball of Beast Taming

wondrous item, rare (requires attunement)

This bright red ball is made of rubber and squeaks when squeezed. It has a faint aura of enchantment magic.

Play Fetch

As an action, you can throw the ball at a beast that you can see within 60 feet of you. The beast must make a Wisdom saving throw (See table below for DC). If you or your allies have harmed the beast, it has advantage on the saving throw. On a failed save, the beast is charmed by you for 1 hour or until you or your companions do anything harmful to it.
The charmed beast regards you as a friendly acquaintance and obeys your commands to the best of its ability. You can use a bonus action to speak a simple command to the beast, such as “fetch”, “sit”, or “attack”.

Beast Bond

If you use the ball to charm the same beast three times, you form a bond with the beast that lasts until you charm another beast using this item. The bonded beast becomes your loyal companion and follows you wherever you go, unless you command it otherwise. You can communicate telepathically with the bonded beast as long as you are on the same plane of existence.
The bonded beast gains the following benefits:
  • Its hit point maximum increases by your proficiency bonus times 5.
  • It gains a +2 bonus to attack and damage rolls.
  • It gains proficiency in one skill of your choice: Athletics, Acrobatics, Perception, Stealth, or Survival.
You can only have one bonded beast at a time. If you charm another beast with this item, the previous bond is broken.

Pact Tactics

You and your bonded beast have advantage on attack rolls against a creature if both you and the bonded beast are within 5 feet of it.

Saving Throw DC

The DC to resist the ball's magic is determined by the beast's challenge rating.
Challenge RatingSaving Throw DC
0-¼15
½14
113
212
311
410
59
6+8
background image

Squeaky ball of Beast Taming

wondrous item, very rare (requires attunement)

This bright red ball is made of rubber and squeaks when squeezed. It has a faint aura of enchantment magic.

Play Fetch

As an action, you can throw the ball at a beast that you can see within 60 feet of you. The beast must make a Wisdom saving throw (See table below for DC). If you or your allies have harmed the beast, it has advantage on the saving throw. On a failed save, the beast is charmed by you for 1 hour or until you or your companions do anything harmful to it.
The charmed beast regards you as a friendly acquaintance and obeys your commands to the best of its ability. You can use a bonus action to speak a simple command to the beast, such as “fetch”, “sit”, or “attack”.

Beast Bond

If you use the ball to charm the same beast three times, you form a bond with the beast that lasts until you charm another beast using this item. The bonded beast becomes your loyal companion and follows you wherever you go, unless you command it otherwise. You can communicate telepathically with the bonded beast as long as you are on the same plane of existence. You can also use an action to see through the bonded beast's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the bonded beast has. During this time, you are deaf and blind with regard to your own senses.
The bonded beast gains the following benefits:
  • Its hit point maximum increases by your proficiency bonus times 10.
  • It gains a +3 bonus to attack and damage rolls.
  • It gains proficiency in two skills of your choice: Athletics, Acrobatics, Perception, Stealth, or Survival.
  • It gains resistance to one damage type of your choice: acid, cold, fire, lightning, poison, or thunder.
You can only have one bonded beast at a time. If you charm another beast with this item, the previous bond is broken.

Pact Tactics

You and your bonded beast have advantage on attack rolls against a creature if both you and the bonded beast are within 5 feet of it.

Saving Throw DC

The DC to resist the ball's magic is determined by the beast's challenge rating.
Challenge RatingSaving Throw DC
0-117
2-316
4-515
6-714
8+13

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