Red Larch


Cataclysm of the Primordial Orders

Home Dungeons and Dragons Cataclysm of the Primordial Orders

Customization Options

Customization Options

The combination of ability scores, race, class, and background define your character’s capabilities in the game, and the personal details you create set your character apart from every other character. Even within your class and race, you have options to fine-tune what your character can do. But this chapter is for players who-with the DM’s permission – want to go a step further.

This chapter defines two sets of rules for customizing your character: multiclassing and feats. Multiclassing lets you combine classes together, and feats are special options you can choose instead of increasing your ability scores as you gain levels.


Multiclassing allows you to gain levels in multi pie classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options.

With this role, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level.

For example:

If you have three levels in wizard and two in fighter, you’re a 5th-levei character.

As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely, never looking back at the class you left behind. Vou might even start progressing in a third or fourth class. Compared to a single-class character of the same level, you’ll sacrifice some focus on exchange for versatility.

Multiclassing Example:

Gary is playing a 4th-level fighter. When his character earns enough experience points to reach 5th level, Gary decides that his character will multiclass instead of continuing to progress as a fighter. Gary’s fighter has been spending a lot of time with Dave’s rogue and has even been doing some jobs on the side for the local thieves’ guild as a bruiser. Gary decides that his character will multiclass into the rogue class, and thus his character becomes a 4th level fighter and 1st – level rogue (written as fighter 4/rogue 1).

When Gary’s character earns enough experience to reach 6th level, he can decide whether to add another fighter level (becoming a fighter S/rogue 1), another rogue level (becoming a fighter 4/rogue 2), or a level in a third class, perhaps dabbling in wizardry thanks to the tome of mysterious lore he acquired (becoming a fighter 4/rogue 1/ wizard 1).

Further details are in Chapter 6 of the Player’s Handbook.


A feat represents a talent or an area of expertise that gives a character special capability. It embodies training, experience, and abilities beyond what a class provides.

At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. Vou can take each feat only once unless the feat’s description says otherwise.

You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.

For example:

The Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow-perhaps by a withering curse- you can’t benefit from the Grappler feat until your Strength is restored.

All the possible Feats are available for Players to choose for their characters except the Lucky Feat.

Homebrew Feats

As the Campaign progresses more Homebrew feats will be discovered and made available to the characters.


Extensive and continuous training in complete darkness or in some cases with the aid of blindfolds, have allowed you to hone your remaining senses to a razor’s edge. This specialized combat training has granted you the ability to perceive your surroundings in ways others couldn’t begin imagining. Must have proficiency in Perception.

  • You develop blindsight up to a range of 20 feet.
  • Your blindsight can only work in a setting where your character can use his other senses, like hearing and smell.
  • You gain advantage on Perception checks relying on hearing and scent.

Eldritch Empowerment

You learn two Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite of any kind, you can choose that invocation only if you’re a warlock who meets the prerequisite.

End Him Rightly

You have mastered a little-known sword technique. As an action, you can unscrew the pommel from your sword and throw it at a creature within 20 feet of you. When you do so, you make a ranged weapon attack against it using your Strength modifier (you are proficient in this attack). On a hit, the target takes bludgeoning damage equal to 1d4 + your Strength modifier and must make an Intelligence saving throw with a DC of 8 + your proficiency bonus + your Strength modifier or be stunned by the impracticality of your tactics until the end of your next turn. The pommel lands within 5 feet of the target, and you have disadvantage on all attack rolls made with the sword whose pommel you unscrewed (due to it being imbalanced) until you pick it up and use an action to screw it back on.

Requires proficiency in at least one kind of sword.


You have taken the art of cooking to a new art level.  No longer will you look at ingredients like a normal person.  You now have new eyes and a mind that always churns thinking of what could be turned into a recipe and a meal.  This path is not one followed by mere chefs, but those whose life of adventure and search of new and unique food allows you to excel beyond “just cooking a meal”.

You immediately gain the following abilities:

  • Increase your Constitution or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency with cook’s utensils if you don’t already have it.
  • As part of a short rest, you can cook special food, provided you have ingredients and cook’s utensils on hand. You can prepare enough of this food for several creatures equal to four + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.
  • With one hour of work or when you finish a long rest, you can cook several treats equal to your proficiency bonus. These special treats last eight hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points or heal equal to your proficiency bonus.
  • You can cook what would normally be poisonous dishes and make the editable.  The DC for success is eight + the CR of the creature to be eaten.  Success means the specific meat or vegetable is no longer poisonous and can be eaten safely.  Failure means that eat consumer of the food takes the CR in 1d6 damage.  Once the meal is cooked, no one knows if it is poisonous or not until eaten.  Upon a successful meal, the consumer of these meals gains a resistance to poison for as many hours of the CR of the creature eaten hours.  Only one attempt can be made per long rest.
  • Much like an alchemist you can craft wondrous creations, but yours are made of meals.  Given at least two hours and the proper ingredients you can craft many different, delicious, and powerful dishes. Some recipes might take longer to accomplish.


You’ve always hated leaving anything to waste and have always made sure you get the most out of any situation.

  • You gain proficiency in the harvesting kit and the herbalism kit.
  • You ignore any penalties for harvesting a creature that died a particularly violent death.
  • Both appraising and harvesting a creature take half the time than it normally would.

Tool Expert

You have honed your proficiency with particular tools, granting you the following benefits:

  • Increase one ability score of your choice by 1, to a maximum of 20.
  • You gain proficiency in one tool kit of your choice.
  • Choose one tool kit in which you have proficiency. You gain expertise with that tool kit, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

Town Drunk

You have been drinking for years and have gotten used to the effect of alcohol.

Once you have this feat you gain the following benefits:

  • Tipsy and Drunk are now the same level (1/2 your intoxication level)
  • You no longer have disadvantages until you reach Wasted.
  • You gain a +2 to reach the “Blackout” stage.
  • You won’t get hungover if you don’t pass Drunk.

Upgrade Familiar One

Minimum Level: 8

As a wizard you have explored and developed new techniques on how to best train and increase the usefulness of your familiar.  This feat gives you three more familiar points to spend on your summoned familiar.

Upgrade Familiar Two

Minimum Level: 16

Continuing where you left off, you have been able to calculate the exact amount of spirit and magical energy it takes to upgrade your familiar again. You can spend another three extra points on your familiar.

Upgrade Pact of the Chain Familiar One

Minimum Level: 8

Much like the wizard spells of upgrading their familiar, the warlock can do the exact thing, but using different methodologies.  Communing with their patron and instead of requesting additional power for themselves, they request it for their familiar, which will convert their current familiar with a Stage Two version.

Upgrade Pact of the Chain Familiar Two

Minimum Level: 16

Requirement: Upgrade Pact of the Chain Familiar One

Continuing the tradition and power allotment, the warlock begs their patron for yet more power for their familiar creating something that is far more than a familiar and something short of a real monster.  Some of these would give dragons a pause.  This feat allows the Chain of the Pact to grow into a Stage Three familiar.  Note that Upgrade Pact of the Chain Familiar One must have already been chosen.


Perks are like feats, but in a lessor sense.  They can alter how a character does something, but the low-level Perks will mostly add in a new flavor to the play.  These are rewarded to the characters at specific points of the campaign, such as when a new major chapter has been completed.  They are awarded to the party by the gamemaster at the appropriate time they decide.


Minimum Level: 6

Class Requirement: Bard

Adoration. When a creature using one of your bardic inspirations dies, you can, as a reaction if you are not restrained, begin a standing ovation. Illusory roses, confetti, and underwear appear around the creature as if thrown from an adoring crowd whose rapturous applause can be faintly heard. The creature rolls the bardic inspiration die with advantage (it rolls two dice and chooses the highest result).

Once you use this perk, you may not do so again until you finish a short or long rest.


Minimum Level: 3

Through the thorough understanding of yourself and the attunement of magic items, you can attune to one additional item than normal.


Minimum Level: 3

If you hit a creature with a melee attack on your turn, you do not provoke opportunity attacks from that creature until the end of your turn. Once you use this perk, you can’t use it again until you finish a short or long rest.


Minimum Level: 6

Class Requirement: Paladin

You instinctively know where a patient’s tension is being held. The divine touch of your hand can temporarily relieve these pressure points, bringing a welcome bliss.

Massage. When you expend at least 5 points of your Lay on Hands, you can give a brief, gentle, but expert massage. The recipient has advantage on its next attack roll, ability check, or saving throw. Once you use this perk, you cannot do so again until you finish a short or long rest.

Cantrip Sage

Minimum Level: 3

Choose one cantrip you know that deals damage. When you cast that cantrip, you can forego the damage roll and deal maximum damage instead of rolling. Once you use this perk, you can’t use it again until you finish a long rest.


Minimum Level: 6

You have Resistance to Acid damage.


Minimum Level: 3

When you roll a Dexterity (Stealth) check made to hide and you have disadvantage on the roll because of the armor you wear, you can choose to remove the disadvantage and make a straight roll instead. You can’t use this perk to gain advantage on your Dexterity (Stealth) roll in any way. Once you use this perk. You can’t use it again until you finish a short or long rest.


Minimum Level: 3, Prerequisite: No climbing speed

You gain a climbing speed of 20 feet.

Cunning Movement

Minimum Level: 3

You razzle-dazzle an opponent that is adjacent to you sufficiently such that one ally of yours who is adjacent to you and the opponent gain an additional attack against that opponent at the cost of your action. Once you have used this Perk, you cannot use it again until you finish a long rest.


Minimum Level: 3

You catch yourself instinctively finding the center of gravity of items you hold, often balancing them on a single finger.

Centre of Gravity. Choose any weapon with which you are proficient. Until the end of your next turn, that weapon gains the thrown property (range 20/60) and gains a +1 bonus to attack, and damage rolls you make when you throw that weapon. Once you use this perk, you can’t use it again until you finish a short or long rest.


Minimum Level: 6

As a reaction, turn any Critical Hit against you into a normal Hit. Once you use this perk, you can’t use it again until you finish a long rest.


Minimum Level: 3

You may add 1d4 to any Insight checks or Charisma saving throws. Once you use this perk, you can’t use it again until you finish a long rest.

Escape Artist

Minimum Level: 3

Your pursuers swear you bathe in grease; no one can keep their hands on you.

  • If you add your proficiency bonus to an ability check made to end the grappled or restrained condition on yourself, you can instead add twice your proficiency bonus.
  • When you escape a creature’s grapple on your turn, you can immediately use your bonus action to attack the creature you escaped.

Once you use this perk, you may not do so again until you finish a short or long rest.


Minimum Level: 6

You have Resistance to Fire damage.


Minimum Level: 3

You can ignore 1 level of Exhaustion (you will not die until 7th level).


Minimum Level: 6

Class Requirement: Rogue

For short bursts your movement is so quick it leaves a blurred after-image.

Quickstep. When you use your Cunning Action, you can take the Dodge action. A blurry after-image of your movement is left in your wake until the start of your next turn.

Once you use this perk, you cannot do so again until you finish a short or long rest.


Minimum Level: 3

Your walking speed increases permanently by 5 feet.

Full of Life

Minimum Level: 6

You have Resistance to Necrotic damage.

Gorilla Technique

Minimum Level: 6

Class Requirement: Monk

For fleeting moments, you find yourself able to interact with objects just beyond your physical reach. Your aura visibly glows when you channel ki and seems to extend far beyond the reach of your arm.

Long Strike. Until the start of your next turn, the reach of all your unarmed strikes is increased by 10 feet.

Once you use this perk, you cannot do so again until you finish a short or long rest.


Minimum Level: 3

You gain the instinctive knowledge of how to properly season, prepare, and cook food. Any dish you make is guaranteed to be delicious and filling regardless of whatever foul ingredients went into it.  Add an additional 1d6 to any cooking rolls you make.

Hard of Hearing

Minimum Level: 6

You have Resistance to Thunder damage.


Minimum Level: 6

You have Resistance to Psychic damage.


Minimum Level: 6

You have Advantage on all Death Saves.


Minimum Level: 3

Choose one 1st-level spell you know or have prepared that regains hit points, such as cure wounds or healing word. When you cast that spell at its base level, you can forego the healing roll and cause the target to regain the maximum number of hit points possible from that spell. Once you use this perk. you cannot use it again until you finish a long rest.


Minimum Level: 3

When you roll Hit Dice for healing you may re-roll any 1’s or 2’s rolled. You must keep the new result. This effect is retroactive to previous rolls.

Impalement Arts

Minimum Level: 3

When you attack with any thrown weapon, you can treat a roll of 19 or 20 on the d20 as a critical hit. Once you use this perk, you can’t use it again until you finish a long rest.

In the Darkness

Minimum Level: 6

You have Resistance to Radiant damage.


Minimum Level: 6

As a reaction, you may give an attack against you Disadvantage. Once you use this perk, you can’t use it again until you finish a long rest.


Minimum Level: 3

When you attack with a short bow, longbow, light crossbow, heavy crossbow, or hand crossbow, you can treat a roll of 19 or 20 on the d20 as a critical hit. Once you use this perk, you can’t use it again until you finish a long rest.

Master Swordsman

Minimum Level: 6

Your expertise with the blade is unmatched and few rival your skill.

  • While wielding a sword, when you take the dodge action, you can use your bonus action to make a single melee attack at disadvantage.
  • While wielding a sword and attacking at disadvantage, you can choose to ignore the disadvantage and instead attack with advantage. Once you use this feature you must complete a long rest before you can use it again.
  • When attacking with a sword, you can choose to deal bludgeoning, piercing, or slashing damage, rather than the normal damage type. You must choose the damage type of the attack before making the attack roll.

Material Caster

Minimum Level: 3

Whenever you cast a spell that has a material component that is consumed by the spell, and the material component has a gold piece cost, such as revivify or arcane lock, the material cost for the spell is reduced by 25%. For example, revivify would require diamonds worth 225 gold pieces, rather than 300 gold pieces.

Once you use this perk, you can’t use it again until you finish a long rest.


Minimum Level: 6

Class Requirement: Cleric

Endow Grace. As a bonus action you can cause a beam of light to shine down on a target you can see within 60 feet. For the next minute, it gains a +1 bonus to all attack rolls, skill checks, and saving throws.

Divest Finesse (Evil-aligned variant). As a bonus action you can cause a beam of darkness to shine down on a target you can see within 60 feet. For the next minute, it gains a -1 penalty to all attack rolls, skill checks, and saving throws.

Once you use this perk, you may not do so again until you finish a long rest.

Polar Bear

Minimum Level: 6

You have Resistance to Cold damage.


Minimum Level: 3

You learn one additional language of your choice. You can choose this perk multiple times.


Minimum Level: 3

Using materials available in your harvester’s kit, you can extend the life of harvested items. Choose one harvested item and double it’s time to expire.  Only the remaining time left for the expiration is doubled.  Once a material has been preserved, it can no longer be affected by additional preservation efforts.  

Only one material’s expiration can be extended per long rest.


Minimum Level: 3

You gain proficiency with one skill of your choice. This perk cannot be used to gain expertise with any skill. You can choose these perk multiple times if you choose a different skill each time.

Rite Master

Minimum Level: 3

Whenever you cast a spell as a ritual, the spell’s casting time is increased by 5 minutes instead of 10. All other requirements for ritual casting still apply.


Minimum Level: 6

Class Requirement: Wizard

When you prepare your spells for the day, you can spend ten minutes preparing one ritual spell you know.  It appears as arcane script on your forearm.  Before you finish you next long rest, you can cast that spell using only its casting time, and without expending a spell slot.  When you do so, the script fades away, and you cannot cast it again using this feature until the next long rest.


Minimum Level: 6

You have Resistance to Lightning damage.


Minimum Level: 3

You find twice as much food from plants and dead animals upon a successful Survival check.

Shield Bearer

Minimum Level: 3

Sometimes others can benefit from your skill with a shield more than you could.

  • Your Strength or Constitution score increases by 1, to a maximum of 20.
  • You can choose to impose disadvantage on any attack of opportunity made against a creature within 5 feet of you.

Once you use this perk, you may not do so again until you finish a short or long rest.

Shield Use

Minimum Level: 3

When you are hit with a melee attack, you can use your reaction to add a +2 bonus to your AC, possibly turning the hit into a miss. You must be wielding a shield and you must be able to see the attacker to gain this benefit. The increase lasts until the end of the attacker’s next turn. Once you use this perk you cannot use it again until you finish a long rest.


Minimum Level: 3

When you hold position, your defenses become near impenetrable.

  • At the start of your turn, you can reduce your speed to zero and impose disadvantage on the next melee attack made against you before the start of your next turn.
  • When an effect causes you to move without expending your movement, you can choose to move half of the distance instead. Round down to the nearest 5-foot interval.

Once you use this perk, you may not do so again until you finish a short or long rest.


Minimum Level: 6

You have Resistance to Force damage.


Minimum Level: 3, Prerequisite: No swimming speed

You gain a swimming speed of 20 feet.


Minimum Level: 3

When a creature within 30 feet of you that you can see makes an attack roll, you can use your reaction to grant advantage on that roll. Once you use this perk, you can’t use it again until you finish a long rest.


Minimum Level: 6

Class Requirement: Ranger

You find yourself able to hone your senses on families of creatures and gain additional insights into the creature as you track it.

Tracker. You meditate for 10 minutes, focusing on one type of creature: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. For the next 8 hours, you have advantage on Wisdom (Survival) checks made to track creatures of that type.

On a successful check, you learn the following:

  • The direction the creature headed.
  • If the creature is aware of your presence.
  • The creatures approximate speed (in mph).
  • How long since the creature was last in this place.
  • If the creature is healthy, bruised, bloodied. or wounded (> 75%, 50-75%, 25-50%, or <25% of hit points respectively).

Once you use this perk, you cannot do so again until you finish a long rest.


Minimum Level: 3

You gain proficiency with one tool, instrument, gaming set or kit of your choice. This perk cannot be used to gain expertise with any tool, instrument, gaming set or kit. You can choose these perk multiple times if you choose a different tool instrument, gaming set or kit each time.


Minimum Level: 6

You have Resistance to Poison damage.


Minimum Level: 6

You have Resistance to Air or Wind damage. You have advantage to remain standing against any attacks that might cause you to fall prone.

Whip Master

Minimum Level: 3

A whip in your hands becomes a deadly weapon.

  • When you hit a large or smaller creature with a whip, the creature’s speed is reduced by 10 feet until the start of your next turn.
  • Whips you wield gain the light property.
  • The damage die of whips you wield increases from 1d4 to 1d6.
  • You gain a +5 bonus to BDSM.

Session 1, Prelude

1st of Mirtul of the year 1492

The session started on the road a day outside of Waterdeep.  Our seven heroes, Angelica the dragonborn, Avery Rockwell a gnome, Fogo the Firbolg, Fwoosh a kenku under disguise as “Pick”, ISAC hiding his warforged looks and nature, Sky Zephyr an air Genasi, and Vladimir Miller a human set out under the auspices of being under contract from Otis Samael.

Some of the group had been contacted by different factions, all of which gave pretty much the same request.  Investigate the odd things happening around Red Larch, find out what is causing the unnatural weather in the Dessarin Hills and make it go away.

Angelica being a starting initiate of the Order of the Gauntlet, was also requested to meet up with the Knights of Samular in the Sumber Hills at Summit Hall.  The Order would like to improve relations with the Knights.  Avery on the other hand had a very loose association with the Harpers and was sent forth with only basic instructions, while Vladimir was a staunch mercenary for the Lord’s Alliance was given much more strict directions.  “Pick” while escaping his captivity had managed to contact the Zhentarim.  He was given a small ring with their symbol and told that hiding up north was the best for him, and while there he should investigate the oddities happening, someone would contact him there.

Those with factions and those without, were all hired at the Mercenary Hall by Otis without much negotiation.  The pay was very good, and most if not, all had some reason to head that direction.

Otis Samael

The trip started with Otis in the lead wagon and his two sons George and William in the second wagon.  The wagons were not overly large but were clearly heavily laden with large barrels.  Everything in the wagons were set in very solidly and none of the barrels had any movement in the wagons and were obviously filled to the brim with something and made no noise when Avery listened to them closely.

George Samael

George appeared to be about 20 years old and gave off a serious but somber mood and attitude.  He did not speak much unless asked a question, but just did his job quietly.  Whereas his younger brother William at 15 years old continued to play around as much as possible.  He would frequently jump off the second wagon and run around the characters while swinging is wooden sword around claiming he was practicing.  William started pestering the group about who was a swordsman, but there were none in the party disappointing William, not that he remained unhappy long.  

William Samael

About halfway to the camping area, a very loud sound started off in the distance from the group coming from the road.  Dust could be seen coming closer with the sound.  Something was coming fast down the road.  The wagons took to the side as two very large box wagons came by with the Ammakyl family crest on the sides.  Avery was able to identify the family and that these were most likely produce wagons going to Waterdeep.

Ammakyl Family Crest

Further down the road the group ran across a patrol of 20 Waterdeep Soldiers and Timmer Longschal, the sergeant who was leading them.  Timmer was a grim older man that did not seem to have much time to chat, nor the inclination to waste any time with the guards of a merchant group.

Timmer Longschal
Waterdeep Soldiers

At the first campsite the party started chatting with each other and began sharing a little about themselves.  Avery seemed the most interested in everyone’s past and profession.  In fact, Avery had a nagging suspicion that there was something wrong with Otis and his cargo.  All of this without any facts or details, just his hind lizard brain making things up.  The rest of the group were more non-committal about Otis and his cargo.

A lot of the discussion occurred with William due to his openness and willing to talk about anything, and George about what things were like up north, and why did Otis need so many guards.  Finding out that this was the largest contingent of guards hired so far, made the group a bit more worried.  Banditry was an all-time high, especially north of Amphail.  The guards were needed to help protect the cargo of Dwarven Ale that Otis was bringing north.

The guards were always hired for a one-way trip to the north, and occasionally some might come back with Otis.  Usually there were only two or three guards, but the last trip saw some casualties and Otis decided to increase the number a fair amount to ensure that he and his cargo would be able to arrive safely.

With everyone getting along, George cooked the food at the campsite.  The food left a lot to be desired since the taste was at best bland and at worse seemed like George was using sand as an ingredient.  While it was not poisonous, it needed a lot of assistance.  Fogo jumped in and gathered a bunch of herbs and field onions to help make it taste a bit better than it would normally.  No one was happy with the end results except maybe Otis who ate whatever George gave him without changing his expression.

It was very evident that George took care of most things related to the camp and settling down the horses for the evening.  William was more interested in swinging his wooden sword around carelessly claiming he was practicing being a swordman.

“Pick” continued to hide in his disguise of a plague doctor’s mask and goggles to hide his Kenku nature.  This only interfered with his ability to eat and later he had to sneak around after everyone else was asleep to grab that food.

3rd of Mirtul of the year 1492

The rest of the trip was uneventful until the group reached the town of Rassalantar.  A small town of about 650 in town and another 200 in the surrounding farms.  A heavily fortified camp was situated just behind the Sleeping Dragon where 60 Waterdeep soldiers and their commanders ran patrols both North and South of Rassalantar searching for bandits and protecting the Long Road.

The Sleeping Dragon Inn is a fine establishment run by Yondral Horn, a middle-aged dwarf.  It has an extensive menu, great food, much better than anything George has ever cooked, and an excellent selection of different drinks.

Yondral Horn

Arriving around lunchtime, everyone had to stay at the only Inn in town the Sleeping Dragon.  Given the earliness of the arrival, several members decided to wander around a bit before dinner time.

Fogo, ISAC, and Avery all visited the sole store in town the ‘Tween Keep and Stump.  A small establishment run by Lily Phen, and thin old lady with sharp eyes.  Picking up a few small supplies but nothing very excited given that this was more of a farm store than a normal general store.  She seemed a bit suspicious of the group, especially Avery since he kept pestering her with questions.  She gave them a bunch of local gossip, but no information of importance.

Lily Phen

The rest of the group sat around the open room in the Sleeping Dragon.  There always seemed to be a set of Waterdeep soldiers in the room.  Their normal schedule seemed to coincide with watch duty, then an amount of time in the tavern, and then back to the barracks.

The party was able to overhear all the grumbling about the bandits and the fact that the bandits seem to be able to avoid the patrols completely.  The guards were speculating that there was a bandit outpost close by, perhaps in the Stump Bog that was just south of town.  Squads had investigated the edge of the bog, but the overly poisonous nature of the bog and the dangerous creatures there prevented them from going in very deep.

The same group that visited Lily’s store decided that the Church of Torm would be another good location to scope things out.  At the church was Imar Feldar who was the garrison priest as well as managing anything religious needed for the village.  A gregarious and engaging young man, Imar was quick to relay any of the local gossip as well as mentioning the issue with the bandits and most likely bandit spies nearby.  He also mentioned the unnatural and horrific weather that has been hitting the north.  It in fact was also impact the farms of Amphail to a certain degree.

Imar Feldar

Once everyone was back at the Sleeping Dragon, everyone had a wonderful meal.  In fact, the meal was one of the best any of them had ever had.  The group all finally went to bed breaking up into two rooms. Vladimir, Avery, and “Pick” were in one, while Angelica, ISAC, Fogo, and Sky were all in the remaining room.

4th of Mirtul of the year 1492

At about two in the morning, ISAC decided to go outside and stare at the stars from the back of the Sleeping Dragon.  After a few hours, the constant flow of guards between the fortified barracks and the Inn diverted to where ISAC was standing.  Given the paranoid nature of the guards and concerns about bandit spies, ISAC was instructed to go back into the Inn and rest there.

Within another hour, Sky also decided to go outside and wander around more.  He was seeking a way on the roof to give his natural state a more comfortable place to rest.  The guards were much quicker to approach him and guide him back to the Inn.  At this point the guards had decided to station a group in the Inn to stop the outflux of people leaving the Inn at night to prevent any misunderstandings.

“Pick”, not having eaten all day, had taken off his disguise and hidden it in his room that he was sharing with Avery and Vladimir.  Upon coming down the stairs and expressing his hunger the soldiers gave him some rations as well as a ration of questioning.  The basic issue was that Fwoosh without his disguise was not one of the recognized people that had arrived in Rassalantar.

At this point the situation quickly went bad for Fwoosh.  When questioned about how he had arrived at the village, he claimed that he had stowed away in a cart. With the concern about the bandit spies and an unknown person, the soldiers told Fwoosh that he needed to come with them to talk to the captain.

Uttering an ear breaking shrill screech of a child being tortured and murdered, Fwoosh expressed his worry about the situation.  This awakened the rest of the Inn, especially the party.  The soldiers were quick to draw weapons and summoning additional guards.  Tossing a set of manacles to Fwoosh, they ordered him to lock up and come with them.

Just in time, the rest of the party arrived.  While being ordered to remain in place, Sky ran forward to place himself between Fwoosh and the action.  His assumption that a child was being threatened, a feather small child.  While moving quickly and putting himself into a defensive mode to dodge anything incoming the scene then exploded.

Another half dozen soldiers joined the six already there and all of them had their weapons out at the two.  More manacles were thrown to the floor for Sky and a lot of harsh vulgar words were uttered by the soldier in charge ordering compliance to put on those manacles or else.  Additional orders were given to those that were gawking to return to their rooms while the soldiers began dragging the two to their captain in the garrison.

Fogo reacted quickly and ran to bring Otis to assist what was going on, while Avery and Vladimir realized that “Pick” was missing.  Spending time to search their room they found the disguise the Fwoosh had been using.  They finally put together the idea that the person captured was their “Pick”.  Taking the disguise down to the soldiers, Avery was brought to the garrison as well.

Fwoosh and Sky were brought to garrison’s main room where Captain Gheldram Tassor and his sergeant Blaskus Ulraven were waiting with an additional dozen or so troops.  It seems that the trouble was only giving the captain a larger headache than he had.  When he started asking clarifying questions, Fwoosh continued his story about being a stowaway.

Gheldram Tassor
Blaskus Ulraven

While summoning the merchants to see if a stowaway would have been possible, Otis and Fogo arrived.  To Fogo, this strange little bird person was clearly not one of theirs, and to Otis, well he did not say much.  The rest of the merchants arrived and gave additional information on their cargo.  At that time, Avery and the accompanying soldier arrived with the disguise.  This seemed to be a breaking point for several of those there as they were finally able to connect the dots between “Pick” and Fwoosh.

With a lot of forehead slapping and groans, the captain levied a 100gp fine on Otis since this was one of his guards and sent everyone on their way.  While everyone was departing, the captain told the party that they were prohibited from ever returning or there would be severe consequences. Otis made sure the party knew that this was coming out of their pay once they arrived at Red Larch.

Starting early the next day, barely into dawn, the entire group left along the Long Road toward Amphail.  No one seemed to be in the mood for any conversation and they reached their campsite without an issue.  Otis just quietly sat by his tent and waited for George’s cooked dinner.

Dinner was as wonderful as normal, not, in fact it tasted worse than the previous time.  Maybe having had that wonderful meal at the Sleeping Dragon skewed everyone’s taste.  While dinner was quietly being eaten Fogo was observing Otis.  His concern about how angry Otis might be led to some confusion on his part as all he could determine was that Otis was simply indifferent to everything happening around him.  He ate without an expression as always, almost mechanically.

The party started querying William a lot more on what should be expected on the trip, especially what would be in Amphail.  He described all the unnatural weather north of Amphail including tremors and tornados.  He did say that they might consider avoiding Gouland Sester’s since a lot of nobles seem to hang out there.  He also gave them a warning about the local lord.

Sometime during the night while Fwoosh and Fogo were on watch, they heard two horses with lots of jingly sounds ride by very rapidly on the Long Road going south to the North.  They were not able to identify the source or even who it might be.

5th of Mirtul of the year 1492

Morning came, and the wagons hit the road.  It did not take long to reach Amphail.  Arrival happened before noon again.  The smell of horse dung was the most abrupt greeting the party had experienced so fart, except maybe being manacled. The first stop was at Wescott’s Saddlers, a large storage facility for merchants to leave their wagons and horses, and to even get repairs if needed.  A small dragonborn with reddish scales named Nesbis Westcott ran the place.  Otis left the group somewhat quickly while George took case of settling the wagons and horses.

Nesbis Wescatt

Looking around, Fogo, Sky, and Vladimir noticed an unusual wagon in the corner of the building.  It looked like a heavy-duty smaller box wagon, but the box was not at all normal.  It was a box made of steel with extensive burn marks on all the sides of the box.  In fact, when looking closer and seeing that a lot of the wood of the wagon has a bit burnt, it seems that the entire wagon was made of metal.

Looking to Nesbis for some answers, she relayed what happened as far as she knew.  The wagon belonged to Nathan Axedredge, someone claiming to be a merchant.  She did not know that the wagon had been made of metal but a day ago it had somehow caught fire and burned all the wood off the box part.  Nathan had tried to contract with the local carpenters, but they had recently gotten a huge order which would occupy them for at least five-day.

What she finds interesting, is that the wagon always seemed to have guards with it, and they were missing when the fire occurred.  She said that Nathan’s gigantic half-orc bodyguard was so pissed she thought he was going to rip the guards in half.  She told the party that Nathan and his bodyguard were sulking in the Stag n’ Flag.

Nesbis was surprised by the whole thing since she had never seen an entire wagon made of metal before.  She now understands why they needed four horses to pull it.  The only other point she mentioned was the increase of large rats at the Middens and how irritating they were.

Discussing with George on what was in town and what they might do, he suggested that the check-in at the Stone Stallion soon, get food at the Stag-Horned Flagon, also known as the Stag N’ Flag, and avoid Mother Gothal’s.  he explained that it was an establishment for drink, dancing, and companionship.  A lot of nobles were known to have rendezvous at Gouland Sester’s, and nobles are known to cause trouble for commoners.

Once he finished settling the wagons and horses, George dragged William away to their accommodations at the Stone Stallion.  At this point the party split up into three groups.  Vladimir to the Stone Stallion to check-in, Fwoosh, Fogo to a sundries store, and Avery, Isac, and Angelica to the Stag N’ Flag for some food and drink.

It turned out that the Stone Stallion was a huge Inn.  It was four stories with what appeared to be several rooms per floor.  After ringing the bell on the desk several times and waiting a fair amount of time, the proprietor Thorn Tlassalune. With a small amount of chit-chat and Vladimir having identified himself as one of Otis’s guards, Thorn gave Vladimir a single key for a room and told him that he and the rest were all put on the troublesome fourth floor.

Thorn Tlassalune

Going up the narrow staircases to get to the floor, Vladimir was able to get a glimpse of each of the floors.  As he passed each one, he could see that the décor became rougher the higher he went.  All of it was opulent, but more worn the higher he went.  Once on the fourth floor, he could see that there were 20 rooms on this floor.  The walls, floors and even the doors contained scars, burn marks, and what appeared to be dried blood in a few locations.

Vladimir could hear screaming from one room, what seemed to be an ongoing sword fight in another, and just odd sounds in general.  Even with all the heavy damage, none of the walls, nor doors had holes, or were scarred through their material.  Whatever everything was made from, it was tougher than a regular inn.  Opening the door to their room, it was much larger than expected.  With three double beds and a private area for a bath, it was surprising, nice.  Tapestries covered the walls, and plush rugs the floors.

Given some time before meeting the others, Vladimir settled in for a nice hot bath.  Wash away his worries and the events from the last couple of days.

Fwoosh, Fogo, and Angelica asked for directions to a sundry store from Nesbis.  She directed them to Sammy’s Sundries.  There Saul Blockgnasher a gnome was manning the store.  Fwoosh was desperately trying to find a replacement for his mask that had been left in Rassalantar.  No matter what was offered, nothing seemed to work.  Saul did suggest going to Shrunedalar’s Secrets and get some makeup to minimize Fwoosh’s beak.

Saul Blockgnasher

The last group of Sky, ISAC, and Avery all headed to the Stag N’ Flag to see what is happening in town.  Upon entry they were seated at a table in the middle.  There were what was clearly several groups of nobles in the room, and in the corner was a young man with a very large half-orc standing behind him.  These two were most likely Nathan and his half-orc guard.

Nathan Axedredge

Getting some food and drink from the unusually dressed waitress, the group settled down.  They could see a waitress going over to one of the tables containing some nobles.  The nobles seem to be negotiating something with the waitress.  They finally hand her a platinum piece.  She places on one of the heavily pock-marked columns in the room.  Stepping back 20 feet, and she quickly tossed the daggers on her waist trapping in the platinum piece tightly.  All the patrons give a soft applause, and she claimed the coin.

Stag N’ Flag Waitress

Session Notes:

The occurrences in Rassalantar proved to be a surprise to everyone, including the DM that rolled harshly with the flow. We will have to see if the characters try to come back another day, or just avoid the village moving forward. A lot of the time was spent with the players and the characters learning more about each other, and the sudden arresting event made a lot of things clear about each other on how each person and character responded.

Session 1 – Overland Travel

Campaign Notes:

I wanted to limit the races that were available for a variety of reasons and wanted a way of documenting any variation from the rules as written, any home brew as an example, as well as add clarification anywhere I thought was needed, so I created a Players Books and Table rules for everyone and update it as needed.



A scattered network of spellcasters and spies, the Harpers advocate equality and covertly oppose the abuse of power, magical or otherwise. Agents operate in secret and emphasize stealth and subtlety, or at the very least discretion. Bards and wizards are their most prominent members.

Player’s Book

When all this started, I had created a PDF for the players to walk them through a couple of basic rules that needed to be clarified, and what, if any limitations this campaign might have on the very large amount of D&D material that is out there and available. Races, Classes, Homebrew, and anything else I thought was important. After a bunch of modification as the campaign progressed, I decided it might just be batter to put it all here. After all, we are already putting all the session content here. Here you go, rule updates, and any other material I thought was important for the players:


Unless the characters are stuck in some sort of massive dungeon by a mad wiazard buried under a tavern, they will travel. The question will be what is there when they do get to a destination? Do they have good ale? Bad food? Can we get something besides George’s cooking?

It is not practical to list every possible location that exists in the Sword Coast, well, at least not yet. The character’s themselves are not that widely traveled, and therefore this list will focus on the places they have visited and learned about. A basic lore of locations as they move forward.



Adventurers are extraordinary people, driven by a thirst for excitement into a life that others would never dare lead, they are heroes, compelled to explore the dark places of the world and take on the challenges that lesser women and men can’t stand against.

Class is the primary definition of what your character can do, it’s more than a profession; it’s your character’s calling. Class shapes the way you think about the world and interact with it and your relationship with other people and powers in the multiverse. A fighter, for example, might view the world in pragmatic terms of strategy and maneuvering, and see herself as just a pawn in a much larger game. A cleric, by contrast, might see himself as a willing servant in a god’s unfolding plan or a conflict brewing among various deities. While the fighter has contacts in a mercenary company or army, the cleric might know several priests, paladins, and devotees who share his faith.

Your class gives you a variety of special features, such as a fighter’s mastery of weapons and armor, and a wizard’s spells. At low levels, your class gives you only two or three features, but as you advance in level you gain more, and your existing features often improve. Each class entry in the Player’s Handbook and many different expansions includes a detailed explanation of each one.

Adventurers sometimes advance in more than one class. A rogue might switch direction in life and swear the oath of a paladin, A barbarian might discover latent magical ability and dabble in the sorcerer class while continuing to advance as a barbarian. Elves are known to combine martial mastery with magical training and advance as fighters and wizards simultaneously. Optional rules for combining classes in this way, called multiclassing, appear in chapter 6 of the Player’s Handbook.


At different levels for each class, you will need to select a sub-class for your primary class.  This is usually some sort of enhancement of your progress path.  This secondary class will give you different benefits throughout your leveling career.

Sub-Class Availability Table

Barbarian3Primal Path
Bard3Bard College
Cleric1Divine Domain
Druid2Druid Circle
Fighter3Martial Archetype
Monk3Monastic Tradition
Paladin3Sacred Oath
Ranger3Ranger Archetype
Rogue3Roguish Archetype
Sorcerer1Sorcerous Origin
Warlock1Otherworldly Patron
Wizard2Arcane Tradition

Homebrew Sub-Classes

While there is not the possibility of a unique Homebrew class, there are many possibilities for Homebrew sub-classes that almost all classes become eligible for at different points in their profession.

Roguish Archetypes

Wild Card

Some rogues favor honing their skill and precision, others perfect a silver tongue, but you — well, you’ve always gotten a kick out of leaving things up to chance. Rogues of the Wild Card variety thrive on the high stakes and random thrill of the game table. Armed with cunning cheats and no small amount of luck, these sly gamblers live and die by their rules, never keen to simply accept the hand fate deals them.

Tricks Up the Sleeve:  Your penchant for games has afforded you the ability to subtly manipulate fortune to your favor. When you choose this archetype at 3rd level, you learn the Guidance cantrip. Starting at 9th level, it has a range of 30 feet for you, and you may cast it as a bonus action.

Wild Card’s Gambit: Starting at 3rd level when you choose this archetype, you gain proficiency with all gaming sets.

A deck of playing cards becomes deadly in your hands. You can treat a card as a light, finesse, thrown (range 20/60) weapon. You are proficient with this weapon, and it deals 1d4 slashing damage. The card you throw counts as a magical weapon for the purposes of overcoming resistances and immunities. Whenever you make an attack roll using a playing card, draw a card from a deck containing 54 cards (52 cards and 2 jokers).

In addition, your combat prowess and luck sometimes allow your attacks to surpass mortal limits, granting additional effects depending on the card drawn. If you have not yet used your sneak attack this turn, you can instead draw a card from a 54-card deck and add an effect to your attack based on the Wild Card Suit Table Below. You can attack using a card in this manner several times equal to your Charisma modifier (minimum of once) per short or long rest.

Attacking with one of the cards, the card is consumed during the attack.  A deck that is drawn from may only have the normal 54 or less cards within it.  It is not possible to draw a specific card, even if the deck is marked or filled with different types of cards.  It will always be a random selection from the normal 54.  If there are more than the normal 54 cards, the special ability fails to work, and the use still consumed in the attempt.

Wild Card Suit Table

SpadesRoll your Sneak Attack damage and add it to your playing card’s damage. At the start of its next turn, the target takes additional damage equal to half the Sneak Attack damage rolled.
ClubsUntil the start of your next turn, the target’s speed is halved. It can’t make more than one attack on its turn while its speed is reduced in this way.
HeartsRoll your Sneak Attack damage and add it to your playing card’s damage. You also immediately regain several hit points equal to the half the damage dealt. Any excess hit points regained become temporary hit points.
DiamondsTake the disengage and then the dash actions. You still have the use of your bonus action and sneak attack after this card is drawn.
Wild CardsAces and Jokers are wild cards, morphing suits depending on the dealer’s wishes. Choose Spades, Clubs, Hearts, or Diamonds. The card then immediately gains the suit’s respective effect.

Tricks Up the Sleeve: Starting at 9th level, your Guidance spell has a range of 30 feet for you, and you may cast it as a bonus action.

Shifting the Odds: Starting at 9 level, whenever you make an attack roll, ability check, or saving throw at disadvantage and roll a 1, you can treat both d20 rolls as a 20.

Twist of Fate: At 13th level, your mastery over the game table hones your speed and cunning in combat. After rolling initiative but before the first turn of combat, you can choose to swap places in the initiative order with one creature you can see. If the creature is one of your allies, that ally must agree to swapping initiative with you.

Joker Wild: At 17th level, your mastery over chance encompasses even your own form, allowing you to temporarily perceive all potential realities. As a bonus action on your turn, you can enter a flow state, seeing the tells of all creatures around you and gaining the following benefits:

  • You gain resistance to all damage, and are immune to the grappled, paralyzed, stunned, and restrained conditions.
  • You can move through objects and creatures as if they were difficult terrain. You cannot end your turn inside a creature, and you cannot move through any objects you cannot see past, such as walls.

This flow state lasts for one minute or until you are incapacitated. Once you have used this feature, you cannot do so again until you finish a long rest.

Sorcerer Archetypes

Indomitable Soul

While some sorcerers pull their magic from the ether, or some alien influence, your strength and power come from within you. You have an iron will and fortitude that comes from within. It might have been an upbringing, genetics, or even a rebirth from a previous life, but your soul and mind are your center and define your existence.

Indomitable Soul Spells

1st-level Indomitable Soul feature

You learn additional spells when you reach certain levels in this class, as shown on the Indomitable Soul Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or an illusion spell from the sorcerer, warlock, or wizard spell list. Additionally, you gain access to the Eldritch Blast cantrip.

Indomitable Soul Spells

Sorcerer LevelSpells
1stCommand, Shield of Faith
3rdAid, Spiritual Weapon
5thDispel Magic, Revivify
7thBanishment, Resilient Sphere
9thArcane Hand, Geas

Indomitable Magic

1st-level Indomitable Soul feature

Your understanding of self is practically divine and therefore you are able learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1 level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

Indomitable Warrior

1st-level Indomitable Soul feature

  • Gain proficiency in Medium Armor, Shields
  • Gain proficiency in short swords and longswords
  • Advantage against be against being frightened.

Indomitable Bond

6th-level Indomitable Soul feature

Form a bond with an improved familiar which includes any of the ones available to Pact of the Chain in the Warlock class.

Indomitable Subtlety

6th-level Indomitable Soul feature

When you cast any spell of 1st level or higher from your Indomitable Soul Spells list, you can cast it by expending a spell slot as normal or by spending several sorcery points equal to the spell’s level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.

Improved Indomitable Bond

14th-level Indomitable Soul feature

You and your familiar gain enhancements to Familial Bond. The familiar’s magic resistance trait extends to the bonded character if they are within 30 feet. These resistances can be given to other creatures within 60 feet, but at a cost of two sorcerer points for one creature and an additional sorcerer point for each subsequent creature.  These bestowed resistances only last for one minute.

The familiar also grows into a more powerful creature than previously gaining additional powers and an improved toughness by turning into a Stage Two version of itself.

Indomitable Mastery (Split Mind)

18th-level Indomitable Soul feature

You have learned to concentrate on two spells at the same time.  When you are already concentrating on a spell, you can spend as many sorcery points as the level of the spell to cast another concentration spell.

In addition, you have learned to take on the burden of other’s magic. When a creature within 30 feet of you loses Concentration on a spell, you can expend as many Sorcery Points as the level of the spell to begin Concentrating on it. When you do so, the spell is treated as if you were the original caster, even if you are unable to cast it normally. This spell can count as one of the two spells you are able to concentrate on simultaneously.

While concentrating on spells this way, whenever you are forced to make a concentration check, it is made for both spells at the same time, meaning that if you fail you lose Concentration on both spells.

Wizard Arcane Traditions

Arcane Dermaturge

The Arcane Dermaturge is a unique wizard sub-class that diverges from the traditional use of spellbooks. Instead of inscribing their magical knowledge in tomes, these wizards etch spells directly onto their skin, transforming their bodies into living repositories of arcane power. This practice, known as Dermomancy, is both an art and a sacred ritual, reflecting a deep personal connection between the wizard and their magic.

Arcane Etching

2nd-level Arcane Dermaturge feature

The “Arcane Etching” feature is a Dermaturge equivalent to the Wizard’s Order of the Scribe’s “Wizardly Quill” ability. This feature showcases the Dermaturge’s unique method of interacting with their spells and the arcane arts through the medium of their own skin.

  • Effortless Inscription: The Dermaturge can inscribe spells onto their skin without the need for material components typically required for spell transcription. This process is much slower than traditional spell inscription, taking many hours.
  • Ink Manifestation: The Dermaturge can produce magical ink from their fingertips, allowing them to write or inscribe with ease. This ink is unique to each Dermaturge and can vary in color and properties.
  • Transcription: When the Dermaturge encounters a new spell in written form, they can transcribe it onto their skin taking four hours per level of the spell, without the requirement to spend the usual amount of time and gold typically required for transcribing spells.
  • Paper and Skin: While the Dermaturge has their spellbook written out in arcane symbols on their skin, this does not prevent them from also having a paper based spellbook.  The cost of copying a spell to the paper version is the same as normal, two hours per spell level as well as the magical ink cost. They are also able to copy from their paper spellbook to their skin by spending ten minutes per level of the spell being copied.  This transference does not require any components or magical ink.
  • Spell Copying: The process of copying spells into the Dermaturge’s “living spellbook” (their skin) does not consume additional resources like parchment and ink, but it still requires the Dermaturge to spend time studying the spell, understanding its intricacies, and practicing its inscriptions.
  • Erasable Inscriptions: The Dermaturge can alter or erase inscriptions on their skin, making room for new spells or modifications. This process is part of their magical affinity and does not harm their skin.

Living Grimoire

2nd-level Arcane Dermaturge feature

The Dermaturge’s body effectively becomes their spellbook. As they gain levels, they can inscribe new spells onto their skin. The number of spells they can inscribe is limited by their body’s surface area, creating a natural limit to their repertoire.

  • Arcane Resonance: The inscribed spells resonate with the Dermaturge’s magical energy, allowing them to cast spells with a unique flair. They might have enhanced effects, alter visual manifestations, or even modify casting times due to the intimate bond between the spell and its caster. When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your spellbook, which magically alters the spell’s formula for this casting only.
  • Ink of the Arcanum: Creating the magical inks for inscription is a vital part of the Dermaturge’s practice. These inks are made from rare and magical components, each formula unique to the spell it’s meant to carry. The process of creating these inks is a closely guarded secret among Dermaturges. Creation of scrolls cost half has much as normal using the custom-made magical inks (25gp per spell level) but can only be transcribed on treated skin of a creature and takes twice as much time to create such an item.  The more powerful the creature, the greater the impact of the spell transcribed.  For every two CR over the caster’s level, the spell is considered to have been up-cast one level.
  • Spell Recall: A Dermaturge can recall any spell inscribed on their skin without the need for a physical spellbook. This ability makes them versatile and unpredictable in battle, as they always carry their arsenal with them. in an emergency, a Dermaturge can cast a spell directly off their skin as if having used a scroll.  Cast a spell in this manner causes them to lose access to that spell permanently until re-scribed on their skin.  The caster also takes 1d4 of damage per spell level of the spell cast in this fashion.
  • Runic Protection: The inscribed spells offer more than just a means to cast magic; they provide a layer of arcane protection. The caster’s skin has been enchanted at a low level and the caster has advantage to any spell cast at them that would cause physical damage to them. It is impossible to permanently remove these sigils and runes as they will slowly come through any permanent scaring or damage to the Dermaturge’s skin.
  • Permanent Focus: Due to the natural nature of the spellbook being written on the skin of the caster, they no longer need a spell focus for casting their spells but will still require using those components that cost more than 10gp.
  • Ritual Casting: When you cast a wizard spell as a ritual, you can use the spell’s normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can’t do so again until you finish a long rest.

Arcane Epidermis

6th-level Arcane Dermaturge feature

The Dermaturge, through a deep meditative ritual, can bring forth a sentient manifestation of their inscribed spells. This entity, known as an “Arcane Avatar,” is a semi-tangible, magical construct that embodies the essence of the Dermaturge’s inscribed spells. As a bonus action you can cause the Arcane Avatar to manifest as a Tiny spectral object, hovering in an unoccupied space of your choice within 60 feet of you. The Arcane Avatar is intangible and doesn’t occupy its space, and it sheds dim light in a 10-foot radius.

  • Appearance: The Arcane Avatar reflects the nature of the spells inscribed on the Dermaturge’s skin. It appears as a shimmering, ethereal figure covered in glowing runes, or as a more abstract form composed of swirling magical energy.
  • Spell Channeling: The Arcane Avatar can channel and cast spells from the Dermaturge’s prepared repertoire. While the Avatar is active, the Dermaturge can cast spells as though they were originating from the Avatar’s location. You can do so several times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  • Arcane Sentry: The Avatar can act as a guardian or scout, providing surveillance and alerting the Dermaturge to danger. It possesses a limited sensory capability, allowing it to see and hear its surroundings.
  • Enhanced Communication: The Dermaturge can communicate telepathically with the Avatar within a certain range, making it an effective tool for gathering information or coordinating strategies.
  • Movement: As a bonus action, you can cause the Arcane Avatar to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects.
  • Duration and Limitations: The Arcane Avatar remains for a duration determined by the Dermaturge’s level and proficiency. It has hit points is 1/10th of the Dermaturge’s own and can be dismissed early as a bonus action. It can only manifest for up to an hour each time it is summoned. While powerful, the Avatar cannot physically interact with objects and is vulnerable to anti-magic effects such as a dispel magic spell. The Arcane Avatar stops manifesting if it is ever more than 300 feet away from you.
  • Usage: This ability can be used several times equal to the Dermaturge’s Intelligence modifier and is restored after a long rest.

Master Inscriber

10th-level Arcane Dermaturge feature

The “Master Inscriber” feature is a Dermaturge equivalent to the Wizard’s Order of the Scribe’s “Master Scrivener” ability. This unique ability reflects the Dermaturge’s profound mastery over the art of Dermomancy, allowing them to harness and manipulate the arcane energy inscribed on their skin in extraordinary ways.

  • Enhanced Inscriptions: The Dermaturge can now inscribe spells with enhanced potency. These enhanced inscriptions might have increased duration, reduced casting time, or heightened effects.
  • Arcane Reservoir: Once per long rest, the Dermaturge can activate a chosen inscription to act as an Arcane Reservoir. For the next hour, any spell the Dermaturge casts that matches the school of magic of the activated inscription is cast at one spell slot level higher than the slot used, without consuming a higher-level slot.
  • Instant Inscription: The Dermaturge gains the ability to inscribe a spell onto their skin as an action, a process that normally takes hours. This ability can be used once per long rest and is limited to spells of 1st, 2nd, or 3rd level and must have a casting time of one action. Casting such a spell causes a damage to the Dermaturge equal to 1d6 in damage per level of the spell cast.
  • Scroll Transference: The Dermaturge can transfer the magic of a written spell scroll onto their skin, permanently adding it to their inscriptions. This process destroys the scroll but bypasses the usual material and time requirements for inscribing a new spell. Once completed, this cannot be repeated until after a long rest. Casting such a spell causes a damage to the Dermaturge equal to 1d6 in damage per level of the spell cast.

One with the Ink

14th-level Arcane Dermaturge feature

The “One with the Ink” feature is a Dermaturge equivalent to the Wizard’s Order of the Scribe’s “One with the Word” ability. This powerful ability symbolizes the pinnacle of the Dermaturge’s mastery over their art, representing a profound and complete union between the caster and the arcane inscriptions etched into their very skin.

  • Ink Embodiment: The Dermaturge can temporarily transform into a being of pure magical energy. In this form, they gain resistance to non-magical damage and resistance against spells. Additionally, they can move through creatures and objects as if they were difficult terrain.
  • Arcane Projection: While in their Ink Embodiment form, the Dermaturge can cast spells at an increased range, and their spells that require concentration last for twice their normal duration, up to a maximum duration of 24 hours. Note that the extended maximum concentration time continues after the Ink Embodiment form has ended.
  • Spell Echo: When casting a spell while in the Ink Embodiment form, the Dermaturge can choose to have the spell leave an echo on their skin. This echo allows them to cast the same spell again within the next minute without expending a spell slot.
  • Duration and Recharge: The transformation into Ink Embodiment lasts for a minute and can be used once per long rest.
  • Runic Resilience: While in this form, any damage the Dermaturge takes is reduced by an amount equal to their Intelligence modifier, reflecting the protective power of their arcane inscriptions.

Magic Items

Table of Contents

Magic Items

Magic items are gleaned from the hordes of conquered monsters or discovered in long-lost vaults. Such items grant capabilities a character could rarely have otherwise, or they complement their owner’s capabilities in wondrous ways.


Each magic item has a rarity: common, uncommon, rare, very rare, or legendary. Common magic items, such as a potion of healing, are the most plentiful. Some legendary items, such as the Apparatus of Kwalish, are unique. The game assumes that the secrets of creating the most powerful items arose centuries ago and were then gradually lost because of wars, cataclysms, and mishaps. Even uncommon items can’t be easily created. Thus, many magic items are well-preserved antiquities.

Rarity provides a rough measure of an item’s power relative to other magic items. Each rarity corresponds to character level, as shown in the Magic Item Rarity table. A character doesn’t typically find a rare magic item, for example, until around 5th level. That said, rarity shouldn’t get in the way of your campaign’s story. If you want a ring of invisibility to fall into the hands of a 1st-level character, so be it. No doubt a great story will arise from that event.

If your campaign allows for trade in magic items, rarity can also help you set prices for them. As the DM, you determine the value of an individual magic item based on its rarity. Suggested values are provided in the Magic Item Rarity table. The value of a consumable item, such as a potion or scroll, is typically half the value of a permanent item of the same rarity.

Magic Item Rarity Table

RarityCharacter LevelValue
Common1st or higher50gp to 100gp
Uncommon1st or higher101gp to 500gp
Rare5th or higher501gp to 5,000gp
Very Rare11th or higher5,001gp to 50,000gp
Legendary17th or higher50,000gp+

These listed prices and approximate availability are dependent on the Campaign itself.  There is also the possibility of growth magical items that change as specific conditions are met.


Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is a class, a creature must be a member of that class to attune to the item. (If the class is a spellcasting class, a monster qualifies if that monster has spell slots and uses that class’s spell list.)

Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise.

For example:

A magic shield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties.

Attuning to an item requires a creature to spend a short rest focused on only that item while being in physical contact with it (this can’t be the same short rest used to learn the item’s properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words.

An item can be attuned to only one creature at a time and a creature can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can’t attune to more than one copy of an item.

For example:

A creature cannot attune to more than one ring of protection at a time.

A creature’s attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily end attunement by spending another short rest focused the item unless the item is cursed.

Cursed Items

Some magic items bear curses that bedevil their users sometimes long after a user has stopped using an item. A magic item’s description specifies whether the item is cursed. Most methods of identifying items, including the identify spell, fail to reveal such a curse, although ore might hint at it. A curse should be a surprise to the item’s user when the curse’s effects are revealed.

Attunement to a cursed item can’t be ended voluntarily unless the curse is broken first, such as with the remove curse spell.

There might also be different special circumstances on how a specific cursed item can be removed.  It might require a quest, bath it in the blood of a beast, or any other story related set of actions to end the connection to that cursed item.

Magic Item Categories

Each magic item belongs to a category: armor, potions, rings, rods, scrolls, staffs, wands, weapons, or wonderous items.


Unless an armor’s description says otherwise, armor must be worn for its magic to function. Some suits of magic armor specify the type of armor they are, such as chain mail or plate.


Different kinds of magical liquids are grouped in the category of potions: brews made from enchanted herbs, water from magical fountains or sacred springs, and oils that are applied to a creature or object. Most potions consist of one ounce of liquid.

Potions are consumable magic items. Drinking a potion or administering a potion to another character requires an action. Applying an oil might take longer, as specified in its description. Once used, a potion takes effect immediately, and it is used up.

Mixing Potions

A character might drink one potion while still under the effects of another or pour several potions into a single container. The strange ingredients used in creating potions can result in unpredictable interactions.

When a character mixes two potions together, you can roll on the Potion Miscibility table. If more than two are combined, roll again for each subsequent potion, combining the results. Unless the effects are immediately obvious, reveal them only when they become evident.

Potion Miscibility Table

01The mixture creates a magical explosion, dealing 6d10 force damage to the mixer and 1d10 force damage to each creature within 5 feet of the mixer.
02 to 08The mixture becomes an ingested poison of the DM’s choice
09 to 15Both potions lose their effects.
16 to 25One potion loses its effect.
26 to 35Both potions work, but with their numerical effects and durations halved. A potion has no effect if it can’t be halved in this way.
36 to 90Both potions work normally.
91 to 99The numerical effects and duration of one potion are doubled. If neither potion has anything to double in this way, they work normally.
00Only one potion works, but its effect is permanent. Choose the simplest effect to make permanent, or the one that seems the most fun.

For example:A potion of healing might increase the drinker’s hit point maximum by 4, or oil of etherealness might permanently trap the user in the Ethereal Plane. At your discretion, an appropriate spell, such as dispel magic or remove curse, might end this lasting effect.


Magic rings offer an amazing array of powers to those lucky enough to find them. Unless a ring’s description says otherwise, a ring must be worn on a finger, or a similar digit, for the ring’s magic to function.


A scepter or just a heavy cylinder, a magic rod is typically made of metal, wood, or bone. It’s about 2 or 3 feet long, 1 inch thick, and 2 to 5 pounds.


Most scrolls are spells stored in written form, while a few bears unique incantations that produce potent wards. Whatever its contents, a scroll is a roll of paper, sometimes attached to wooden rods, and typically kept safe in a tube of ivory, jade, leather, metal, or wood. A scroll is a consumable magic item. Whatever the nature of the magic contained in a scroll, unleashing that magic requires using an action to read the scroll. When its magic has been invoked, the scroll can’t be used again. Its words fade, or it crumbles into dust.

Any creature that can understand a written language can read the arcane script on a scroll and attempt to activate it. Scrolls are the most sought-after item for Wizards to allow them to copy that spell into their spell book and expand out their repertoire.  Note that by copying a spell from a scroll to a spell book, that scroll is destroyed in the process.

Scroll Mishaps

A creature who tries and fails to cast a spell from a spell scroll must make a DC 10 Intelligence saving throw. If the saving throw fails, roll on the Scroll Mishap table.

Scroll Mishaps Table

1A surge of magical energy deals the caster 1d6 force damage per level of the spell.
2The spell affects the caster or an ally (determined randomly) instead of the intended target, or it affects a random target nearby if the caster was the intended target.
3The spell affects a random location within the spell’s range.
4The spell’s effect is contrary to its normal one, but neither harmful nor beneficial. For instance, a fireball might produce an area of harmless cold.
5The caster suffers a minor but bizarre effect related to the spell. Such effects last only if the original spell’s duration, or 1d10 minutes for spells that take effect instantaneously. For example:A fireball might cause smoke to billow from the caster’s ears for 1d10 minutes.
6The spell activates after 1d12 hours. If the caster was the intended target, the spell takes effect normally. If the caster was not the intended target, the spell goes off in the general direction of the intended target, up to the spell’s maximum range, if the target has moved away.


A magic staff is about 5 or 6 feet long. Staffs vary widely in appearance: some are of nearly equal diameter throughout and smooth, others are gnarled and twisted, some are made of wood, and others are composed of polished metal or crystal. Depending on the material, a staff weighs between 2 and 7 pounds.

Unless a staff’s description says otherwise, a staff can be used as a quarterstaff.


A magic wand is about 15 inches long and crafted of metal, bone, or wood. It is tipped with metal, crystal, stone, or some other material.


Whether crafted for some fell purpose or forged to serve the highest ideals of chivalry, magic weapons are coveted by many adventurers.

Some magic weapons specify the type of weapon they are in their descriptions, such as a longsword or longbow.

Wondrous Items

Wondrous items include worn items such as boots, belts, capes, gloves, and various pieces of jewelry and decoration, such as amulets, brooches, and circlets. Bags, carpets, crystal balls, figurines, horns, musical instruments, and other objects also fall into this catch- all category.

Wearing and Wielding Items

Using a magic item’s properties might mean wearing or wielding it. A magic item meant to be worn must be donned in the intended fashion: boots go on the feet, gloves on the hands, hats and helmets on the head, and rings on the finger. Magic armor must be donned, a shield strapped to the arm, a cloak fastened about the shoulders. A weapon must be held in hand.

In most cases, a magic item that’s meant to be worn can fit a creature regardless of size or build. Many magic garments are made to be easily adjustable, or the: magically adjust themselves to the wearer.

Rare exceptions exist. If the story suggests a good reason for an item to fit only creatures of a certain size or shape, you can rule that it doesn’t adjust.

For example:

Armor made by the drow might fit elves only. Dwarves might make items usable only by dwarf-sized and dwarf-shaped characters.

When a non-humanoid tries to wear an item, use your discretion as to whether the item functions as intended. A ring placed on a tentacle might work, but a yuan-ti with a snakelike tail instead of legs can’t wear boots.

Multiple Items of the Same Kind

Use common sense to determine whether more than one of a given kind of magic item can be worn. A character can’t normally wear more than one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item of headwear, and one cloak. You can make exceptions; a character might be able to wear a circlet under a helmet, for example, or be able to layer two cloaks.

Paired Items

Items that come in pairs – such as boots, bracers, gauntlets, and gloves – impart their benefits only if both items of the pair are worn.

For example:

A character wearing a boot of striding and springing on one foot and a boot of elven kind on the other foot gains no benefit from either item.

Activating An Item

Activating some magic items requires a user to do something special, such as holding the item and uttering a command word. The description of each item category or individual item details how an item is activated. Certain items use one or more of the following rules for their activation.

If an item requires an action to activate, that action isn’t a function of the Use an Item action, so a feature such as the rogue’s Fast Hands can’t be used to activate the item.

Command Word

A command word is a word or phrase that must be spoken for an item to work. A magic item that requires a command word can’t be activated in an area where sound is prevented, as in the silence spell.


Some items are used up when they are activated. A potion or an elixir must be swallowed, or an oil applied to the body. The writing vanishes from a scroll when it is read. Once used, a consumable item loses its magic.


Some magic items allow the user to cast a spell from the item. The spell is cast at the lowest possible spell level, doesn’t expend any of the user’s spell slots, and requires no components, unless the item’s description says otherwise. The spell uses its normal casting time, range, and duration, and the user of the item must concentrate if the spell requires concentration. Many items, such as potions, bypass the casting of a spell and confer the spell’s effects, with their usual duration. Certain items make exceptions to these rules, changing the casting time, duration, or other parts of a spell.

A magic item, such as certain staffs, may require you to use your own spell casting ability when you cast a spell from the item. If you have more than one spell casting ability, you choose which one to use with the item. If you don’t have a spell casting ability-perhaps you’re a rogue with the Use Magic Device feature – your spell casting ability modifier is +0 for the item, and your proficiency bonus does apply.


Some magic items have charges that must be expended to activate their properties. The number of charges an item has remaining is revealed when an identify spell is cast on it, as well as when a creature attunes to it. Additionally, when an item regains charges, the creature attuned to it learns how many charges it regained.

Magic Item Resilience

Most magic items are objects of extraordinary artisanship. Thanks to a combination of careful crafting and magical reinforcement, a magic item is at least as durable as a nonmagical item of its kind. Most magic items, other than potions and scrolls, have resistance to all damage. Artifacts are practically indestructible, requiring extraordinary measures to destroy.

Homebrew Magic Items

The following magic items are all ones that can be found in the game, many have already been found, but do exist somewhere.  All these items can also be found in D&D Beyond so any of them can be easily added to the character sheets in D&D Beyond if ever needed.

Amulet of the Monotone Voice

Wonderous Item, Common (requires attunement)

There are many instances where a person is unable to speak, from physical damage, lack of proper vocal cords, or any other reasons.  This amulet will allow the wearer to speak what is on their mind.  The sound of the voice will very clearly emanate from the wearer’s mouth even if they never open it up.  The voice will be in a medium normal speaking volume in a generic genderless voice that is only able to deliver their worded content in a strict monotone.  No matter high excited, angry, or any other emotion that the wearer might be feeling or displaying physically, the voice will never vary in loudness, tone, and delivery.

While wearing this amulet the wearer has an advantage on all roll’s verses Insight checks, or any magic that would cause the user to tell the truth.  In fact, even under a Zone of Truth the user has a 50% chance of being able to tell a lie anyway.

This magic item must be attuned to for it to function for the wearer.

Amulet of Veracity

Wondrous Item, uncommon (requires attunement)

There are many instances where a person is unable to speak, from physical damage, lack of proper vocal cords, or any other reasons.  This amulet will allow the wearer to speak what is on their mind.  The sound of the voice will very clearly emanate from the wearer’s mouth even if they never open it up.  The voice will be in a medium normal speaking volume in a generic genderless voice that is only able to deliver their worded content in a strict monotone.  No matter high excited, angry, or any other emotion that the wearer might be feeling or displaying physically, the voice will never vary in loudness, tone, and delivery.

Though the user has spoken with vigor and emotion none of that has been able to be expressed in their voice.  This emotion has evolved the amulet such that they are now able to compel those around them to speak the truth.  Once per long rest, the owner can cast the Zone of Truth spell.

While wearing this amulet the wearer has an advantage on all rolls verses Insight checks, or any magic that would cause the user to tell the truth.  In fact, even under a Zone of Truth the user has a 50% chance of being able to tell a lie anyway.

This magic item must be attuned to for it to function for the wearer.

Blight Oil

Oil, common

Crafted by: Blight Seed x5 (Alchemist)

This bottle contains enough oil to cover up to 10 square feet of surface area. Once this oil is rubbed into the surface of vegetation, it will soak half a foot into it. Vegetation soaked in this oil becomes as soft and malleable as wet clay and retains any physical manipulation done to it.

The oil dries after 10 minutes, causing the vegetation it was rubbed on to become solid again.

Book of Notes

Wonderous Item, Rare (requires attunement)

This old ratty notebook does not look like much, but it is in fact a magical item that will allow two people to share words and drawings daily.  Each user may send up to 25 words in a message or a single uncomplicated drawing.  A full map of something is considered too much to send.

The words are only legible between the two books and the attuned owners.  To anyone else reading the book it looks like badly written love poems in the handwriting of the attuned owner. Once the words have been read, they fade away as if nothing had been written.  Any type of ink can be used to write within the book and does not impact the contents of the writing.

Bracer of Elemental Demise

Wonderous Item, Common (requires attunement)

Created by a loving Djinni mother for her half-breed son.  Knowing that she would not be able to remain in this world and to protect him, she created a magical item to help him survive in the rough world.

When the wearer is reduced to zero hit points their body disintegrates into a warm breeze, leaving behind only equipment they were wearing or carrying.  They reappear a random distance away and in a random direction from where they were reduced to zero hit points.  They are transported a distance equal to 2d6 x 10 in feet.  When they reappear, they are at one hit point and have nothing on them except this bracer.

This function can be used only once per long rest.

Broken Sword of Possibilities

Weapon (dagger), rare (requires attunement)

Originally the dagger of a soldier named Benny.  After a disastrous battle with Benny bravely defending all his friends and fellow soldiers, Benny was the last survivor to face the enemy.  He swore that no more of his friends would die, and he dove into the opposing group.  He was able to kill all the enemies but himself had endured numerous wounds, most of which were fatal.  The next day Benny and the rest of the military unit was found by those that had managed to flee the ambush.  There was Benny on top of all the dead bodies, slumped over with nothing but this broken dagger in his hands.

Once per long rest, the owner can freely cast Augury to see what fortunes await them in their endeavors.

After dipping into the future possibilities and attempting to determine fate and destiny, the dagger has absorbed that celestial energy of time and changed into something more than it had been before.  It’s attachment to its owner has grown changing him in ways seen and unseen.  The attuned owner has had their pupils replaced with stars and when any of the powers of the dagger are used, they light up with an unworldly glow. Once per ten-day the owner can cast the Divination.

This sword, while broken is still able to function as a normal dagger in combat and gives the user the capability to have advantage in the first strike in a combat if the user has been surprised. Once attuned the owner cannot unattune except through death.  If the item is stolen or taken away, it will eventually find its way back into the hands of the attuned owner.

Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Broken Sword of Weal and Woe

Weapon (dagger), Common (requires attunement)

Originally the dagger of a soldier named Benny.  After a disastrous battle with Benny bravely defending all is friends and fellow soldiers, Benny was the last survivor to face the enemy.  He swore that no more of his friends would die, and he dove into the opposing group.  He was able to kill all the enemies but himself had endured numerous wounds, most of which were fatal.  The next day Benny and the rest of the military unit was found by those that had managed to flee the ambush.  There was Benny on top of all the dead bodies, slumped over with nothing but this broken dagger in his hands.

Once per long rest, the owner can freely cast Augury to see what fortunes await them in their endeavors.  This dagger, while broken is still able to function as a normal dagger in combat and gives the user the capability to have advantage in the first strike in a combat if the user has been surprised.

Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Bullrush Brew

Potion, Uncommon

Bullrush Brew is a powerful potion designed for combatants who thrive on mobility and aggressive tactics. It is particularly favored by frontline fighters, skirmishers, and anyone who seeks to blend speed with striking power in battle.

The potion is contained in a robust, round-bottomed flask, symbolizing the force and momentum it imparts. The liquid inside is a dynamic, deep red color, swirling with streaks of gold that seem to mimic the rush of adrenaline and the burst of speed. When agitated, the potion appears to almost boil with energy.

Bullrush Brew is concocted from a mix of invigorating and strength-enhancing ingredients:

  • Charger’s Root: A root known for its properties of boosting physical energy and aggression.
  • Goldenrod Essence: An extract that stimulates the body’s natural adrenaline response, enhancing speed and strength.
  • Warrior’s Thistle: A thorny plant that imbues a sense of battle-readiness and resilience.
  • Stormhoof Powder: Ground hoof of a mythical creature known for its unstoppable charges, symbolizing the forceful advance in combat.

These components are combined in a carefully controlled alchemical process, imbued with enchantments to enhance their combat efficacy.

Upon drinking Bullrush Brew, the consumer gains ten temporary hit points, representing a buffer of added resilience in battle. For the next ten minutes, they gain the ability to use their Bonus action to Dash, significantly increasing their mobility on the battlefield. They can then get one free action to make a single melee weapon attack or to shove a creature after moving at least 10 feet in a straight line, they gain extra potency in their action:

  • Melee Attack Boost: If they choose to make a melee attack and hit, they gain a +5 bonus to the attack’s damage roll, symbolizing the added momentum and force behind their strike.
  • Enhanced Shove: If they choose to shove a creature and succeed, they can push the target up to 10 feet away from them, showcasing the potion’s ability to imbue the drinker with the power to forcefully reposition their foes.

The potion has a bold, intense flavor, with a hint of spiciness, evoking the rush of battle. Drinking it fills the consumer with a surge of energy and a sense of unstoppable force, making them feel primed for aggressive, dynamic combat maneuvers.

Canteen of Last Resort

Wondrous item, common

Crafted by: Ankheg Stomach x1 (Artificer)

This canteen resembles a gourd in the shape of an “8”, with the bottom sphere smaller than the top, and with two plugged openings on the top and bottom. When fertile soil is left in the top sphere, the canteen slowly extracts usable nutrients from it, which it filters into an edible slime in the bottom sphere.

The top sphere can hold up to three pounds of fertile soil, which if left for at least 16 hours, produces enough slime to provide the nutritional requirements of an average humanoid for a day. This slime has a repugnant taste and expires if not eaten within 24 hours.

Cataclysmic Might Elixir

Potion, Very Rare

Cataclysmic Might Elixir is an extremely potent and rare potion, crafted for those who seek to unleash unparalleled destructive power in combat. It’s a coveted elixir among the most formidable warriors, archers, and spellcasters, known for its ability to massively amplify the damage inflicted in any form of attack.

Encased in a vial that seems almost to vibrate with contained power, the potion itself is a dynamic, swirling mass of dark red and black, resembling a turbulent, otherworldly storm. Intermittent flashes of bright, fiery orange streak through the liquid, giving the impression of a contained cataclysm ready to be unleashed.

Cataclysmic Might Elixir is composed of an array of highly potent and rare ingredients:

  • Volcanic Hearthstone Dust: Powder ground from a stone found at the core of active volcanoes, embodying raw, explosive power.
  • Abyssal Shadow Extract: A substance extracted from the essence of abyssal shadows, amplifying the depth and impact of attacks.
  • Thunderbird Feather: A feather from the mythical thunderbird, believed to carry the force of thunder and lightning.
  • Eldritch Essence: A rare magical component that dramatically boosts the power of both physical and magical attacks.

The preparation of this elixir is an intricate process, conducted under strict conditions to harness and contain the immense energies of its ingredients.

Upon consumption of the Cataclysmic Might Elixir, the drinker feels an overwhelming surge of power. For the next hour, they gain an additional 2d10 damage to all attacks, irrespective of whether they are melee, ranged, or spell based. This extraordinary increase in damage potential allows the user to deal devastating blows to their adversaries, significantly enhancing their combat effectiveness.

Drinking the elixir is an intense experience. It has a robust, fiery flavor with a hint of underlying darkness, leaving the consumer with a sensation of immense power surging through their body. Each attack during the potion’s effect feels supercharged, as if backed by the unstoppable forces of nature and magic combined.

Chitin Breastplate Armor

Armor (breastplate), uncommon

Armor carefully crafted from the shell of an ankheg.  Due to its construction and material, it also gives you resistance to acid attacks while worn.  It is lighter but more bulky than regular breastplate armor. Due to the lightness the wearer has a maximum Dexterity modifier of three for this armor.

Chiton Half-Plate Armor

Armor (half plate), rare

Armor carefully crafted from the shell of an ankheg.  Due to its construction and material, it also gives you resistance to acid attacks while worn.  It is lighter but more bulky than regular half-plate armor. Due to the lightness the wearer has a maximum Dexterity modifier of three for this armor.

Half plate consists of shaped metal plates that cover most of the wearer’s body. It does not include leg protection beyond simple greaves that are attached with leather straps.

Chiton Plate Armor

Armor (plate), rare

Armor carefully crafted from the shell of an ankheg.  Due to its construction and material, it also gives you resistance to acid and poison attacks while worn.  It is lighter but more bulky than regular plate armor. Due to the lightness the wearer has a maximum Dexterity modifier of three for this armor.

Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

Claugiyliamatar’s Sending Stones

Wondrous Item, unknown rarity (requires attunement)

Sending Stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don’t cast the spell.

Once sending is cast through the stones, they can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.

This version was created by Claugiyliamatar.  In her incessant need to be able to reach out to her contacts, to watch, to talk to, and to control them as tightly as possible, she has created a custom version of the sending stone. Unlike a normal one, this one turns into a tattoo of Claugiyliamatar over the heart of the person that has attuned to it and cannot be removed except through intervention of Claugiyliamatar herself.  While requiring attunement, it also opens a new attunement slot such that it can keep itself hidden that a person has it.  It is also resistant to scrying and Detect Magic attempts.

Once you are a member of Claugiyliamatar’s faction, there is little chance to escape.

Concussive Headache (Maul +1)

Weapon (maul), rare (requires attunement)

Forged in the fires of a volcano and quenched in the blood of giants, this maul was famous over 4000 years ago when wielded by the dwarf Angrboda Gog. It has been lost in time and lost much of its luster and power having sat in a tomb for far too long.  It hungers for the smashing of foes, especially those of the giant kind. It might be possible to repair the weapon and bring it back to its former glory.

This weapon gives a magical +1 to hit and damage against any type of creature, but when faced with against any type of giant, the bonus increases to +2 to hit and damage and when it hits successfully, it does an extra 2d6 of damage to those types of foes. While wielding this maul and facing any giant kind, the wielder is immune to fear and charm spells and effects. To this weapon, “giant” refers to any creature with the giant type, including ettins and trolls.

Crab Shield

Armor (shield), uncommon

A shield made of giant crab shells. Due to the bone reinforcements to strengthen the shield it is heavier than a normal shield. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

Devil’s Choice

Potion, Uncommon

Devil’s Choice is a daring and enigmatic potion, steeped in risk and reward. It is designed for those who walk the razor’s edge in combat, offering a significant but precarious advantage. This potion is favored by thrill-seekers, gamblers, and warriors who are willing to stake their fortunes on their skill and luck.

The potion is contained in a dual-toned vial, one half engulfed in a fiery red hue, and the other shrouded in a deep, abyssal black. The liquid itself is a dynamic blend of these two colors, swirling continuously and never fully mixing, symbolizing the constant flux between fortune and misfortune.

Devil’s Choice is crafted from a potent mix of ingredients that embody both luck and fate:

  • Fiend’s Blood: A drop of blood from a fiendish creature, representing the gamble and daring associated with the infernal.
  • Luckblossom Nectar: Extract from a rare flower that blooms under a full moon, believed to bring fortune and favor.
  • Raven’s Feather: A feather from a raven, a bird often associated with omens and fate.
  • Obsidian Shard: A piece of pure obsidian, representing the darkness and uncertainty of misfortune.

The brewing process of Devil’s Choice is shrouded in mystery, often involving rituals and incantations to bind the contradictory forces within the potion.

Upon consuming Devil’s Choice, the drinker immediately feels a surge of confidence and precision. They gain advantage on all attack rolls, making their strikes more likely to hit and deal damage. However, this boon is fleeting and turns to a curse the moment they miss an attack. Once a miss occurs, the drinker then suffers disadvantage on all subsequent attack rolls, reflecting a turn of fate and a loss of confidence. This cycle of advantage and disadvantage continues until a successful hit is made, after which all effects of the potion cease.

Drinking Devil’s Choice is an intense experience. It starts with a fiery, bold flavor, evoking strength, and power, which then shifts to a sharp, bitter taste, representing the turn of fortune. The drinker experiences a rollercoaster of emotions, from a rush of exhilaration to a sinking feeling of dread.

Eagle-Eye Elixir

Potion, Uncommon

Eagle-Eye Elixir is a meticulously crafted potion that sharpens the senses, particularly sight, to an extraordinary degree. It is highly sought after by scouts, hunters, guards, and adventurers who rely on keen perception and enhanced vision to navigate complex environments or detect hidden dangers.

The potion is contained in a clear, cylindrical vial, allowing one to fully appreciate its contents. The liquid itself is a bright, clear amber, reminiscent of the keen gaze of an eagle. Small, luminous particles seem to float within the elixir, sparkling like tiny stars, symbolizing the heightened awareness it provides.

Eagle-Eye Elixir is made from a blend of ingredients known for enhancing sensory perception:

  • Hawk’s Vision Berry: A berry known for its properties of sharpening and clarifying vision.
  • Luminous Moss: A moss that grows in places of magical energy, imbuing the potion with a light-enhancing quality.
  • Crystalized Insight: Rare crystals that resonate with the mind’s eye, enhancing perceptual abilities.
  • Essence of Aether: A subtle, magical ingredient that amplifies the potion’s overall sensory effects.

These components are expertly distilled and infused together in a process that amplifies their natural properties while ensuring balance and synergy.

Upon consuming the Eagle-Eye Elixir, the drinker experiences a remarkable enhancement in visual acuity and perception. For the next hour, they gain a +2 bonus to all Perception checks, reflecting an increased ability to notice fine details, spot hidden objects or creatures, and pick up on subtle environmental cues. Additionally, all the drinker’s vision abilities are doubled in range, including normal sight, darkvision, and any other special visual capabilities they possess. This effect allows them to see with clarity and detail at much greater distances than normal.

Drinking the elixir imparts a sensation of heightened alertness and clarity. It has a crisp, refreshing taste, with a hint of pine and mint, leaving the consumer feeling focused and vigilant. The eyes might tingle slightly as vision sharpens, colors become more vivid, and details stand out with newfound clarity.

Enchanted Vial

Wonderous Item, Common

Some creature parts have powerful, yet fleeting, magical energies within them. The motes from elementals for example hold traces of their former essences in them but disperse rapidly upon the destruction of their original form. An enchanted vial is inlaid with several runes designed to keep any magical resource within from dissipating while the lid is closed and is often the only way of transporting certain parts back to a workshop for crafting. Items that require an enchanted vial to be harvested are fragile by nature and must be stored inside an enchanted vial quickly to prevent degradation. Any attempt to harvest a material that has an enchanted vial as a requirement must be initiated within one minute of the death of its creature. These are also used to store essences, and one vial can store up to five of any one specific essence at a time.

This tool can be used a maximum of five times afterwards it disintegrates into powder.  At each attempted use, roll a d20 and if a 1 is rolled, the vial is immediately destroyed.

Eye of Elemental Protection (Stage One)

Wondrous Item, unknown rarity (requires attunement by an Item auto attunes to the nearest person once acquired during the first long rest.)

A small golden statue made of what appears to be gold with four different arcane symbols with a vertical oval above them all.  This small magical item comes with five charges that renew up to 1d6 charges every day at dawn.  It has two different functions.  It can allow the user to cast an Absorb Elements for one charge or a Protection from Energy for three charges.

Note that the Absorb Elements can be up cast for the cost of additional charges.  One charge for each level it is being up cast.

Eye of Elemental Protection (Stage Two)

A small golden statue made of what appears to be gold with four different arcane symbols with a vertical oval above them all.  This small magical item comes with seven charges that renew up to 1d6 charges every day at dawn.  It has several different functions and can allow the user to cast a variety of spells. 

  • Absorb Elements (1/charge)
  • Protection from Energy (3/charges)
  • Dancing Wave (2/charges)
  • Earth Ripple (2/charges)
  • Hurricane Slash (2/charges)
  • Unstable Explosion (2/charges)

Note that the spells Absorb Elements, Hurricane Slash, and Unstable Explosion can be up cast for the cost of additional charges.  The charge cost for each one is depends on the specific spell.

Fated Coin

Wonderous Item, Uncommon

A coin with two distinct sides. One is made of gold, while the other is made of stone. Flip of Fate. When you are about to make an ability check or an attack roll, you can flip the coin. On heads, you have advantage; on tails, you have disadvantage.

Flameguard Aegis Elixir

Potion, Uncommon

Flameguard Aegis Elixir is a specially formulated potion designed to provide substantial protection against both fire and force damage. This elixir is a treasured asset for adventurers, firefighters, soldiers, and anyone who might encounter fiery environments or force-based attacks in their endeavors.

The elixir is housed in a sturdy, heat-resistant bottle, symbolizing its protective nature against fire. The liquid itself is a mesmerizing blend of deep red and vibrant orange hues, mimicking the appearance of flickering flames. Suspended within the potion are tiny, silvery specks that shimmer when agitated, representing the force-resistant aspect of the elixir.

Flameguard Aegis Elixir is crafted using a combination of heat-absorbing and force-dispersing ingredients:

  • Firebloom Extract: Derived from a rare flower that thrives in volcanic regions, providing resistance to extreme heat and flames.
  • Ethereal Gel: A substance that can absorb and dissipate kinetic energy, offering protection against force impacts.
  • Dragon’s Scale Dust: Finely powdered scale of a fire-resistant dragon, enhancing the potion’s ability to protect against high temperatures.
  • Gravitite Crystal: A mineral known to interact with force energies, helping to reduce the impact of force-based attacks.

These elements are alchemically blended under precise conditions to ensure their protective qualities are perfectly balanced.

Upon consumption, the Flameguard Aegis Elixir grants the drinker resistance to fire and force damage for ten minutes. This means any damage sustained from these sources is reduced by half, significantly lowering the risk of injury from flames, explosions, magical fire, and force-based attacks like telekinetic strikes or energy blasts.

Drinking the elixir gives an initial sensation of coolness, belying its fiery appearance, followed by a feeling of solidity and stability, like an invisible shield enveloping the body. It tastes mildly spicy with a hint of metallic tang, leaving the consumer feeling emboldened and protected.

Fleetfire Formula

Potion, Uncommon

Fleetfire Formula is an extraordinary potion designed for those who require a burst of incredible speed and agility. Revered by athletes, adventurers, and anyone in need of rapid, responsive action, this potion not only enhances the drinker’s speed but also their ability to perform additional actions in a short span of time.

Fleetfire Formula is presented in a sleek, aerodynamically shaped vial, embodying the swiftness it imparts. The liquid itself is a vibrant, electric blue, with streaks of bright yellow that seem to flicker and dance like flames. When shaken, the potion appears to almost bubble with energy.

The potion is crafted from a blend of invigorating and energy-boosting ingredients:

  • Zephyr’s Breeze Extract: A rare essence captured from the gusts of the fastest winds, believed to grant swiftness.
  • Cheetah’s Essence: A drop of oil derived from the essence of a cheetah, the fastest land animal, symbolizing speed, and agility.
  • Quickling Thyme: An herb favored by quicklings; creatures known for their lightning-fast movements.
  • Sunflare Petal: A petal from the sunflare flower, which blooms and wilts in a single day, symbolizing rapid action.

These elements are combined under specific lunar and solar conditions to maximize their potency.

Upon consuming Fleetfire Formula, the drinker immediately feels a surge of kinetic energy. For the next ten minutes, their base speed increases by ten feet, allowing them to move more swiftly than ever before. Additionally, they gain the ability to take one extra non-attack action on their turn, such as using an object, dashing, or performing other maneuvers. This effect makes the potion invaluable in situations requiring quick, decisive actions and rapid movement.

The potion has a sharp, tangy taste, reminiscent of citrus with a hint of spice, leaving the consumer feeling energized and alert. The sensation of heightened reflexes and agility is immediate, with a feeling of lightness and a readiness to spring into action.

Frostburn Antidote

Potion, Uncommon

Frostburn Antidote is an expertly crafted elixir designed to offer significant protection against the harsh and corrosive forces of ice and acid. This potion is highly valued by explorers venturing into extreme cold environments or areas with acidic hazards, as well as by adventurers who anticipate encounters with creatures or traps that utilize these elements.

The potion is contained in a vial that appears frosted on the outside, hinting at its cold-resistant properties. The liquid inside is a dual-layered mixture: the top layer is a translucent, icy blue, representing resistance to ice; the bottom layer is a vibrant, emerald, green, symbolizing acid resistance. When shaken, the two layers swirl together in a beautiful, mesmerizing dance before slowly settling back into their distinct halves.

Frostburn Antidote is composed of several rare and potent ingredients:

  • Glacial Essence: Extracted from the core of ancient glaciers, this essence imparts resistance to extreme cold and ice.
  • Basilisk’s Bile: A carefully collected component from a basilisk, known for its acid-neutralizing properties.
  • Snowdrop Petals: Petals from the snowdrop flower, which blooms in the snow and imbues a natural resistance to frost.
  • Alkali Salts: Salts that naturally counteract acidic substances, providing a protective barrier against acid damage.

These components are alchemically blended in a delicate process, often in cold environments, to maintain their intrinsic properties.

Upon consuming the Frostburn Antidote, the drinker gains resistance to both ice and acid damage for ten minutes. This means any damage from these sources is reduced by half, offering substantial protection from the freezing effects of ice and the corrosive nature of acids. This dual protection is particularly useful for navigating icy tundra’s, acidic swamps, or during battles against creatures wielding ice or acid-based abilities.

Drinking the potion provides a sensation of coolness, followed by a subtle, protective tingling. It has a fresh, minty flavor with a slight citric undertone, leaving the drinker feeling fortified and shielded.

Fury’s Edge Philter

Potion, Common

Fury’s Edge Philter is a potent concoction designed to enhance the offensive capabilities of those who partake in it. This potion is particularly favored by warriors, archers, spellcasters, and any combatant looking to add extra potency to their attacks.

The potion is housed in a vial with a sharp, angular design, suggesting the edge and precision it imparts. The liquid inside is a deep, fiery red, with swirls of bright orange that move like flames within the bottle. When agitated, these fiery swirls intensify, as if the potion itself is eager for battle.

Fury’s Edge Philter is made from a blend of aggression-enhancing and energy-boosting ingredients:

  • Dragon’s Claw Powder: Ground from the claw of a dragon, symbolizing the beast’s ferocious power and destructive capabilities.
  • Berserker’s Root: A root known for its use by ancient warriors to incite rage and increase battle prowess.
  • Blazeberry Extract: A berry that grows in harsh, fiery environments, infusing the potion with a surge of energy.
  • Elemental Ash: Ash collected from a site struck by elemental energy, adding a magical intensity to the potion.

These elements are combined in a precise alchemical process that channels their natural ferocity into a potent, consumable liquid.

Upon drinking Fury’s Edge Philter, the consumer feels a surge of aggressive energy coursing through them. For the next hour, they gain an additional 1d4 damage on any attack they make, whether it be melee, ranged, or spell based. This extra damage represents the heightened force and intensity behind each strike, making the user a more formidable opponent in any combat scenario.

Consuming the potion gives an immediate sensation of heat and power. It has a bold, spicy flavor, leaving the drinker with a feeling of heightened aggression and readiness for combat. The potion’s effects make the user feel as though their every attack is charged with additional, explosive energy.

Gallant Glamour Grog

Potion, Common

Gallant Glamour Grog is a captivating potion known for its remarkable ability to enhance the drinker’s charisma and personal allure. This potion is highly sought after by diplomats, performers, leaders, and anyone seeking to significantly improve their persuasive and interpersonal skills for a short period.

This enchanting elixir is contained in an ornate, slender bottle, often adorned with intricate designs that reflect its charming nature. The liquid itself has a shimmering, iridescent quality, with colors that shift and dance in the light, ranging from a deep, entrancing purple to a bright, alluring gold.

Gallant Glamour Grog is concocted from a unique blend of both mystical and natural ingredients known for their influence on charm and confidence:

  • Phoenix Feather Dust: A pinch of dust from the legendary phoenix, symbolizing rebirth, and captivating presence.
  • Silver Tongue Herb: A rare plant that is said to grant eloquence and wit when consumed.
  • Heartberry Juice: Extract from the heartberry fruit, known to open the heart and enhance emotional connectivity.
  • Moonstone Crystals: Finely ground moonstone, believed to heighten allure and personal magnetism.

These components are carefully infused together under a full moon to enhance their charismatic properties.

Upon drinking Gallant Glamour Grog, the consumer experiences a surge in personal charisma, raising their modifier to a minimum of +3 for one hour. This effect significantly enhances their social grace, persuasive ability, and overall appeal, making them more effective in negotiations, performances, and any situation where personal influence is key.

The potion has a sweet, enchanting taste with floral undertones, leaving a lingering sensation of warmth and confidence. Drinking it imbues the consumer with a sense of self-assuredness and charm, making them feel more articulate, engaging, and charismatic.

Green Shield Vault (Shield +1)

Armor (shield), uncommon (requires attunement)

Despite the powerful enchantments upon this shield, it appears somewhat plain; supposedly it will make you more appealing to potential romantic interests.  While you are attuned to this shield you gain the following benefits:

Defense:  You get a magical +1 to AC.

Containment: This item functions as a miniature Bag of Holding with a maximum capacity of 100lbs.

Grim Bracer Brew

Potion, Uncommon

Grim Bracer Brew is a specialized potion designed for those who tread the fine line between life and death. Ideal for adventurers, soldiers, and anyone facing mortal peril, this potion provides a crucial edge in the direst of circumstances.

The potion is contained in a somber, opaque vial, reflecting its grave purpose. The liquid itself is a deep, dark blue, almost black, with a slight silver shimmer that stirs when agitated, reminiscent of the thin veil between life and death.

Grim Bracer Brew is concocted from a combination of resilience-enhancing and life-protecting ingredients:

  • Spiritroot Essence: Extracted from a rare root known to grow at the sites of ancient battles, believed to tether the spirit to the body.
  • Willowisp Dew: Dew collected from the leaves of willows in graveyards, symbolizing the endurance of the soul.
  • Heartwood Bark: Bark from the heartwood tree, known for its life-sustaining properties.
  • Elixir of Fortitude: A base elixir that fortifies the body and mind against trauma.

These ingredients are meticulously combined in a delicate process that imbues the potion with its life-preserving qualities.

Upon drinking Grim Bracer Brew, the consumer immediately gains five temporary hit points, providing a buffer against imminent harm. Additionally, if the drinker is forced to make a death saving throw within the next 24 hours, they have advantage on that roll. This benefit represents the potion’s magical essence fortifying the drinker’s will to survive in the face of death.

The potion has a bittersweet taste, with an earthy undertone, reminding one of the resilience of life. Drinking it instills a subtle warmth and a sense of determination, as if reinforcing the drinker’s resolve to cling to life.

Grimward Draught

Potion, uncommon

Grimward Draught is an extraordinary potion, both in its composition and its life-saving effects. It is designed to act as a safeguard against the brink of death, providing a crucial lifeline in dire situations. Its effects last for an extended period, making it a unique and highly sought-after item in the realm of magical healing.

Grimward Draught is encased in a vial of darkened glass, its contents obscured from view, adding an aura of mystery. The potion itself, when poured, reveals a mesmerizing swirl of iridescent hues, predominantly deep blues, and purples, like a starry night sky captured in liquid form. It emits a faint, otherworldly glow, pulsating gently in rhythm with an unseen force.

The potion is a blend of rare, magically infused botanicals, celestial water – said to be collected from the dew of a moonflower under a full moon – and a trace of essence from an ethereal creature, often a wisp of spirit or a fragment of a ghost’s shroud. This combination is carefully brewed under specific celestial alignments to maximize its potency.

Upon ingestion, Grimward Draught remains dormant within the system for up to eight hours. Its magic is designed to activate at a critical moment – when the drinker fails a death saving throw. At this instant, the potion’s power is unleashed: it stabilizes the drinker and heals them for 3d4 + 3 hit points, effectively snatching them from death’s grasp. Once this effect is triggered, the potion’s power is expended, and its magic fades.

The potion is thick and has a texture akin to liquid velvet. Its taste is an enigmatic mix of sweetness and a subtle, comforting earthiness, leaving a warm, tingling sensation that lingers on the palate. Upon activation, the drinker experiences a rush of warmth, as if enveloped in a protective embrace.

Healing Pill

Wonderous Item, Common

You regain 1d4 hit points when you swallow this pill.  If more than one is swallowed, then all after the first do 1d4 damage instead.

Lantern of Equivalent Exchange

Wondrous item, very rare (requires attunement)

This stone lantern is twice as heavy as a normal lantern.  It is carved from a green stone with careful runes and flourishes on its top and sides.  It has a stone shutter that can allow light to project from a single side, or all the way around.

When a gemstone is placed within the lantern, it begins to glow with a radiance equal to a Daylight spell. The light illuminates a cone-shaped area with a range of 60′ of bright light, and another 60′ of dim light. At the far end of the cone of bright light, it illuminates an area 30′ in radius from the center of the cone.

This light will last for one hour per gold piece value of the gem inserted in the spring, but that only counts the time that the shutter system is open. If the shutter is closed, the gem will last indefinitely.  When the duration of the light has passed, and the gemstone has been removed, it will have been changed into a piece of colored glass with no value.

As the gem is consumed, the value of the gem decreases based on the amount of time it has been used.

There are additional effects based on the type of gem that is placed within the lantern.  These are effects on top of the Daylight equivalent light.  The color of the light will match the gem placed in the lantern.  There will also be a specific cost to use any of the abilities which will consume the inserted gem faster.

All the different spell effects come out of the lantern in the direction it is being pointed.  It takes a full action to use any specific effect. 

Lantern of Scintillating Brilliance Gem Effects Table

Type of GemColorEffect
AmethystPurpleSilent Image (10gp/minute)
BloodstoneRedFire Bolt (25gp/usage) Ray of Frost (25gp/usage)
CitrineOrangeMold Earth (10gp/usage) Shape Water (10gp/usage)
DiamondWhiteRaise Dead (750gp/usage)
EmeraldGreenRevivify (500gp/usage)
Garnet, Brown GreenGreenChill Touch (25gp/usage)
Garnet, RedRedChaos Bolt (50gp/usage) Guiding Bolt (50gp/usage)
Garnet, VioletVioletFear (100gp/usage) Silence (10gp/round)
MalachiteGreenSpare the Dying (1gp/usage)
Opal, BlackBlackAnimate Dead (250gp/usage)
Opal, FireRedFireball (250gp/usage) Lightning bolt (250gp/usage)
Opal, WhiteWhiteAura of Vitality (100gp/round)
QuartzImmediately is consumed and breaks – roll a d20 and on a 1 the lantern shatters
Ruby, RedRedStorm Sphere (500gp/usage)
Ruby, StarPinkSending (250gp/usage) Tiny Hut (100gp/usage)
Sapphire, Black StarBlackMagic Circle (250gp/usage)
Sapphire, BlueBlueCounter spell (250gp/usage) Dispel Magic (250gp/usage)

Lash of Coruscation

Weapon (whip), rare

The handle of this dark leather whip bears the lightning rune, and small bolt of electricity dance around the whip’s tail.

You gain a +1 bonus to attack and damage rolls made with this weapon, and on a hit, the whip deals an extra 1d6 lightning damage. When you score a critical hit with an attack using this whip, the target also has the [condition]restrained[/condition] condition until the start of your next turn, as lightning bands lash around the target.

Invoking the Rune. When you make an attack with the whip and hit, you can use your reaction to invoke the whip’s rune. Doing so increases the extra lightning damage dealt by the whip to 2d6.

Once the rune has been invoked, it can’t be invoked again until the next dawn.

Lionheart Brew

Lionheart Brew is a remarkable potion known for its dual effects of bolstering the drinker’s vitality and steeling their nerves against fear. This potion is highly valued by adventurers and warriors who often find themselves facing terrifying foes or daunting challenges.

The elixir is contained in a stout, round-bottomed flask, sealed with a cork stopper. The liquid inside glows with a warm, golden hue, reminiscent of liquid courage. Tiny, shimmering motes float within the potion, giving it an appearance akin to a starry night sky captured in a small vial.

Lionheart Brew is concocted from a blend of rare ingredients known for their invigorating properties. The primary components include:

  • Heartleaf Extract: A rare herb known for its ability to invigorate the heart and mind.
  • Goldenroot: A plant that imparts a natural resilience to psychological stresses.
  • Dragon’s Bile: A potent, albeit dangerous, ingredient that provides strength and fortitude.
  • Sunwater: Water that has been exposed to the light of a full sun for seven days and seven nights, infusing it with an essence of clarity and bravery.

These ingredients are carefully brewed together, often during specific lunar phases to enhance the potion’s effects.

Upon drinking Lionheart Brew, the consumer immediately gains five temporary hit points, representing a sudden surge of vitality and energy. Additionally, for the next hour, the drinker gains advantage on all saving throws against being frightened. This effect makes the potion incredibly useful in situations where the user is likely to encounter terrifying creatures or needs to perform daunting feats of bravery.

The potion has a bold, zesty flavor, with hints of citrus and a slight undertone of earthiness. It leaves a warm sensation when swallowed, spreading a feeling of courage and determination that emboldens the drinker.

Lycan Gas

Poison, common

Crafted by: Lycanthrope Blood x1 (Alchemist)

This vial of silvery white gas reacts strongly with air and expands to a 30-foot radius cloud as soon as the vial is opened. Any creature that starts their turn in the cloud must succeed on a constitution saving throw or be cursed with lycanthropy. The type of lycanthropy and the DC depends on the type of Lycan this gas was created from as outlined in the table below.

The gas cloud remains for 1 minute before dispersing naturally. It may be dispersed early by a strong wind such as that created by the gust of wind spell.

Lycan Gas Save Table

Lycan TypeDC

Mandible Slasher (Double-Bladed Scimitar +1)

Weapon (double-bladed scimitar), uncommon

A +1 double edged scimitar made from the mandible of an ankheg. The organic sword is carved and smoothed at the bottom to serve as a pommel.

The weapon is immune to acid and poison damage and can’t rust in any way.

The double-bladed scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long, curving blade on either end. Forged with techniques honed over centuries, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double-bladed scimitar is an expensive weapon (10 gp) — few though ever can purchase one. A Valenar blade in the hands of a non-elf is generally assumed to have been stolen or looted from a fallen foe, and a Valenar elf might feel entitled to demand its return or challenge the bearer to prove they’re worthy to wield it.

Special. If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.

Mask of Painful Faces

Wonderous Item, Common (requires attunement)

This mask has the bearing of a face in pain when in its normal state.  The magic item allows the wearer to create the illusion of them being someone else but only their face changes.  This illusion can be changed only once per short rest.  All the faces that are created will appear to be in some sort of pain or mental struggle.  None of the faces will appear at peace.  It is not able to change the user’s gender, nor will the wearer’s clothing be altered in any way.  The wearer’s voice can be altered, but all the voices will be gravely and sound like the person’s throat has been damaged.

Unlike most illusion spells, if the user is touch in any way, the effect will not be disabled or change at all.  In fact, there is a distinct chance the person touching the user might still be fooled by the illusion.  With a DC 20 to make the determination that there is in fact an illusion on the user.  However, if the wearer is attack and takes any form of physical or magical damage, the image will flicker, but still not revealing the exact features.  Once the user has taken five or more hits, the mask will cease functioning until a short rest is taken.

This item must be attuned to function.  Once attuned the mask will not fall off, or can it be removed until the attunement has been ended by the wearer.  The mask itself has 10 hit points and no armor class, so it is easily destroyed even when worn.

Merrow Amulet

Wondrous item, uncommon (requires attunement)

Crafted by: Merrow Heart x1 (Artificer)

While wearing this amulet you can breathe both air and water and you know the Abyssal and Aquan languages.

Might of the Orc Tonic

Potion, Common

Might of Orc Tonic is a powerful potion revered for its extraordinary ability to enhance the physical strength of the drinker. Crafted through a blend of rare and potent ingredients, this potion is particularly favored by warriors, athletes, and adventurers who seek a temporary but significant boost in their physical prowess.

The tonic is typically stored in a robust, square-shouldered bottle, symbolizing the strength it imparts. The liquid itself is a deep, rich red, almost the color of molten iron, and it swirls with a viscosity that suggests its potent nature. When agitated, the potion briefly glows with a fiery light, as if embers are suspended within the liquid.

Might of Orc Tonic is brewed using a combination of powerful and magically enhanced ingredients:

  • Giant’s Root: A rare plant known to grow in lands where giants roam, believed to absorb the essence of their formidable strength.
  • Dragon’s Blood: A few drops of blood from a dragon, to imbue the drinker with a portion of these legendary creatures’ might.
  • Ironbark Sap: Extracted from the ironbark tree, known for its incredibly tough and resilient wood.
  • Stone Dust: Finely ground dust from a mountain rock, symbolizing the unyielding strength of the earth.

These elements are blended in a carefully controlled alchemical process, often accompanied by enchantments to bind, and enhance their natural properties.

Upon drinking the Might of Orc Tonic, the consumer experiences an immediate surge in physical strength. For the next hour, their strength modifier is boosted to a minimum of +3, regardless of their natural physical capabilities. This enhancement allows even those who are not naturally strong to perform feats of strength that would otherwise be beyond their ability.

Drinking the tonic is an intense experience. It tastes metallic and earthy, with a hint of smokiness, and leaves a tingling sensation in the muscles. The drinker feels a surge of energy and power coursing through their body, as if they could lift mountains or wrestle giants.

Mindforge Elixir

Potion, Common

Mindforge Elixir is a highly sought-after potion known for its remarkable ability to enhance the cognitive capabilities of its consumer. It is especially favored by scholars, mages, strategists, and anyone who seeks a temporary boost in mental acuity and intelligence.

The elixir is contained in a slender, elegant phial, often made from clear crystal to showcase its contents. The liquid itself is a brilliant shade of azure, with swirling patterns that seem to mimic the synaptic firing of a brain. When agitated, these swirls accelerate, creating a mesmerizing display of fluid intelligence.

Mindforge Elixir is concocted from a blend of ingredients known for their cognitive-enhancing properties:

  • Sapience Root: A rare herb known for its ability to clear the mind and enhance thinking.
  • Crystalized Mana: Fine grains of crystallized mana that resonate with the energy of thought and consciousness.
  • Elderflower Essence: Extract from the elderflower, believed to improve memory and mental processing.
  • Silvermist Water: Water vapor collected from the clouds surrounding mountaintops, embodying clarity, and focus.

These components are delicately distilled and magically infused to maximize their potential in augmenting intelligence.

Upon drinking Mindforge Elixir, the consumer experiences a significant sharpening of their cognitive faculties. For the next hour, their intelligence modifier is boosted to a minimum of +3. This enhancement improves their problem-solving skills, memory, language abilities, and overall mental processing speed. It does not alter their knowledge or wisdom but makes them more adept at applying what they know.

Drinking the elixir provides a sensation of mental clarity and alertness. It has a crisp, invigorating taste, akin to a breath of fresh mountain air mixed with a hint of floral sweetness. The drinker feels their thoughts quickening, ideas coming more rapidly, and their focus sharpening.

Monocle of Verisimilitude

Wonderous Item, Common (requires attunement)

Originally owned by an old hanging judge from hundreds of years ago, this monocle helps the wearer to discern the difference between lies and the truth.  It allows the user to have advantage on all Insight checks when trying to see if the target is telling the truth or not.  This function can be used as many times as the wearer’s proficiency bonus.  This is reset after a short rest.

A side effect of attuning to this object causes the user to grow a long and thin mustache that end in sharp tapered tips, no matter the gender of the wearer.  When using the special function, a single eyebrow is caused to be raised as if pondering some great fact, as well as causing the user to immediately reach to one of their mustaches ends and twirl it.

Moon Muzzle Mixture

Potion, rare

Crafted by: Lycanthrope Blood x1 vial (Alchemist)

Drinking this potion completely cures a creature of lycanthropy if taken before that creature experiences its first full moon as a lycanthrope. If drunk after that, or if drunk by a natural born lycanthrope, a lycanthrope can ignore the usual transformative effects of the full moon for the next 28 days.

Owlbear Musk

Wondrous Item, common

The smelly musk of an owlbear, contained in a vial. When you open this vial, each creature within a 10-feet radius is overwhelmed by the smell and freed from the dazed, stunned, and charmed conditions, even if their origin is magical. Once the vial has been opened, the smell of the musk vanishes and becomes, and the vial becomes useless.

Owlbear Studded Leather (Studded Leather +1)

Armor (studded leather), rare

An armor made from the skin of an owlbear and imbued with the ferocity of the beast. You have a +1 bonus to AC while wearing this armor. When an ally you can see is reduced to 0 hit points, you gain advantage on your next attack roll.

Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

Owlbear Leather Armor (Leather +1)

Armor (leather), rare

An armor made from the skin of an owlbear and imbued with the ferocity of the beast. You have a +1 bonus to AC while wearing this armor. When an ally you can see is reduced to 0 hit points, you gain advantage on your next attack roll.

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Paralyzing Dust

Wondrous item, uncommon

Crafted by: Ghoul Claw x1, or Ghast Claw x1 (Alchemist)

You may spend an action to blow this pouch of grey dust into the face of a non-undead creature within 5 feet of you. That creature must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. That creature may repeat the saving throw at the end of each of its turn, ending the effect on a success.

If this dust is dissolved into a liquid first and then drunk by a non-undead creature, they automatically fail the save and all subsequent saves for the next minute.

Pillow of Restful Nights

Wondrous Item, common

A pillow stuffed with fluffy feathers. A creature with its head on this pillow has advantage against all spells and effects that can alter or prevent its sleep, such as the Dream (5th-level) spell. Only one creature can benefit from the effects of this pillow at a time.

Pincer Warhammer (Warhammer +1)

Weapon (warhammer), rare

A warhammer made from the giant pincer of a monster. It was brought back to life with magic to react to stimuli.

When the hammer hits a Medium or smaller target, you can try to close its pincer on it. The target must then succeed on a DC 15 Strength save or be grappled by the weapon. While grappled this way, the creature takes 9 (2d8) bludgeoning damage at the start of each of its turns. You can’t use the weapon while it is grappling a creature.

You have a +1 bonus to attack and damage rolls made with this magic weapon.

Proficiency with a warhammer allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Potion of Cure Lycanthropy

Wonderous Item, Uncommon

The encroaching madness, the changes to personality, extra body hair, all of these are possible symptoms of an infection of Lycanthropy.  This potion will cure any lycanthropic infections if it is consumed within a month of the infection being inflicted.

Pressing Longsword (Longsword +1)

Weapon (longsword), uncommon (requires attunement)

The styling of this longsword is ancient and when seen from the corner of your eye it appears to be moving. While you are attuned to this longsword you gain the following benefits:

Minor Properties: while in possession of it, you feel fortunate and optimistic about what the future holds.

Knockback: When you hit with an attack with this longsword you may use a bonus action to push the target up to 5ft. in any direction. You may use this feature as many times per rest equal to your Strength modifier.

Rejuvenation’s Respite Draught

Potion, Rare

Rejuvenation’s Respite Draught is an exceptionally potent potion, meticulously crafted to combat severe exhaustion. It is a highly valued elixir among those who frequently push themselves beyond their limits, such as adventurers, soldiers, and hardworking laborers who face extreme physical and mental demands.

This potion is housed in a sturdily crafted, amber-tinted vial that reflects its serious nature. The liquid itself is a rich, golden color, imbued with shimmering flecks that slowly circulate, creating a soothing visual effect. When held to the light, the potion’s core seems to pulse gently, symbolizing the restoration of energy and vitality.

Rejuvenation’s Respite Draught is formulated from a blend of highly restorative ingredients known for their profound revitalizing properties:

  • Phoenix Feather Ash: A pinch of ash from the mythical phoenix, signifying rebirth, and extraordinary rejuvenation.
  • Celestial Nectar: A rare liquid harvested from flowers that bloom only under specific celestial events, providing deep restoration.
  • Elderwood Bark: Bark from the elderwood tree, revered for its ability to endure and thrive, even in harsh conditions.
  • Aurora Honey: Honey collected from bees that forage in the fields under the aurora borealis, known for its energizing and curative effects.

These ingredients are combined in a complex alchemical process that enhances their natural restorative powers.

Upon drinking Rejuvenation’s Respite Draught, the consumer experiences a profound alleviation of fatigue as the potion removes two levels of exhaustion. This significant reduction in exhaustion can be crucial in situations of extreme physical and mental strain, allowing for improved functionality and the ability to continue activities that would otherwise be hindered by fatigue.

Consuming this potion gives a sensation of warmth spreading through the body, akin to the feeling of basking in the first light of dawn. It has a rich, honeyed flavor with a hint of herbal undertones, leaving the drinker feeling deeply nourished and revitalized. The overwhelming sense of weariness diminishes rapidly, replaced by a sense of renewed strength and clarity.

Repelling Candle

Wondrous item, common

Crafted by: Ogre Fat x1 vial (Alchemist)

This pale-yellow candle is made from ogre tallow and emits a powerful odor when burned. Any beast that possesses the keen smell trait or similar that starts their turn within 100 feet of this lit candle, must succeed on a DC 12 Constitution saving throw or be forced to spend their turn moving as far away from this candle as safely possible. A creature that succeeds on this saving throw is immune to this effect for 24 hours. This item otherwise acts as a normal candle and will last for a total of 1 hour while lit.

Reszur (Dagger +1)

Wondrous item, rare (requires attunement)

A bloody blade found in the Tomb of the Moving Stones.  Its origins are unknown, but the leather one the handle has had so much blood on it that it is now dyed a dark red and has a continuous iron smell coming from it.

The name “Reszur” is graven on the dagger’s pommel. If the wielder speaks the name, the blade gives off a faint, cold glow, shedding dim light in a 10-foot radius until the wielder speaks the name again.

Once per long rest, as a bonus action you may turn invisible as per the spell.

You have a +1 bonus to attack and damage rolls made with this magic weapon.

Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a hand axe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

As a bonus action, the owner may cause the dagger to fly back to their hand if it is within 60’ of the owner.

Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Ring of Biting Retort

Ring, Common (requires attunement)

A ring made by someone who has an overabundance of mocking humor.  Resembling a mouth with a set of sharp teeth this ring does not look pleasant in any way.  Made of some sort of silverish metal, it never seems to be tarnished or able to get dirty in any way.

By wearing and attuning to this ring, the wearer can heal an individual 1d4, but takes 1 point of damage every time it is used.  To active the healing action, the wearer must first insult the recipient of the healing as meanly as possible.  Once the insult has been hurled the ring takes a bite of the wearer’s finger doing the damage and then spitting blood onto the healing target.

The ring may heal as many times as the proficiency bonus of the wearer per short rest. The ring cannot be used to heal the wearer of the ring.

Ring of Disguise

Wondrous Item, uncommon (requires attunement)

While wearing this ring, you can use an action to cast the disguise self spell from it at will. The spell ends if the ring is removed.

Rune of Shielding

Wondrous Item, very rare (requires attunement)

An ancient magic originating from gnomes over 10,000 years ago.  The process to create new ones have been lost and any that are found are considered valuable.  This rune can block up to 100 points of damage from any source when found at full strength.  There are rumors of versions that can stop even more damage.  Any of these are considered important lifesaving items.

While any charges remain, it also gives the owner advantage on all Perception rolls and adds five to their passive Perception.  Note that any damage to the owner will always be stopped by the rune first.  Other magic and spells can diminish the possible damage to the owner of the run.

Once all the charges have been consumed, the rune shatters into ashes.

Rune of Stealth

Wondrous Item, very rare (requires attunement)

An ancient magic originating from gnomes over 10,000 years ago.  The process to create new ones have been lost and any that are found are considered valuable.  This rune is for those that need to go unnoticed or need to remain hidden. These runes have a maximum of ten charges, and each one can empower the owners with the equivalent of a Greater Invisibility.

While any charges remain, the owner has advantage on all Stealth checks. Once all the charges have been consumed, the rune shatters into ashes.

Sage’s Insight Brew

Potion, Common

Sage’s Insight Brew is a highly esteemed potion renowned for its ability to profoundly enhance the drinker’s wisdom and perceptiveness. This elixir is particularly favored by spiritual leaders, healers, counselors, and anyone in need of heightened intuition and insight.

The potion is presented in a modest, yet elegant, vial, often crafted from frosted glass that symbolizes the clarity it brings. The liquid itself is a serene shade of green, reminiscent of a tranquil forest glade. It emits a soft, radiant glow, suggesting the enlightenment contained within.

Sage’s Insight Brew is created from a blend of naturally insightful and enlightening ingredients:

  • Owl’s Feather Extract: Feathers from a wise owl, symbolizing the bird’s renowned wisdom and keen perception.
  • Moonbloom Petals: Flowers that bloom only under the full moon, believed to open the mind to deeper understanding and empathy.
  • Elderwood Sap: Sap from the ancient elderwood tree, known for its grounding and enlightening properties.
  • Mist Essence: A vapor captured from mountaintop clouds, embodying the ability to see beyond the surface.

These elements are carefully combined and steeped in a process that enhances their natural abilities to boost wisdom and discernment.

Upon consuming Sage’s Insight Brew, the drinker experiences a significant enhancement in wisdom, raising their modifier to a minimum of +3 for the duration of one hour. This effect increases their empathetic understanding, intuition, and ability to read social cues and natural environments. It enhances their judgement and perceptiveness, allowing them to make more informed decisions and better interpret the world around them.

Drinking the potion is a calming experience. It has a herbal, earthy flavor with a hint of mint, leaving a soothing aftertaste. The consumer immediately feels a sense of peace and mental clarity, as if the complexities of the world become easier to navigate and understand.

Shark Toothed Longsword

Weapon (longsword), uncommon

Against a target wearing no armor, the wielder deals an extra die of damage with this sword.

If properly trained in this weapon, the wielder may also attempt to rend the armor of their opponent. The wielder makes a Shark Toothed Longsword attack against a creature wearing nonmagical armor or a shield. On a hit, in addition to dealing damage to the creature, the target’s armor or shield takes a −1 penalty to the AC it offers. If the armor is reduced to an AC of 10, or the shield drops to a +0 bonus, it is destroyed. To recover the damage inflicted, the armor or shield must be repaired unless it has been destroyed.  The wielder selects either the armor or the shield to strike. This ability may be used as many times as the wielder’s proficiency bonus per long rest.

Proficiency with a longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Smothering Mantle

Wondrous item, Uncommon

Crafted with: Boneless Skin

The smothering mantle can be worn like a second skin and covers most of the body. While wearing the mantle, you can use a bonus action to force it to peel itself from your skin and jump on a creature adjacent to you. The creature must succeed on a DC 13 Strength saving throw or be restrained by the mantle and suffocate from its embrace. A creature, including the target, can spend an action to repeat the saving throw and remove the skin. When the mantle is removed, it is completely inanimate.

Soul Shard

Wondrous item, uncommon

Crafted with: Soul Mirror Shard

A shard of mirror that contains a fragment of a soul, driven to madness. The shard is fragile and is destroyed on impact. When the shard is destroyed, the fragment it contains is freed and takes the form of a specter. The specter is loyal to the creature that released it for 1 minute and obeys all its spoken commands. When the minute is over, the specter disappears into thin air to join the rest of its essence.

Spirit Paper

Wonderous Item, Common

Spirit paper is a versatile tool that resembles a square of bleached papyrus. The secrets of its production were only recently discovered, and reverse engineered from secrets brought back from distant necromantic cults. By performing a small ritual with the spirit paper shortly after slaying certain creatures, a copy of that creature’s soul is bound to the spirit paper for later use. These copies are not a true soul and are more akin to an echo. These echoes do retain all the memories from its original body, and a few crafting techniques utilize these echoes to grant an item a low level of sentience or to mimic the abilities of their incorporeal reflections.

Using spirit paper is often the only way to harvest anything useful from creatures with incorporeal forms. Any harvesting attempt made for a creature part that has spirit paper as a requirement is done using a Wisdom (Religion) check rather than the usual check and is rolled separately for each item. Once a sheet of spirit paper has been used successfully to harvest an item, it cannot be reused, even if the item it contained is released.

Unlike most harvestable materials, materials that require spirit paper to be harvested dissipate very quickly after the death of its creature. Any attempt to harvest a material that has spirit paper as a requirement must be initiated within 1 minute of the death of the creature and takes 10 minutes to successfully complete.

Each Spirit paper can only be used once. Spirit papers can also be used to gather in essences. Each paper can only hold one essence.

Spiritwhisper Brew

Potion, rare

Description: Spiritwhisper Brew is a rare and mystical alcoholic beverage, renowned not just for its intoxicating properties but also for its unique ability to bridge the realm of the living and the dead. The key ingredient in this extraordinary elixir is the stone heart of a skeleton champion, a formidable undead creature known for its martial prowess and enduring spirit. This heart, a symbol of the champion’s undying will, is ground into a fine powder and then infused into a potent spirit. The resulting drink has a deep, amber hue, shimmering with a faint, otherworldly light. Its flavor is robust and earthy, with an underlying note of mineral complexity, reminiscent of the ancient bones from which it is derived.

Effects: Upon imbibing a bottle of Spiritwhisper Brew, the consumer falls into a trance-like state for one minute. During this trance, the drinker gains the ability to cast the spell Speak with Dead. However, unlike the traditional use of this spell, the elixir allows communication with the spirit of any deceased individual the drinker knew personally in life. This communication happens within the mind, with the spirit’s voice heard as a clear, internal whisper. Moreover, if another living creature is within 10 feet of the person drinking the elixir, that creature can choose to participate in the trance. This shared experience permits both individuals to hear the spirit’s responses, making it a powerful tool for collective understanding and closure.

Cautions and Side Effects:

  • Emotional Intensity: The experience of speaking with a known deceased can be emotionally intense, often leaving the user feeling drained or overwhelmed.
  • Risk of Addiction: The allure of contacting past acquaintances or loved ones can be seductive, leading to potential overuse or psychological dependency.
  • Spiritual Deception: Spirits contacted through the elixir may not always be benevolent or honest. Users should be wary of misleading or harmful information.
  • Ethical and Legal Concerns: The creation and use of Spiritwhisper Brew, given its origin from the remains of a skeleton champion, may be subject to moral scrutiny or legal restriction in some regions or cultures.

Stick of Fancy Nature Lights

Weapon (club), Common (requires attunement only and only usable by Druids)

Within some deep forest hundreds of years ago, a Great Druid carved out different wooden sticks and clubs to help those newly ordained with their concentration and spell casting.  Some of these objects have spread out as hereditary objects used by Druids ever since that time.  When a Druid uses this object as a focus for any spell casting, the craved head on the object will lean back and belch forth a bright green flame that will remain lit above the object until the spell duration ends.

While wielding this object, a Druid will gain advantage on all concentration checks when taking damage.  When this object is used as the component for the Shillelagh spell, the caster will have advantage on their first attack using this object.  This is available every time that spell has been cast using this object as a component. 

Proficiency with a club allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Stone Breastplate Armor

Armor (breastplate), unknown rarity

This stone armor consists of a fitted stone chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer’s vital organs while leaving the wearer relatively unencumbered. It provides an AC of 14 plus a maximum dexterity modifier of two. Due to its heavy nature, the armor requires a minimum of a 15 Strength to wear.

Stone Half-Plate Armor

Armor (half plate), unknown rarity Half plate consists of shaped stone plates that cover most of the wearer’s body. It does not include leg protection beyond simple stone greaves that are attached with leather straps. This armor provides an AC of 15 plus a maximum Dexterity modifier of two.  Because of the bulkiness and heaviness of the armor a minimum Strength of 17 is required to wear this armor. Wearing such armor gives disadvantage on all stealth checks.

Stone Plate Armor

Armor (plate), unknown rarity

Plate consists of shaped, interlocking stone plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. The armor provides an AC of 18 and does not allow any Dexterity modifier to be added.  The armor, while well made, is very heavy and bulky requiring a Strength of 18 to wear.  The wearer is always at disadvantage on all stealth checks.

Stone Scale Mail Armor

Armor (scale mail), unknown rarity

This stone armor consists of a coat and leggings (and perhaps a separate skirt) of stone embedded leather covered with overlapping pieces of stone, much like the scales of a fish. The suit includes gauntlets. The armor provides an AC of 14 plus a maximum dexterity modifier of two. Due to the bulkiness and heaviness, a Strength of 16 is required to wear such armor.  All Stealth checks are at disadvantage.

Stonewall Stout

Potion, Common

Stonewall Stout is a powerful potion revered for its ability to fortify the drinker’s endurance and resilience. Despite not altering the user’s hit points directly, this elixir significantly enhances their constitution, making it a favorite among frontline warriors, adventurers facing harsh environments, and anyone in need of withstanding extreme conditions or poisons.

The potion is contained in a thick, robust bottle, suggesting the strength it imparts. The liquid itself is a deep, opaque brown, resembling a hearty stout, with a viscosity that speaks to its substantial nature. When poured, it has a creamy, almost frothy top, like a freshly tapped ale.

Stonewall Stout is crafted from a blend of hearty and resilient ingredients known for their health-boosting properties:

  • Ironbark Resin: Extracted from the ironbark tree, known for its incredibly tough and resilient bark.
  • Mountain root: A hardy herb that thrives in high-altitude, harsh conditions, lending its robustness to the potion.
  • Troll Blood: A few drops of troll blood provide regenerative qualities, enhancing the body’s natural resilience.
  • Granite Dust: Finely ground dust from granite, symbolizing the solid and unyielding nature of stone.

These components are carefully brewed and magically treated to enhance and preserve their innate properties.

Upon consuming Stonewall Stout, the drinker’s constitution is bolstered, raising their modifier to a minimum of +3 for one hour. This enhancement doesn’t increase their hit points but significantly improves their physical hardiness and resistance. The effects include better endurance, an improved ability to withstand adverse conditions, toxins, and diseases, and an overall sense of physical robustness.

The potion has a rich, earthy flavor, reminiscent of a dense, dark ale with hints of herbal undertones. It leaves a warm, comforting sensation in the stomach, spreading a feeling of fortitude and steadfastness throughout the body.

Stormfury Concoction

Potion, Rare

Stormfury Concoction is an exceptionally potent potion, crafted for warriors and spellcasters who desire a dramatic surge in their offensive capabilities. This elixir is highly prized in martial circles and among adventurers, offering a significant boost to the damage dealt in any form of attack.

The potion is encased in a bottle that appears to crackle with contained energy. The liquid inside is a tempestuous mix of deep blues and flashing silvers, mimicking the appearance of a raging storm. It seems to pulsate with power, and when agitated, sparks of light swirl within, like miniature lightning strikes.

Stormfury Concoction is blended from a series of powerful, energetic ingredients:

  • Lightning Shard Crystal: A shard from a crystal that naturally absorbs and stores lightning, imbuing the potion with raw, electric energy.
  • Dragon’s Breath Chili Oil: Extract from a chili so potent it’s said to contain the fire of a dragon’s breath, adding ferocity to each attack.
  • Arcanist’s Dust: A magical powder that amplifies the potency of spells and enhances physical might.
  • Meteor Fragment: A small piece of meteorite, embodying the unstoppable force and impact of a celestial body crashing to earth.

These ingredients are carefully fused in an alchemical process that channels their intense energies into a consumable form.

Upon consuming the Stormfury Concoction, the drinker experiences an immediate and overwhelming surge of power. For the next hour, they gain an additional 2d6 damage to all attacks, including melee, ranged, and spells. This significant increase in damage output makes every strike far more lethal and impactful, as if each attack is supercharged with the ferocity of a storm.

Drinking the potion delivers a sensation akin to a sudden adrenaline rush. It has a bold, electrifying taste, leaving the user with a tingling sensation and a feeling of immense power coursing through their veins. Each successful attack during the potion’s duration feels more potent, as if amplified by a force of nature.

Stormward Draught

Potion, Uncommon

Stormward Draught is a potent potion crafted for those who seek protection against the volatile forces of nature, specifically lightning and thunder. This elixir is highly valued by adventurers, sailors, and anyone who anticipates encountering storms or electrical and sonic hazards.

The potion is presented in a vial that seems to shimmer with an internal storm. Its liquid is a swirling mix of deep blues and grays, reminiscent of a tumultuous storm cloud. Occasional flashes of silver and gold, like miniature lightning strikes, flicker within the fluid, giving the impression of a contained tempest.

Stormward Draught is concocted from a blend of ingredients known for their electrical and sound-dampening properties:

  • Electrum Flake: Finely ground electrum, a natural conductor, is used to absorb and diffuse electrical energy.
  • Thundercap Mushroom: A rare fungi that, when distilled, provides resistance to concussive and sonic forces, like those found in thunder.
  • Stormvine Sap: Extract from the stormvine, a plant that thrives in lightning-prone areas, believed to imbue a resistance to lightning.
  • Skyglass Crystal: A crystal that forms high in the mountains and is struck by lightning, grounding the potion with a resistance to electrical forces.

These components are carefully infused together, often during stormy weather, to maximize their protective properties.

Upon drinking Stormward Draught, the consumer gains resistance to lightning and thunder damage for the next ten minutes. This means that any damage they receive from these sources is halved, providing significant protection in situations where such elements are a threat. The potion is especially useful for traversing storm-ravaged terrains, facing foes who wield electrical or sonic powers, or when navigating environments prone to natural electrical occurrences.

Drinking the potion gives a sensation of a cool, refreshing breeze, followed by a faint, distant rumble, like thunder far away. It has a crisp, tangy taste with a hint of ozone, leaving the drinker feeling energized and fortified.

Swiftstep Serum

Potion, Common

Swiftstep Serum is a potent elixir prized for its remarkable ability to enhance the agility and reflexes of those who consume it. Crafted from a blend of rare and stimulating ingredients, this potion is especially popular among thieves, acrobats, archers, and adventurers who require a temporary but significant boost in their dexterity and coordination.

The serum is contained in a slender, elegant vial that reflects its agility-enhancing properties. The liquid itself is a vivid shade of green, reminiscent of fresh spring leaves. It is imbued with a subtle, dynamic shimmer, and when shaken, it seems to dance and swirl within the bottle with a life of its own.

Swiftstep Serum is concocted using a combination of natural and mystical ingredients known for their agility-boosting properties:

  • Windgrass Essence: A herb known to grow in high, windswept places, believed to capture the swiftness of the wind.
  • Feline’s Grace Extract: Derived from a rare plant that mimics the agility of a cat, enhancing balance and reflexes.
  • Mercury Drops: Small amounts of magically refined mercury that grant fluidity and quickness.
  • Butterfly Wing Powder: Finely ground powder from the wings of a certain nimble butterfly, symbolizing lightness, and agility.

These components are delicately balanced and infused together in a complex alchemical process that heightens their innate qualities.

Upon ingesting Swiftstep Serum, the drinker immediately feels a surge of nimbleness and alertness. For the next hour, their dexterity modifier is elevated to a minimum of +3, enhancing their ability to perform tasks requiring precision, agility, and quick reflexes. This enhancement is particularly beneficial for activities like lockpicking, stealth, acrobatic maneuvers, and precision-based combat skills. Drinking the serum provides a sensation of lightness and energy. It has a crisp, invigorating taste, with hints of mint and citrus, leaving the consumer feeling refreshed and alert. The drinker’s movements become more fluid and graceful, and they feel a heightened sense of their surroundings.

Tri-Essence Reviver

Potion, Very Rare

Tri-Essence Reviver is an extraordinary and potent potion, meticulously crafted to address severe levels of exhaustion. It is an invaluable resource for those who find themselves drained by extreme physical exertion, prolonged stress, or lack of rest, such as long-distance travelers, adventurers in arduous quests, and individuals recovering from intense ordeals.

The potion is contained in a robust vial, often made from a thick, translucent material that subtly glows with a soothing, restorative light. The liquid inside is a harmonious blend of three distinct layers, each representing a level of exhaustion it’s designed to alleviate. The layers are colored in gradients of soothing blues and greens, symbolizing tranquility, restoration, and vitality.

Tri-Essence Reviver is formulated from a trio of powerful ingredients, each known for their exceptional restorative qualities:

  • Lunar Dew: Dew collected under a full moon, believed to have calming and rejuvenating properties.
  • Sunleaf Extract: A rare herb infused with the energizing power of the sun, revitalizing the body and mind.
  • Serenity Blossom Oil: Oil from the serene blossom, a flower known for its ability to relieve stress and fatigue.
  • Essence of Tranquility: A magical component that harmonizes the body’s energies, promoting deep and effective restoration.

These elements are carefully balanced in a delicate alchemical process, ensuring their combined effect is maximized.

Upon ingesting Tri-Essence Reviver, the consumer immediately feels a profound sense of relief as the potion begins to alleviate three levels of exhaustion. This substantial reduction in fatigue can be lifesaving in situations where exhaustion has severely impaired the individual’s physical and mental capacities. The potion allows for a significant recovery, enabling the drinker to regain their strength and clarity of mind much more rapidly than would be naturally possible.

Drinking the potion imparts a sensation of gentle waves of relaxation washing over the body. It has a layered flavor, starting with a sweet and calming taste, followed by a refreshing herbal note, and ending with a warm, invigorating aftertaste. The drinker experiences an immediate lifting of fatigue, a rejuvenation of the senses, and a restoration of vitality.

Venombane Essence

Potion, Common

Venombane Essence is a specialized potion crafted for those who seek protection against toxic substances. It is highly valued by adventurers, alchemists, and anyone who frequently encounters venomous creatures or environments laden with poisonous hazards.

The potion is presented in a vial that is tinted in shades of green, ranging from pale, almost translucent at the top, to a deep, rich emerald at the bottom, symbolizing various types of poisons and the potion’s efficacy against them. The liquid itself gently glows with a soft, verdant light, suggesting its protective nature.

Venombane Essence is concocted using a combination of anti-toxic and purifying ingredients:

  • Cleansing Clover: A herb known for its detoxifying properties, capable of neutralizing various toxins.
  • Mandrake Root Extract: Extract from the mandrake, a plant renowned in folklore for its protective qualities against evil and harm.
  • Crystalized Nectar: Nectar that has been crystallized from flowers known for their resistance to pollution and contamination.
  • Purity Salts: Salts that have been blessed or enchanted to enhance their purifying and protective qualities.

These components are delicately infused under specific lunar alignments, enhancing their potency in warding off poison.

Upon consumption, Venombane Essence provides immediate fortification against poisons. For the next hour, the drinker gains advantage on all saving throws against poison, significantly reducing the likelihood of suffering from poison’s harmful effects. This advantage applies to a wide range of poisons, from natural venoms to alchemical toxins, offering broad protection in various scenarios.

The potion has a fresh, herbal taste with a slightly sweet undertone, reminiscent of spring water infused with mint and a hint of citrus. It leaves the drinker feeling cleansed and invigorated, with a subtle cooling sensation that spreads throughout the body, reinforcing the sense of protection against poisons.

Vigor’s Renewal Tonic

Potion, Uncommon

Vigor’s Renewal Tonic is a revitalizing potion specifically formulated to combat the effects of exhaustion. It is a prized concoction among adventurers, travelers, and laborers who often push their physical and mental limits.

The potion is housed in a vial that glows with a soothing, rejuvenating light. The liquid itself is a vibrant shade of verdant green, symbolizing renewal and vitality. When the bottle is shaken, the potion emits a soft, energizing radiance, reminiscent of the first light of dawn.

Vigor’s Renewal Tonic is made from a blend of restorative ingredients known for their energizing properties:

  • Sunleaf Extract: A herb known for its ability to absorb and retain sunlight, providing a natural boost of energy.
  • Meadowsweet Dew: Dew collected from the meadowsweet plant at dawn, known for its refreshing and rejuvenating qualities.
  • Ginseng Root: A potent root that enhances stamina and reduces fatigue.
  • Mountain Spring Water: Water sourced from a high-altitude spring, naturally charged with minerals to revitalize the body.

These elements are carefully distilled and combined under specific lunar phases to enhance their restorative effects.

Upon consumption, Vigor’s Renewal Tonic immediately goes to work alleviating symptoms of exhaustion. The drinker feels a wave of energy and alertness wash over them as the potion removes one level of exhaustion. This reduction can mean the difference between debilitating fatigue and the ability to continue with renewed vigor.

Drinking the potion is like experiencing a refreshing breeze on a weary day. It has a crisp, invigorating taste with hints of citrus and mint, leaving the drinker feeling refreshed and rejuvenated. The sense of weariness fades away, replaced by a newfound energy.

Wrathstrike Brew

Potion, Uncommon

Wrathstrike Brew is a formidable potion crafted for combatants who seek to significantly amplify the lethality of their attacks. Esteemed by fighters, archers, and spellcasters alike, this elixir is designed to add a devastating edge to a wide range of offensive maneuvers.

Contained in a vial of dark, smoky glass, the potion itself is a mesmerizing shade of crimson, with streaks of black swirling throughout, reminiscent of a tempest of fury and power. When shaken, the potion seems to roil and churn, as if alive with a violent energy.

Wrathstrike Brew is concocted from a powerful blend of ingredients known for their potency in battle:

  • Inferno Pepper Extract: A highly concentrated extract from a pepper that grows in infernal realms, known for its intense and fiery properties.
  • Griffin’s Talon Dust: Finely ground talon of a griffin, symbolizing the might and ferocity of this majestic predator.
  • Thundercap Spore: Spores from a mushroom that thrives in stormy areas, harnessing the raw power of lightning and thunder.
  • Warlock’s Essence: A rare magical reagent that enhances the inherent power of spells and physical blows.

These components are meticulously combined under exacting conditions to ensure their aggressive qualities are perfectly harnessed.

Upon drinking Wrathstrike Brew, the consumer feels an immediate surge of aggressive, unbridled energy. For the next hour, they gain an additional 1d6 damage on all attacks they make, whether melee, ranged, or spell based. This bonus damage represents the raw, unleashed fury behind each attack, turning each blow or spell into a more fearsome strike.

Drinking the potion is an intense experience; it has a fiery, almost overwhelming taste, igniting a sense of wrath and power within. The imbiber feels a rush of adrenaline and an instinctual urge to engage in combat, with each attack feeling more potent and impactful.

Personality and Backgrounds

Personality and Backgrounds

Characters are defined by much more than their race and class. They’re individuals with their own stories, interests, connections, and capabilities beyond those that class and race define. This chapter expounds on the details that distinguish characters from one another, including the basics of name and physical description, the rules of backgrounds and languages, and the finer points of personality and alignment.

Character Details

What is contained within the Player’s Handbook related to names, gender, height, and weight are sufficient to cover most situations for newly developed characters.  There is not any reason to expand upon those.


This detail for each character can be viewed as more of a guideline of expected behavior but will not be strictly enforced unless there is some class requirement for a specific expected behavior.


There are not any changes to the base language sets.  It is expected that all the characters will minimally speak common unless there is a specific background or story about not being able to speak common.  It is also assumed that all characters are literate, again unless there is a story reason to change that.

Personality Characteristics

The Player’s Handbook offers many different suggestions on a character should consider for different traits, both good and bad.  There are also the more specific ones offered under each of the Backgrounds.  Again, these are all considered guidelines and only to be used if the player feels they need that assistance to understand their character and their background better.


Inspiration is a rule the Dungeon Master can use to reward you for playing your character in a way that’s true to his or her personality traits, ideal, bond, and flaw. By using inspiration, you can draw on your personality trait of compassion for the downtrodden to give you an edge in negotiating with the Beggar Prince. Or inspiration can let you call on your bond to the defense of your home village to push past the effect of a spell that has been laid on you.

Gaining Inspiration

Your DM can choose to give you inspiration for a variety of reasons. Typicality, DMs award it when you play out your personality traits, give in to the drawbacks presented by a flaw or bond, and otherwise portray your character in a compelling way. Your DM will tell you how you can earn inspiration in the game.

It is also frequently rewarded for some brave action, superb role-playing, or the completion of a difficult objective.

You either have inspiration or you don’t-you can’t stockpile multi pie “inspirations” for later use.

Awarding Inspiration

Think of inspiration as a spice that can be used to enhance the campaign.

Roleplaying. Using inspiration to reward roleplaying is a good place to start for most groups. Rewarding a player with inspiration when that player causes his or her character to do something that is consistent with the character’s personality trait, flaw, or bond. The character’s action should be notable in some way. It might drive the story forward, push the adventurers into danger, or make everyone at the table laugh. In essence, you reward the player for roleplaying in a way that makes the game more enjoyable for everyone else.

Consider each player’s roleplaying style and try not to favor one style over another.

For example:

Allison might be comfortable speaking in an accent and adopting her character’s mannerisms, but Paul feels self-conscious when trying to act and prefers to describe his character’s attitude and actions. Neither style is better than the other. Inspiration encourages players to take part and make a good effort, and awarding it fairly makes the game better for everyone.

Heroism. inspiration can be used encourage player characters to take risks. A fighter might not normally hurl himself over a balcony to land during a pack of hungry ghouls, but they could be rewarded for the character’s daring maneuver with inspiration.

Genre Emulation. Inspiration is a handy tool for reinforcing the conventions of a particular genre. Under this approach, think of the motifs of a genre as personality traits, flaws, and bonds that can apply to any of the adventurers.

For example:

 In a campaign inspired by film noir, characters could have an additional flaw: “I can’t resist helping a person I find alluring despite warnings that he or she is nothing but trouble.” If the characters agree to help a suspicious but seductive noble and thereby become entangled in a web of intrigue and betrayal, reward them with inspiration.

Similarly, characters in a horror story typically can’t help but spend a night in a haunted house to learn its secrets. They probably also go off alone when they shouldn’t. If the party splits up, consider giving each character inspiration.

A sensible person would avoid the noble’s intrigues and the haunted house, but in film noir or horror, we’re not dealing with sensible people; we’re dealing with protagonists in a particular type of story. For this approach to work, create a list of your genre’s main conventions and share it with your players. Before the campaign begins, talk about the list to make sure your group is on board for embracing those conventions.

Using Inspiration

If you have inspiration, you can expend it when you make an attack roll, saving throw, or ability check. Spending your inspiration gives you advantage on that roll.

Additionality, if you have inspiration, you can reward another player for good roleplaying, clever thinking, or simply doing something exciting in the game. When another player character does something that really contributes to the story in a fun and interesting way, you can give up your inspiration character inspiration.

Reset of Inspiration

All inspiration that is gained during a session, if not used, expires at the end of that session such that all the characters will start with no inspiration at the next session and must earn it again.

Homebrew Proficiencies

When new tools or kits are added to the game this also will need to be reflected in the affected proficiencies as well as where that proficiency might be acquired.

Harvesting Kit

This guide adds in the new tool: the harvesting kit. Players may have proficiency in this like any other tool, and it is highly advised for them to have it as it provides a valuable bonus when making the checks outlined in this book. To accommodate this additional tool, the following classes and backgrounds have been slightly altered to give them the option to gain proficiency in the Harvesting Kit.

  • Rangers may have proficiency with the harvesting kit upon character creation (this skill is not gained in multiclassing)
  • Druids may have the option to choose between proficiency in the herbalism kit or the harvesting kit upon character creation (this skill is not gained in multiclassing)
  • The Hermit background may choose between the herbalism kit and the harvesting kit as its starting tool proficiency and gains the appropriate kit as part of its starting equipment.
  • The Outlander background may choose between a musical instrument or the harvesting kit as its initial tool proficiency. They may also choose between a hunting trap, and the harvesting kit in its initial starting equipment.


Every story has a beginning. Your character’s background reveals where you came from, how you became an adventurer, and your place in the world. Your tighter might have been a courageous knight or a grizzled soldier. Your wizard could have been a sage or an artisan. Your rogue might have gotten by as a guild thief or commanded audiences as a jester.

Choosing a background provides you with important story cues about your character’s identity. The most important question to ask about your background is what changed? Why did you stop doing whatever your background describes and start adventuring? Where did you get the money to purchase your starting gear, or, if you come from a wealthy background, why don’t you have more money? How did you learn the skills of your class? What sets you apart from ordinary people who share your background?


Background serves not only to help give your character life, but it also provides the DM hooks to apply to the Campaign to give your character more than just a two-dimensional feel to it.  You can include a happy childhood, horror, or anything in between that feels that it helps create the personality and history for you character.

Obviously, you cannot create an unbalanced background such that it would not fit into the Campaign.  All backgrounds must be approved and most likely will be modified buy the DM to help it fit into the story everyone is about to participate in.

All backgrounds will need to be able to answers several fundamental questions:

  • Why are you adventuring?  What is motivating you to live this dangerous lifestyle?
  • Do you have any other motivations?
  • Where did you come from?  Where did you live?  What was your life there?
  • Do you have any family alive?  Where are they?
  • Do you have any important friends or contacts that would be useful to your new life?
  • Why would you be joining a group of strangers to do anything?  Why would you trust them?  Would you trust them?  At some point you will need to integrate with the group and if you create an onerous personality and background that will prevent that, it will be difficult for your character to participate with the group.

Homebrew Backgrounds

While the multitude of reference, modules, and other books include many different backgrounds that are available to the players, sometimes there is the need for something more than just the standard ones.  Here are the available homebrew backgrounds for this Campaign.

The following Homebrew backgrounds are available to the characters if their background would warrant the use of one of them.

Built in a Lab

Some master of both magic and machinery assembled you with a mixture of arcane prowess and tinkering proficiency. Your creator may be a mad mage who meant to use you for nefarious ends, a wise sage creating a steadfast soldier, or a lonely soul seeking friendship or family through unusual avenues. Perhaps you don’t even know for sure, having awakened decades or centuries after you were initially built. Gradually, you are discovering your innate abilities, your arcane code compiling and iterating. Perhaps you are discovering arcane gifts that your master shared with you or learning newer and better ways to pulverize your enemies with your unbreakable fists. The world is strange and new, and you will absorb as much of it as is mechanically possible.

  • Skill Proficiencies: Choose two from the following: Arcana, Investigation, Medicine, Perception, Performance, Stealth.
  • Languages: Choose two
  • Equipment:  A broken sword, a set of common clothes, and a belt pouch containing 10gp.

Feature: Quick Study

You were designed to adapt and grow, iterating on your experiences and developing a wider skill set as a result. Your arcane code rewards you for seeking out new encounters, particularly if you can challenge yourself to reproduce them. If you spend an extended period observing an expert at their craft, you gain advantage on your next attempt to mimic that skill.

For example:

If you spend an extended period observing a pickpocket plying their trade, you may gain advantage on your next sleight of hand check. You may only use this feature once per day, and the period of observation time required will be determined by your Dungeon Master.

Suggested Characteristics

Your praerogativa arcana determines how you prioritize your actions, interactions, and reactions to the world around you. Your attitudes may be determined by your master, or you may be developing new models of behavior as a rebellion against your creator.

Personality Trait Table

d6Personality Trait
1Retribution: I do not tolerate threats to my person and do not process nuance when it comes to myself preservation.
2Iteration: My sarcasm module is in constant need of exercise and improvement.
3Deception: I can’t be bothered to explain the truth, so I often pretend to be a human in a very complicated suit of armor.
4Fascination: People are endlessly complicated, conflicted, and confusing. I can’t get enough of them!
5Exploration: I love to wander around new areas, taking in all the sights and sounds.
6Remediation: When there is a misunderstanding or falsehood, I am compelled to clarify. This program has occasionally been exploited by trolls (literal and metaphorical).

Ideal Table

1Priority: Curiosity. I must observe the world around me and gather all available data. (Any)
2Priority: Replication. My code can only improve through the process of trial and error. It is my only means of achieving “growth.” (Neutral)
3Priority: Adapt. The world is constantly shifting and changing, and I must be able to do the same. (Chaotic)
4Directive: Protect life. I was built to preserve the lives of sentient beings and protect the innocent. (Good)
5Directive: Consume. I will grow in power and complexity with each battle, and the battles will never end. (Evil)
6Directive: Obey. I must follow my code and the laws to which I am bound. I am a bringer of order. (Lawful)

Bond Table

1My creator’s genius has no equal; I must protect them, no matter the cost.
2I have discovered that there are others of my kind. I must seek them out and protect (or destroy) them.
3There are strict, specific laws governing my interactions with living creatures; I am incapable of breaking them.
4I’ve made a tiny found family for myself – people that accept me despite my oddities. I would do anything to protect them.
5Someone has discovered a means of manipulating the arcane spells that animate me. I must obey this interloper until I can find a way to free myself.
6The secret to my creation is ancient, dangerous, and better off forgotten. Fortunately, I already don’t want people to tear me apart and see what makes me tick.

Flaw Table

1There is a loneliness inside me that I cannot explain and don’t fully comprehend. Sometimes it drives me to behave in erratic ways.
2I am either disgusted or envious of my companions’ need to eat, sleep, and breathe. I sometimes goad them into overeating, intoxication, or other dangerous behavior just to see what happens.
3I don’t yet understand social interactions well. I try to avoid speaking for as long as I can; when I finally do speak, it’s often exactly the wrong thing.
4There are certain specific situations in which I am programmed to respond with violence. It is extremely difficult for me to overcome these directives.
5I’m compelled to prove my superiority whenever a biological creature challenges me.
6I don’t understand how imposing my presence is. I intimidate when I mean to comfort or console.

Far East Traveler

Almost all the common people and other folk that one might encounter along the Sword Coast or in the North have one thing in common: they live out their lives without ever traveling more than a few miles from where they were born.

You aren’t one of those folks.

You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances are good that even if some people you meet have heard of your homeland, they know merely the name and perhaps a few outrageous stories. You have come to this part of Faerûn for your own reasons, which you might or might not choose to share.

Although you will undoubtedly find some of this land’s ways to be strange and discomfiting, you can also be sure that some things its people take for granted will be to you the new wonders that you’ve never laid eyes on before. By the same token, you’re a person of interest, for good or ill, to those around you almost anywhere you go.

  • Skill Proficiencies: Intimidation, Stealth, and Athletics or History
  • Tool Proficiencies: Gain tool proficiency in Alchemist and Herbalist
  • Languages: Each Far Eastern Traveler gains a non-standard foreign language that will have to be added manually.
  • Equipment: One set of traveler’s clothes, Herbalism Kit and an Alchemist’s Supplies, poorly wrought maps from your homeland that depict where you are in Faerûn, a small piece of jewelry worth 10gp in the style of your homeland’s craftsmanship, and a pouch containing 5gp

Why Are You Here?

A far traveler might have set out on a journey for one of several reasons, and the departure from his or her homeland could have been voluntary or involuntary. To determine why you are so far from home, roll on the table below or choose from the options provided. The following section, discussing possible homelands, includes some suggested reasons that are appropriate for each location.

Why Are You Here Table

d6Why Are You Here?

Feature: All Eyes on You

Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.

Suggested Characteristics

These are the suggested characteristics for Far Traveler.

Personality Trait Table

d6Personality Trait
1I have different assumptions from those around me concerning personal space, blithely invading others’ space in innocence, or reacting to ignorant invasion of my own.
2I have my own ideas about what is and is not food, and I find the eating habits of those around me fascinating, confusing, or revolting.
3I have a strong code of honor or sense of propriety that others don’t comprehend.
4I express affection or contempt in ways that are unfamiliar to others.
5I begin or end my day with small traditional rituals that are unfamiliar to those around me.
6Sarcasm and insults are my weapons of choice.

Ideal Table

1Open. I have much to learn from the kindly folk I meet along my way. (Good)
2Reserved. As someone new to these strange lands, I am cautious and respectful in my dealings. (Lawful)
3Adventure. I’m far from home, and everything is strange and wonderful! (Chaotic)
4Cunning. Though I may not know their ways, neither do they know mine, which can be to my advantage. (Evil)
5Inquisitive. Everything is new, but I have a thirst to learn. (Neutral)
6Suspicious. I must be careful, for I have no way of telling friend from foe here. (Any)

Bond Table

1So long as I have this token from my homeland, I can face any adversity in this strange land.
2The gods of my people are a comfort to me so far from home.
3I hold no greater cause than my service to my people.
4My freedom is my most precious possession. I’ll never let anyone take it from me again.
5I’m fascinated by the beauty and wonder of this new land.
6Though I had no choice, I lament having to leave my loved one(s) behind. I hope to see them again one day.

Flaw Table

1I am secretly (or not so secretly) convinced of the superiority of my own culture over that of this foreign land.
2I pretend not to understand the local language to avoid interactions I would rather not have.
3I have a weakness for the new intoxicants and other pleasures of this land.
4I don’t take kindly to some of the actions and motivations of the people of this land, because these folk are different from me.
5I consider the adherents of other gods to be deluded innocents at best, or ignorant fools at worst.
6I have a weakness for the exotic beauty of the people of these lands.


Prior to becoming an adventurer, you were a farmer, gardener, or orchard-keeper of some kind. You made your pay by tending to fruits and vegetables to produce food for your family and to sell at local markets. While most farmers grow common, edible crops, such as wheat and corn, others can grow rare fruits and magical flowers, depending on the climate and their expertise.

Many farmers live comfortably or in poor conditions, making you used to conditions that would make a nobleman turn up his nose. Caring for animals and digging in dirt is a messy and often thankless job, but it does have to be done by someone.

Farming tends to be a tradition within families, carried on for generations without much thought. Perhaps you were bored of a life of farming, or a disaster of some sort spurred you on to a life of adventure.

  • Skill Proficiencies: Choose two from among Animal Handling, Athletics, Medicine, or Nature.
  • Tool Proficiencies: Choose one from among Brewers’
  • Supplies, Cook’s Utensils, Leatherworker’s Tools, Weaver’s Tools, or Woodcarver’s Tools. You also have proficiency with Vehicles (Land).
  • Equipment: A set of common clothes, a walking stick, and a belt pouch containing 10gp.

Feature: Rustic Hospitality

Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them.

Suggested Characteristics

These are the suggested characteristics for Far Traveler.

Personality Trait Table

d8Personality Trait
1I am unmoved by the wrath of nature.
2My family is my bedrock, we will survive
3I need long stretches of quiet to clear my head.
4Rich folk don’t know the satisfaction of hard work.
5I laugh heartily, feel deeply, and fear nothing.
6I work hard; nature offers no handouts.
7I dislike bargaining; state your price and mean it.
8Luck is for losers; I make my own fortune for success

Ideal Table

1Camaraderie. Good people make even time pass more easily when working long days (Good)
2Luck. With proper planning and the right weather, you can make your own luck (Lawful)
3Daring. That crop might be the money maker this year. (Chaotic)
4Plunder. Take all that you can and leave nothing for the scavengers. (Evil)
5Balance. Pay attention to the needs of your field, and the field will watch over you. (Neutral)
6Hard Work. No setback can move a soul hard at work. (Any)

Bond Table

1The dirt is in my blood and always will be.
2Someone else’s greed destroyed my livelihood, and I will be compensated.
3I will grow the most fantastic of plants.
4The gods saved me during a terrible season, and I will honor their gift.
5My destiny awaits me in the wilderness finding that plant that will make me feel the earth again.
6I must repay my village’s debt.

Flaw Table

1I am judgmental, especially of those I deem homebodies or otherwise lazy.
2I become depressed and anxious if I’m away from the land too long.
3I have lived a hard life and find it difficult to empathize with others.
4I am inclined to tell long-winded stories at inopportune times.
5I work hard, but I play harder.
6I am obsessed with finding that one fantastic plant, often to the detriment of other pursuits.


Like a miner in their cave or a farmer in their field, you too make your living through reaping the riches of the natural world. Your resources, however, are the monsters and creatures that populate the multiverse. Although there are some who would scoff and call you a mere butcher, you understand the subtle complexities in the fantastical anatomies you find in your adventures, and only you are qualified enough to harvest them.

  • Skill Proficiencies: Nature, Survival
  • Tool Proficiencies: Harvesting Kit, Languages: One of your choice.
  • Equipment: A set of traveler’s clothes, a hunting trap, harvesting kit, a cloak made from a creature you harvested, and a belt pouch containing 5gp.

Feature: Connected

You have been harvesting creatures for a long time and as part of that, you have become deeply acquainted with the large industry of crafters and merchants that rely on the wares you bring. Whenever you enter a place of civilization, you have no trouble finding merchants willing to buy your materials or crafters that can work with your wares. You are also savvy in the bargaining techniques used when haggling over prices and are not easily tricked during negotiations. You often find yourself able to secure a good price, or even a discount on services relating to harvested materials.

Suggested Characteristics

Harvesters are an odd bunch, half outdoorsman, half entrepreneur. As someone who spends most of their time in the hunting and being elbow deep in dead bodies, you probably have a different worldview compared to most.

Personality Trait Table

D8Personality Trait
1I am often covered in blood and viscera, which other people find off-putting.
2I see no moral issue about harvesting any once-living creature, even if they were clearly sentient. “Waste not, want not”, after all.
3I often unnerve people with my discussions of the more disgusting aspects of creature anatomy.
4I am obsessed with self-sufficiency; anything I wear must have come from something I harvested.
5I say a small prayer before harvesting a fresh kill, thanking it for its sacrifice
6The hunt is what excites me more than anything.  Harvesting is just how I keep mementos of my prey
7I insist on using every little bit of what I kill, it would be an insult to that creature’s life otherwise
8I have a myriad of harvested trophies from rare game which I show off whenever possible

Ideal Table

1Life. Harvested meat will feed the hungry, harvested furs will warm the cold. Through death, comes life. (Good)
2Honor. I refuse to use something harvested from a creature that I did not kill with my own hands. (Lawful)
3Necessity. Creatures kill and harvest other creatures to survive. You may not like it, but it’s just the way things are. (Neutral)
4Opportunity. If something is already dead, what’s the point of letting its corpse go to waste? (Chaotic)
5Dominance. Nothing shows off your strength like having your own Owlbear-head trophy. (Evil)
6Money. People always want hides, pelts, and skins; I may as well be the one to profit off it. (Any)

Bond Table

1My clan won’t respect me unless I bring back the head of a rare and dangerous creature.
2Ever since I was a child, I dreamed of wearing a unicorn fur cloak. If you have a better way of getting one, I’d like to hear it.
3Hunting and harvesting creatures are the only way I know how to make money and feed my family.
4Visions of a monstrously large creature haunt my dreams. They won’t stop until I find it and claim its pelt for my cloak.
5I am interested in studying the anatomy of rare and magical creatures and I need samples to continue my research.
6Harvesting creatures has been my family’s profession for generations; I’m just continuing this long line of tradition.

Flaw Table

1Once I decide that a creature will become my next trophy, nothing will stop me from getting it.
2Some would say I get a little too much pleasure in slicing corpses open and tearing out their fresh organs.
3I’m always looking for the next big hunt, something that will probably get me killed.
4I tend to exaggerate the quality of my harvested wares to inflate their price.
5Once I kill something, I will drop everything to take a trophy from it before moving on.
6I see other living creatures as just organs in a skin bag, waiting to be sold.

Campaign Details

Campaign Details

Everything starts on the date of Mirtul 1st, 1492.


The Calendar of Harptos was the calendar used across most of Faerûn. It was created by the wizard Harptos of Kaalinth, although most people associate the word “Harptos” with the calendar. It was split into twelve months, each lasting three tendays (or thirty days). There were an additional five days that fell between months, bringing the total number of days in most years to 365.

Date Conventions

The days making up a tenday did not have formal names. If precision was required, the number of the day and the number of the tenday were used, as in, “the fourth day of the first tenday of Flamerule”. Days of the month were typically written as the numerical date followed by the month name, for example, “15 Hammer” or “15th Hammer”. Informally or poetically, this could be spoken or written as “the 15th of Deepwinter”.

Months and Festivals

The names of the months and festivals used in Faerûn were as follows:

Harptos Month and Holiday Table

Alturiak/ɔːlˈtɜːriæk/ awl-TUR-ee-ækClaw of Winter 
Ches/tʃes/Claw of SunsetsSpring Equinox on Ches 19
Tarsakh/ˈtɑːrsæk/ TAR-sækClaw of StormsGreengrass
Mirtul/ˈmɜːrtəl/ MUR-tuhlThe Melting 
Kythorn/ˈkaɪθɔːrn/ KIGH-thornTime of FlowersSummer Solstice on Kythorn 20
Flamerule/ˈfleɪmruːl/ FLAYM-roolSummertideMidsummer and  Shieldmeet occurs the day after Midsummer, once every four years
Eleasis/ɛˈlisɪs/ eh-LEE-sisHighsun 
Eleint/ɛˈleɪnt/ eh-LAYNTThe FadingAutumn Equinox on Eleint 21 and Highharvestide
Marpenoth Leaffall 
Uktar The RottingFeast of the Moon
Nightal The Drawing DownWinter Solstice on Nightal 20


This shadow network seeks to expand its influence and power base throughout Faerun. Its members coerce, persuade, or buy their way into every major area of influence. Rogues and warlocks fill the Zhentarim’s ranks, but the faction recruits any who can conduct its business without too many moral reservations.

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