Xandelar's Oath of Everything

by HoundofSpring

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Xandelar's Oath of Everything

Xandelar's Oath of Everything

Introduction

Deep within the halls of the Order of the Nimbus on an undisclosed level of Mount Celestia, the Grand Knight Commander Xandelar watches over a collection of the planes of the universe, making note of potential allies and enemies to his holy cause. The Grand Knight Commander believes him and his order to be the greatest defense against the forces of the universe which threaten all that is good and pure, and will stop at nothing to destroy any traces of darkness that may threaten the worlds. Of course, in those moments when the Grand Knight Commander is not working, he spends time with his dragon companion, Vroger.

A major rules expansion to the fifth edition of D&D, Xandelar's Oath of Everything provides a breadth of new options for the game. Xandelar might not be abe to enlighten himself to know all the forces on which evil may hinge its success, but this book does discuss every major part of the game: adventurers, their adventures, the magic they wield, and the foes they meet along their journey.

Using this Book

Written for both players and Dungeon Masters, this book offers options to enhance campaigns in any world, whether you're adventuring in Velaria, the Forgotten Realms, another official D&D setting, or a world of your own creation. The options here build on the official rules contained within the Player's Handbook, the Monster Manual, and the Dungeon Master's Guide. Think of this book as a companion to those volumes. It builds on their foundation, exploring pathways first laid in those publications. Nothing herein is required for a D&D campaign - this is not a core rulebook - but I hope it will provide you with new ways to enjoy the game.

Chapter 1 offers new class options for characters to choose from, as well as their subclasses. Chapter 2 offers new subclass options for classes offered in the Player's Handbook and Tasha's Cauldron of Everything. Chapter 3 offers new races, backgrounds, and feats for players to pick and choose from. Chapter 4 presents new rules and resources for DMs to use while running a game and designing adventures. Finally, Chapter 5 presents new spells and magic items for players and monsters to unleash on one another.

As you peruse the many options herein, you'll come across the serious notes, observations, and dedications made by Xandelar himself, or the witty remarks of his dragon companion Vroger.

Homebrew

Most of the material in this book spawned from an idea someone once had and was subsequently made into a personal homebrew class, subclass, race, et cetera. The homebrew material that shown is, thanks to the feedback of many members from the Shenanigans Club at UNC, player tested and refined. Thank you all for the help you provided, I could not have done all of this without you!

I do believe, Vroger, that we have an audience to attend to at the moment, from . . . ah, I see. They are not from here, how interesting. Yes, yes, do go have the rest of the Order watch over them, we have yet to ascertain their intentions. It is not very often we have visitors from other planes. It is possible that they are pilgrims, though by the looks of them, I have my doubts.

Hail, adventurers from the far beyond, from the planes which have yet to be treaded by us and have been hard trailed by you. I am Xandelar, the Grand Knight Commander of the Order of the Nimbus, intermediary between mortals and the gods which compose The Triad. I have also been given the title Scribe of the Planes, as my knowledge of the machinations and happenings across the planes of existence is second to none.

Given the recent works of certain . . . contemporaries of mine, I have found it prudent to pen a more generous, faithfully upstanding work in a style similar to theirs. The Xanathar's criminal dealings, and that goldfish, taints their mind, and Iggwilv's (otherwise named Natasha the Dark or, as she has stressed to friends, "just plain Tasha") dark dealings with demon lords and witches have conferred an unholy visage unto her text.

Unlike the Xanathar and Natasha, I am not chained down by such base, unholy, and likewise criminal tendencies. I have worked tirelessly to create a text fair to the practitioners of good, and insight into how to defeat those who are not.

Reader, have no fear. My order watches over all, and that includes you. Dedicate yourself to the practice of that which is good, and you shall stay safe. Otherwise, let this text serve as a warning to those who do not.

Xandelar

INTRODUCTION

The Core Rules

This book relies on the rules in the three core rulebooks. The game especially makes frequent use of the rules in chapters 7-10 of the Player's Handbook: "Using Ability Scores," "Adventuring," "Combat," and "Spellcasting." That book's appendix A is also crucial; it contains definitions of conditions, like exhausted and deafened. You don't need to know the rules by heart, but it's helpful to know where to find them when you need them. Further, many parts of this book rely on content found in Xanathar's Guide to Everything and Tasha's Cauldron of Everything.

If you're a DM, you should also know where to look things up in the Dungeon Master's Guide, especially the rules on how magic items work (see chapter 7 of that book). The introduction of the Monster Manual is your guide on how to use a monster's stat block.

The DM Adjudicates the Rules

One rule overrides all others: the DM is the final authority on how the rules work in play.

Rules are part of what makes D&D a game, rather than hust improvised storytelling. The game's rules are meant to help organize, and even inspire, the action of a D&D campaign. The rules are a tool, and you want the tools to be as effective as possible. No matter how good those tools might be, they need a group of players to bring them to life and a DM to guide their use.

The DM is key. Many unexpected events can occur in a D&D campaign, and no set of rules could reasonably account for every contingency. If the rules tried to do so, the game would become a slog. An alternative would be for the rules to severely limit what characters can do, which would be contrary to the open-endedness of D&D. Here's the path the game takes: it lays a foundation of rules that a DM can build on, and it embraces the DM's role as the bridge between the things the rules address and the things they don't.

Ten Rules to Remember

A few rules in the core rulebooks sometimes trip up a new player or DM. Here are ten of those rules. Keeping them in mind will help you interpret the options in this book.

Exceptions Supersede General Rules

General rules govern each part of the game. For example, the combat rules tell you that melee weapon attacks use Strength and ranged weapon attacks use Dexterity. That's a general rules, and a general rule is in effect as long as something in the game doesn't explicitly say otherwise.

The game also includes elements - class features, spells, magic items, monster abilities, and the like - that sometimes contradict a general rule. When an exception and a general rule disagree, the exception wins. For example, if a feature says you can make melee weapon attacks using your Charisma, you can do so, even though that statement disagrees with the general rule

Round Down

Whenever you divide or multiply a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater.

Advantage and Disadvantage

Even if more than one factor gives you advantage or disadvantage on a rill, you have it only once, and if you have advantage and disadvantage on the same roll, they cancel each other.

Combining Different Effects

Different game effects can affect a target at the same time. For example, two different benefits can give you a bonus to your Armor Class. But when ywo or more effects have the same proper name, only one of them (the most powerful one if their benefits aren't identical) applies while the durations of the effects overlap. For example, if bless is cast on you when you're still under the effect of an earlier bless, you gain the benefit of only one casting. Similarly, if you're in the radius of more than one Aura of Protection, you benefit only from the one that grants the highest bonus.

Reaction Timing

Certain game features let you take a special action, called a reaction, in response to some event. Making opportunity attacks and cassting the shield spell are two typical uses of reactions. If you're unsire when a reaction occurs in relation to its trigger, here's the rule: the reaction happens after its trigger completes, unless the description of the reaction explicitly says otherwise.

Once you take a reaction, you can't take another one until the start of your next turn.

Resistance and Vulnerability

Here's the order that you apply modifiers to damage: (1) any relevant damage immunity, (2) and addition or subtraction to the damage, (3) one relevant damage resistance, and (4) one relevant damage vulnerability.

Even if multiple sources give you resistance to a type of damage you're taking, you can apply resistance to it only once. The same is true of vulnerability.

Proficiency Bonus

If your proficiency bonus applies to a roll, you can add the bonus only once to the roll, even if multiple things in the game say your bonus applies. Moreover, if more than one things tells you to double or halve your bonus, you double it only once or halve it only once before applying it. Whether multiplied, divided, or left as its normal value, the bonus can be used only once per roll.

Bonus Action Spells

If you want to cast a spell that has a casting time of 1 bonus action, remember that you can't cast any other spells before or after it on the same turn, except for cantrips with a casting time of 1 action.

Concentration

As soon as you start casting a spell or using a special ability that requires concentration, your concentration on another effect ends instantly.

Temporary Hit Points

Temporary hit points aren't cumulative. If you have temporary hit points and receive more of them, you don't add them together, unless a game feature says you can. Instead, you decide which temporary hit points to keep.

INTRODUCTION

Chapter 1: Class Options

The creation of a D&D character primarily revolves around the class that they choose, an abundant number of which are provided when combining those in the Player's Handbook and Tasha's Cauldron of Everything. From these classes, players create a generally diverse cast of adventurers that tailor to different styles of adventure and play. This chapter adds to those options, making it possible to create an even more diverse cast of characters.

Multiclassing and the Alchemical Archer

If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose alchemical archer as one of your classes.

Ability Score Minimum. As a multiclass character, you must have at least an Intelligence or Dexterity score of 13 to take a level in this class, or to take a level in another class if you are already an alchemical archer.

Proficiencies Gained. If alchemical archer isn't your initial class, here are the proficiencies you gain when you take your first level as a alchemical archer: light armor, simple weapons, martial weapons, one skill from the class's skill list.

Here are the options featured in this chapter:

  • The alchemical archer (by Nathan S. and Alex P.), a cunning intermediary of alchemy and archery
  • The dragon knight (by Rain-Junkie-v8), master of dragons and the skies
  • The worldbuilder, the champions and defenders of various planes of existence
Multiclassing and the Dragon Knight

Ability Score Minimum. As a multiclass character, you must have at least a Strength and Charisma score of 13 to take a level in this class, or to take a level in another class if you are already a dragon knight.

Proficiencies Gained. If dragon knight isn't your initial class, here are the proficiencies you gain when you take your first level as a dragon knight: light armor, medium armor, shields, simple weapons, and martial weapons.

Multiclassing and the Worldbuilder

Ability Score Minimum. As a multiclass character, you must have at least an Intelligence score of 13 to take a level in this class, or to take a level in another class if you are already a worldbuilder.

Proficiencies Gained. If worldbuilder isn't your initial class, here are the proficiencies you gain when you take your first level as a worldbuilder: light armor, medium armor, shields, simple weapons, hand crossbows, one skill from the class’s skill list, alchemical supplies.

Spell Slots. Add all your levels in the worldbuilder class to the appropriate levels from other classes to determine your available spell slots.

Alchemical Archer

Thumbing back her bowstring, a locathah silently watches from atop a murky river as a party of passing raiders plan to burn a neighboring village. Signaling the rest of her companions, the river alights into a color of bright orange-red as a vast collection of arrows ignite and are launched at the raider party.

Sifting through a cloud of smoke, courtesy of a concoction they brewed, a kenku reflexively pulls out an arrow and lets it fly at the sound of shifting feet. Hearing a thunk, the kenku nods to themselves as they approach the now sleeping figure, having collected this week's mark.

Watching over a vast array of interconnected vials cooking away at a prized mixture, a ratfolk mutters to himself and takes notes as his liquids brew. Smirking darkly to himself as he watches one begin to thicken, he lifts the brew and begins coating his bolts with the substance, a sickly sweet scent permeating the dark room he experiments in.

Alchemical archers are always moving, always collecting, and always experimenting on any new concoctions that may catch their interest.

Being crafty is what defines an alchemical archer, in more ways than one. Always keep note of how many vials they have on hand, usually indicative of their competence.

Xandelar

Cunning Alchemists

Alchemical archers work well as the bridge between the mystical arcane and crafting. While perhaps not as devoted to magic as a wizard is, or as purely devoted to alchemy as some artificers are, what separates alchemical archers from the rest is their ability to think quickly and creatively to create brews that they can use in any situation, primarily to strike from afar. The most dangerous thing to give an alchemical archer is the time and space to think creatively and work quickly, for they can turn any situation to their advantage.

Astute Observers

Similar to their ranger brethren, alchemical archers can typically be found wandering the great expanses of large forests, primarily collecting plants and supplies to use for their brews. A skill picked up as the result of an amalgamation of things: needing to defend oneself in the forest, needing to locate very particular plants and substances, and needing to defend oneself from any other enemies, alchemical archers are observant and quick to act. One will rarely catch an alchemical archer unawares, but a fool is the one who thinks they can do so and get away unscathed.

Creating an Alchemical Archer

As you create you alchemical archer character, consider the nature of the training you underwent towards alchemy. Did you train under a mentor, perhaps a wizened wizard or another alchemical archer until you could make sufficient brews? Or did you teach yourself the art of alchemy, and sought the practice of incorporating it with archery? Did you reveal your skills to others, making use of your creative ingenuity wherever you went, or did you hide away your abilities from others?

What is it that captivates your desire to perform alchemy? Is the art something that always fascinated you, or were you inspired by others to pick up the skill? Why do you not devote yourself entirely to the rest of the mystical arts as a wizard might? Were those studies simply not a matter of interest to you? Or perhaps, was it that they once were, but you were not allowed to study those arts further for some reason?

Quick Build

You can make an alchemical archer quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Second, choose the Inheritor background.

CHAPTER 1 | CLASS OPTIONS
Alchemical Archer
Level Proficiency Bonus Features Infused Shots Potent Arrows
1st +2 Fighting Style, Fletching Expert, Infused Shot 1 -
2nd +2 Potent Arrows 2 2
3rd +2 Focus feature 2 2
4th +2 Ability Score Improvement 3 3
5th +3 Extra Attack 4 3
6th +3 Chemical Knowledge 4 3
7th +3 Focus feature 5 4
8th +3 Ability Score Improvement, Additional Potency Die 6 4
9th +4 6 4
10th +4 Alchemist's Intuition 7 5
11th +4 Focus feature, Additional Fighting Style 8 5
12th +4 Ability Score Improvement 8 5
13th +5 9 6
14th +5 Alchemical Restoration, Additional Potency Die 10 6
15th +5 Focus feature 10 6
16th +5 Ability Score Improvement 11 7
17th +6 12 7
18th +6 Adaptability 12 7
19th +6 Ability Score Improvement 13 8
20th +6 Entropy 14 8

Class Features

As an Alchemical Archer, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per Alchemical Archer level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Alchemical Archer level after 1st

Proficiencies


  • Armor: Light armor, medium armor
  • Weapons: Simple weapons, martial weapons
  • Tools: Alchemy Tools

  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose two from Arcana, Athletics, History, Insight, Investigation, Medicine, Perception, and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) leather armor and a dagger or (b) hide armor and a dagger
  • (a) a longbow and a quiver of 20 arrows or (b) a heavy crossbow and a quiver of 20 bolts
  • (a) an explorer's pack or (b) a scholar's pack

Alternatively, you may start with 4d4 × 10 gp to buy your own equipment.

Fighting Style

At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again. At 11th level, you may choose another.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

CHAPTER 1 | CLASS OPTIONS

Close Quarters Shooter

You are trained in making ranged attacks even when an enemy is nearby. While you are within 5 feet of a hostile creature, you do not have disadvantage on ranged weapon attack rolls against other creatures more than 5 feet away from you.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Piercing Shot

When you roll a 1 or 2 on a damage die for an attack you make with a heavy ranged weapon, you may reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the heavy property for you to gain this benefit.

Handbow Expert

You ignore the loading quality of crossbows with which you are proficient.

Fletching Expert

At 1st level, you have become quite adept at at creating your own arrows and bolts, and can do so at quite a cheap price. On a short rest you may make upto 20 new arrows for 1 silver piece worth of materials. These arrows are specialized for your bows and holding your concoctions, being not sell-able.

At level 10, your skill and potency as a crafter has increased and these missiles count as magical for the purposes of dealing damage.

Infused Shot

At 1st level, you have developed a deep understanding of chemical compounds and, with careful crafting, you are able to tip your arrows to have special effects.

As a free action, you may coat an arrow with a special compound. When you do, your next shot (lasts up to a minute, then fades) has an additional effect, depending on the type of compound you used to imbue the shot. In addition, instead of adding your Dexterity modifier to your weapon damage, you may deal additional damage of the chosen type equal to your Intelligence modifer.

Acid. Any bludgeoning, slashing, and piercing damage dealt by the target has a -2 modifier.

Cold. The target's movement is slowed by 5 feet.

Fire. The target suffers an additional 1d4 fire damage.

Lightning. Up to one other creature within 5 feet of the target is dealt the additional damage.

Necrotic. The target is unable to regain hit points lost from your attack.

Radiant. If the target is undead, double the amount of Radiant additional damage dealt by this attack.

These effects last until the start of your next turn, then they subside.

You may use this feature a number of times equal to twice your proficiency bonus per long rest.

Potent Arrows

At 2nd level, your chemical prowess has grated you the ability to prepare potent mixtures to be applied to your arrows.

Of the mixtures below, you are allowed to prepare up to three at a time. Due to your rigorous studies, you are easily able to adapt your compounds to your needs. Whenever you finish a long rest, you may swap one of your prepared mixtures with another option listed below.

As part of an attack action, once per attack, you may expend some of your rare compounds (stored in a bag or in your quiver) onto an arrow, making it potent. If this ability is used more than once in a single turn, remove one use of infused shots.

Your potent arrow ability save DC is equal to 8 + your proficiency bonus + your Intelligence modifier. Some of your mixtures will deal potency damage of varying types. When you reach level 8, roll an additional potency die. At level 14, instead roll two additional potency dice.

Once you have used potent arrows equal to the number of times shown for your Alchemical Archer level in the Potent Arrows column of the class table, you must finish a long rest before you can use any more.

Explosive Ammo. Immediately after the arrow hits a creature a reaction occurs, setting off a small explosion that engulfs the area. The target and all other creatures within 10 feet of it take 1d4 fire damage as potency and anything flammable lights on fire.

Weakening Ammo. A creature hit by this arrow is injected with a quick-acting serum. The target must succeed a Constitution saving throw, or suffer 1d6 poison damage as potency as well as have all damage dealt by its weapon attacks halved for a minute. On a successful save, a target takes half as much damage and does not have their weapon attack damage halved. The target may remake their saving throw at the end of their turns.

Forceful Ammo. A creature hit by this arrow is blasted by a quick, intense chemical reaction to the air. It is pushed 15 feet away from you and must make a Dexterity saving throw, or suffer 1d6 force damage as potency and be knocked prone. On a successful save, a target takes half as much damage and is not knocked prone.

Sleeping Ammo. A creature hit by this arrow is dealt no damage as a numbing agent enters their body. Instead, if this creature's hit points are less than or equal to the weapon damage that would be dealt by this attack + 5d8, that creature falls unconscious for one minute, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.

Oil Vial Ammo. When the arrow hits, oil spouts around the area in a 10 foot radius. All creatures in the area must make a Dexterity saving throw or fall prone. A creature that enters the area for the first time on its turn or ends its turn in the oil must also make this save. The oil lasts for 10 minutes. Additionally, the oil is very flammable and whenever any fire or lightning damage is done in the area roll 1d6. On a 2 or higher the oil lights and all creatures in the area take 1d4 fire damage as potency and the oil is gone.

Smoke Ammo. The arrow emits a heavy fog on hit, filling a 20 foot radius. The area is considered heavily obscured and lasts for 30 minutes or until a moderate wind disperses it. In addition, the target inhales a large amount of smoke and must succeed a Constitution saving throw or be incapacited for one turn as it gasps for air.

CHAPTER 1 | CLASS OPTIONS

Bouncing Ammo. The tip of this arrow has a hard rubber like substance, allowing it to ricochet and deal extra damage. Weapon damage dealt by your arrow becomes bludgeoning for this attack. Additionally, on hit, the target must make a Constitution saving throw or suffer 1d6 bludgeoning damage as potency and be stunned for a round. On a successful save, a target takes half as much damage and is not stunned. If there is another creature within five feet of the original target, roll to hit and apply the same effects to them, however they cannot be stunned. If this shot is fired at a wall, it bounces and continues on. It may bounce off any number of walls in a row, just keep track of the distance it’s traveled.

Blinding Ammo. A creature hit by this arrow must make a Wisdom saving throw or suffer 1d6 bludgeoning damage as potency and be blinded for a minute. On a successful save, a target takes half as much damage and is not blinded. The target may remake their saving throw at the end of their turns.

Marking Ammo. A creature hit with this arrow is dealt no damage, as a bright, alchemical dust shoots from the arrow. A creature hit by this shot and all other creatures within 5 feet of it must succeed a Dexterity saving throw, otherwise have all attacks made at them with advantage until the beginning of your next turn. Regardless of success, if any of these creatures were invisible, they are now easily seen for one minute.

Chain Ammo. A creature struck by this arrow takes must make a Dexterity saving throw or suffer 1d6 lightning damage as potency and cannot use reactions for a turn. On a successful save, a target takes half as much damage and may take reactions. In addition, on a failed save, all other creatures within 10 feet must make a Dexterity saving throw or the sparking reaction latches onto them, causing the same effect. After the spark latches onto a creature, repeat this process. No creature may be hit twice by this effect, whether they fail or succeed on the throw.

Entanglement Ammo. A creature hit by this arrow watches as a quick expanding sludge surrounds it. The target must make a Strength saving throw or suffer 1d6 bludgeoning damage as potency and is restrained. On a successful save, a target takes half as much damage and is not restrained. The target or any creature that can reach it may use its action to remove the sludge with a successful Strength (Athletics) check or if they light it on fire. Otherwise, the sludge lasts for one minute. The target may remake their saving throw at the end of their turns.

Restorative Mist Ammo. The arrow is tipped with a vial of restorative mist that expands to a large space on impact. You target may target a creature or a space and create a sphere of purple restorative mist with a radius of 10 feet around it that lasts until the start of your next turn. Any allied creatures in the sphere's radius restore hit points equal to 2d6 + your Intelligence modifier when they start their turn there or enter it for the first time on their turn. If you targeted a creature, treat this attack as a hit and deal all weapon damage as well as additional damage equal to your Intelligence modifier as healing to that creature and it cannot gain the benefit of the mist.

Focus

At 3rd level, you choose an focus that you spend your time studying: Tactical Marksman or Alchemical Aptitude, both detailed at the end of the c1ass description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Martial Versatility

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to alchemical archers. This replacement represents a shift of focus in your martial practice.

Extra Attack

Beginning at 5th level, you may attack twice, instead of once, whenever you take the Attack action on your turn.

Chemical Knowledge

At 6th level, your deep study chemistry pays of, as you delve into ancient mysteries, hoping to unlock knew power. You may spend 1 hour to attempt to make a potent potion using the same chemicals as you use for your arrows. Make an Alchemy check (adding your proficiency) DC 10 at the end of the hour. On a success, the potion is created, otherwise the concoction fails and a small explosion occurs, dealing 1d4 force to creatures within 5 feet. The potion has a throwing range of 20/60. When thrown, each creature within 5 feet of it's destination suffers the same effect as the potent mixture you chose while creating it and is dealt 1 slashing damage as the vial bursts open. You may only create one potion per a long rest due to the complex and delicate nature of the chemicals. The potion’s effects fade after your next long rest.

Alchemist's Intuition

At 10th level, you've synthesized enough chemical hazards to know when to duck for cover. Whenever you must make a saving throw, you may add half of your proficiency bonus (rounded down) to the roll. You must be conscious to gain this bonus.

Alchemical Restoration

At 14th level, your alchemical knowledge is vast and your compounds are catalyst to restorative properties. You may spend an hour creating a specially crafted Alchemical Restoration potion. Make an Alchemy check (adding your proficiency) DC 10 at the end of the hour. On a success, the potion is created, otherwise the concoction fails and a small explosion occurs, dealing 1d4 force to creatures within 5 feet.

CHAPTER 1 | CLASS OPTIONS

This potion contains the effects of both the Lesser and Greater Restoration spell. You may only create one potion per a long rest due to the complex and delicate nature of the chemicals. The potion’s effects fade after your next long rest.

Adaptability

At 18th level, you have become adept at finding the chemicals needed for your concoctions. During a short rest, you may swap out any amount of prepared mixtures.

Entropy

At 20th level, you have transcended the alchemical realities of this world and are able to synthesize your mixtures out of essentially nothing. In addition, as a reaction, you may coat any projectile you see within 60 feet of you with your mixtures, making it potent. This feature does not use up a Potent Arrow use.

Focuses

The areas of study for an Alchemical Archer fall into these two fields: Tactical Marksman and Alchemical Aptititude.

Acute Marksman

I once heard a story of how an ancient red dragon was defeated by an arrow being shot through an open slit on their underbelly! How absurd! No dragon worth their hoard would have just left that out in the open for anyone to abuse to their advantage.

Vroger

Strategy is key to bringing down any opponent, and you’re no novice at such games. By concentrating on a targets movement, the terrain surrounding them, and using a bit of trickery, your shots seem to never miss.

Undivided Attention

Beginning at 3rd level, you have a keen eye for the small things. As a bonus action, you may choose to concentrate on one target. If you do, all attacks you make against this target gain + your Intelligence modifier to hit and ignore cover until the start of your turn.

Fleet of Foot

At 7th level, you've been in combat for quite some time. You know that maneuvering is one of your best tactical advantages as an archer, and have focused on improving this. You may dash as a bonus action and your base movement speed increases by 10.

Superior Strategist

At 11th level, you've studied the art of war and obtained an above average knowledge of strategic battle tactics. You gain the following benefits:

  • You learn three maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Intelligence modifier.
  • If you already have superiority dice, you gain four more; otherwise, you have four superiority dice, which are d8s. These dice are used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Tactical Reflexes

At 15th level, your body moves on it's own during combat. When an ally would be able to make an attack of opportunity against an enemy, you may use your reaction to do the same.

CHAPTER 1 | CLASS OPTIONS

Alchemical Aptitude

Potion brewing is quite fun! I quite like it when aunty Natasha comes over and gives me pointers.

Vroger

Your archery is an invaluable skill, but it is a tool to further your alchemical prowess. You’ve learned to weave these abilities together, making both feed off of one another.

Quick Learner

Beginning at 3rd level, you gain the knowledge to prepare another potent arrow option as well as an additional expenditure of your potent arrow.

Compound Bonding

At 7th level, you’ve figured out how to create more chemicals in a pinch. On a short rest you may spend some time creating more chemicals and storing them away. Afterwards you regain 3 uses of your infused shot and 2 uses of your potent arrow. You may use this feature once per long rest.

Unstable Mixture

At 11th level, you fight against your alchemical instincts and create a monsterous concoction. When creating a potent arrow, you may apply another mixture to the shot. Doing so will give you an additional + your Intelligence modifier to the attack roll. This feature uses one Potent Arrow use in total. You may use this feature twice per long rest.

Mind-Altering Mixtures

At 15th level, you have perfected your craft and created syrums that can affect the mind and body of other creatures. You gain the knowledge to prepare another potent arrow option as well as an additional expenditure of your potent arrow. In addition, you gain the ability to prepare one of the following mixtures at a time. You only have enough materials to create one of these mixtures per short rest.

Aggressive Ammo. A creature hit with this arrow is dealt no damage as a fast-acting aggression syrum enters their body. The target must make a Charisma saving throw, or become aggressive and hostile to your enemies for a minute. A creature affected in this way cannot cast spells, however has an additional +1 to attack and damage with all melee attacks. During this time, the creature may gain ally benefits if you wish it to do so. When the affected creature is dealt damage, it may remake it's saving throw.

Charming Ammo. A creature hit with this arrow is dealt no damage as a fast-acting charm syrum enters their body. The target must make a Wisdom saving throw, or is charmed by you for a minute or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the effect ends, the creature does not know it was charmed by you, but does know it was shot.

Paralyzing Ammo. A creature hit with this arrow is dealt no damage as a fast-acting paralyzing serum enters their body. The target must make a Constitution saving throw, or become paralyzed for a minute. When the affected creature is dealt damage, it may remake it's saving throw.

CHAPTER 1 | CLASS OPTIONS

Dragon Knight

A human clad in gleaming plate armour stares down a
snarling owlbear, slowly reaching for the lance strapped
across her back. The owlbear charges before she can reach her weapon, but a gout of fire from the sky stops the owlbear in its tracks. The gold dragon lands in front of the human, its eyes burning with a fiery vengeance as it snorts, causing flames to billow from its nostrils. Mounting her dragon, the human lets out a war cry as the dragon takes off into the air.

Pulling the bowstring back, the elf whispers a few hushed words as an arcane fire erupts around the goblins below. Lightning sparks at the tip of his arrow, and he grins to himself as he fires at the goblin chief. The arrow finding its mark, the goblin chief can barely cry for help as lightning explodes from his body, arcing off to his nearby guards. In the trees, a nearby blue dragon chuckles to itself as it descends upon those left.

The platinum dragon sniffs at some rubble before nudging it, looking back towards a halfling. She comes over and together they shift the rocks. Reaching her hand out, the halfling brushes the hair out of the eyes of the small boy who lies in the rubble. A shield of divine magic wraps around his small frame as the halfling pulls him into her arms, carrying him to safety.

Scowling to himself, the half-orc looks around the darkened cave for his quarry. Letting out a short whistle, a dark dragon, onyx in colour, seems to appear from the shadows with a dead drow in its maw. Rolling his eyes, the half-orc makes a motion with his hands, and the dragon spits out the drow, a sheepish expression on its reptilian face as darkness begins to swirl around the pair, causing them to vanish.

While different in personality and fighting styles, all of these heroes are dragon knights, a champion who fights alongside a dragon companion. Tough, relentless, and unyielding, knights and their dragons never give up, fighting to either heroic or devious ends.

An Unbreakable Bond

The bond between a knight and their dragon is nearly impossible to eclipse. Only powerful magic can even attempt to turn them against one another, and they nearly never fight each other against their own will. Despite this, a knight and their dragon are known to argue over strategy, tactics, or even miscellaneous things, as the dragon, despite its respect for its knight, is not quick to let go of its ego.

As the knight and dragon grow together, this bond strengthens, granting both the knight and dragon impressive strength and unique powers. The dragon is typically the stronger of the pair as they develop, but will be weaker earlier on, while the knight still has to watch over them to ensure their bond can continue to flourish. Eventually, some knights might put down their weapons and live a simple life with their dragon, having forged a legendary friendship through the trials they faced.


This connection has its drawbacks, however, and should the knight fall in battle, the dragon too will die, as the dragon's spirit can't live without the knight. Should the dragon fall in battle, the knight can restore its body with a costly ritual, but a few knights might instead choose to let their dragons rest, and go on to instead simply channel their dragon's power.

Practice Makes Perfect

All dragon knights are divided by their practice, and much like the dragons they raise and fight with, the knights are known to be proud at their best, and egotistical at their worst. Two people of different practices are rarely able to get along, despite how similar they might be. Those of the Platinum Practice always regard themselves superior to those of the Shadow Practice, and members of the Elemental Practice consider the members of the Rider Practice to be brutish and dim-witted.

Despite these rivalries, dragon knights are fiercely loyal, and will never betray another dragon knight, even if they come from a different practice. Dragon knights believe they only have each other to count on, as no one else understands the intense bond between the knight and the dragon.

CHAPTER 1 | CLASS OPTIONS

Creating a Dragon Knight

When creating your dragon knight, there's one question you should consider before all others; how did you get your dragon? Did you find an egg, and manage to form a bond with the hatchling? Was it a gift from an ancient dragon, looking for someone to protect its young? Did it declare you as its knight one day, much to your surprise?

All dragon knights go through the bonding ceremony, which is where they form a close bond with their dragon, establishing each other as allies and protectors. Was your dragon willing in this ceremony, or was it raised to serve you? Or did your dragon actually perform the ceremony, and you had absolutely no clue as to what was going on?

Something else you must consider is your character's martial abilities. All dragon knights are skilled in combat, and how your character is too is something that will need to be considered. Perhaps they where a student at a military academy, or a guard-in-training at their home village?

Quick Build

You can make a dragon knight quickly by following these suggestions. First, make either Strength or Dexterity your highest ability score, depending on the type of weapons you want to use. Your next highest ability score should be Constitution if you plan to focus on melee combat, or Charisma if you want to improve your overall subclass features. Second, choose the Folk Hero background.

Covenant

Each dragon knight has a different story to tell when it comes to how they met their dragon. The way a dragon and knight first meet often set up how they interact for the rest of their lives, and a bad first impression can prove disastrous to their bond.

When you consider the creation of this covenant, also consider the following: were you and your dragon both willing, and does your character ever regret the bond?

d6 Covenant
1 Bonding with a dragon as you reach adulthood is all you've ever known, and is the way your ancestors have always lived.
2 You stumbled across your dragon in a forest, cave, or on the beach. Since then, it hasn't stopped following you around.
3 Your dragon has always been with you for as long as you remember, and you can't remember ever conducting a formal ritual.
4 As a way of proving yourself, you went out into the wild to capture a dragon as proof of your strength and power.
5 Forced to bond with your dragon, it acts as a guardian and a protector, despite how much you insist you don't need its help.
6 Trading a large amount of treasure for a dragon's egg, you raised the dragon to serve as your mount and companion.

Relationship

The nature of the relationship between dragon and knight varies between each dragon knight, and changes the way each knight and dragon interact with each other, and those around them. This relationship is based on their covenant, ideals, flaws, and personality traits.

While you decide on your relationship, consider how it will effect the way you and your dragon fight together.

d6 Relationship
1 Best friends can't even begin to describe you and your dragon, and you do absolutely everything together.
2 Your dragon is merely a tool to be used, and you like to frequently remind it of such.
3 Despite your differences and arguments, you and your dragon have come to respect each other, but your relationship is still rocky.
4 You and your dragon have both agreed to keep your relationship businesslike. All that matters is how you can help each other.
5 Much to your distaste, you actually serve your dragon, and it acts as the leader in your relationship.
6 You and your dragon bitterly hate each other, but are forced together because of the bond you share. You both understand seperation could prove disasterous.

Obstacles

Finally, having a draconic companion is not without its complications. Somewhere in your travels, your and your companion may have caused fear among travelers or gained the ire of a noble court. This obstacle might determine complications that arise in your adventures.

Should you choose to roll or select from the following obstacles, or create your own, be sure to consider how it affects how you and your dragon interact with others.

d6 Obstacles
1 The mother of your dragon companion is searching for its child, and you worry it might find you.
2 Bounty hunters are looking for your dragon, as its scales and teeth could sell for quite a lot.
3 A village believes that your dragon is the cause for all of their problems, and seeks retribution.
4 Due to your bond, you have slightly draconic features that make you appear untrustworthy and intimidating.
5 A religious order considers you a heretic for having a dragon companion, and wants to "liberate" it for their own purposes.
6 You and your dragon used to be one whole dragon, and the sudden split is strange and uncomfortable.
CHAPTER 1 | CLASS OPTIONS

The Dragon Knight

Level Proficiency Bonus Features
1st +2 Dragon Covenant, Covenant's Bond
2nd +2 Fighting Style, Dragon's Fury
3rd +2 Dragon Knight Practice, Eye for Detail
4th +2 Ability Score Improvement
5th +3 Coordinated Attack, Draconic
Growth, Rending Strikes
6th +3 Breath Weapon, Dragon's Fury improvement
7th +3 Dragon Knight Practice feature
8th +3 Ability Score Improvement
9th +4 Draconic Advancement
10th +4 Dragon Knight Practice feature, Dragon's Fury improvement
11th +4 Draconic Nature, Rending Strikes improvement
12th +4 Ability Score Improvement
13th +5 Titanic Roar
14th +5 Legacy of the Dragon,
Dragon's Fury improvement
15th +5 Dragon Knight Practice feature
16th +5 Ability Score Improvement
17th +6 Ancient Resistance
18th +6 Dragon Knight Practice feature
19th +6 Ability Score Improvement
20th +6 Fulfilled Covenant

Class Features

As a dragon knight, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per dragon knight level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per dragon knight level after 1st

Proficiencies


  • Armour: All armour, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Arcana, Athletics, Deception, Intimidation, Perception and Persuasion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) chain mail, (b) scale mail, or (c) leather armour
  • (a) a light crossbow and 20 bolts or (b) five javelins
  • (a) a dungeoneer's pack or (b) an explorer's pack

Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.

I have known of a select few who have been able to call themselves dragon knights. They are fearsome combatants. Whether you fight the rider or the dragon, the other is always there to give aid.

Xandelar

CHAPTER 1 | CLASS OPTIONS

Dragon Covenant

At 1st level, you form a covenant with a type of dragon. The damage type associated with each dragon is used by features you gain later. You also gain the service of a dragon, who's statistics can be found at the end of the document. The dragon gains additional damage immunities and traits, depending on the type of dragon you chose for your Dragon Covenant.

Dragon Covenant
Dragon Damage Type
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold

When you die, your dragon also dies after a number of hours equal to your dragon knight level. If your dragon companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of precious gems per your dragon knight level, you can call forth your companion's spirit and use your magic to create a new body for it. You can return a dragon companion to life in this manner even if you do not possess any part of its body.

Returning your dragon to life is a gruelling process, and you must expend a number of hit dice equal to half your dragon knight level (rounded up) to perform this ritual.

Finally, you can speak, read, and write Draconic due to the bond you and your dragon share.

Companion's Bond

Also at 1st level, your dragon gains a number of benefits because of the bond you have forged together.

The dragon obeys your commands as best it can. Your dragon shares your initiative, and acts on your turn. You determine its actions, decisions, attitudes, and so on (no action required by you). If you are incapacitated, your dragon acts on its own. If you're absent, it rolls its own initiative.

Your dragon can't take the Attack action. It has yet to master flying and falls if it ends its turn in the air. Additionally, it can't be used as a mount or can't fly with a creature it has grappled.

Your dragon companion has abilities and game statistics determined in part by your level. Your dragon uses your proficiency bonus rather than its own. While not wearing barding, your dragon companion has a natural armour class of 10 + its Constitution modifier + your proficiency bonus.


For each dragon knight level after 1st, your dragon companion gains hit points equal to 6 + its Constitution modifier, and it gains one additional hit die. The dragon's hit dice are d10s, regardless of its size. When the dragon is reduced to 0 hit points, it makes death saving throws as a player would.

Your dragon companion also gains proficiency in two skills of your choice, and shares your saving throw proficiencies. Your dragon companion can't attune to or activate magical items.

Your dragon companion's level is equal to your dragon knight level for the purpose of calculating spells like polymorph and true polymorph.

You and your dragon always know the direction to one another, and can communicate with vague images, emotions, and feelings, regardless of distance to one another.

Whenever you gain the Ability Score Improvement class feature, your dragon's abilities also improve. Your dragon can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your dragon can't increase an ability score above 20 using this feature. Your dragon companion can't take feats.

Your dragon shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your dragon shares your ideal, and its bond is always "I will protect my knight; I will do the best I can for my knight; I will die for my knight."

CHAPTER 1 | CLASS OPTIONS
d4 Trait
___1___ I love to collect gems and art pieces.
2 If you threaten my friends, you threaten me.
3 I stay on alert so others can rest.
4 I love to explore, so that I can discover and learn about different cultures.
d4 Flaw
___1___ As a dragon, I'm naturally superior to others.
2 I'm secretly terrified of other dragons.
3 I hold permanent grudge against anyone who offends my knight.
4 I get jealous when my knight spends time with people other than me.

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a fighting style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Duelling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or a 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by ldlO + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Dragon's Fury

At 2nd level, your dragon companion is ready for battle, and can now take the Attack action in combat.

Additionally, your dragon gains the following attack options, which it can use with the Attack action. Your dragon is proficient with them, and adds its Strength modifier to their attack and damage rolls. If an option causes a creature to make a saving throw, the save DC is equal to 8 + your proficiency bonus + the dragon's Strength modifier. Your dragon can use these attack options a number of times equal to its Strength modifier (minimum of once.) It regains any expended uses when it finishes a short or long rest.

Bite Attack

Your dragon makes a melee weapon attack against a creature within 5 feet of it. On a hit, the target takes 1d6 piercing damage, and an extra 1d6 damage. This extra damage increases to 2d6 at 6th level, 3d6 at 10th level, and 4d6 at 14th level. The additional damage is the same type as the one associated with your Draconic Covenant.

Tail Attack

The dragon makes a melee weapon attack against a creature within 5 feet of it. On a hit, the target takes 1d6 bludgeoning damage, and must succeed on a Strength saving throw or be knocked prone. The reach of this attack increases to 10ft at 6th level, 15ft at 10th level, and 20ft at 14th level.

Wing Attack

Rather than making an attack, your dragon can beat its wings. Creatures of your choice within 5 feet of your dragon must make a Strength saving throw. On a failed save, a creature is pushed 5 feet away from the dragon. The range of the push and distance a creature is pushed on a failed save increase by 5 feet at 6th level, 10th level, and 14th level. Immediately after making this special attack, your dragon can move up to half its flying speed.

Dragon Knight Practice

At 3rd level, you can choose a Practice that defines your combat style, either Rider, Elemental, Platinum, or Shadow. These practices are detailed at the end of the class description.

Your choice grants you features when you choose it at 3rd level and again at 7th, 10th, 15th, and 18th level.

Eye for Detail

Also at 3rd level, you can easily discern the value and rarity of gems, art pieces, and magical items. You can spend 1 minute studying a gem or art piece, after which you learn it's exact value. Additionally, if it is a gemstone, you learn what kind of gemstone it is. If it's an art piece, you learn how old it is.

Furthermore, you can cast the identify spell, but only as a ritual. You don't require material components for the spell when you cast it this way.

CHAPTER 1 | CLASS OPTIONS

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature.

Martial Versatility

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to dragon knights. This replacement represents a shift of focus in your martial practice.

Coordinated Attack

Beginning at 5th level, you and your dragon companion form a more potent fighting team. When you take the Attack action on your turn, if your dragon companion can see or hear you, it can use its reaction to make a single claw attack.

Draconic Growth

At 5th level your dragon companion's flying speed increases by 15 feet, it’s other speeds increase by 10 feet, and it no longer falls to the ground if it ends its turn in the air. At 9th level it's flying speed and other speeds increase by a further 15 feet and 10 feet respectively.

Rending Strikes

Also at 5th level, the damage of your dragon's bite, claw, and tail attacks increases to 2d6. At 11th level, they increases to 3d6.

Additionally, your dragon companion's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Breath Weapon

Starting at 6th level, your dragon has developed the ability to unleash raw, destructive elements from its mouth. The damage of the breath weapon, as well as its area, is determined by the color of your dragon.

As an action on its turn, the dragon can exhale this destructive energy. Each creature in the area takes 4d6 damage on a failed save, or half as much on a successful one, with the saving throw calculated as follows:

Breath Save DC = 8 + your proficiency bonus +

your dragon's Constitution modifier

The area of the line and cone and the damage of the breath weapon increase as you gain levels in this class, as shown below.

Once your dragon has used this ability, it can't do so again until you finish a short or long rest.

Dragon Breath Weapon
Black 5 by 30 ft. line (Dex. save)
Blue 5 by 30 ft. line (Dex. save)
Brass 5 by 30 ft. line (Dex. save)
Bronze 5 by 30 ft. line (Dex. save)
Copper 5 by 30 ft. line (Dex. save)
Gold 15 ft. cone (Dex. save)
Green 15 ft. cone (Con. save)
Platinum 5 by 30 ft. line (Dex. save)
Red 15 ft. cone (Dex. save)
Shadow 15 ft. cone (Con. save)
Silver 15 ft. cone (Con. save)
White 15 ft. cone (Con. save)
Level Damage Area
6th 4d6 5 by 30 ft. line / 15 ft. cone
10th 6d6 10 by 60 ft. line / 30 ft. cone
14th 8d6 10 by 120 ft. line / 60 ft. cone

Draconic Advancement

At 9th level, your dragon companion matures, allowing you to fight together more fluidly. Your dragon companion's size is now large, it can be used as a mount, and it is able to fly with a creature it has grappled. Additionally, as long as your dragon companion can see you, it has advantage on all saving throws.


Draconic Nature

At 11th level, you take on the physical aspects of a dragon. You gain resistance to the damage type associated with your Draconic Covenant, and you gain one of the following benefits:

Scales. Scales cover sections of your body, helping shield you from harm. While you aren't wearing armour, your AC equals 10 + your Dexterity modifier + your Charisma modifier. You can still wield a shield and get this benefit.

Eyes. Your eyes become sharp and focused. You gain proficiency in the Perception and Investigation skills if you aren't already, and you have advantage on any (Wisdom) Perception or (Intelligence) Investigation checks based on sight.

Tail. Your spine extends and you grow a scaled, muscular tail. When you take the Attack action on your turn, you can attempt to shove a creature within 10 feet of you as a bonus action.

Titanic Roar

Starting at 13th level, your dragon can let loose a vicious roar, filling nearby creatures with dread.

As an action on its turn, your dragon can roar. Any number of creatures of your choice within 20 feet of the dragon must make a Wisdom saving throw against the dragon's breath weapon DC. On a failed save, creatures are frightened of the dragon for 1 minute. The creature can repeat the saving throw at the end each of their turns, ending the effect on a success.

Once your dragon has used this ability, it can't do so again until you finish a long rest.

Legacy of the Dragon

At 14th level, you have been blessed with a dragon's extended lifespan. You age only one year for every ten years that pass, and can't be aged magically.

Ancient Resistance

At 17th level, you can shrug off even the most dangerous effects. Whenever you or your dragon fail a saving throw, you can choose to turn that failure into a success.

Once you use this feature, you can't do so again until you finish a long rest.

Fulfilled Covenant

At 20th level, you and your dragon share hit points, the total of which is equal to your hit point maximum + your dragon’s hit point maximum. Whenever one of you takes damage, that damage is subtracted from your combined hit point maximum. When this hit point maximum hits 0, both you and your dragon fall unconscious, but only you make death saving throws. If you become stable or die, so does your dragon. If you receive any healing, both you and your dragon return to consciousness. When you spend hit dice during a short rest, you can use both your hit dice and your dragon’s hit dice to restore hit points.


Dragon Knight Practice

All dragon knights can call themselves members of the Rider Practice, Elemental Practice, Platinum Practice, or Shadow Practice. The Rider Practice focuses on working in sync with their dragon: both in and out of the heat of combat. The Elemental Practice heightens their battle skill with magic, unleashing destruction on their foes. The Platinum Practice uses the divine magic of Bahamut to support their allies, protecting them with their holy light. The Shadow Practice uses misdirection and guile to gain the upper hand in all situations.

Rider Practice

The bond between a dragon knight and their dragon is strong, but those of the Rider Practice take that even further. They seek to live and to die beside their dragon, a sentiment shared by the dragon itself. While not all riders mount their dragons, those who don't are rare. Those of the Rider Practice fight in tandem with their dragon, and win in tandem with them.

Dragon's Claw

Starting at 3rd level, you're able to better co-ordinate with your dragon. While both you and your dragon are within 5 feet of a hostile creature, the creature has disadvantage on attack rolls that doesn't target you or your dragon.

Additionally, when a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to attempt to grapple or shove the creature.

Dragon's Eye

At 3rd level, you and your dragon's keen understanding of each other allows you to better act in battle. You and your dragon can add your Charisma modifier to each of your initiative rolls.

Additionally, if you can see your dragon, creatures that it can see don't gain advantage on attack rolls against you as a result of being hidden from you.


Dragon's Scale

Starting at 7th level, if your dragon is within 5 feet of you, it can protect you from a creature it can see as an action. Until the start of the dragon's next turn, the creature's attack rolls against you have disadvantage. If your dragon isn't within 5 feet of you, the effect ends.

Additionally, you can use an action to stabilize your dragon, without needing to make a Wisdom (Medicine) check. When stabilized this way, your dragon will regain 1 hit point after 1d4 minutes instead of 1d4 hours.

Dragon's Wing

Starting at 10th level, you and your dragon rule the sky. Mounting and dismounting your dragon only costs 5 feet
of movement instead of half your speed, you have
advantage on saving throws made to avoid falling
off your dragon, and neither you or your dragon
take fall damage if you fall 20 feet or less.

Dragon's Fang

Starting at 15th level, you and your dragon are able to tear through your enemies. If your dragon moves at least 20 feet straight toward a creature and then hits it with a melee weapon attack in the same turn, the target takes an extra 3d4 damage.

Additionally, your dragon can use an action to rampage and make a claw attack against any number of creatures within 5 feet of it, with a separate attack roll for each target. If you're within 5 feet of your dragon when they rampage, you can use your reaction to make a melee weapon attack against each creature within your reach that was attacked by your dragon during their rampage. Your dragon can't rampage again until you finish a short or long rest.

Dragon's Presence

Starting at 18th level, the range of Titanic Roar is increased to 120 feet, creatures that are frightened of your dragon have a speed of 0, and when you or your dragon hit a creature that is frightened of your dragon with a weapon attack, the attack is considered a critical hit.

Elemental Practice

Dragon knights of the Elemental Practice value the raw, destructive power of their dragons, as well as their inherent charisma, and strive to both emulate and empower this aspect of their dragons through magic.

Spellcasting

When you reach 3rd level, you heighten your battle ferocity with the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 of the Player's Handbook for the sorcerer spell list.

Cantrips. You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.

Spell Slots. The Elemental Practice Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spells level or higher. You regain all expended slots when you finish a long rest.

For example, if you know the first level spell chromatic orb and have a 1st-level and 2nd-level spell slot available, you can cast chromatic orb using either slot.

Spells Known of 1st Level and Higher. You know two 1st-level sorcerer spells of your choice. Both must be from the enchantment and evocation spells on the sorcerer spell list.

The Spells Known column of the Elemental Spellcasting table shows when you can learn more sorcerer spells of 1st level or higher. Each of these spells must be an enchantment and evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st of 2nd level.

Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation or enchantment spell.

Spellcasting Ability. Charisma is your spellcasting ability for your sorcerer spells, since your magic draws from the power and dominance of dragons. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Elemental Weaponry

At 3rd level, whenever you cast a spell of 1st level or higher, you can imbue your weapon with elemental power until the end of your next turn. When you make an attack with an imbued weapon and hit, the target takes an additional 1d4 damage per level of the spell you cast. This damage is the damage type associated with your Draconic Covenant.

Elemental Practice Spellcasting
Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 2 2
4th 2 3 3
5th 2 3 3
6th 2 3 3
7th 2 4 4 2
8th 2 5 4 2
9th 2 5 4 2
10th 3 6 4 3
11th 3 6 4 3
12th 3 7 4 3
13th 3 8 4 3 2
14th 3 9 4 3 2
15th 3 9 4 3 2
16th 3 10 4 3 3
17th 3 10 4 3 3
18th 3 10 4 3 3
19th 3 11 4 3 3 1
20th 3 12 4 3 3 1

Dragon Rush

At 7th level, when you use your action to cast a spell, if your dragon companion can see you, it can use its reaction to move up to half its speed without provoking attacks of opportunity.

Elemental Fury

Beginning at 10th level, whenever you or your dragon rolls damage of the type associated with your Draconic Covenant, you can treat any 1 you roll as a 2.

Destructive Reach

At 15th level, your elemental prowess extends outward. When you make an attack with an imbued weapon and hit, you can have up to two creatures within 10 feet of the target of the attack take half as much additional damage.

Annihilating Breath

At 18th level, when your dragon uses its Breath Weapon, you can empower it. It's area increases to a line 20 feet wide and 240 feet long if it's a line, or an 120-foot cone if it's a cone. Additionally, when you roll its damage, you can deal maximum damage instead of rolling. Finally, any damage your breath weapon deals ignores resistance to that damage.

Once you use this feature, you can't do so
again until you finish a long rest.

CHAPTER 1 | CLASS OPTIONS

Platinum Practice

A few dragon knights worship the Platinum Dragon, Bahamut. These few are members of the Platinum Practice, and are dedicated to preserving the lives of their allies and the innocent.

Draconic Radiance

At 3rd level, your draconic nature and that of your companion shifts to reflect the holy magic you now wield. The damage type associated with your Draconic Covenant becomes radiant, and any damage and condition immunities your dragon companion has are replaced with immunity to radiant damage. Your dragon also physically shifts to reflect this change, and its scales change colour to look like the brightest platinum.

Platinum Protector

At 3rd level, as a bonus action on your turn, you can glow with divine power; you shed bright light in a 5 foot radius and dim light for an additional 5 feet for 1 minute. Whenever you or another creature takes damage while in an area of bright light you shed, you can use your reaction to reduce the damage by an amount equal to 1d6 + half your dragon knight level.

Once you use this feature, you can't do so again until you finish a short or long rest.

Holy Light

Beginning at 7th level, you now shed bright light in a 10 foot radius when you use your Platinum Protector feature. When you reach 15th level, the radius of the light increases to 15 feet.

Radiant Bastion

Beginning at 10th level, you're able to easily stand against the tide of battle. You and your dragon have advantage on ability checks and saving throws to avoid being knocked prone, grappled, restrained, or otherwise moved against your will.

Divine Covenant

Starting at 15th level, when you reduce the damage a creature would take to 0 with your Platinum Protector, you can cause that creature to gain a number of temporary hit points equal to 1d6 + your Charisma modifier, which last for 1 minute.

Platinum Ward

At 18th level, you and your dragon embrace the true power of Bahamut, and his grace safeguards you both. You and your dragon companion gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, whenever you or your dragon take damage that would be equal to or lower than half your dragon knight level before resistances are applied, you instead take no damage.

CHAPTER 1 | CLASS OPTIONS

Shadow Practice

Dragon knights who revere dark magic, or even strive to cause suffering in others, make up members of the Shadow Practice. Dark and elusive, these dragon knights use misdirection and guile to gain the upper hand in battle.

Draconic Darkness

At 3rd level, your draconic nature and that of your companion shifts to reflect the darkness you now wield. The damage type associated with your Draconic Covenant becomes necrotic, and any damage and condition immunities your dragon companion has are replaced with immunity to necrotic damage.

Your dragon also physically shifts to reflect this change, and its scales change colour to look like the darkest ebony.

Creeping Shadows

Also at 3rd level, you can move effortlessly across the battlefield, blending in with the shadows. You have a number of uses of this feature equal to your Charisma modifier, and regain all uses when you finish a long rest. As a bonus action on your turn, you can expend a use of it to conjure a 10-foot radius sphere at a point you can see within 30 feet of you, which becomes lightly obscured with wisps of dark energy. This sphere lasts for 1 minute, and any bright light inside the sphere becomes dim light. While inside this sphere, you and your dragon can each spend 5 feet of movement to teleport to any unoccupied space also inside a sphere. You and your dragon can each only teleport this way once per turn.

When you summon this sphere, you can expend additional uses of this feature. Each additional use expended increases the radius of the sphere by an additional 10 feet.

You can't have more than one sphere conjured this way at a time. If you summon a second sphere using this feature, the first sphere vanishes. If you move further than 120 feet from the sphere, it vanishes.


Withering Breath

Beginning at 7th level, when a creature fails its saving throw against your dragon's Breath Weapon feature, it begins to wither for 1 minute. During that time, when it hits a creature with a weapon attack that use Strength, the damage of that attack is reduced by an amount equal to your Charisma modifier. The target can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

Night Walker

At 10th level, you and your dragon can take the Hide action as a bonus action while in dim light or in darkness. You and your dragon also have advantage on Dexterity (Stealth) checks you make to hide in dim light and darkness.

Shifting Shadows

Starting at 15th level, you can have up to two spheres conjured by your Creeping Shadows feature at once. If you summon a 3rd sphere, a sphere of your choice vanishes.

Additionally, when you roll initative and have no uses of your Creeping Shadows, you regain 1 use.

Umbra Pulse

At 18th level, your dragon can create a vortex of swirling darkness around itself as an action on your turn. Creatures of your choice within 30 feet of your dragon must make a Constitution saving throw, (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, creatures take 10d10 necrotic damage and you can choose to have them either pulled up to 15 feet towards you or pushed up to 15 feet directly away from you. On a successful saving throw, creatures take half as much damage and aren't moved.

Once you use this ability, you can't do so again until you finish a long rest.

CHAPTER 1 | CLASS OPTIONS

Dragon Companion

Medium dragon, (alignment same as knight)


  • Armour Class 15 (natural armour)
  • Hit Points 9 (1d10 + 3)
  • Speed 20 ft., fly 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 8 (-1) 16 (+3) 10 (+0) 12 (+1) 14 (+2)

  • Saving Throws Same as knight
  • Skills Perception +5, Stealth +1
  • Damage Immunities see sidebar
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Draconic

Actions

Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d6 + 2) slashing damage.


Credits

Lead Designer/Producer: u/Rain-Junkie

Additional Design: u/Cometdance

References: Player's Handbook, Xanathar's Guide
to Everything
, Tasha' Cauldron of Everything.

Editing/Proofreading: u/Cometdance, u/DriverX9, u/SargeBriar, u/VampireBagel_

Special Thanks: Discord of Many Things, Unearthed Arcana Subreddit

Dragon Knight Icon: Game Icons

Interior Illustrators: Adam Lee, Vance Kovacs, Geoffrey Ernault, Anna Grigorieva, Zano, Dominik Mayer, Jason Nguyen, Mike Azevedo, David Villegas

The Dragon Knight is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Statblock Adjustments

Your dragon companion gains the following additional immunities speeds, and traits, depending on the colour dragon you choose.

Dragon Covenant
Dragon Immunity Speed Traits
Black Acid Swim Amphibious
Blue Lightning Climb
Brass Fire Climb
Bronze Lightning Swim Amphibious
Copper Acid Climb
Gold Fire Swim Amphibious
Green Poison Swim Amphibious
Red Fire Climb
Silver Cold Climb
White Cold Climb Ice Walk

Immunity

The dragon gains immunity to the listed damage type. Green dragons also gain immunity to the poisoned condition.

Speed

The dragon gains either a climbing or swimming speed equal to its walking speed.

Traits

The dragon gains the benefits of any traits it has listed.

Amphibious. The dragon can breathe air and water.

Ice Walk. The dragon can move across across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra movement.

Worldbuilder

Hands raised high into the air, a vedalken pulls forth arcane energy into a swirling vortex as the ground cracks underneath him. As a crevice in the earth grows into an expansive ravine, the man seeps slowly into the ground before disappearing from sight entirely.

Clutching an open wound on her side, an yuan-ti pureblood smiles darkly to herself as she focuses in on the red slaad attacking her. Swinging an ethereal longsword down onto the slaad, a screech of pain reverberates down the cave halls as blood flows surprisingly fast between both opponents.

Sifting between texts, a wisened gnome shifts comfortably in his seat as he pours over his notes. Pulling pieces of paper together, a gasp escapes him as the alignment of sketches forms into a symbol for infinity with an downward arrow intersecting it.

Worldbuilders are people whose intense study of the worlds which they can access grants them power. Learning how to manipulate the forces around and inside them, worldbuilders can modify their surroundings and power to great extremes at the cost of their own life.

Worldbuilders draw on the very essence of certain planes which they strive to champion and defend from outside threats. Doing work with a worldbuilder means you do work with, usually, various otherworldly beings.

Xandelar

Body of Power

A worldbuilder's power draws from a process of exchange: to give up parts of their life to grant them access to undiluted arcane energy. Each worldbuilder learns a unique way to harness their life force through intense study of how the arcane is used by other creatures or forces in an attempt to emulate their abilities. Worldbuilders are not typically reckless with the exchanges they make, but will not hesitate to make a necessary exchange.

Servitor of Planets

Worldbuilders find themselves connected to all facets of the planets they serve. Nature, creatures, the organized inhabitants, the gods worshipped, all are of equal importance to a worldbuilder. The process of life is change and evolution, whatever may threaten such a thing for a planet is undoubtedly the enemy of a worldbuilder.

Worldbuilders can have a variety of reasons to set out on adventure, but their goals are typically governed by a sense of higher logic, that is, they think on the benefits and drawbacks to worlds and planes at large rather than focus on the little things. When a worldbuilder sets out on a quest, it is typically to help handle something that threatens a world at large.

Creating a Worldbuilder

As you make your worldbuilder character, consider the character's relationship to the other planes of existence. Do you work to peacefully see out the goals of one particular plane of existence or a group of them, or do the goals you seek to accomplish demand you violently destroy other creatures who act contrary to you?

What do you feel is your importance to the planes and locations you serve? Are you a humble yet lowly servant or a figurehead that speaks often with great leaders, maybe even gods?

Why is it that you took the time to study the world around you and learn how to manipulate the arcane forces prevalent in all things? Were you forced to study these forces by some dark sect wishing to make use of the power you learn to manipulate? Or perhaps you stumbled across some series of archaic texts detailing methods of arcane manipulation lost to history and were enraptured by its contents? In any capacity, your ability to manipulate the arcane is wildly different than what is standard.

Quick Build

You can make a worldbuilder quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the sage or hermit background. Third, choose the green-flame blade and word of radiance cantrips, along with the 1st-level spells false life and find worldly ally.

CHAPTER 1 | CLASS OPTIONS
Worldbuilder
Level Proficiency Bonus Features Cantrips Known One with Worlds Abilities 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, One with Worlds 2 1 2
2nd +2 Planar Alliance 2 1 3
3rd +2 Life Expenditure 2 1 4 2
4th +2 Ability Score Improvement 3 1 4 3
5th +3 3 2 4 3 2
6th +3 Planar Alliance Feature 3 2 4 3 3
7th +3 3 2 4 3 3 1
8th +3 Ability Score Improvement 3 2 4 3 3 2
9th +4 3 3 4 3 3 3 1
10th +4 Planar Alliance Feature 4 3 4 3 3 3 2
11th +4 Improved Life Expenditure 4 3 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 3 4 3 3 3 2 1
13th +5 4 4 4 3 3 3 2 1 1
14th +5 Planar Alliance Feature 4 4 4 3 3 3 2 1 1
15th +5 4 4 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 4 4 3 3 3 2 1 1 1
17th +6 Master of Worlds 4 5 4 3 3 3 2 1 1 1 1
18th +6 Planar Alliance Feature 4 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 5 4 3 3 3 3 2 1 1 1
20th +6 Worldbuilder 4 5 4 3 3 3 3 2 2 1 1

Class Features

As a worldbuilder, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per worldbuilder level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per worldbuilder level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, hand crossbows
  • Tools: Alchemist's supplies
  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Arcana, History, Insight, Investigation, Nature, Perception, Religion, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a shield and any simple melee weapon, or (b) a hand crossbow with 20 bolts
  • (a) leather armor or (b) hide armor
  • (a) an explorer's pack or (b) a scholar's pack
  • A focus of the planes

Spellcasting

Your deep-seated connection with the essence of worlds and the knowledge you possess of how creatures craft their magic provides you access to manipulation of the arcane which permeates all living things. See chapter 10 in the Player's Handbook for the general rules of spellcasting and below for the worldbuilder spell list.

Cantrips

At 1st level, you know two cantrips of you choice from the worldbuilder spell list. You learn additional worldbuilder cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Worldbuilder table.

CHAPTER 1 | CLASS OPTIONS

Preparing and Casting Spells

The Worldbuilder table shows how many spell slots you have to cast your Worldbuilder spells of 1st level and higher. To cast one of these worldbuilder spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of worldbuilder spells that are available for you to cast, choosing from the worldbuilder spell list. When you do so, choose a number of worldbuilder spells equal to your Intelligence modifier + your worldbuilder level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level worldbuilder, you have four 1st-level and two 2nd-level spell slots. With a Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell false life, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of worldbuilder spells requires time spent in prayer, meditation, or harmonization: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your worldbuilder spells, since you learn spells through intense study of the planes of existence and their inhabiting worlds and creatures. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a worldbuilder spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Ritual Casting

You can cast a worldbuilder spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a focus of the planes as a spellcasting focus for your worldbuilder spells. A focus of the planes is a special item from some plane of existence - a wand-like length of wood made from a tree native to Ysgard, a mechanical cog from the plane of Mechanus, a mote of lava from Baator encased in a glass orb, or some similar item - designed to channel the power of latent arcane energy both within and outside of yourself. You can affix your focus onto a shield.

One with Worlds

In your intense study and molding of those worlds which you inhabit and those that intertwine with your own, you have made yourself to be one with many worlds, imbuing you with special properties associated with such worlds.

At 1st level, you gain one One with Worlds ability of your choice. These abilities are detailed at the end of the class description. When you gain certain worldbuilder levels, you gain an additional One with Worlds ability, as shown in the One with Worlds (OwW) column of the Worldbuilder table. Note that certain abilities have prerequisites attached.

Additionally, when you gain an additional One with Worlds ability, you can choose one of the abilities you know and replace it with another ability that you could learn at that level. You cannot change your abilities when you level up, only when you are granted a new One with Worlds ability.

At any time, you may only have three One with Worlds abilities prepared. If you know more than three One with Worlds abilities, you can change your prepared abilities after completing a short or long rest.

Planar Alliance

At 2nd level, you have dedicated your life to seeing out the goals and principles of one plane of existence. Your choice grants you features at 2nd level and again at 6th, 10th, 14th, and 18th level.

Life Expenditure

At 3rd level, you have become proficient in the manipulation the arcane forces that reside within yourself to push beyond the normal means of spellcasting by sacrificing parts of your life force. Certain subclasses also learn special, unique ways of expending their life force to enact certain conditions.

You can cast a spell you have prepared without expending a spell slot by sacrificing an amount of hit points equal to the level of the spell x 5. For example, to cast the 3rd-level spell haste, you would have to sacrifice 15 hit points to not expend a spell slot. Further, the somatic, verbal, or non-costly material components of a spell can be overlooked by expending 5 hit poits per component. You can use this feature a number of times equal to one-third (minimum of 1) of the total number of spells that you can have prepared.

At level 11, the hit point requirement reduces to the level of the spell x 4, and the life expenditure can supplant a verbal component, a somatic component, or a costly material component equal to your worldbuilder level x 15, for 4 hit points per component. Also, you can now use this feature equal to half of the total number of spells you can have prepared.

This feature only applies to spells of 5th level or lower, and cannot be used for spells that replenish hit points.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Cantrip Versatility

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the worldbuilder spell list.

CHAPTER 1 | CLASS OPTIONS

Master of Worlds

By 17th level, your knowledge of and actions on many worlds has empowered your worldly abilities. You can choose two of your abilities to be granted the empowered status listed alongside the ability.

Worldbuilder

At 20th level, your ability to manipulate the arcane forces which pass through all living things has become so great that you can very well shape life itself. Once per day, you can use the wish spell not to cast spells without risk, but to reshape the physical world to your liking by sacrificing your life force. Describe your wish to your GM as precisely as possible.

You can remove or place some physical creation at a location of your choosing. The greater the request, the greater the toll will be on you. If your request demands more hit points than what you have but you complete the wish, you die immediately as your body slowly fades into shining particles. You cannot be returned to the land of the living as your soul fades into the creation or uncreation of the object you wished to create or destroy, respectively. It is up to the GM to decide what is a fair trade of hit points for physical world changes. Some examples include: removing an entire river = 1/3 of your hit points, or removing a large mountain = 2/3 of your hit points. There may be a permanent hit point reduction.

Planar Alliances

The various planes of existence are in constant flux and in pursuit of a medley of goals, those of which you have devoted your life to seeing through. Whether it be through a request of the inhabitants of the plane of existence, your own desire to help, or any other reason, you are now linked to the planes.

Your choice might correspond to a plane's godly inhabitants and their general goals. The hellish lords of The Nine Hells, for instance, might align with your desires of control, dark dealings, death, and souls. Alternatively, your choice of alliance could be a matter of aligning personality. The Planes of Law, for example, are dedicated to the pursuit of order and structure, while the Planes of Chaos are rooted in unpredictability and disorder.

Each planar alliance grants its practitioners the ability to cast specific spells. Once you gain access to these plane spells, you always have them prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the worldbuilder spell list, the spell is nonetheless a worldbuilder spell for you.

The Energy Planes

You have placed your focus on advancing the goals and seeing to the betterment of the energy planes. Notable locations that exist within the energy planes include the Positive Energy Plane and the Negative Energy Plane.

I cannot recommend spending much time in either energy plane. Too much . . . everything, really.

Vroger

Energy Plane Spells

Starting 2nd level, your connection to the planes infuses you with the ability to cast certain spells. At 2nd, 4th, 6th, 8th, and 10th level you gain access to either negative energy plane or positive energy plane spells. Choose that plane - Negative Energy or Positive Energy - and consult the associated list of spells.

Negative Energy Plane Spells
Worldbuilder Level Spells
2nd inflict wounds, ray of sickness
4th blindness/deafness, ray of enfeeblement
6th speak with dead, vampiric touch
8th blight, shadow of moil
10th enervation, negative energy flood
Positive Energy Plane Spells
Worldbuilder Level Spells
2nd cure wounds, healing word
4th lesser restoration, prayer of healing
6th life transference, revivify
8th death ward, sickening radiance
10th mass cure wounds, raise dead

One with Energy

Also at 2nd level, your ability to manipulate the forces of energy which reside in the arcane arts has increased the potency of your spellcasting. When you roll a 1 or 2 on a damage die for a spell that you cast, you can reroll the die and must use the new roll.

Superior Life Expenditure

Starting at 6th level, your ability to transfer your life force into spellcasting has improved significantly. The multiplicative factor associated with your life expenditure feature is now halved, rounded up. Also, you can use your life expenditure feature a number of times equal to the number of spells that you can have prepared.

Suffer with Me

Starting at 10th level, you gain the ability to empower yourself while you take damage. Whenever you attack or cast a damaging spell against a creature that has damaged you, you can add the damage you received from the creature onto the damage you deal by using your life expenditure feature. The hit point requirement is the life expenditure's multiplicative factor multiplied by the challenge rating of the creature. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses after the end of a long rest.

CHAPTER 1 | CLASS OPTIONS

Blistering Darkness / Radiance

Starting at 14th level, you become a greater foe in prolonged combat. When you begin combat and take the attack option or cast a spell that does damage, you add 1d10 of radiant or necrotic damage to the total damage you deal. For every turn that you remain in combat either attacking or casting damaging spells, you can add an extra 1d10 of radiant or necrotic damage to a maximum of 5d10.

The moment you stop casting damaging spells or attempting to attack, the feature resets. Once you choose a damage type, either radiant or necrotic, you must continue using that damage type until either combat stops or the feature resets.

Energy Spirit

Starting at 18th level, your connection to the energy planes becmes so great that you can briefly take the form of an energy spirit embodying both the positive and negative energy extremes. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:

  • You gain a flying speed of 60 feet
  • As a bonus action, darkness seeps into your frame. You can cast harm without using a spell slot once per hour. Also, casting necromancy spells invokes either disadvantage for creatures if they must make a saving throw against the effect, or advantage for you if you must make a spell attack.
  • As a bonus action, shining light seeps into your frame. You can cast heal without using a spell slot once per hour. Also, healing spells that you cast can target one additional creature that you can see if they are not in range or if the spell only targets one creature.

Once you use this feature, you can't use it again until you finish a long rest.

The Inner Planes

You have placed your focus on advancing the goals and seeing to the betterment of the Inner Planes. Notable locations that exist within the Inner Planes include the Material Plane, the Feywild, the Shadowfell, and the four Elemental Planes of Water, Earth, Fire, and Air all contained within the elemental chaos.

Ah, the inner planes. So simple, and yet so unique! Oft considered the centerpiece of many planar plans, both good and bad you know.

Vroger

Inner Planes Spells

Starting at 2nd level, your connection to the planes infuses you with the ability to cast certain spells. At 2nd, 4th, 6th, 8th, and 10th level you gain access to inner plane spells connected to the plane you primarily concern yourself with. Choose that plane - Material, Water, Earth, Fire, or Air - and consult the associated list of spells.

Material Plane Spells
Worldbuilder Level Spells
2nd identify, tasha's caustic brew
4th blur, maximilian's earthen grasp
6th haste, leomund's tiny hut
8th fabricate, mordenkainen's faithful hound
10th creation, rary's telepathic bond
Elemental Plane of Water Spells
Worldbuilder Level Spells
2nd fog cloud, ice knife
4th enhance ability, snilloc’s snowball swarm
6th tidal wave, wall of water
8th control water, ice storm
10th conjure elemental, maelstrom
Elemental Plane of Earth Spells
Worldbuilder Level Spells
2nd absorb elements, earth tremor
4th dust devil, earthbind
6th erupting earth, meld into stone
8th stone shape, stoneskin
10th conjure elemental, wall of stone
Elemental Plane of Fire Spells
Worldbuilder Level Spells
2nd burning hands, searing smite
4th flaming sphere, scorching ray
6th flame arrows, fireball
8th fire shield, wall of fire
10th conjure elemental, immolation
Elemental Plane of Air Spells
Worldbuilder Level Spells
2nd catapult, thunderwave
4th gust of wind, levitate
6th fly, lightning bolt
8th conjure minor elementals, storm sphere
10th conjure elemental, wall of force
CHAPTER 1 | CLASS OPTIONS

Strength of the People

Also at 2nd level, your experience with life on the material plane allows you to partially emulate a characteristic of another great class. Choose a class of your choice. You may pick one feature that this class receives at either 1st or 2nd level.

The feature does not gain any improvements should it receive any at higher levels, and does not stack should you decide to multiclass into the class from which the ability came. If you multiclass to a point where the related ability does increase in potency, then the ability will improve as normal for the class it comes from.

For example, choosing the Sneak Attack feature from the 1st level rogue will grant you the ability to use sneak attack as a rogue would for 1d6 damage. If you do not multiclass into rogue, then the sneak attack will remain at 1d6, it does not increase as you gain levels. If you do multiclass into rogue, you do not gain two uses of sneak attack. If you reach 3rd level as a rogue multiclass, only then will the sneak attack damage increase to 2d6 and proceed as normal.

Faerie Fighting

Starting at 6th level, creatures of the Feywild have allowed you to learn their strange means of combat. As an action, you or one willing creature that you can see enters this fighting style and enacts one of two effects: creatures have disadvantage on attack rolls and spell saves against you, or you have advantage on weapon and spell attacks against other creatures.

You maintain this fighting style by applying your life expenditure feature: for every round of combat that you maintain faerie fighting, you will lose hit points. For example, remaining in faerie fighting for 3 rounds at 7th level requires 3 x 5 = 15 hit points to be sacrificed. You lose these hit points at the start of each turn you maintain faerie fighting. Note that the multiplicative factor decreases to 4 at 11th level.

Once you exit faerie fighting, you must take a round of rest: your speed becomes 0 and you cannot take any actions, bonus actions, or reactions as your body recuperates.

Elementalist

Starting at 10th level, your connection to the elemental chaos has boosted your ability to cast certain spells and wield elemental fury with greater might. Once per long rest, you can choose one of these damage types: fire, cold, lightning, thunder, or bludgeoning. Attacks and spells that you deal/cast ignore resistance to damage of the chosen type.

Shade Strider

Starting at 14th level, your understanding of the shadow weave has grown to a point where you can travel along the border regions of the Shadowfell with ease. As a bonus action while whithin a shadowed or dark area, you and any creatures that you can touch can move through the shadows and arrive at any shadowed destination that is within 1 mile of your current location. You know of each and every shadow within the radius, general information of what lies in the shadows, the size of the shadow, and can choose which shadow to teleport to.

If you are targeting an unwilling creature, only you and said creature can move through the shadows. The creature must make a Dexterity saving throw against your spell save DC or be dragged through the shadows with you to any shadow within 120 feet. Only you and the unwilling creature can move in such a manner.

You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses after the end of a long rest.

The Grasp of Seven Deadly Lords

Starting at 18th level, your connection to the inner planes has grown to a point where you may call upon their great lords to decimate an enemy of yours by tearing their soul asunder. Choose any one creature that you can see that is physically within the inner planes.

The creature must then make a Constitution saving throw. If it fails, the seven lords tear the creature's soul into seven parts and take a portion for themselves, reducing the target to 0 hit points. If it succeeds, the target is instead physically assaulted by the seven grasps of the lords and takes 2d10 fire damage, 2d10 cold damage, 2d10 magical bludgeoning damage, 2d10 lightning damage, and 3d6 magical slashing damage.

Once you beseech the lords for aid, you cannot do so again until you finish a long rest and deliver/offer something up to each lord as thanks.

The Transitive Planes

The Transitive Planes: the thread which weaves together all planes together. Unwise to make an enemy of one who can find you anywhere you hide.

Xandelar

You have placed your focus on advancing the goals and seeing to the betterment of the Transitive Planes. Notable locations that exist within the Transitive Planes include the Ethereal Plane and the Astral Plane.

Transitive Planes Spells

Starting at 2nd level, your connection to the planes infuses you with the ability to cast certain spells. At 2nd, 4th, 6th, 8th, and 10th level you gain access to transitive plane spells connected to the plane you primarily concern yourself with. Choose that plane - Ethereal or Astral - and consult the associated list of spells.

Ethereal Plane Spells
Worldbuilder Level Spells
2nd alarm, longstrider
4th misty step, tasha's mind whip
6th blink, thunder step
8th arcane eye, dimension door
10th contact other plane, telekinesis
Astral Plane Spells
Worldbuilder Level Spells
2nd al-shur's far-reaching grasp, jump
4th mirror image, updraft
6th sending, tongues
8th banishment, dimension door
10th far step, scrying

Unerring Sight

Also at 2nd level, you become better at discerning the physical world which surrounds you. If you do not have darkvision, you gain darkvision up to 120 feet. If you have darkvision and it is less than this value, it increases to 120 feet. Also, you gain blindsight up to 20 feet. Finally, you gain proficiency with Perception checks and advantage on Perception checks made with sight.

Unhindered Transportation

Starting at 6th level, you gain the ability to move through means of restraint with ease by partially accessing regions of the ethereal plane. If you or your allies are under the effects of some status condition or spell which restricts your movement or actions as listed below, you can use your life expenditure ability to undo the effects.

If the effect is from a spell, you expend hit points equal to the spell's level multiplied by the feature's factor. Otherwise, simply expend hit points equal to the multiplicative factor associated with your life expenditure feature.

For example, to remove yourself from the restrained condition of the web spell while you are at 7th level, 2 x 5 = 10 hit points must be sacrificed. You lose these hit points the moment you undo the status condition. Note that the multiplicative factor decreases to 4 at 11th level.

The conditions under which you can use your life expenditure ability to remove yourself from, be it from a spell or some other outside force, are: grappled, paralyzed, prone, and restrained.

Vast Connection

Starting at 10th level, you gain the ability to request the aid of a creature which resides in either the ethereal plane or astral plane. From the ethereal plane, you may ask for aid from: a foo dog, a foo lion, a nilshai, a xill, a phase spider, or an ethereal dragon. From the astral plane, you may ask for aid from: a foo dog, a foo lion, a berbalang, a gith, a phane, or an astral dragon. Depending on the nature of your adventure, another plane and its creatures might be more appropriate for you: discuss with your DM the choice in plane and creatures you can request aid from.

The phase spider and the berbalang are willing to fight for you should you call for their aid, however the other creatures can only provide assistance in other matters. The foo creatures serve as excellent guides and moral support. Nilshai, ethereal dragons, and astral dragons are curators of history and unique items. Xill and gith are races hellbent on conquering their foes, and might help you do the same for a price. Finally, a phane might provide you with power should you and the creature align your goals properly.

You can have only one of these creatures present with you at a time. A creature will disappear if it ether drops to zero hit points or you dismiss it. You can call upon any of these creatures a number of times equal to your proficiency bonus, and regain all expended uses after the end of a long rest.

CHAPTER 1 | CLASS OPTIONS

Eyes of the Revealer

Starting at 14th level, your vision exceeds that obtained by normal people. Where once were your eyes are now sockets filled with ever-flowing white wisps. You gain truesight up to 40 feet, you gain expertise with Perception checks, and you can treat a d20 roll of 9 or lower as a 10 for a Perception check. To this end, you can never be subjected to the blinded condition.

Unto the Breach

Starting at 18th level, your familiarity with travel in the ethereal and astral planes allows you knowledge of how to access them whenever you need to. Once per day, you can cast plane shift to take you and your companions to either the ethereal plane or astral plane, or to banish a creature to either plane. Should you decide to travel to the astral plane, you can specify the location of a specific color pool which leads to another plane of existence.

The Outer Planes

They are more of a wild bunch than the rest, primarily because there are so many different Outer Planes. They tend to fight with one another because they usually have exactly opposing beliefs.

Vroger

You have placed your focus on advancing the goals and seeing to the betterment of the outer planes. Notable locations that exist within the transitive planes include the Planes of Law, the Planes of Chaos, the Lower Planes, and the Upper Planes.

Order Prefect

Also at 2nd level, your understanding of how creatures and objects interact with the world deepens. If you spend a minute investigating an object or creature, you gain information about said object or creature.

For a creature, you can determine information about one ability score and its respective saving throw of your choice. Also, you can recall information about normal behavior for the creature and how it prefers to face conflicts. Note that this ability does not provide information about how unique creatures of a monster type operate differently than the rest of their kind (for example, the spell does not reveal how the vampire Strahd von Zarovich is different from other vampires).

For an object, you gather all information found by using the identify spell, or basic information about the object such as its intended function and use if it is nonmagical.

Outer Planes Spells

Starting at 2nd level, your connection to the planes infuses you with the ability to cast certain spells. At 2nd, 4th, 6th, 8th, and 10th level you gain access to outer plane spells connected to the plane you primarily concern yourself with. Choose that plane - Law, Chaos, Lower, or Upper - and consult the associated list of spells.

The Planes of Law Spells
Worldbuilder Level Spells
2nd bless, command
4th dragon's breath, hold person
6th dispel magic, hypnotic pattern
8th compulsion, dominate beast
10th dominate person, hold monster
The Planes of Chaos Spells
Worldbuilder Level Spells
2nd cause fear, armor of agathys
4th crown of madness, web
6th enemies abound, major image
8th polymorph, confusion
10th geas, mislead
Lower Planes Spells
Worldbuilder Level Spells
2nd hellish rebuke, hex
4th darkness, shatter
6th bestow curse, fear
8th polymorph, elemental bane
10th antilife shell, cloudkill
Upper Planes Spells
Worldbuilder Level Spells
2nd shield, detect evil and good
4th calm emotions, warding bond
6th counterspell, daylight
8th guardian of faith, private sanctum
10th animate objects, dispel evil and good

Defy Concentration

Starting at 6th level, you gain the ability to weave chaos together in such a way as to empower your spellcasting for a brief amount of time. By using your life expenditure ability, you can cast two known concentration spells simultaneously.

The second spell must abide by the general restrictions of the life expenditure feature, and every turn you maintain concentration on the second spell requires you to expend hit points equal to the hit points required to cast the spell in the first place. If you fail on a concetration check, you lose concetration on both spells and they both dissipate. Your speed is 0 while maintaining both spells. The second spell must be of a level equal to or less than the level of the first spell being cast. You cannot cast any other spells while maintaining concentration on both spells. Finally, if one spell's time duration runs out, you shift your concentration to maintain the second spell and the life expenditure requirement is halted.

For example, casting hold person and then using defy concentration to cast shield of faith for 3 rounds at 7th level requires (1 x 5) + (3 x 5) = 20 hit points, as it takes 5 hit points to cast the spell and 15 hit points to maintain the spell for 3 rounds. You lose these hit points at the start of each turn you maintain defy concentration. Note that the multiplicative factor decreases to 4 at 11th level.

You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses after the end of a long rest.

Wicked Reality

Starting at 10th level, when you hit a creature with an attack, you can use this feature to transform the view of the creature's reality into a horrid amlagamation of its greatest fears. The creature remains stunned in place until the start of your next turn or until it is damaged by another creature. The creature must make an intelligence saving throw, taking 10d10 psychic damage on a failed save or half on a success, once the creature recovers from the wicked reality feature.

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

Peaceful Position

Starting at 14th level, you have found power in restraint. If you spend a turn in combat or a minute outside of combat taking no actions, bonus actions, free actions, movement, or reactions, you and your allies within 30 feet gain a host of benefits until the start of your next turn: you can add your intelligence modifier to all ability checks and saving throws, you gain advantage on all saving throws, you gain a temporary +2 to your armor class, and you gain temporary hit points equal to double your proficiency bonus.

Constructed from Belief

Starting at 18th level, the fusing of all of the beliefs which hold together the outer planes within you has allowed you greater ability to manipulate their abilities without restriction. You can have prepared all five One with Worlds abilities that you have access to, and can overlook any restrictions or prerequisites that these abilities have. The two additional abilities you gain access to also earn the empowered status.

CHAPTER 1 | CLASS OPTIONS

One with Worlds Abilities

If a one with worlds ability has prerequisites, you must meet them to obtain it. A level prerequisite refers to your level in the worldbuilder class.

Beauty of the Fey

Prerequisites: None

You gain the ability to cast charm person, at 1st level, a number of times equal to your proficiency bonus. When you finish a long rest, you regain all expended uses.

Empowered: You can now cast charm person at 5th level with this ability.

Blessings of Elyisum

Prerequisites: 9th level

The number of attunement-based magic items you can attune to increases from 3 to 4.

Empowered: You can now attune to 5 magic items instead of 4.

Body of Earth

Prerequisites: 5th level

You can cast meld into stone, at 3rd level, once a day at will, without expending a spell slot.

Empowered: You can cast meld into stone on a number of people equal to your spellcasting ability modifier. Also, you can cast earthbind a number of times equal to your half your spellcasting ability modifier (rounded down).

Breath of Fire

Prerequisites: 5th level

You can cast fireball, at 3rd level, once a day at will, without without expending a spell slot.

Empowered: You can cast fireball and flaming sphere each a number of times equal to half your spellcasting ability modifier (rounded down).

Bytopian Duality

Prerequisites: None

Once per day, you can invert the roll of an attack roll, an ability check, or saving throw of any creature that you can see. For example, rolling a 1 on an ability check and invoking Bytopian Duality makes the roll a 20. On the other hand, if a creature rolls a 20 on an attack roll, you can invoke Bytopian Duality to make the roll a 1. The conversion is as follows: 1-20, 2-19, 3-18, 4-17, 5-16, 6-15, 7-14, 8-13, 9-12, 10-11.

Empowered: You can now use this ability three times, and you regain their use when you complete a short or long rest.

Carcerian Demodands

Prerequisites: 9th level

You can call upon the aid of a demodand from Carceri when you desire destruction. As an action, you may attempt to summon a demodand to aid you either in combat or for advice. Roll a d100. If you roll a number equal to or lower than your worldbuilder level, a farastu intervenes. Once you summon the demodand, you cannot use this feature again for 3 days. Otherwise, you can use it again after you finish a long rest.

Empowered: When you roll to summon the demodand, you gain the ability to call upon kelubars and shators as well. If your roll is between 1 and 1/4 of your worldbuilder level, you may summon a shator. If your roll is between 1/4 and 1/2 of your worldbuilder level, you may summon a kelubar. Between 1/2 of your worldbuilder level and twice your worldbuilder level, you summon a farastu.

Note: Each creature's statistics are detailed in Chapter 7.

Chaos Control

Prerequisites: 9th level; does not have Machinations of Mechanus ability prepared; has an alignment of chaotic

You have advantage on Constitution saving throws that involve maintaining a concetration-based spell. Also, once a day as a reaction to taking damage, you may choose to change the DC required to maintain the spell to be either half of the damage you take or the DC 10 Constitution saving throw.

Empowered: As a reaction on your turn to whenever you take damage from multiple sources, you may roll once against one attack to maintain concentration on your spell for the entire round. Once you use this feature, you must take a long rest to regain its use.

Dark Inimicality

Prerequisites: 13th level; does not have Light of Life ability prepared

You gain access to the wizard spell list and can choose one feature from the School of Necromancy, barring Command Undead, to add to your features list.

Empowered: You add the Command Undead feature from the School of Necromancy wizard features list to your features list.

Eternity of Gehenna

Prerequisites: None

You do not age and do not suffer the effects of aging. Any effect or spell that increases or decreases your age has no effect while this feature is active. You also gain proficiency with History (Intelligence) checks.

Empowered: Once a day, you can cast the teleport spell to return to any location that you have priorly visited. The area is considered very familiar to you, at a minimum.

Ethereal Spirit

Prerequisites: 5th level

You can cast blink once a day at will, without expending a spell slot.

Empowered: When you cast blink, you can remain in the Ethereal Plane up to a minute or until you use your action to dismiss the spell. You can freely move while in the Ethereal Plane. Once the spell ends, you return to the plane you came from at whatever location you have moved yourself to.

Gaze of the Abyss

Prerequisites: 13th level

You can cast eyebite once without expending a spell slot. You regain this feature when you complete a long rest.

Empowered: When you cast eyebite using this feature, you can instead target two creatures the first time you cast the spell instead of one.

CHAPTER 1 | CLASS OPTIONS

Mien of Hades

Prerequisites: None

An unsettling arua surrounds you, making anyone that draws within 10 feet of you to grow uncomfortable. You have advantage on Persuasion (Charisma) and Intimidation (Charisma) checks against those people within 10 feet of you. Also, you cannot be frightened.

Empowered: The radius grows to 30 feet, and you can choose to frighten a creature within this area once per turn for 1 minute.

Grace of Water

Prerequisites: 5th level

You can breathe underwater, and you gain a swimming speed equal to your walking speed. You can also cast water breathing without expending a spell slot once. You regain the ability to do so when you finish a long rest.

Empowered: All allies within 30 feet of you, once you enter water, can breathe underwater and gain a swimming speed equal to their walking speed.

Heart of the Beastlands

Prerequisites: None

You gain proficiency with Nature (Intelligence) checks and can ritual cast speak with animals.

Empowered: You can ritual cast animal messenger and beast sense. Also, you can cast speak with animals at will, without expending a spell slot, and gain expertise with Nature (Intelligence) checks.

Herald of Nine Hells

Prerequisites: 9th level; does not have Herald of Seven Heavens ability prepared; has an alignment of evil

Choose a fiend that you know of and has a CR of less than or equal to your level. You may take one unique ability of the fiend to make your own. Once you choose the fiendish ability you wish to emulate, you cannot choose another even if you switch your prepared One with Worlds abilities.

Empowered: You may take one additional unique ability of a new fiend that has a CR of less than or equal to your level.

Herald of Seven Heavens

Prerequisites: 9th level; does not have Herald of Nine Hells ability prepared; has an alignment of good

Choose a celestial that you know of and has a CR of less than or equal to your level. You may take one unique ability of the celestial to make your own. Once you choose the celestial ability you wish to emulate, you cannot choose another even if you switch your prepared One with Worlds abilities.

Empowered: You may take one additional unique ability of a new celestial that has a CR of less than or equal to your level.

Hero of Ysgard

Prerequisites: Has the Weapons of Acheron ability prepared

You can attack with your Weapon of Acheron twice, instead of once, whenever you take the Attack action on your turn.

Empowered: You can attack with your weapon from Acheron three times whenever you take the Attack action on your turn.


Light of Life

Prerequisites: 13th level; does not have Dark Inimicality ability prepared

You gain access to the cleric spell list and can choose one feature from the Life Domain, barring Supreme Healing, to add to your features list.

Empowered: You add the Supreme Healing feature from the Life Domain cleric features list to your features list.

Machinations of Mechanus

Prerequisites: 9th level; does not have Chaos Control ability prepared; has an alignment of lawful

Once per day on a creature that you can see which is casting a spell requiring concentration equal to or lower than the highest level spell slot you have access to, you may force the creature to lose concentration immediately. However, if you are also maintaining concentration on a spell at the time you use this feature, you also lose concentration on your spell.

Empowered: You can use this feature a number of times equal to your spellcasting ability modifier, and you regain all expended uses at the end of a long rest.

Material Ingenuity

Prerequisites: None

Choose any combination of two skills, tools, weapons, armor, or languages that you do not have proficiency with or do not know. You gain proficiency or understanding with the skills, tools, weapons, or languages you chose.

Empowered: You can now have four additional proficiencies instead of two. If you choose a skill or tool proficiency you can have, at most, expertise with two of them.

Mind of the Astral Sea

Prerequisites: 5th level

You gain resistance to psychic damage and can cast tasha's hideous laughter at will.

Empowered: You gain immunity to psychic damage and can cast dissonant whispers at will.

Olympian Might

Prerequisites: Has the Weapons of Acheron ability prepared

When you hit a creature with a weapon attack with your weapon from Acheron, you can expend one spell slot to deal an additional 1d8 damage of the same type done with the weapon for a 1st-level slot, plus an additional 1d8 for each spell higher than 1st, to a maximum of 5d8.

Empowered: The maximum additional damage increases from 5d8 to 8d8.

Peace of Arcadia

Prerequisites: 13th level

For every round of combat that you take where you do not attack or cast a damaging spell, your AC is temporarily raised by 1 and you gain 5 temporary hit points. When you cast a damaging spell or take the attack action, these benefits subside.

Empowered: When you cast a damaging spell or take the attack action, the benefits you gained, that is, the temporary hit ponits and AC imporvement, last for one whole turn after you attack, subsiding at the start of your next turn.

CHAPTER 1 | CLASS OPTIONS

Shadowed Movement

Prerequisites: None

When you are in an area of dim light or darkness, you have advantage on Sleight of Hand (Dexterity) and Stealth (Dexterity) checks.

Empowered: While within an area of dim light or darkness, you gain the effects of greater invisibility. The moment you leave that area or light enters the area, the effect will persist for one additional round before subsiding completely.

Sounds of Pandemonium

Prerequisites: 9th level

Once per day as an action, choose a circular area with a 15-foot radius that you can see. Any creature within this area must make a constitution saving throw. On a failed save, the creature takes 6d10 force damage, is knocked prone, and is deafened as the noise of harsh winds berates their ear canals.

Empowered: The radius grows to 30 feet and the damage of the effect increases to 10d10.

Weapons of Acheron

Prerequisites: None

As a bonus action on your turn, you can summon an ethereal weapon or shield from Acheron. When you use this weapon, you are considered proficient with it. You can dismiss the weapon with a bonus action. If the weapon is more than 5 feet from you, or if any creature that isn't you attempts to wield the weapon, it forces the weapon to teleport back into your hands. This weapon is considered magical for the purpose of overcoming resistances.

Empowered: You can summon any weapon +2 or shield +2 and use it with proficiency. Also, any weapon you use can be considered to have the finesse property.

Wings of Air

Prerequisites: 5th level

You can cast fly, at 3rd level, once a day at will, without expending a spell slot.

Empowered: You can cast fly on a number of people equal to your spellcasting ability modifier. Also, you can cast levitate a number of times equal to half your spellcasting ability modifier (rounded down).

Chapter 2: Subclass Options

All of the figures which constitute the party of a D&D campaign are characters created by the players. To whichever ends they may seek to complete by working together, these characters being together forge the centerpiece of any story.

To that end, there are a variety of different aspects a player may wish their character to emulate while playing in a certain class, for which subclasses exist. A variety of subclasses can be found in the Player's Handbook, Tasha's Cauldron of Everything, and Xanathar's Guide to Everything. The following table outlines the new subclasses for the already established D&D classes.

Class Subclass Level Available Descritpion
Artificer Augmenter 3rd Augments the physical capabilities of the creator
Artificer Chronosmith 3rd Warps time with their inventions to help themselves in any situation
Artificer Nanosmith 3rd Produces batches of tiny servants to perform a multitude of tasks
Barbarian Path of the Grand Champion 3rd The fiercest warrior whose strength is uncontested
Barbarian Path of the Protector 3rd Filled with the strongest desire to protect others
Barbarian Path of the Ravager 3rd Takes pride in stealing away pieces of the enemy as trophies
Bard College of Anathema 3rd Fills the hearts of others with their hate
Bard College of Joy 3rd Spreads happiness and goodwill to all
Bard College of the Sun and Moon 3rd Changes like night and day to different situations
Cleric Fate Domain (Old Gus') 1st Divines the fate of others and works to mold their own
Cleric Star Domain (GM Binder) 1st Speaks with the gods of the stars and space
Cleric World Domain 1st Defends that which belong on their world
Druid Circle of the Critter 2nd Wildshapes into small creatures that pack a big punch
Druid Circle of the Sun 2nd Draws on the radiance of the sun to share with others
Druid Circle of the Undergrowth 2nd Hides away in the deep parts of the forest
Fighter Conqueror (GM Binder) 3rd Breaks enemies and sways them to join their cause instead
Fighter Dark Knight (D&D Wiki) 3rd An unholy ward for dark masters
Fighter Spellbreaker (Fungal Brews) 3rd Breaks apart magical effects around them
Monk Way of Chains (D&D Wiki) 3rd Monk who uses specialized weapons to attack at a distance
Monk Way of the Dragon (aeyana) 3rd Channels ki into their spirit to emulate that of a dragon
Monk Way of the Limit Breaker 3rd Surpasses physical constraints of the body with the help of ki
Paladin Oath of Deliverance 3rd Rains down holy justice on enemies
Paladin Oath of Fellowship 3rd Fosters bonds between friends and allies to empower all
Paladin Oath of the Revenant 3rd Sworn from the dead to fight until their goal is met and target dead
Ranger Marksman 3rd Superbly dexterous at wielding a bow, can bring down foes with ease
Ranger Ranger of Dyoggar 3rd Channels the spirit of Dyoggar to be as overwhelming as possible
Ranger Skill Sealer 3rd Saps the strengths of foes from them
Rogue Enforcer (The Finger) 3rd Brutishly efficient at forcing enemies down
Rogue Highwayman (Rhys) 3rd Roadway thief that excels at fast-paced combat
Rogue Renegade (ElecMan246) 3rd Betrayer to many, adept at breaking the will of enemies
Sorcerer Demonic Bloodline (Salvesti) 1st Harness the blazing dark power granted by demons
Sorcerer Frozen Heart (belithioben) 1st Wields the spirit of the extreme cold
Sorcerer The Spark (Saint) 1st Born of the planes, travels between them effortlessly
Warlock The Aboleth (SJFzone) 1st Serves the will of the cruel, psionic aboleth
Warlock The Ghede Loa (Saint) 1st Wields the power to harness the souls of others
Warlock Vestiges (Vaegrim) 1st Forges a bond with ancient spirits that grant you the powers of others
Wizard Arcane Savant (Grod_The_Giant) 2nd Studies the fabric which constitutes magic
Wizard School of the Archivist (cenycal) 2nd Watches over the secrets of others and wields them with great power
Wizard School of the Mayo (Saint) 2nd A novel school promoting a newly discovered fundamental magic

Artificer Specialists

At 3rd level, an artificer gains the Artificer Specialty feature. The following options are available to an artificer, in addition to those offered in other published Wizards of the Coast Dungeons and Dragons texts: the Augmenter, the Nanosmith, and the Chronosmith.

Augmenter

An augmenter is an expert of intermixing technology with the body. Augmenters use their creations to enhance their bodies to surpass the normal physical and mystical constraints they face.

Augmenter Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Augmenter Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Augmenter Spells
Artificer Level Augmenter Spells
3rd bless, tenser's floating disk
5th enhance ability, enlarge/reduce
9th haste, slow
15th dimension door, polymorph
17th far step, skill empowerment

Greater than Before

At 3rd level, your tinkering has netted you a device that is designed to provide you aid in any situation that you may come across. The size of a small backpack, the device magically compresses a host of machinery that expands to encompass your body as you see fit.

As an action, you can command your device to transform into a towering machine of four metal appendages extending from the device. Each appendage can have a maximum length (in ft.) equal to double your Intelligence modifier (minimum 2 ft.).

You can mentally control the appendages. The appendages have a total carrying capacity (in lbs.) of 100 x your Intelligence modifier (minimum 100 lbs.). This value is also the weight that the appendages can push, drag, or lift. The appendages function as extra limbs, although they lack precise manual precision and cannot wield weapons, shields, or use basic tools.

If your weight lies within the carrying capacity range of the device, it can support your weight and lift you up. Using the device to lift yourself upwards counts as part of your movement. The device can support your weight indefinitely as long as it is less than or equal to half of the total carrying capacity, otherwise it can only support your weight for 1 hour before the device has to do system repairs. The device regains 30 minutes of walking capability for every hour they are not in use.

The device can be damaged and has a number of hit points equal to your artificer level times 5. If the Mending spell is cast on the device, it regains 2d6 hit points. If it breaks completely, you can use your smith's tools as an action to repair it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The device returns to functionality after 1 minute with all its hit points restored.

While the device is attached, you can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an long strike. Some additional properties are as listed.

  • Long Strike: As an action, two of the appendages can reach out and strike a creature. Roll for each appendage to hit. The range for the attack is the length of the appendage. The attack bonus is your proficiency bonus plus your Intelligence modifer. On a hit, one appendage deals 1d8 + your Intelligence modifer bludgeoning damage.

  • Climb: You gain a climb speed equal to your walking speed as all of the appendages scale vertical surfaces for you. Climbing this way does not require you to use your hands or feet, but it does require your concentration as you focus on where to go, although you cannot lose this concentration.

  • Deflect: As reaction, you can command two of your appendages to protect someone from a blow. The appendages impose disadvantage on an attack roll of one creature that is within reach of them. Whether the attack hits or misses, unless it is a critical miss, the appendages will take half of the damage that would have been dealt.

  • Strong Grapple: You can grapple creatures with two of your appendages by making an Intelligence (Investigation) check rather than a Strength (Athletics) check. The escape DC is equal to your spellcasting DC. Further, whenever you have a creature grappled in the device, you can use your bonus action to crush the creature, dealing 2d6 bludgeoning damage.

The device is immune to poison damage, and cannot be charmed, exhausted, or poisoned. If the device is specifically targeted, you use your game statistics to determine bonuses to rolls.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Intuitive Attacks

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn. Further, your Greater than Before device can now make Attacks of Opportunity, those being a single appendage making a Long Strike attack.

CHAPTER 2 | SUBCLASS OPTIONS

Superiority

By 9th level, your Greater than Before device becomes more powerful:

  • The damage dice for Long Strike increases from 1d8 to 2d8, and the damage dice for Strong Grapple increases from 2d6 to 4d6.

  • Drill: You gain a burrow speed equal to half your walking speed as all of the appendages drill into the ground. Burrowing this way does not require you to use your hands or feet, but it does require your concentration as you focus on where to go, although you cannot lose this concentration.

  • Great Wings: You gain a fly speed equal to your walking speed as all of the appendages connect together and form strong metallic wings. Flying this way does not require you to use your hands or feet, but it does require your concentration as you focus on where to go, although you cannot lose this concentration.

  • Swarming Strikes: As an action, all four of your appendages rush out to strike your enemies. Make four Long Strike attacks. Each one of your four appendages can target a different creature within reach, or they can all target the same creature. You can do this a number of times equal to your Intelligence modifier (minimum of 1). You regain all uses following a short or long rest.

  • Grasping Strike: As an action, one appendage can make a Long Strike attack. On a hit, the target is also grappled. You can do this a number of time equal to your Intelligence modifier (minimum of 1). You regain all uses following a short or long rest.

Overclock

At 15th level, you can overclock your Greater than Before device to reach beyond its capacities for a brief period of time. For 1 minute, you gain the following benefits to your device before it destroys itself:

  • Four additional appendages sprout from the device.

  • The damage dice for Long Strike increases from 2d6 to 3d8, and the damage dice for Strong Grapple increases from 4d6 to 6d6.

  • Your Swarming Strikes now includes all 8 appendages.

  • You can make two Grasping Strike attacks as an action.

  • You can make two Long Strikes attacks as an action.

  • All of your movement speeds are doubled.

Chronosmith

Sometimes things do not always go to plan, and a chronosmith is an expert at turning events that have passed and those yet to be into their favor. Through the intense study of the volatile nature of their magical creations, chronosmiths can turn their items into time-altering devices.

At a Moment's Notice

At 3rd level, you can be prepared at a moment's notice to any threat you may encounter. You cannot be surprised, and you can doff and don light armor in 30 seconds, and medium armor in 1 minute.

Bonus Cantrip

When you choose this specialty at 3rd level, you learn one additional artificer cantrip of your choice.

Chronosmith Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Chronosmith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Chronosmith Spells
Artificer Level Chronosmith Spells
3rd chaos bolt, silent image
5th mind spike, phantasmal force
9th counterspell, major image
15th banishment, phantasmal killer
17th mislead, telekinesis
CHAPTER 2 | SUBCLASS OPTIONS

Blast to the Past

Starting at 5th level, you can change the events of the future by moving back into the past. As an action, you move back in time one round to the start of your turn, or back six seconds into the position you were previously in, by ending one of your artificer infusions, magically destroying the item in the process. You can move back in time a number of rounds equal to the number of artificer infusions you decide to end, that is, 6 x (the number of artificer infusions you end) seconds.

Forward Thinking

By 9th level, your ability to manipulate the forces of time grows to encompass the future. As a part of your artificer infusion ability, you gain a special additional artificer infusion, described below.

Future's Grace

Prerequisites: 9th-level artificer

Item: A tough sheet of leather

This magic item grants you predictive powers over the ever changing future. While the item is attuned to a creature, the item can do one of four things that you can choose to change at the end of a short or long rest:

  • Safety from Might: Creatures have disadvantage when they attack you with nonmagical weapons.

  • Safety from Arcane: You have advantage on saving throws against spells.

  • Insightful Might: You have advantage on melee and ranged attack rolls.

  • Insightful Arcane: You have advantage on spell attacks.

Paradoxical

At 15th level, your ability to manipulate the future and the past has seeped into your very being, granting you a mortal mastery over the forces of time. As an action, you can end all of your artificer attunements at once to send yourself and any items and creatures within 10 feet of you a day into the past or a day into the future. This feature allows you and any items and creatures you bring to exist parallel to their past or future versions existing at that time.

Once you use this feature, you cannot do so again until you have all of your infusion items created and finish a long rest afterwards.

The Order of the Nimbus keeps track of every known chronosmith artificer across the planes of existence. Their ability to manipulate the fabric of reality by tampering with the weave is an extraordinarily dangerous ability amongst mortals, and some gods have even expressed concern to their prowess. I ensure that those concerns are of little consequence at the end of the day.

Xandelar

Nanosmith

A nanosmith is a master crafter of the smallest things. A nanosmith's inventions are generally so small that they pass the notice of the naked eye, but a fool is the person who underestimates their tiny creations.

Nanosmith Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Nanosmith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Nanosmith Spells
Artificer Level Nanosmith Spells
3rd ensnaring strike, thunderwave
5th invisibility, web
9th spirit guardians, tiny servant
15th greater invisibility, storm sphere
17th animate objects, passwall

Nanomachines

At 3rd level, you learn how to create magical nanomachines. Using jeweler's tools or smith's tools, you can take an action to magically create a batch of nanomachines that fit within your hands.

You can create and have active a number of batches of nanomachines equal to your Intelligence modifier (minimum of 1). You can have multiple nanomachine batches active at the same time. The nanomachines are magical objects. Each batch has an AC of 10 and a number of hit points equal to your artificer level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or saving throw, treat all its ability scores as 10 (+0).

If the Mending spell is cast on it, a batch regains 2d6 hit points. It disappears if it is reduced to 0 hit points. You can dismiss any number of batches early as an action.

When you create batches, you decide which type it is choosing from the options below. On each of your turns, you can take a bonus action to mentally command the nanomachines to switch operating modes if you are within 60 feet of a batch. As part of the same bonus action, you can direct the batch to move up to 30 feet.

If you move to a point where you would be out of range of your nanomachines, they move to follow you unless directed otherwise. Further, the batches of your nanomachines, if not directed to any other directive than their original one, will continue to target its primary creature and fulfill its objective mode.

  • Slow Mode: Your nanomachines work to limit the movement of your enemies. If a target creature is within 60 feet of you, you can command a batch of nanomachines to impede their movement, creating difficult terrain within a 10 foot radius of the target creature.
CHAPTER 2 | SUBCLASS OPTIONS
  • Binding Mode: Your nanomachines work to bind your enemies. If a target creature is within 60 feet of you and is proned, you can command a batch of nanomachines to restrain a target to the ground. Make a ranged spell attack. On a hit, the target is restrained by the nanomachines just like being hit with a Net. The escape DC is a strength check equal to your spell save DC. Destroying the nanomachines also ends the restrained condition.

  • Fall Mode: Your nanomachines work to trip your enemies. If a target creature is within 60 feet of you, you can command a batch of nanomachines to attempt to prone a target creature. The target creature must make a Strength saving throw or be knocked prone by your nanomachines.

  • Defense Mode: Your nanomachines cover your body to lessen the blows you receive from enemies. Your hit point maximum goes up by an amount equal to the hit points of the nanomachine batch in defense mode. Once the hit points of the batch drop to zero, your hit point maximum resets to its normal value. You can only have one batch of nanomachines in defense mode at a time, and it takes a minute for destroyed nanomachines to get off your body to apply another defense mode batch.

  • Speed Mode: Your nanomachines cover your legs and provide you with great speed to overcome your foes. Your walking speed increases by 10 feet.

  • Damage Mode: Your nanomachines work to bring harm to your enemies. If a target creature is within 60 feet of you, you can command a batch of nanomachines to attack them. Make a ranged spell attack against the creature. On a hit, your nanomachines dig into the body of your foe and deal 1d8 + your spellcasting ability modifier magical piercing damage.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with jeweler's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Sharp Eye

Starting at 5th level, your ability to discern differences on a nanoscale has improved your discernment over the rest of the natural world. Once per short or long rest, if you feel as if combat is imminent, you can act with great haste. If combat initiates within a minute's time of you using this feature, you can declare yourself to be anywhere in the initiative count. As a result, you know what the order of combat is.

Advanced Machinery

By 9th level, the nanomachines that you can create have grown stronger and possess more modes of operation.

  • You can now create two nanomachine batches with a single action instead of just one.

  • Slow Mode Improvement: The radius grows from 10 feet to 20 feet.

  • Speed Mode Improvement: The walking speed improvement grows from 10 feet to 20 feet.

  • Defense Mode Improvement: You can now command your nanomachines to attach to your allies.

  • Damage Mode Improvement: The damage dice increases from 1d8 to 2d8.

  • Float Mode: Your nanomachines enact controlled hydrophobicity, allowing you and your allies to walk on water. Large or smaller creatures require a single batch each, while huge creatures require 4.

  • Elemental Mode: Your nanomachines work to emulate the elemental chaos to bring harm to your enemies. Choose one of the following damage types: fire, cold, lightning, thunder, or poison. Your damage mode nanomachines deals an additional 1d8 of the chose damage type.

  • Spell Mode: Requires 2 batches. Your nanomachiness can store the power of spells to be used at your discretion. You can cast a spell and store it inside a batch of nanomachines. Whenever you decide, you can command the effect of the spell to take place through the nanomachines. If the spell requires concentration, it is you that must maintain concentration on said spell.

  • Assimilation Mode: Requires 3 batches. Your nanomachines can attempt to take over and control a medium or smaller humanoid of your choosing within range that has a CR less than or equal to your level. If the target is dead, the attempt automatically succeeds. The target creature must make Constitution saving throws against your spell save DC over the course of each round these batches attempt to assimilate to the creature. At each failed save, the target is progressively taken over by the nanomachines as detailed: 1 failed saving throw - target has disadvantage on attacks against you and your allies; 2 failed saving throws - target cannot move nor take any actions or reactions; 3 failed saving throws - target is killed and forced under your control as if you had cast Animate Dead. While under your control, you can force the nanomachines to make its host move, speak regularly, and attack.

Auto-Actualization

At 15th level, your nanomachines have reached a level of complexity where they can predict and counter creature behavior independent of your influence. You are no longer restricted by the distance requirement of 60 feet to command your nanobots, and your nanobots may request to change their operating mode independent of your influence, although you still have the final say in if they change or not.

Finally, the number of nanomachine batches that you can have active is now equal to double your Intelligence modifier (minimum of 2).

Nanosmiths prove to be vexing at times, their creations being a testament to their namesake. It is difficult to track what they may bring in to a fight, suggest using magic to identify any signals to look out for. Vroger suggests stomping on the nanomachines.

Xandelar

CHAPTER 2 | SUBCLASS OPTIONS

Primal Paths

At 3rd level, a barbarian gains the Primal Path feature. The following options are available to a barbarian, in addition to those offered in other published Wizards of the Coast Dungeons and Dragons texts: the Path of the Grand Champion, the Path of the Protector, and the Path of the Ravager.

Path of the Grand Champion

The Path of the Grand Champion is a path that only those who seek to become the greatest warrior follow. Oft recognized for their strength which surpasses even the most fearsome of creatures, and the wounds they not only bear but leave on their enemies, all barbarians who follow this path eventually become recognized champions of strength, whether it be through good deeds or their animosity.

Blow for Blow

When you choose this path at 3rd level, your style of combat becomes all the more deadly, albeit at a price. When you make your first attack on your turn, you can choose to deal extra damage equal to double your strength modifier with a melee weapon on a hit. The first hit you sustain during that round, however, will deal an equal amount of extra damage to you.





Stronger Than You

Beginning at 6th level, your strength becomes insurmountable, greater than any other creature that may dare challenge you. While raging, you can choose to have your strength score temporarily boosted such that your strength modifier is +1 points greater than any creature's strength modifier that you can see and is hostile towards you or any friendly allies.

For instance, using this feature when faced against a hostile fire giant which has a strength score of 25 and a corresponding strength modifier of +7, grants you a strength score of 26 with a corresponding strength modifier of +8.

This feature cannot lower your strength score nor its modifier, only raise it. This feature lasts until your rage ends. If a creature whose strength score you choose to use this feature on falls unconscious or is killed, you nevertheless retain the strength score increase until your rage ends.

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

Improved Brutal Critical

At 10th level, you gain an additional brutal critical dice.

Breaker of the Mighty

At 14th level, the blows you land on your enemies not only break their resolve, but their steel as well. When you hit a creature with a melee weapon attack, you can choose to inflict any amount of the damage you would normally deal to the creature onto a weapon they are wielding or armor they are wearing. If you surpass the HP of the weapon or armor, it breaks.

CHAPTER 2 | SUBCLASS OPTIONS

Path of the Protector

I have met many people who have taken up the road of redemption. Often paladins, but sometimes a barbarian. Their rage is fueled by their loss and pain for others, showing the depth of the heart, their feelings.

Xandelar

Many barbarians find their power to be easily channeled through their anger, but some find that their rage comes from watching good people be hurt and not being able to do anything about. The Path of the Protector is a path which few barbarians traverse, as it is marked by strong feelings of pain and guilt instead of fury and anger. When a barbarian who follows this path rages, their sorrow and grief manifests itself as a defense against the blows that the world may throw against them and their allies.

Protectors are simply that, protectors. People who stand in place and take pain onto themselves so others do not have to. Oftentimes, a barbarian of this path seeks retribution for acts they may have committed in their past.

Armored Defender

When you choose this path at 3rd level, your defense becomes impeccable. You gain heavy armor proficiency, and you can rage while wearing heavy armor.

Aegis

Beginning at 6th level, you gain resistance to damage from all nonmagical weapon attacks.

As an action while you are raging, you can grant this benefit to one willing creature of your choice within 60 feet of you for one minute. Doing so, however, grants creatures advantage on weapon attacks against you.

Only one creature can be under the effect of Aegis at a time.

Pavise

At 10th level, you gain resistance to damage from all spells.

As an action while you are raging, you can grant this benefit to one willing creature of your choice within 60 feet of you for one minute. Doing so, however, grants creatures advantage on spell attacks against you, and invokes disadvantage on saving throws against spell effects for you.

Only one creature can be under the effect of Pavise at a time.

Stand for the Weary

At 14th level, you become a shield for your allies, impervious to the blows inflicted onto you. Whenever an ally is hit by an attack and they are within 5 feet of you, you can use your reaction to step in place of the blow, taking the damage onto yourself.

Further, your self sacrifice boosts the resolve of the ally you defend, granting them temporary hit points equal to half your barbarian level. You can grant these temporary hit points a number of times equal to your consistution modifier (minimum 1), and get all uses of this feature back when you finish a long rest.

Path of the Ravager

These sorts of people make me uncomfortable, they LIKE it when they can cut limbs off of people. The Order doesn't stand for that, it's a vice.

Vroger

Many barbarians collect trophies from their slain enemies. The Path of the Ravager is one whose followers make good use of their trophies, using them as fonts of power to aid them in battle. Barbarians who follow this path have a deep-seeted desire to collect as many trophies as possible, and amass as much wealth as they can with said trophies.

Eye for Profit

When you choose this path at 3rd level, you know how to collect profit out of the death of your enemies, regardless of whatever coin that may be in their possession. It takes you half the time to dissect a creature of its valuable parts, and you can sell your parts for double the profit. Refer to section 4 for a general list of harvestable/collectible items that you may obtain from a creature, although the DM makes the final call on the items that a creature may have on their person.

Gamble

At 3rd level, you can gamble portions of your earnings away on chance to help your odds of success, or to hurt them. You can use your reaction wile raging to magically consume an item you have despoiled from a foe to grant yourself advantage on a saving throw or to grant yourself an attack and damage bonus to a melee weapon equal to half your level for one round, of the same damage type of the weapon.

CHAPTER 2 | SUBCLASS OPTIONS

There is a risk involved, however. If you decide to grant yourself advantage on a saving throw, you will have disadvantage on the next saving throw you make, and this cannot be counteracted by using this feature again. If you decide to grant yourself the attack and damage bonus, then hostile creatures will have the same numerical bonus applied to their attack and damage rolls against you. The boons and banes of this feature become obsolete once you stop raging.

You can use this feature a number of times equal to your proficiency bonus modifier. You regain all spent uses at the end of a long rest.

Good Fortune

Beginning at 6th level, your propensity to collect profit out of your enemies grows. You gain proficiency in the Persuasion skill. Further, you gain the ability to successfully barter your way through pricetags and payment options. At a successful Charisma (Persuasion) check, you can directly trade your despoiled items with shopkeeps instead of having to trade with specialized vendors, potions masters, et cetera. As a part of this feature, you can talk a single shopkeep into reducing your total expenses by a number of GP equal to your level once per day, with a minimum payment of 1 GP.

Live Harvest

At 10th level, you can take what you desire from creatures even when they are alive. If there is creature part that you can take that is not necessary for the survival of said creature and the part does not require extremely fine precision to extract, you can harvest the part from the creature as long as the creature's current hit point total is less than half of its hit point maximum. If you make a melee weapon attack against such a creature, you can invoke disadvantage on the roll to use this feature. On a hit against the creature, you automatically remove the body part from said creature.

All Mine

At 14th level, your desire for wealth becomes insatiable, and those that stand in your way to the path of fortune will know your fury. While you are raging, you can make an additional weapon attack against any creature that has an item on their body of any wealth or, if their current hit point total is less than half of their hit point maximum, that have a body part that you can extract using your Live Harvest feature.

Bard Colleges

At 3rd level, a bard gains the Bard College feature. The following options are available to a bard, in addition to those offered in other published Wizards of the Coast Dungeons and Dragons texts: the College of Anathema, the College of Joy, and the College of the Sun and Moon.

College of Anathema

I thought bards were supposed to be happy, not angry all the time!

Vroger

For some bards, success at every turn is not what motivates their feats of daring, but to spite those that scorn them and their ability. All bards of the College of Anathema are familiar with being the subject of disdain, of being marked as a fool in over their heads, and never forget. The hate they are subject too becomes their greatest tool, something they craft into perfection and use better than any fool that curses them.

Bards of this college rarely gather to meet with one another, and as such very few people are aware of this college's existence. When members do meet it is in secret, often to aid one another in plots to bring down common enemies, a shared sense of hatred for those that bring down others.

Bonus Proficiencies

When you join the College of Anathema at 3rd level, you gain proficiency with medium armor, shields, and the Intimidation skill.

Mantle of Hate

Also at 3rd level, you gain the ability to weave together a song of your scorn and contempt that breaks your foes.

Also, as a bonus action, you can expend one use of your Bardic Inspiration to cloak yourself with a grisly visage of your hate made manifest. When you do so, choose a number of creatures you can see and who can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of these creatures takes psychic damage equal to your Song of Rest dice. For example, at 3rd level, you deal 1d6 psychic damage.

Destreza

Beginning at 6th level, your disdain for others flows through the weapons you wield. While wielding a finesse weapon, you gain access to a selection of combat maneuvers suited to the lithe blade you wield.

Maneuvers. You learn two maneuvers of your choice from the list below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn one additional maneuver of your choice at 9th, 13th, and 15th level, all from the same table below.

Superiority Dice. Using an attack requires you to expend a superiority dice, which are d8s and of which you have 2 at 6th level. A superiority die is expended when you use it. You gain an additional superiority dice at 10th level, and one more at 15th level.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Spell Save DC = 8 + your proficiency bonus +

your Dexterity modifier
  • Ambush: When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.

  • Brace: When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.

  • Commanding Presence: When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.

  • Disarming Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

  • Evasive Footwork: When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

  • Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

  • Precision Attack: When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

  • Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

Unrelenting Hate

At 14th level, the anathema you wield is relentless and strong, bolstering the visage of your fury. Once per day as a reaction to being attacked, you can expend a use of Bardic Inspiration to frighten all hostile creatures within 30 feet of you for 1 minute.

College of Joy

Bards of the College of Joy live life to the fullest with every step they take and with every word they say. Spreading happiness through their music, showing care through their actions, bards of this college devote their days to making the world a better and brighter place at every turn.

Bonus Proficiencies

When you join the College of Joy at 3rd level, you gain proficiency in the Performance and Insight skills.

Sing with Me

Also at 3rd level, the power of your Song of Rest grows more powerful when your allies sing with you. You can increase the number of dice you roll to regain hit points with during your Song of Rest feature equal to your Charisma modifier (minimum 1), but this number can be no greater than the number of allies that participate in this feature with you.

For example, with a Charisma modifier of +3 and 3 allies devoting their time to participate in your Song of Rest at 3rd level, you and your allies can roll 3d6 for the Song of Rest feature, in addition to any hit dice you expend to regain hit points with during a short rest.

Quixotic

Beginning at 6th level, your Cutting Words feature doubles as a source of comfort and security to your allies. Whenever you use your Cutting Words feature you can, as a part of the same reaction, take the number that you rolled and have it also act as a Bardic Inspiration roll for any ally within 60 feet of you.

Camaraderie

At 14th level, the friendships you build with your allies becomes a bond of power, binding you together and giving you all strength. Whenever an ally is within 10 feet of you, they gain the benefits of your Jack of All Trades feature.

College of the Sun and Moon

As constant yet changing as the night and the day. They're quite well-versed in many arts, which makes them quite fun at get-togethers! They are quite serious, though.

Vroger

Bards of the College of the Sun and Moon walk through the troubles of life with consistency, their person never changing while under either the sun or under the moon. Consistency defines these bards, never changing, above the challenges that come their way.

As certain as the change of day to night and night to day, bards of this college dedicate their efforts to promoting expression and freedom, nothing holding them back, living their life as certainly as they can.

These bards gather out in the open during the day, in crowds out in town squares, singing songs and spreading merriment. At night, they collect in taverns and ease patrons away into the night.

Bonus Proficiencies

When you join the College of the Sun and Moon at 3rd level, you gain proficiency with a skill of your choice, a tool of your choice, a single weapon of your choice, and one medium armor of your choice.

Night and Day

Also at 3rd level, you learn how to channel yourself so your skills and body are as ever changing as the cycle of night and day. As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself or another creature within 60 feet of you temporary proficiency in a skill, tool, or weapon of your choice. This temporary proficiency lasts for 30 seconds, and only one creature can be under this effect at a time.

The duration of this skill increases when you reach certain levels in this class, increasing to 1 minute at 5th level, 10 minutes at 8th level, and 1 hour at 15th level.

Finally, you regain all expended uses of your Bardic Inspiration dice when day changes to night, and when night changes to day.

Evasion

At 6th level, you can dodge out of the way of certain area effects, such as a gold dragon's fire breath or a Disintegrate spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Sunsinger / Moonsinger

At 14th level, you can draw grand power at any point in the day, from the sun and the moon. You can expend all uses of your Bardic Inspiration dice once during the day, or all of your Bardic Inspiration once at night, to empower you and a number of allies equal to your proficiency bonus. The benefits you and your allies gain depend on the time of day.

  • Sol: The sun shines down onto you, filling you with warmth, energy, and power. You and your allies can add your Charisma modifier to skill checks and attack rolls. This bonus lasts until day turns to night.

  • Luna: The moon's rays lighten your way, the cool night air a comfort in solitude. You and your allies can add your Charisma modifier to saving throws and damage rolls. This bonus lasts until night turns to day.

CHAPTER 2 | SUBCLASS OPTIONS

Divine Domains

At 1st level, a cleric gains the Divine Domain feature. The following domain options are available to a cleric, in addition to those offered in other published Wizards of the Coast Dungeons and Dragons texts: Fortune, Star, and World.

Fate Domain

Fate? While I am privy to many plans of the gods for mortals, I cannot say I believe to it. We champion our own life, no one else, even when a soothsayer might say otherwise.

Xandelar

Followers of the gods of fate tend to stay within their enclaves, serving as advisors, oracles or soothsayers. Some attach themselves to great leaders, some seek out the birth of an auspicious child to grant it blessings, and others end up joining forces with adventurers, called by their deity to bear witness to and help realize the great deeds of these companions.

Destined Witness

When you choose this domain at 1st level, you gain proficiency with either the Investigation or Perception skill. If you select Investigation, you can make checks with the skill using your Wisdom Modifier if it is higher than your Intelligence Modifier.

Domain Spells

At 1st level, you gain domain spells at the cleric levels listed in the Fate Domain Spells table. See the Divine Domain class feature for how domain spells work.

Fate Domain Spells
Cleric Level Spells
1st alarm, identify
3rd augury, detect thoughts
5th clairvoyance, nondetection
7th arcane eye, divination
9th circle of power, skill empowerment

Hand of Fate

Also at 1st level, you learn the guidance cantrip, and you can add your your Wisdom modifier (minimum 1) to the bonus the cantrip grants. You can empower this cantrip a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.

Channel Divinity: Prophecy

Starting at 2nd Level, you can use your Channel Divinity to glimpse the near future. As an action, you present your holy symbol and invoke the name of your deity. Roll a d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these prophetic rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. When you finish a short rest, you lose any unused prophetic rolls.

Channel Divinity: Providence

Starting at 6th level, when a creature within 30 feet of you makes an ability check or saving throw, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether it succeeds or fails.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Grand Prophet

At 17th Level, when a creature or object you can see or hear takes damage, you can use your reaction to increase or decrease the amount of damage dealt by an amount equal to your cleric level. If you reduce the damage to 0, the target of the damage gains the remainder as temporary hit points instead if it is a creature. Additionally, the foresight spell becomes a cleric domain spell for you.

You can use this ability a number of times equal to your Wisdom Modifier, and regain expended uses of it when you finish a long rest.

Star Domain

Similar to star druids, but different in that they pray to the . . . same gods? That's a bit confusing.

Vroger

Many people find comfort in the warmth of the sun or the light of the moon. They seek guidance from these heavenly objects, basking in the light to understand it and spread its radiance. However, some turn their eyes away from the sun and moon, and focus on the stars. Clerics of Savras, Celestian or Astraea, they call themselves Starcallers, guided by the stars to the aid of mortals, becoming their conduit to heal and protect.

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with martial weapons and heavy armor.

Domain Spells

At 1st level, you gain domain spells at the cleric levels listed in the Star Domain Spells table. See the Divine Domain class feature for how domain spells work.

Star Domain Spells
Cleric Level Spells
1st chaos bolt, feather fall
3rd moonbeam, pyrotechnics
5th blinding smite, fireball
7th dimension door, sickening radiance
9th flame strike, wall of light

Starcaller

Starting at 1st level, stars speak to you. You always know the number of hours left until the next dawn and where North is. In planes of existence without cardinal directions, you instead always know the direction of your point of entrance to the plane. Additionally, you can speak, read and write Celestial, the language of stars.

Channel Divinity: Light of the Night Sky

Starting at 2th level, you have learned how to copy the stars' light, using your power to blind your enemies and empower your allies.

As an action, you can channel the power of the stars. Creatures you designate within 60 feet of you deal extra damage equal to your Wisdom modifier with each of their attacks and damaging spells or abilities until the end of your next round. Additionally, creatures you designate within 15 feet of you must make a Constitution saving throw or be blinded until the end of your next turn as a 5 ft. radius, 300 mile high cylinder centered on you beams down from the sky, passing through terrain or buildings.

Astral Guidance

Starting at 6th level, you can ask for the help of celestials to guide you on your path. As a 10 minute ritual under the night sky, you can enter a meditative state and describe a goal you need assistance with, such as finding a creature of object or weakening an enemy.

A bright star-like light appears in the direction of what you were looking for or a creature or object that can be to your help, but clearly distinct from real stars. The light lasts for 1 hour or until you find what you were looking for.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with the radiant power of the stars. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Child of the Stars

Starting at 17th level, you are all but one with the stars. You gain immunity to radiant damage and enemies who hit you with a melee weapon attack must make a Constitution saving throw or be blinded until the end of your next turn.

Additionally, you can cast contact other plane to communicate with celestials without needing to make an Intelligence saving throw as the celestials shield your mind from the horrors of their plane.

Once you use this feature, you cannot use it again until you finish a long rest.

World Domain

The world domain is most often pursued by clerics who worship gods of the earth and their influence on life and death. By worshipping earthly spirits, these clerics project powerful boons to assist them in realizing their ideals. Common gods that spirit clerics worship include - Lathander, Kelemvor, Myrkul, Shar, Pelor, and Wee Jas.

As Unshakeable as a Mountain

Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it a temporary proficiency in a skill with which you are already proficient. This blessing lasts for 10 x your proficiency bonus minutes or until you use this feature again.

Only one creature can be under this benefit at a time, and you can use this ability a number of times equal to your Wisdom modifier (minimum 1). You regain all expended uses of this ability when you complete a long rest.

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with heavy armor and longswords.

Domain Spells

At 1st level, you gain domain spells at the cleric levels listed in the World Domain Spells table. See the Divine Domain class feature for how domain spells work.

World Domain Spells
Cleric Level Spells
1st earth tremor, heroism
3rd enlarge/reduce, shatter
5th haste, tiny servant
7th compulsion, death ward
9th animate objects, creation

Channel Divinity: As Swift as Wind

Starting at 2nd level, you can use your Channel Divinity to bolster you and your allies speeds to be like strong winds. As an action, you present your holy symbol and mutter a prayer phrase to the spirits of the winds. You and each creature that you designate within 60 feet of you can take 1 additional action on their turn to either: dash, disengage, dodge, or make a single weapon attack.

As Fierce as Fire

Beginning at 6th level, you can substitute your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls of your weapons.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

As Gentle as a Forest

Starting at 17th level, you can use your action to activate an aura of peace and healing that lasts for 1 minute or until you dismiss it using another action. Your aura extends out to 60 feet. As long as you do not take the attack option on yor turn or cast a spell which deals damage within the aura, any friendly creature that you designate within the aura benefits from the effects of mass cure wounds for the duration.

Also, if a hostile creature enters into the aura for the first time or starts its turn there, it must make a Wisdom saving throw or be charmed by you and any designated allies for the duration. A creature charmed this way will halt all attacks against you and your allies and be pliable to discussion.

Worldbuilders and world domain clerics are similar in many veins, as long as those worldbuilders defend the Inner Planes. Staunch defenders of the planet they call home.

Xandelar

Druid Circles

At 2nd level, a druid gains the Druid Circle feature. The following options are available to a druid, in addition to those offered in other published Wizards of the Coast Dungeons and Dragons texts: the Circle of the Critter, the Circle of the Sun, and the Circle of the Undergrowth.

Circle of the Critter

I once tried to eat a rabbit that lashed an electrified tentacle into my face. Turns out, that was a person.

Vroger

Druids who are members of the Circle of the Critter keep watch over all of the smaller beasts of the wild, always looking out for the underdogs. However, these druids never underestimate any power that may be hidden by size, and neither shoud their foes. Being unassuming is a benefit, as these druids can blend into their backgrounds easily but remain a powerful threat should they be provoked. As a member of this circle, the face you may wear never truly reveals what you are.

Circle Forms

The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).

Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

Only a Face

Starting at 2nd level, your Wild Shape becomes more versatile, allowing your animal forms to take on traits of other animals. You take the physical statistics (Strength, Dexterity, Constitution, hit points, Hit Dice, walking speed) of the beast you Wild Shape into and replace them with the physical statistics of another beast that you can Wild Shape into.

Consider the case where you can use your Wild Shapes to transform into an Octopus or a Brown Bear. If you decide to transform into an Octopus, you can use this feature to replace the physical statistics of the Octopus with those of the Brown Bear.

Once you use this feature, you cannot do so again until you complete either a short or a long rest. Further, while you can take the physical statistics of any beast you can Wild Shape into, you can only use this feature when you transform into a beast of size small or anything smaller.

Great Critter

At 6th level, your Only a Face feature now allows you to take the armor class, saving throws, and skill proficiencies from the beast you Wild Shape into and replace them with the armor class, saving throws, and skill proficiencies of the beast you take the physical statistics from.

Also, you can take the attack options of the beast you Wild Shape into and replace them with the attack options of the beast you take the physical statistics from. This abiltiy, however, is limited by the physical constraints of the beast you Wild Shape into. A Cat, for instance, cannot make the tentacle attack of a Giant Octopus, nor can it make the lightning jolt attack of a Giant Electric Eel. However, an Octopus can make the bite attack of a Giant Electric Eel, as the Octopus can bite objects and creatures.

Always Around

At 10th level, whenever you use your Wild Shape to transform into a beast with a challenge rating of 1 or lower, you can maintain your Wild Shape indefinitely as long as your hit points are not reduced to zero. This feature does not work if you use your Only a Face feature on the beast you decide to Wild Shape into to replace the statistics.

Super Critter

When you reach 14th level, your fellowship with the creatures of the world allow you to emulate their skills. Your Only a Face feature now allows you to add physical traits (movement types, abilities, special attacks) of the beast you take your statistics from onto the physical traits of the beast you Wild Shape into. Further, you can selectively choose which physical statistics, armor class, saving throws, skill proficiencies, attack options, and physical traits you want to take from the beasts you consider when you use your Only a Face ability.

Consider the case where you can use your Wild Shapes to transform into a Giant Rat or a Quetzalcoatlus. If you decide to transform into a Giant Rat, you can use your Only a Face feature to give your Giant Rat a fly speed as the rat sprouts wings, and the dive and flyby abilities.

Finally, you can use your Only a Face feature as many times as you can use your Wild Shape feature.

Circle of the Sun

Druids of the Circle of the Sun are joyous defenders of life and the earth they stand on. Their order gathers under the light of day to celebrate and be thankful for the blessings of the earth and her children. They frolic across great plains and bustling cities, spreading good news and joy to all who may listen.

As bountiful as the sun, a druid of this circle might care to wilting lillies with ease one afternoon, bless adventurers with nature's bounty the next, and defend creatures from those that wish to bring them harm. The gift of life is in the druid's very being.

Bonus Cantrip

At 2nd level, you learn the light cantrip.

Circle Spells

Your wonderful connection with the sun infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells blessed by the power of the sun.

Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

Circle of the Sun Spells
Druid Level Circle Spells
3rd heat metal, scorching ray
5th fireball, daylight
7th guardian of faith, wall of fire
9th dawn, wall of light

Joy Abound

At 2nd level, your joy and happiness is infectious, providing confidence to you and your allies. If a creature is within 30 feet of you, you can give said creature advantage on its next attack, ability check, or saving throw.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it the end of a short or long rest.

Blessings of the Sun

At 6th level, the power of the sun has begun to shine through you. You gain a host of benefits:

  • You gain resistance to fire damage.
  • You cannot be magically blinded.
  • While under the sun, you can naturally store energy and use it as sustenance. You do not need to eat, drink, or sleep for a day (you must sleep the following day) as long as you spend at least 5 hours in the sun. As you store this energy, your skin begins to emit light. You can emit dim light from your skin in a radius around you a number of feet equal to the number of days you have stored this energy, up to 10 feet.

Child of the Sun

At 10th level, your connection to the sun grows deeper. Whenever you cast a spell or make an attack roll that deals fire damage while it is daytime or if you use your Blessings of the Sun feature, you ignore any resistances a creature may have to fire damage.

Creatures of the Sun

At 14th level, you can expend a use of your Wild Shape to transform a willing creature into a beast that you can Wild Shape into. The basic rules for Wild Shape apply to the transformed creature.

Further, creatures within 10 feet of you gain the same first two benefits of your Blessings of the Sun feature as long as you are conscious.

Circle of the Undergrowth

These druids like two things: the forest, and their privacy.

Xandelar

Druids who are members of the Circle of the Undergrowth are typically very reserved and prefer to stay hidden away deep within the roots of great forests. Having a deep-seated connection to the plants and animals that live with them, Circle of the Undergrowth druids seek to maintain the calm of their life and to let nature slowly override the earth. Their magic shields them from harm and fixes what may be hurting, and the places they protect are calm and pleasant, where one can pass their days away without worry.

Circle Spells

Your deep connection to the undergrowth infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells powered by nature spirits.

Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

Circle of the Undergrowth Spells
Druid Level Circle Spells
3rd invisibility, enlarge/reduce
5th clairvoyance, plant growth
7th conjure woodland beings, stoneskin
9th hold monster, seeming

Hidden Away

At 2nd level, your familiarity with how to shrowd yourself in darkness while in the forest allows you greater ease at hiding yourself. You have advantage on Dexterity (Stealth) checks.

Further, you can camouflage yourself with your surroundings if you can access a plant of your size or greater, such as a tree. You gain the benefits of an Invisibility spell as spirits of nature help to hide you from sight.

Sturdy Bark

At 6th level, your skin becomes hardened with the essence of grand trees, providing you a stalwart defense. You gain a +2 bonus to your Armor Class. This bonus carries over into your Wild Shape forms.

Nature's Envoy

Starting at 10th level, your connection to the land, creatures, and spirits of the forest allows you to serve as their messenger to the rest of the world. You can cast Speak with Animals and Speak with Plants at will.

Grand Defender

At 14th level, you have become a grand defender of the woods and the spirits of many forests. Your words and actions defend them, and in return those same woods and spirits grant you power. Once per long rest, you can choose two of the following effects to benefit you and a number of creatures equal to your Wisdom modifier (minimum of 1):

  • Sturdy Earth: You and your allies gain a +1 bonus to your Armor Class for 24 hours.
  • Hearty Tree: You and your allies have advantage on a saving throw of your choice for 24 hours.
  • Hasty Wind: You can cast haste and target yourself and one other ally of your choice without expending a spell slot. Casting the spell using this feature does not require your concentration to maintain.
  • Rapid River: The ground 10 feet around you and your allies is difficult terrain for any creature, although you and your allies can move through the area as normal, for 10 minutes.

Martial Archetypes

At 3rd level, a fighter gains the Martial Archetype feature. The following options are available to a fighter, in addition to those offered in other published Wizards of the Coast Dungeons and Dragons texts: the Conqueror, the Dark Knight, and the Spellbreaker.

Conqueror

Conquerors are vicious, vindictive, yet charismatic foes. Legions amass for one person.

Xandelar

Conquerors may be generals and warlords toppling empires, or they might be warriors who overcome seemingly impossible odds through pure tenacity and skill, or something else entirely. In any case, they are distinguished by their assertive style of combat. They do not dither around waiting for things to happen - they make things happen.

Ferocity

Also at 3rd level, when you take the Attack action, your melee weapon attacks (including your unarmed strikes) deal extra damage. This damage increases as you gain levels in this class, as is shown in the Ferocity Damage Die table.

Fighter Level Ferocity Damage Die
3rd 1d6
7th 1d8
15th 1d10
18th 1d12

In the Presence of Greatness

When you choose this archetype at 3rd level, the prowess which you wield molds the very conversations you have with others, your very presence bleeding of the endeavors for conquest. You gain a bonus to Charisma-based skill checks and contests equal to your Strength modifier (with a minimum bonus of +1).

To the Ends of the World

Starting at 7th level, your passion for conquest reaches the corners of the world, insatiable, and until your goal is complete you refuse to be struck down by any foe. When you are reduced to 0 hit points, you can drop to 1 hit point instead (no action required), taking a level of exhaustion as you push yourself beyond the brink of death. You can use this feature a number of times equal to your Constitution modifier and regain all expended uses when you finish a long rest.

CHAPTER 2 | SUBCLASS OPTIONS

Inexorable

At 10th level, the force of your conquest can break the spirits of those who might stand in your way. You can cast Dominate Person twice a day at 5th level (DC 8 + your proficiency bonus + your Strength modifier). If the creature is frightened or charmed by you, it has disadvantage on the Wisdom save.

Alternatively, you can use up both uses of this feature on the same humanoid to attempt to persuade it to your side as a permanent ally, given that the level of this creature is equal to half your Fighter level or lower and that it fails its Wisdom saving throw. On a failed save, the humanoid becomes a staunch follower of your goals and will take any means to see them to completion. Treat this humanoid as a sidekick as outlined in Tasha's Cauldron of Everything. You can only have one follower following you at a time, but you can use this feature to convince other creatures to spread your goals in your name. You regain all expended uses of this feature when you complete a long rest.

The Sword or the Knee

Beginning at 15th level, your blows can bring even the mightiest of your foes down to their knees. If you are wielding a two-handed weapon and hit a creature with an attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.

Conqueror

At 18th level, you have become a figure of renown, a conqueror unlike any other before you or any to follow. You can cast Dominate Monster once a day at 8th level (DC 8 + your proficiency bonus + your Strength modifier).

Dark Knight

The lich version of fighters: dark knights strike dark deals for dark purposes. All so very dark.

Vroger

A Dark Knight is a fearsome enemy but makes for a loyal teammate. A deal struck with one is sure to be completed without fear of being double-crossed. The overwhelming presence, the peak physique and the eyes that seem to stare directly into your soul leave no room for doubt that a Dark Knight is a force to be reckoned with. To stand in one's way is to look death itself, face to face. While not evil, suitable alignments include NE, CE, CN, LN.

Profanity

When you choose this archetype at 3rd level, you learn a host of profanities that embolden your powers.

Profanities You learn two profanities of your choice from the list below. You gain an additional known profanity at 7th, 11th, 15th, and 18th level. Each time you learn a new profanity, you can also replace one profanity you know with a different one.

When you activate a profanity, a dark colored aura surrounds you imbuing you with the specific profanities bonus. You can use a bonus action to activate or deactivate one profanity. Falling unconscious will deactivate all profanities active. Activating a profanity while you are at your maximum capacity for profanities active will automatically deactivate a random profanity.

At 3rd level you can only benefit from one profanity at a time. At 5th level you can have two active, three at 12th, and four at 18th. The profanity effect will stay active until it is deactivated, or on the subsequent failed saving throw. While you have more than one profanity active, at the end of each of your turns, you must pass a DC 15 Constitution saving throw or one random profanity will deactivate.

  • Grave Armor Gain +2 AC.

  • Aura of the Damned Any enemy creature within 20 feet must make a constitution saving throw or be at disadvantage on attack rolls made against you. The DC is equal to 8 + your proficiency bonus + your Constitution modifier.

  • Etherfloat You hover a few inches from the ground. You do not trigger pressure plates or the like; you can cross liquid surfaces if they are still; and you descend to the ground harmlessly as if under the effect of the Feather Fall spell.

  • Deathly Glamour You can add your Charisma modifier to all of your saving throws.

  • Pale Horse You increase your speed by 10 feet.

  • Soulflay A creature you choose within 30 feet of you have disadvantage on a single saving throw of your choice.

  • Soulreaver The weapon you hold becomes bathed in the essence of your aura. The weapon must be a bound weapon(see below). On a successful melee attack add an additional 1d4 of necrotic damage. Increases to 1d6 at level 6, and 1d8 at level 10.

  • Terrorize If a creature moves to within 30 feet of you, you can use your reaction and the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute. The DC is equal to 8 + your proficiency bonus + your Constitution modifier. Whether successful or not, a creature cannot be targeted by this ability again until you finish a long rest.

  • Unholy Vigor You gain temporary hit points equal to double your Fighter level. Once you use this ability, you cannot use it again until you have completed a short rest.

CHAPTER 3 | CHARACTER OPTIONS

Shadowstrike

At 3rd level, you gain command over dark shadows, willing them to attack on your behest. Immediately after you make an an attack roll and hit, you can choose a creature within 30 feet of the creature you targeted (including the targeted creature) to deal an extra 2d8 necrotic damage. The damage increases to 3d8 at 10th level and 4d8 at 18th level. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of this feature after a long rest.

Siphoning Strikes

At 7th level, you learn to control the balance of life and death within yourself. When you reduce a creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier. These temporary hit points disappear if there are no visible enemies remaining. When these temporary hit points disappear, you also lose HP equal to your charisma modifier.

Shadow Meld

At 10th level, as an action you may teleport to a point you can see within 60 feet if you and that point are both in darkness. You may also take one other creature with you. If the creature is not willing, it must succeed on a Dexterity saving throw to evade you, the DC being 8 + your Constitution modifier + your proficiency bonus. Additionally, you gain resistance to necrotic damage while you have a profanity active, as your control over the shadows and dark forces becomes more potent.

Embrace the Dark

At 15th level you have come to know that even to the strongest, death is inevitable. If damage reduces you to 0 hit points and doesn't kill you out right, you may make a Constitution saving throw with a DC equal to half the damage done. On a success, you drop to 1 hit point instead. You may use this ability once per long rest.

Dark Master

At 18th level, you fully assume to the mantle of Dark Knight; you no longer require food, water, or sleep. You may still gain the benefits of a long rest if you spend 8 hours undertaking light activities such as reading or keeping watch. Additionally, when a friendly creature within 30 feet of you is knocked unconscious and not outright killed, it can choose to drop to 1 hit point and gain temporary hit points equal to your Fighter level + your constitution modifier (a minimum of 1) instead. A friendly creature must finish a long rest before they can benefit from this feature again.

CHAPTER 2 | SUBCLASS OPTIONS

Spellbreaker

Spells are always difficult to counter whether you can or cannot see them at normal. Spellbreakers excel at being effective mage killers, just do not push them too far about why they dislike so many magic users.

Xandelar

Some fighters master specialized armor, or spend their lives training in certain weapons. A spellbreaker ignores specialized martial disciplines and instead masters the destruction of a specific type of enemy: mages. While they do not necessarily stand against all magic users, they understand that such individuals represent a clear and present danger to the mundane people of the world, and many of them must be stopped at any cost. Many Spellbreakers might practice magic themselves, and follow this archetype because they understand how easily this privilege can be abused.

Null

When you take this archetype at 3rd level, you manifest a magical dead zone around yourself. While you are conscious, you resist damage from cantrips and 1st-level spells. This resistance increases to 2nd-level spells at 7th level, 3rd-level spells at 15th level, and 4th-level at 18th.

You also gain a new reaction. When a creature you can see casts a spell, you can use your reaction to lower the save DC for that spell by half your fighter level. This decrease applies to you and all creatures within 10 feet of you. You can use this reaction a number of times equal to your Intelligence modifier (a minimum of 1) and recover all uses after a short rest.

Inquisitor

Starting at 7th level, you can hunt mages with unparalleled skill. You gain proficiency in Arcana, and have advantage on checks to identify spells or other magical effects. You can identify a spell being cast without using a reaction. You can also cast detect magic at will.

When you spend at least 1 minute observing or interacting with another creature outside of combat, you learn about its magical capabilities. You learn whether or not it can cast spells, along with two of the following:

  • The creature's spell save DC
  • Its current number of unexpended spell slots
  • Its caster level, if it has one
  • Its caster class, if it has one
  • If the creature has the innate spellcasting trait, and how many spells it can cast each day
  • Any two spells that it knows from a school of your choice
  • 1 magical item that it has on its person

Magic Resistance

Starting at 10th level, you have advantage on saving throws against spells and other magical effects.

Weavecutter

At 15th level, your attacks breach magical resistances, wards, and effects. Your weapon attacks are considered magical and ignore any magical effects or magic items that increase a creature's Armor Class, such as +1 armor or the Shield spell. When you damage a spellcaster who is concentrating on a spell, the DC for their Constitution saving throw to retain concentration is 10 or the total damage you dealt, whichever is higher.

Impervious

At 18th level, spells and magical effects dissipate at your command. You can cast antimagic field once per long rest.

CHAPTER 2 | SUBCLASS OPTIONS

Monastic Traditions

At 3rd level, a monk gains the Monastic Tradition feature. The following options are available to a monk, in addition to those offered in other published Wizards of the Coast Dungeons and Dragons texts: the Way of the Chainweaver, the Way of the Dragon, and the Way of the Limit Breaker.

Way of Chains

Monks that throw things at you, but they're attached to themselves? Once again, people confuse me. Just throw all of it, that's more stuff to throw and, consequently, more pain!

Vroger

A Chainweaver specializes in channeling their ki through chain and whip-like weapons in order to restrain and manipulate foes during combat. A Chainweaver is a master of finesse and skill, utilizing their weapons with the same level of efficiency and precision as their limbs. In combat, a truly skilled Chainweaver can prevent their foes from ever being able to move or strike.

Chain Arts

Starting when you choose this tradition at 3rd level, you can now use your Chainweaver weapons instead of your arms or legs when using Flurry of Blows, and can now impose one of the following effects whenever you hit a creature with one of the attacks granted by your Flurry of Blows:

  • Asphyxiate. A grappled or restrained target must succeed on a Dexterity Throw or take damage equal to your Martial Arts die at the end of each of its turns until it is no longer Grappled / Restrained. You can spend ki points to increase the damage dealt by this feature by additional damage die for each ki point spent. Until you or the target end the effects of this feature, you cannot attack with the Chainweaver weapon used to activate it. When you unlock the "Wire Sutures" feature, you can activate this feature with the same weapon used to activate "Wire Sutures"

  • Heave. The target must succeed on a Strength saving throw or be pulled up to 20 feet in your direction. A prone creature has disadvantage on its saving throw.

  • Trip. The target must succeed on a Dexterity saving throw or be knocked prone.

Path of the Chainweaver

Also when you choose this tradition at 3rd level, your special martial arts training leads you to master the use of chain and whip-like weapons. These can include spiked chains, flying blades, whips, nine-section whips, meteor hammers, flying talons, kusarigamas (chain kamas), kusarifundos, specialized wires, kyoketsu-shoges, or other similar weapons. You are now proficient with these weapons, and they become your Chainweaver weapons, which grant the following benefits:

  • You gain proficiency with these weapons if you don't already have it, and they are now monk weapons for you.

  • These weapons have the finesse and extended reach property, granting them an attack range of up to 20 feet.

  • When making a grapple attack, you can utilize your Chainweaver weapon to assist you in grappling the target, allowing you to make the attack using a Deterity (Acrobatics) check.

Puppeteer

At 6th level, you have gained further mastery with manipulating your ki, granting you the following benefits:

  • Magic Chainweaver Weapons. Attacks with your chainweaver weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

  • Tripwire. By spending 1 ki point, you can take 1 minute placing cords or wires infused with your ki to create a trap to restrain a creature that triggers it. This feature functions identically to the "Snare" spell, with the added benefit that you can activate the spell by using a tripwire that extends up to 20 feet, instead of the standard circle with a 5-foot radius. If this feature is never triggered, you can disarm the tripwire in order to regain the ki point spent.

  • Wire Sutures. On a successful attack with your Chainweaver weapons, you can spend 2 ki points to attempt to restrain a target from up to 20 feet away. The target must succeed on a Strength saving throw contested by your ki save DC or be restrained. A Large or Larger creature has advantage on this saving throw. While restrained by this feature, the target takes piercing damage equal to your Martial Arts Die at the start of each of its turns. A creature restrained by your Chainweaver weapon or one that can touch the creature can use its action to make a Strength check against your ki save DC. On a success, the target is freed. In order to maintain this feature, you must remain within 20 feet of the creature, and you cannot attack with the Chainweaver weapon used to make the attack until the target breaks free.

Chainsaw

At 11th level, are able to use your ki to create tiny serrations on your Chainweaver weapons that vibrate at extremely high speeds, causing your weapons to become even deadlier. As a bonus action, you can spend up to 3 ki points to grant the Chainweaver weapon(s) you are wielding a bonus to attack and damage rolls when you attack with them. The bonus equals the number of ki points you spent and lasts for 1 minute.

Soulthreads

At level 17, your mastery with Ki has become so great that you can now maintain the ki you have infused in your Chainweaver weapons, even when you have stopped wielding them. You no longer need to be wielding your Chainweaver weapons in order to keep targets under the effects of your features

Additionally, if a target breaks free from your grapple or restraints, you can spend 1 ki point to force your target to reroll their saving throw.

CHAPTER 2 | SUBCLASS OPTIONS

Way of the Dragon

I mean, it's flattering and all, but a real dragon will come out on top every day of the week.

Vroger

Monks of the Way of the Dragon study and idolize draconic beings, striving to emulate their strength and wisdom. A monk of this tradition often spends their days studying the texts that dragons are willing to share, or even studying directly under them. While commanding great power in their bodies, dragon monks flow through their movements lik dragons through the sky.

Dragonheart

When you choose this tradition at 3rd level, you can speak, read, and write Draconic. Choose one type of dragon from the table below for your dragonheart. Your dragonheart is used by features you gain later.

Dragon Damage Type Breath Weapon
Black Acid 5 by 30 ft. line (Dex. save)
Blue Lightning 5 by 30 ft. line (Dex. save)
Brass Fire 5 by 30 ft. line (Dex. save)
Bronze Lightning 5 by 30 ft. line (Dex. save)
Copper Acid 5 by 30 ft. line (Dex. save)
Gold Fire 15 ft. cone (Dex. save)
Green Poison 15 ft. cone (Con. save)
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Con. save)
White Cold 15 ft. cone (Con. save)

Dragon Style

At 3rd level, you weave dragon-like motions into your martial arts. You gain the following benefits:

  • When you use Step of the Wind, you gain a flying speed equal to your walking speed until the end of your turn.
  • When you use Patient Defense, parts of your skin become covered by a thin sheen of dragon-like scales. You gain temporary hit points equal to your Wisdom modifier (minimum of 1) that last until the start of your next turn.
  • When you make an attack granted by your Flurry of Blows, you can change the damage type of the unarmed strike to that of your dragonheart.
  • As a reaction to taking damage of the same type as your dragonheart, you can spend 1 ki to cast absorb elements.

Breath Weapon

At 6th level, you learn to release a powerful breath attack. As an action, you can spend up to 3 ki points to exhale destructive energy. Your dragonheart determines the size, shape, and damage type of the exhalation.

When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your dragonheart. A creature takes 2d6 damage per ki point spent on a failed saving throw, or half as much damage on a successful one. The size of the damage dice changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

The maximum number of ki you can expend increase to 4 at 9th level, 5 at 13th level, and 6 at 17th level.

Frightful Presence

At 11th level, you gain the ability to mimic a dragon's terrifying roar. When you use Flurry of Blows, you can spend 1 ki point to make a draconic roar. Each creature of your choice within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your roar for the next 24 hours.

Legendary Reaction

By 17th level, you have taken upon the aspect of a true dragon. You move with nearly unmatched grace and speed. When a creature other than you ends its turn, you can use your reaction to do one of the following:

  • Detect. You make a Wisdom (Perception) check.
  • Attack. You spend 1 ki point to make a melee weapon attack.
  • Wing Attack. You spend 2 ki points to perform a wing attack. Each Large or smaller creatures within 10 feet of you must succeed on a Dexterity saving throw or take damage equal to your Martial Arts die + your Strength or Dexterity modifier (your choice) and be knocked prone. You can then fly up to half of your walking speed.

Way of the Limit Breaker

Limit Breaker monks study their bodies and limits and train themselves to break through them. They train themselves relentlessly to gain absolute control over their mental state to access the physical breaks their bodies put on themselves, force their ki to strengthen their might, and study themselves and their surroundings to perfect their worldly body.

Hysterical Strength

Starting when you choose this tradition at 3rd level, you learn how to beat your opponents down with strength beyond normal means as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain a +1 bonus to damage to each hit. This bonus increases to +2 at 7th level, and +3 at 11th level.

Bolstering

At 6th level, your ki can bolster the might of yourself and your allies temporarily. You gain the following benefits.

  • Might. Whenever an ally that you can see who is within 30 feet of you makes an attack roll and misses, you can expend 2 ki points to try and make the attack hit. Roll your martial arts die and treat the roll as an additional attack bonus for the targeted creature.

  • Skill. You can expend 1 ki point to give either yourself or an ally temporary expertise in a skill with which you or your ally is already proficient in, respectively, for 1 minute. Once a creature has been targeted by this ability, they cannot gain this benefit again until you complete a long rest.

Uninhibited

At 11th level, you have trained your body and mind to be free of any restraints placed on you. At the end of a long rest, you can expend 10 ki points to gain proficiency in all skills. This effect lasts until the start of your next long rest.

Limit Break

By 17th level, you gain the ability to release your internal bodily limiters to rise above your peers. As a bonus action, you can spend 5 ki points to grant yourself the following benefits for 1 minute. Once this minute has passed, you take a level of exhaustion as your body registers the amount of stress you put it under.

  • Furious Blows. The bonus damage you get from using your Hysterical Strength feature rises to be the sum of your Wisdom and Dexterity modifiers.

  • Frenzy. You can use your Flurry of Blows twice with your bonus action, instead of once. The ki requirement is only 1 point.

Sacred Oaths

At 3rd level, a paladin gains the Sacred Oath feature. The following options are available to a paladin, in addition to those offered in other published Wizards of the Coast Dungeons and Dragons texts: the Oath of Deliverance, the Oath of Fellowship, and the Oath of the Revenant.

Oath of Deliverance

The Oath of Deliverance is a serious adherence to the ideals of justice, fairness, and penance. Paladins who swear by this oath are often found to be the ones who seek to mete punishment to the deserving while at the same time striving to resolve conflict with as little bloodshed as possible. To these paladins – sometimes called justicars or deliverers – finding what is fair while dealing out what is fair is the foundation for their very being.

Tenets of Deliverance

The tenets of the Oath of Deliverance vary by paladin, for fairness is never so simple a thing as to be black and white. Each tenet revolves around mediating fair deals and arrangements between parties, relative to who they pledge to serve under. Deliverance paladins often find themselves at odds with Vengeance paladins, as paladins under the Oath of Deliverance more strongly believe in the possibility of reform than their Vengeance counterparts. The core principles of the tenets are as lsited.

Unerring Sight. Under my gaze, no level of wrongdoing shall escape me.

Temper the Spirit. What can be seen as fair can only be acknowledged by a spirit free of temptation.

Study Your Enemy. To those who are deserving of punishment, I cannot fail to deliver it by not knowing my foe. I study my enemy to never be surprised of what they may do.

Deliver the Word. It is paramount, above all other things, that the ideals I serve and justice I owe be delivered without fail.

CHAPTER 2 | SUBCLASS OPTIONS

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Deliverance Spells
Paladin Level Spells
3rd ensnaring strike, hail of thorns
5th locate object, spike growth
9th haste, lightning arrow
13th dimension door, locate creature
17th conjure volley, steel wind strike

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Deliverer's Blessing. You can use your Channel Divinity to place a special blessing on a ranged weapon of your choice. For 1 minute, you present your holy symbol and speak a prayer of deliverance unto a ranged weapon. Your Divine Smite feature now includes ranged weapon attacks made specifically from this weapon. If the weapon is not already magical, it becomes magical for the duration. This blessing lasts until the start of your next long rest.

Homing. As a bonus action, you can specially mark a creature you can see beyond 30 feet of you but no more than 120 feet, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

Aura of Deliverance

Starting at 7th level you, as well any creature within 10 feet of you that you designate, gain a bonus to weapon attack rolls equal to your Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.

At 18th level, the range of this aura increases to 30 feet.

Uncanny Dodge

Starting at 15th level, your ability to see through the flow of combat grants you an uncanny ability to partially deflect attacks made against you. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Keen Liberator

At 20th level, you can assume the form of an wisened liberator. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:

  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

  • At the end of each of your turns, you and any designated creatures that you can see within a 30 foot radius centered on you regains 1 hit point.

  • You have advantage on Constitution saving throws, as do your allies within 30 feet of you.

Once you use this feature, you can't use it again until you finish a long rest.

CHAPTER 2 | SUBCLASS OPTIONS

Oath of Fellowship

I have heard once of this supposedly great power in friendship one may have. While I have yet to see evidence, I suppose those who best emulate this are most bards, and this brand of paladin.

Xandelar

The Oath of Fellowship is sworn to the ideals of companionship and camaraderie, often in-line with close friends and allies these paladins make along their journeys. The paladins who swear this oath dedicate themselves to protecting their companions at all cost and fostering the growth of new fellowships with the people they meet in their journeys. These joyful paladins are commonly known as fellows or prefects of peace, and with their coming, peace and prosperity follows.

Tenets of Fellowship

The tenets of the Oath of Fellowship are usually governed by the group to which their oath holds meaning, but generally emphasize the following tenets.

Dependable. You serve your allies to the best of your ability in all things. Between the law and my friends, I would choose my friends.

Hard-Working. Belief and devotion only gets one so far in life, working hard and putting work to your words means more than lofty ideals in the end.

Friendly. You work best as the glue which binds everyone together, for you are everyone's friend.

Leader. A fellowship is born from a group, and each group needs a trustworthy companion who is not afraid to champion their goals. You are that person.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Fellowship Spells
Paladin Level Spells
3rd false life, healing word
5th calm emotions, enhance ability
9th beacon of hope, counterspell
13th aura of life, guardian of faith
17th greater restoration, mass cure wounds

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Turn the Hostile. You can use your Channel Divinity to utter soothing words that sap the desire to fight from your enemies. As an action, you present your holy symbol, and each creature that you designate within 30 feet of you that can hear you and has dealt damage to you or an ally must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.

Lifeguard. You can use your Channel Divinity to flood a creature with healing energy. As an action, you target a friendly creature that you can see within 60 feet of you. You can provide the target with any number of hit points used from your Lay on Hands pool at this range.

Aura of Defense

Starting at 7th level, the companionship you develop with your close allies forges invisible defenses, unbreakable by even the mightiest of foes. You gain a +2 bonus to your AC. In addition, if you aren't incapacitated, the AC of any ally who starts their turn within 5 feet of you increases by +2 until the end of that turn.

At 18th level, the range of this aura increases to 10 feet.

Live to Serve

By 15th level, your ability to heal your allies grows to greater heights. Whenever you use your Lay on Hands feature on a creature other than yourself, you also benefit from the feature an equal measure.

For example, using this feature to heal a creature 20 hit points will also heal you 20 hit points. Neutralizing a poison or curing a disease for a creature also neutralizes a poison or cures a disease for you respectively, if you are suffering from either effect.

Compassionate Ally

At 20th level, you become an ambassador of friendliness and peace. You can use your action to gain the following benefits for 1 hour:

  • You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).

  • You emanate an aura of peace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or be turned by you for 1 minute or until it takes any damage, as if they were under the effect of your Turn the Hostile feature.

If you attack a creature, cast a spell on it, or deal damage to it by any means, neither benefit works against that creature until you finish a long rest.

Oath of the Revenant

Xandelar once told me that revenants were people who come from the dead to fulfill a promise or to seek out revenge against those who have done them wrong. I just think the idea of that is . . . sad, that even in death one cannot find rest.

Vroger

The Oath of the Revenant is a rare oath that a paladin does not necessarily take, but is fulfilled by one whose soul aligns with the goals of the creature creating the specific oath. Paladins who souls swear this oath come from the dead of centuries long past, brought back to the land of the living to fulfill the ideals they share with their resurrector. In the few instances where they are seen, these paladins are often referred to in hushed whispers as revenants. Paladins sworn to this oath live only to complete a definite goal given to them, and once it is complete their soul returns to the afterlife.

Tenets of the Revenant

The tenets of the Oath of the Revenant vary from revenant to revenant, based primarily on fulfilling the goals of the one who is responsible for bringing them back to life. There are, though, four core principles that each revenant strives to uphold beyond anything else.

Risen to Serve. You have been given life and flesh once more to fulfill the goals of your master. There is no question as to if you can serve your purpose, you will.

Cherish the Living. To have life breathed into you once again is a precious thing, and it is your duty to safeguard the lives of those you serve.

No Rest. Duty comes before all worldly things. Hedonism serves only to tarnish your ability to achieve your goals.

Complete the Mission. Personal goals no longer have meaning, as they died with your true body long ago. The sole purpose of your revived existence is to see to completion the goals you were given, nothing else.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Revenant Spells
Paladin Level Spells
3rd arms of hadar, cause fear
5th enlarge/reduce, ray of enfeeblement
9th animate dead, life transference
13th shadow of moil, sickening radiance
17th cone of cold, negative energy flood

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Spirits of the Dead. As an action, you present a weapon which you are holding and speak a prayer requesting the aid of spirits from your past life using your Channel Divinity. For 1 minute, your melee weapon attacks deal extra necrotic damage equal to your Charisma modifier (minimum of +1) as intangible spirits lash out and claw at your foes. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Grave Defense. You can use your Channel Divinity to bolster your defenses. As a bonus action, you gain temporary hit points equal to your paladin level.

Insatiable

Beginning at 7th level, your ability to strike down foes while they suffer from their wounds grows greater. When a hostile creature is at or below half of their maximum hit points, you can use your reaction to make a melee weapon attack against that creature if it is within range.

Ghastly Constitution

Starting at 15th level, you are immune to being charmed, exhausted, and poisoned. Further, you don’t need to eat, drink, breathe, or sleep. Whenever you take a long rest, you instead stand vigilant, as still and cold as death itself. In this state you appear standing dead, but you remain conscious and you can see and hear as normal. The nature of your connection to the undead circumvent the mental and physical constraints on your body.

Dead One's Own

At 20th level, you can channel the aspect of the undead nature and carry a mantle of dark power. You can use your action to gain the following benefits for 1 minute:

  • You have resistance to all damage.

  • You regain 10 hit points at the start of each of your turns.

  • When you take the Attack action on your turn, you can use your bonus action to deal 20 necrotic or poison damage (your choice) to a creature within 30 feet of you that you can see and have not dealt damage to that turn.

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

CHAPTER 2 | SUBCLASS OPTIONS

Ranger Archetypes

At 3rd level, a ranger gains the Ranger Archetype feature. The following options are available to a ranger, in addition to those offered in other published Wizards of the Coast Dungeons and Dragons texts: the Marksman Conclave, the Ranger of Dyoggar, and the Skill Sealer Conclave.

Marksman Conclave

The Order has been known to work with the Marksman Conclave in the past. They have just pride with ranged skills, not so much up close.

Xandelar

Marksmen diligently strive to embody the core principles of being a ranger in every way. Dedicated, studious, and oftentimes quite serious, marksmen venture ahead and situate themselves in the shadows before battles to take out necessary targets when the fighting starts.

From the Shadows

At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

In addition, you gain proficiency in the Stealth skill.

Improved Ranged Critical

At 3rd level, your ranged weapon attacks score a critical hit on a roll of 19 or 20.

Marked for Death

Starting when you choose this archetype at 3rd level, you excel at taking out your foes when hidden from them. If you surprise a creature and hit it with an attack on your first turn in combat while hidden, the creature is marked as your target. You have advantage on attack rolls against the targeted creature for 1 minute.

Mithridate

By 7th level, your study of the different methods needed to disable your targets has fortified your body against similar effects. You have advantage on saving throws against being paralyzed, stunned, or poisoned.

In addition, you you have resistance against poison damage.

Deadeye

At 11th level, the proficiency with which you wield ranged weapons grows to cover greater distances. Whenever you make a ranged weapon attack against a creature within the weapon's normal range, you can make another weapon attack against a creature within the weapon's long range as part of the same action.

In Two Places at Once

When you reach 15th level, an alibi is always at the ready when you can be in two places at once. You can cast simulacrum targeting only yourself once per long rest.


Ranger of Dyoggar

It's always "Dyoggar this" and "Dyoggar that" with these folks, I really do question if they know how to think for themselves from time to time.

Vroger

Those that take the title of being a ranger of Dyoggar pledge themselves to not only a skillset, but a way of life. Rangers of Dyoggar follow a religious belief similar to druids, worshipping spirits of the land and gods of the earth while primarily following the teachings of the great ranger Dyoggar, whose soul they believe ascended to a level equal with the gods of the earth upon his death. Dyoggarean rangers worhsip the hunt but never take more than they absolutely need, practice reliability to their allies, and defend their own with their very lives.

Dyoggarean Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Ranger of Dyoggar Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Ranger of Dyoggar Spells
Ranger Level Spells
3rd bane
5th detect thoughts
9th haste
13th death ward
17th holy weapon

Heavy Draw

At 3rd level, you can hurt enemies from afar with a steady stance. Whenever you make a ranged weapon attack against an enemy that is at a distance greater than or equal to the distance you could travel if you took the dash action, you can roll an additional weapon damage dice for the total damage on a hit as long as you do not move after making the attack.

Prescience

Also at 3rd level, your ability to perceive the actions of others before they even happen grant you a measure of defense. If you can see a creature that is attempting to attack you, you can use your reaction to give yourself a temporary bonus to your AC equal to your Wisdom modifier until the start of your next turn, as if casting the shield spell. You can use this feature a number of times equal to your proficiency bonus and regain all expended uses when you complete a long rest.

Dyoggar's Blessing

At 7th level, the spirit of the great guardian Dyoggar flows through you, blessing you with the wind of his woods: you can cast expeditious retreat without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Foudroyant

By 11th level, you have trained your skill with ranged weapons to be as overwhelming as possible. If an ally makes an attack against a creature which you attacked on your previous turn, you can make one additional weapon attack against the creature following your ally's attack.

Will of Dyoggar

At 15th level, your essence bleeds of the will of Dyoggar, forcing lesser creatures down under the intensity of your purpose. The first time an enemy creature makes an attack against you, it must make a Wisdom saving throw with the DC equal to your spell save DC unless it is immune to being frightened.

  • On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed.

  • On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.

Skill Sealer Conclave

A peculiar energy has always seemed to follow in your footsteps, people in your wake oftentimes feeling quite weak or socially drained. Perhaps from a magical experiment gone wrong or one gone right, the boon of some higher power, or some other event, you have gained the ability to seal the might of your foes. The Skill Sealer Conclave, as they are known, are among the more feared yet equally respected conclaves, known well for their ability to reduce fearsome foes down into manageable targets.

Level Field

Additionally at 3rd level, you always stand and move on an equal field to your foes. You cannot have your speed magically reduced in any way, and you have advantage on saving throws against being knocked prone.

Seal

Starting when you choose this archetype at 3rd level, you gain the ability to magically seal away the strengths of your foes. Whenever you hit a creature with an attack, you can use your bonus action to reduce a skill modifier of your choice for that creature by an amount equal to your Wisdom modifier.

This feature automatically suceeds on creatures whose CR is less than your total ranger level. If the creatures CR is greater than your total ranger level, it must make a Wisdom saving throw with the DC equal to your spell save DC using its typical modifier. If the creature fails the save then the feature acts as normal; if the creature succeeds the penalty this feature applies is halved (minimum -1).

You can only use this feature with one creature at a time, and the effect lasts for 1 minute. If you attempt to use this feature again while another creature is still subjected to it, the Seal feature applied to the first creature stops. You can use this feature a number of times equal to your proficiency bonus and regain all expended uses when you complete a short or long rest.

Skill Sealer Magic

Also at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Skill Sealer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Skill Sealer Spells
Ranger Level Spells
3rd hex
5th blindness/deafness
9th bestow curse
13th elemental bane
17th contagion

Fortified

By 7th level, the seals which emblazon your body ward your health from negative effects. You gain proficiency in Constitution saving throws.

Damning Seal

At 11th level, your sealing skills become more potent, granting you more benefits while using them. When taking the attack option against a creature under the effect of your Seal feature, you can make another weapon attack as part of the same action.

Seal Master

When you reach 15th level, the seals littering your body have grown in power to the point where you can continuously draw on them. You can choose to give yourself a temporary bonus to either your attack and damage rolls or your saving throws until the start of your next long rest. This bonus is equal to half your proficiency bonus (rounded down). One you choose what you apply the bonus to, you cannot switch it until you have completed a long rest.

CHAPTER 2 | SUBCLASS OPTIONS

Roguish Archetypes

At 3rd level, a rogue gains the Roguish Archetype feature. The following options are available to a rogue, in addition to those offered in other published Wizards of the Coast Dungeons and Dragons texts: the Enforcer, the Highwayman, and the Renegade.

Enforcer

They're nothing more than brutish thugs with a tad more skill than the rest of them. Even still, don't underestimate them, they do this kind of work for a reason.

Xandelar

The backbones of any good Thieves' Guild, enforcers are ruthless thugs skilled at intimidation and violence. Usually charged with running protection rackets for the guild, enforcers also handle internal problems of the Guild, ensuring that no Guild member snitches to the authorities or takes more than his or her own share.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with medium armor and martial weapons that aren't heavy.

Brutal Attack

Starting at 3rd level, you can make a Sneak Attack using any weapon that isn't heavy.

Massive Shove

At 9th level, when you make an attack, you can shove the target as a bonus action. If you succeed, you can push the creature up to 15 feet away from you, rather than 5 feet.

Additionally, if you make an attack with a reach weapon, you can use your bonus action to make a shove attempt in reverse, pulling the target towards you on a success.

Threatening Demeanor

Beginning at 13th level, you are an expert at frightening people and can posture threateningly as an action. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. While a creature is frightened of you, you can make attack rolls against it with advantage.

Double Attack

Starting at 17th level, when you reduce a creature to 0 hit points on your turn, you can use your bonus action to make another attack. This attack can be a Sneak Attack, even if you have already made a one on your turn.

Highwayman

Has every rogue got it in their mind that they can just steal from any passerby and get away with it? Every time? I truly wonder what happens in the minds of those fools, for they follow no logic from my understanding. They can do so much good working for the right cause.

Xandelar

Highwaymen are thieves who steal goods from travelling targets. Wealthy nobles in caravans, travelling merchants on horseback, and adventurers returning from a dungeon are all potential victims to highwaymen, and they are most at home working with other bandits and thugs. Highwaymen are adept with both ranged and melee weapons and will often hold a hand crossbow in one hand and a shortsword in the other for maximum versatility. They excel in hectic, close combat situations, but they can also close the gap to stray targets and unleash deadly counter-attacks.

Duelist’s Advance

At 3rd level, you become adept at lunging strikes and taking advantage of fumbled attacks. Once per turn, as part of your Attack action, you may move up to 10ft towards a creature you are currently not in melee range with. You then must target that creature with your attack. In addition, until the start of your next turn, if that creature misses a melee attack against you, you may use your reaction to make an attack of opportunity against it.

Ranged Weapon Expert

When you pick this subclass, your experience with ranged weapons allows you to use them in close quarters without any difficulty. Ranged weapons you are proficient in no longer have disadvantage on attack rolls made within 5ft. Additionally, you ignore the loading property of any weapon you’re proficient in.

CHAPTER 2 | SUBCLASS OPTIONS

Stand and Deliver!

At 9th level, your grisly disposition disparages many. As an action, you can make a Charisma (Intimidation) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear and see you.

If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you or the target cannot hear or see one another.

If you succeed on the check and the creature isn't hostile to you, it is frightened by you for 1 minute. While frightened by you in this way, the creature cannot move in any way other than to give you their belongings, and is too afraid to speak complicated sentences or convey complex thoughts. This effect ends immediately if you or your companions do anything harmful to it.

Unparalleled Finesse

At 13th level, your quick reflexes means that you’re rarely caught off guard. You gain the following abilities:

  • If you roll below a 10 on an initiative roll, you can treat that roll as a 10

  • After using Uncanny Dodge, your AC increases by 2 until the start of your next turn. This does not trigger against the attack that triggered Uncanny Dodge, but all subsequent attacks.

  • Your speed increases by 10ft if you aren’t wearing heavy armour

Close Quarters Combat Skills

At 17th level, you have learnt a couple of techniques to further damage your enemies in close quarters. You gain access to the following options:

  • Open Vein – Whenever you hit a creature with a Sneak Attack using a melee weapon, it must make a Constitution saving throw. The DC equals 8 + your dex modifier + your proficiency bonus. On a failure, the creature takes slashing damage at the start of its next turn equal to twice your proficiency bonus. A creature is immune to this feature if it is unable to bleed.

  • Point Blank Shot – Whenever you hit a creature within 5ft of you with an attack with a ranged weapon, you deal additional damage equal to your proficiency bonus.

Renegade

Renegades exemplify the more villified aspect of many rogues: their tendency to desert those that rely on their skillset for more profitable avenues, often at the most inopportune moment. It is not to say that renegades are completely untrostworthy, rather that they usually have an ulterior motive for their actions and take opportunity where few would actively advance upon it.

Bonus Proficiencies

You gain proficiency in martial ranged weapons.

Brazen Attack

Starting at 3rd level, if you make a successful ranged attack and the attack allowed you to add damage from your Sneak Attack, you may use your bonus action immediately after you attack to cause the projectile you used to hit another creature within the weapon's range and is in the projectile's path. You may make another attack roll and is considered a Sneak Attack if it hits.

I Have Ways...

Starting at 9th level, you always know what time it is currently and gain proficiency in Insight checks, adding double your proficiency bonus if you are already proficient in the skill. Additionally, if you are trying to get information out of a creature you can choose to roll a medicine check to attempt to torture the information out if them. After you roll your check they must make a Constitution or Charisma saving throw with the total of your medicine check as the DC.

Sadistic Precision

Starting at 13th level, a creature that takes damage from your Brazen Attack must make a wisdom saving throw, (DC = 8 + Dexterity modifier + proficiency bonus) being frightened until the start of your next turn on a failed save.

Ends Justify Means

Starting at 17th level, when you land a critical hit with your Brazen Attack, those creatures must make a Constitution saving throw (DC = 8 + Dexterity modifier + proficiency bonus). On a failed save, those creatures are paralyzed until the end of your next turn, being poisoned for a minute on a success.

Renegades don't like sticking around any one place for long. It's probably because they don't have a lot of good friends.

Vroger

CHAPTER 2 | SUBCLASS OPTIONS

Sorcerous Origins

At 1st level, a sorceror gains the Sorcerous Origins feature. The following options are available to a sorceror, in addition to those offered in other published Wizards of the Coast Dungeons and Dragons texts: the Demonic Bloodline, the Frozen Heart, and The Spark.

Demonic Bloodline

Your innate magic has been tainted by the influence of demons. Most often, sorcerers with this origin can trace the change in their powers back to demonic contact, that being a parent, a powerful demonic benefactor, or something similar.

Demonic Inheritance

Beginning at 3rd level, as magic flows through your body, it causes physical traits of a demon to emerge. You gain Darkvison, you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. If you already have darkvision, the distance instead increases by 30 feet. You can’t discern color in darkness only shades of grey. Your eyes glow with a dim orange light in darkness. Additionally, parts of your skin harden as a result of your demonic blood. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier. Finally, you have resistance to fire damage.

Demonic Senses

Also at 3rd level, you can speak, read, and write Abyssal. Additionally, your demonic blood tingles in the presence of demonic entities. You passively perceive demonic beings and things influenced by demons if they are within 20’ of you, and have advantage on checks to identify them outside of 20’.

Fire Affinity

Starting at 6th level, spells that you cast which deal fire damage ignore resistance. Additionally, as a reaction against being attacked, you can choose to spend 2 sorcery points and cast a fire spell targeted at the entity that prompted the reaction.

Demonic Weaponry

At 14th level you gain the ability to shape your demonic energy. You can shape it into a flaming whip, electrified sword, or meld your hands into boney claws, all of which you have proficiency with. You can create one of these objects as a bonus action on your turn by expending 1 sorcery point. The weapon lasts until you dismiss them as a bonus action on your turn. You can only have one weapon formed at a time. If you use this feature again to shape another weapon while one is already formed, the first weapon formed disappears/melds back into your body.

  • Whip: 1d4 slashing damage plus 2d6 fire damage: Fineness, Reach (10ft)

  • Sword: 1d8 slashing damage plus 2d6 lightning damage: Versatile (1d10)

  • Claws: 2d4 piercing damage plus 1d6 necrotic damage: Fineness, light

Demonic Conduit

Beginning at 18th level, you can channel the dark powers of your demon taint; you gain the ability to manifest a fiery aura centered on yourself. As an action you can spend 5 sorcery points to draw on this power.

While cloaked in this aura, you have immunity to fire damage. At the start of each of your turns, each creature within 5 feet of you takes 3d6 fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches you or hits you with a melee attack while within 5 feet of you takes 3d6 fire damage. This aura lasts for 1 minute.

Frozen Heart

Legends tell of an ancient queen, whose cruelty was so great that the gods turned her heart to ice. Her power, terrible and beautiful, has manifested within you. Perhaps you came into contact with a magical relic from the depp north. Or you could be the latest member of a great line of succession leading back to the queen herself.

Frigid Soul

Propelled by a heart of ice, the blood in your veins runs cold. At 1st level, bitter temperatures cause you no discomfort and you have resistance to cold damage.

Gathering Frost

Starting at 1st level, whenever you deal cold damage to a creature with a spell of 1st level or greater, you can reduce its speed by half on its next turn.

Flashfreeze

Beginning at 6th level, you can use your action and spend 2 sorcery points to create a simple object or structure made of ice, such as a stairway, a sword, or a solid block. It must reside within a 10 foot cue centered on a point within 120 feet of you. You can't shape the ice to trap or injure a creature in this area that is conscious.

Alternatively, you can turn areas of water to ice within a 40 foot cube centered on a point within 120 feet of you. You cannot freeze areas of water that would trap a creature in ice if that creature is conscious.

At 14th level, you can spend 2 additional sorcery points to form your creation out of True Ice instead.

The Nature of Ice

The ice that you create is abnormally cold and dense, but it's not magical. At room temperature, it melts at a rate of 1 foot every 8 hours. The DM may rule that environmental factors increase or decrease this rate.

Each 5 foot square section of ice has an AC of 10, 20 hit points, and vulnerability to fire damage. Reducing a frozen section to 0 hit points destroys it.

Creations made of True Ice are magically durable. They do not melt, and their sections have an AC of 20 and 40 hit points.

CHAPTER 2 | SUBCLASS OPTIONS

Glacial Wreath

At 14th level, you can conjure sheaths of ice to protect yourself. Whenever you become the target of an attack, you can use your reaction to gain temporary hit points equal to half your sorcerer level.

Additionally, you can use your action to encase yourself in a protective cocoon of ice for 1 minute or until you choose to end the effect. You become petrified and gain temporary hit points equal to twice your sorcerer level which lasts until the effect ends. You are still aware of your surroundings. Once you encase youself this way, you can't do so again until you finish a long rest.

Winter is Coming

Beginning at 18th level, you can extend your icy grip across the land. As an action, you can spend 5 sorcery points to exude a freezing aura to a distance of 20 feet. For 10 minutes or until you lose your concentration, surfaces within the aura become coated in frost, and water freezes solid instantly. A hostile creature that starts its turn within the aura must succeed on a constitution saving throw. On a fail, that creature takes 2d8 cold damage and becomes restrained until the beginning of its next turn. On a success, the creature takes half as much damage. At the beginning of your turn, you can expand or reduce the range of the aura by 10 feet, to a maximum of 100 feet.

The Spark

Ah, the planes of existence are such a beautiful thing, no? Such a diverse, open, and generally wonderful environment. A select, lucky few even have the innate ability to travel back and forth between these planes!

Vroger

The Spark. It’s something that is innate to a very select group of people. No one knows why or how it ignites, but when it does, it comes fast, and it comes hard. It can grant the average person abilities beyond their wildest dreams. With a simple spark, one person can change the course of a nation.

Some Planeswalkers decide to team up while others instead choose to set out on their own way. Whatever they decide to do with their power, they are bounded by their shared fate. One day, no matter how hard you fight it, your spark will call upon you.

Planar Origins

Starting at 1st level, you get to choose what plane that you reside from, gaining you an additional metamagic option. It does not take away from the ones you already have.

  • Amonkhet. As a bonus action, you can use 3 sorcery points to create difficult terrain reaching out in a 30 foot radius from a point of your choice. The terrain lasts for 1 minute.
  • Dominaria. When you cast a spell that deals damage, you can spend 2 sorcery points to add cold damage to the total equal to double your charisma modifier.
  • Innistrad. When your attack drops someone to 0 hit points, as a bonus action you can spend 2 sorcery point to gain 10 + your charisma modifier hit points.
  • Kaladesh. As a bonus action, you can use 4 sorcery points to gain a fly speed of 20 feet for 1 minute.
  • New Phyrexia. As a bonus action, you can give up 10 hit points to regain 2 sorcery points
  • Ravnica. When you cast a spell that has a damage type, you can spend 2 sorcery points to change the type of damage caused.
  • Shandalar. When you convert spell slots to sorcery points, you get an additional sorcery point.
  • Theros. When you cast a spell, you can spend 2 sorcery points to increase your AC by half the spell slot used (rounded up) until the start of your next turn.
  • Zendikar. By expending an additional sorcery point, you can use your Flexible Casting on another willing creature.

Planar Retreat

From 1st evel, you instinctively walk from one plane to another. As a reaction to taking damage, you phase into the Astral Plane temporarily. You are unable to be detected or damaged. You are considered incapacitated. At the start of your next turn, you return to the material plane.

Once you use this feature, you cannot do so again until after a long rest. When you reach 3rd level, you can do this another of times equal to your charisma modifier. You regain all uses after a long rest.

CHAPTER 2 | SUBCLASS OPTIONS

Planar Control

At 6th level, you gain the ability to shift in between planes. You can cast blink without using a spell slot a number of times equal to your charisma modifier. You regain all expended uses of this feature when you complete a long rest.

In addition, the roll for blink drops from 11 to 5.

Planar Punishment

Starting at 14th level, you can try to force someone to shift in between planes. The target must succeed on a Charisma saving throw or be banished. They can remake the throw at the end of their turn.

While on the plane, the creature is considered incapacitated and is constantly barraged by painful mental images. For every turn they start in the plane, they take 4d10 psychic damage.

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

Planar Mastery

Starting at 18th level, your Plane-based abilities have increased.

When using blink, you automatically succeed and the spell lasts up to 2 minutes.

You can cast both plane shift and demiplane without a spell slot once per long rest.

You can also ritual cast contact other plane in 1 minute.

Additionally, you gain the following meta magic options:

  • As a bonus action, you can use 2 sorcery points to teleport up to 30 feet.
  • You can use 2 sorcery points to cast a spell from the Ethereal Plane that extends into the Material Plane.

Otherworldly Patrons

At 1st level, a warlock gains the Otherworldly Patron feature. The following options are available to a warlock, in addition to those offered in other published Wizards of the Coast Dungeons and Dragons texts: the Aboleth, the Ghede Loa, and the Vestiges.

The Aboleth

Speaking from experience here, I cannot recommend eating aboleth. It has a very rubbery texture.

Vroger

Aboleths are huge creatures from the Underdark, old enough that they remember the day gods were born. With each death of an Aboleth, they grow wiser as they are reborn in the Plane of Water, absorbing the memories of all their kin. Once, they ruled the Prime Material, enslaving all mortal races, and the mortals they share their power with are bade to make that a reality once again.

Expanded Spell List

The Aboleth lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

The Aboleth Expanded Spells
Spell Level Spells
1st command, sleep
2nd calm emotions, detect thoughts
3rd sending, water breathing
4th dominate beast, evard's black tentacles
5th dominate person, modify memory

CHAPTER 2 | SUBCLASS OPTIONS

Memory Echo

Starting at 1st level, when you long rest, you can force a phrase or speech that you said since your last long rest to echo in the minds of those who heard it. If you made a Performance, Persuasion, Intimidation, or Deception check since your last long rest, you can reroll that roll as if their memory or memories of the event are changing. You must use this new roll. Creatures that are immune to charm are not affected by this ability.

Insight Nature

At 6th level, you can probe deep into the desires of other creatures an equal amount of times per day to your Charisma modifier. Roll a spell attack using Charisma, and on a 15 or above, you learn their deepest desires. From 7-14, you learn only their surface level desires of that moment. Otherwise, it simply fails. You may use this ability only once per long rest on the same creature.

Create Thrall

At 10th level, you can force a humanoid to make a Wisdom saving throw. On a failed save, that creature has become your Thrall, and will be under your complete control as long as you can see them. If you cannot see them, they still generally follow your previous orders and are loyal to you even if it causes them mortal harm. You can have up to three of these Thralls, and you know when one dies if you are on the same plane as it when it does die. This effect can only be ended by Greater Restoration, a Wish, or death. Creatures immune to charm are immune to this ability, creatures resistant make the saving throw with advantage. The number of Thralls you can create increases to five at 14th level.

Knowledge Drain

At 14th level, as an action, you can attack the very minds of your enemies. Make a spell attack roll against an enemy you can see. A hit causes them to take 4d6 damage and they also lose their reaction until their next turn. If the creature dies from the damage of this ability, you gain hit points equal to the damage done by this ability, and you gain all knowledge this creature possessed as if it was from your own memory.

The Ghede Loa

The patron of this warlock sect, one who goes by the title Luck, was once a mortal who walked the earth. Has a strong attachment to the one who granted them their power, a great old one.

Xandelar

Patrons of this urge all to adventure, cause chaos, and fulfill their desires whether or not they breath. Death is not the end, merely the beginning to freedom and your patron will train you to be the guide for other lost souls.

Expanded Spell List

The Ghede Loa lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Ghede Loa Expanded Spells
Spell Level Spells
1st chaos bolt, unseen servant
2nd crown of madness, pyrotechnics
3rd animate dead, speak with dead
4th compulsion, shadow of moil
5th raise dead, reincarnate

Dead Voices

Starting at 1st level, you understand the recently deceased.

You may touch a corpse that has died within 10 days. The spirit of the deceased returns and you may speak to it as if it were alive for 1 minute.

The spirit retains all the stats that it had in life, including languages, and it cannot interact with physical things.

You may not use this feature on the same creature twice.

Aid From The Grave

At 6th level, you gain the ability to call on the spirits to assist you or an ally.

When a creature drops below 0 hit points 60 feet in front of you that you can see, you may use your reaction to quickly request assistance from a friendly, helpful spirit. The spirit will possess a creature of your choosing for 1 hour as long as the CR of the crreature is less than or equal to your warlock level. During that hour, that spirit takes the stat block of the creature and makes it its own, but it knows common and can speak it or speak it telepathically up to 60 feet if the creature does not have a mouth.

Once you use this feature, you can't use it again until you finish a long rest.

Grave Walker

At 10th level, all your time with spirits has started affecting you physically.

Using a spell slot, you and whatever you're carrying take a ghostly form for 10 minutes. In this form, your walk speed is replaced with a fly speed and you are unable to interact with solid objects, floating 5 inches from the surface nearest to your feet and walking through walls.

You can talk to other creatures, although your voice comes out slightly muffled. You cannot manipulate objects, and any objects you are carrying or holding cannot be dropped, used, or otherwise interacted with.

Additionally, while in this form you have perfect knowledge of the amount of time passed.

Soul Binder

Starting at 14th level, you gain the ability to dominate and control the souls of others.

When a creature dies within sight of you, you can use your reaction to attempt to claim its soul. The creature must make a Charisma saving throw against your spell save DC. On a failed save, you claim the soul of the creature if it fails, otherwise the soul departs as normal. The CR of the creaure cannot exceed your warlock level. You can hold a number of souls equal to your Charisma modifier.

CHAPTER 2 | SUBCLASS OPTIONS

While in the possession of a creature's soul, you can use an action to bring it back to life to assist you for 10 hours. It is treated as its own creature and has the same personality, though it is forced to serve and do as you say. You can use a bonus action to mentally command it, if you don't issue a command it will stand as close to you as possible and attack any creatures hostile that come within 5 feet of it or you. You can communicate with the creature as long as the two of you are on the same plane of existence. After the 10 hours pass, its soul is released and you no longer have access to it.

You may only have one soul active at a time. If you attempt to use another soul, the one already summoned will be released.

Vestiges

The extradimensional spirits known as vestiges are all that remains of powerful forces and entities that once exercised great authority or demonstrated awful capabilities. The warlock is one who, by knowledge of the proper seals and chants can gain access to those wisps of power locked beyond the material world. Though you call no-one master, a binder must manage the disparate demands of his discorporate allies. Navigating the web of rivalries and alliances among the broken outsiders can be a dizzying challenge.

Accepting the power of these alien beings can cause temporary personality shifts. At your option, you can pick from or roll on the following table to whenever you use the Soul Binding feature.

Vestige Warlock Quirks
d6 Quirk
1 You become possessive and territorial, demanding repayment for any favor.
2 You are overcome with guilt around a particular type of creature such as fey, fiends, or aberrations.
3 You unconsciously write or signal with your non-dominant hand when you aren't paying attention.
4 You react to overt displays of trust or forgiveness with scorn.
5 They always describe themselves in the second person.
6 You often forget mortal necessities like sleep or food unless reminded.

Soul Binding

Starting at 1st level, you gain the ability to strike a deal with a vestige by inscribing its seal. Immediately after a long rest you can use this feature to gain access to new skills and knowledge. Choose one proficiency (skill, tool, weapon, armor or shields) and one sorcerer or warlock spell of a level you can cast. You are considered proficient in your choice and the spell is considered a warlock spell you know. These benefits last until you use this feature again.

You may only choose proficiency with Heavy Armor if you are proficient with Medium Armor. At 6th level you can also choose an invocation, as long as you meet its prerequisites.

Practiced Sealcraft

At 6th level your skill with binding lets you craft a seal more quickly and precisely. When you finish a short rest you can choose to release and bind a new vestige, choosing a new spell, invocation and proficiency as if you had used the Soul Binding feature.

Once you use this feature, you can't use it again until you finish a long rest.

Soul Guardian

Beginning at 10th level the spirits you bind are more deeply entrenched in your soul. Whenever you use the Soul Binding feature you may chose one of the following benefits:

  • Immunity to either the Frightened, Charmed or Poisoned condition.
  • Resistance to any one damage type.

You retain this benefit for as long as you maintain the spell, invocation and proficiency from Soul Binding.

Forked Possession

Starting at 14th level you have learned to balance two spirits in harmony, binding two vestiges at the same time. When you use Soul Binding you may bind a second vestige (choosing an additional spell, invocation and proficiency per Soul Binding). You may also choose a second option granted by Soul Guardian. Practiced Sealcraft will still only allow one vestige to be released and bound, leaving one spell, invocation and proficiency unchanged.

CHAPTER 2 | SUBCLASS OPTIONS

Arcane Traditions

At 2nd level, a wizard gains the Arcane Tradition feature. The following options are available to a wizard, in addition to those offered in other published Wizards of the Coast Dungeons and Dragons texts: the Arcane Savant, the School of the Archivist, and the School of the Mayo.

Arcane Savant

Arcane Savants are the most academic of mages, focusing on understanding the underlying fundamentals of magic. Followers of this tradition are a bookish lot who see beauty and mystery in the application of magic. The results of a spell are less interesting to them than the process that creates it.

Magical Intuition

Beginning at 2nd level, you may add twice your Proficiency bonus to Arcana checks.

In addition, once each per short rest, you may cast Detect Magic and Identify without expending a spell slot. You also do not need to provide any somatic, verbal, or material components. Each spell may be cast once per short rest.

Mystic Rediscovery

As part of your quest to understand the essence of magic, you've mastered spells outside the range of conventional arcane magic. At 2nd level, and again at 6th and 14th level, you may choose two new spells from any class (other than Wizard-exclusive spells like Find Familiar*), of any level you can cast, and either learn them (in the case of cantrips) or add them to your spellbook. The chosen spells count as Wizard spells for you, and are gained in addition to the usual two Wizard spells you learn when gaining a new level.

Magical Analysis

Beginning at 6th level, you can automatically identify the school of any magical effect you see, as well as its level (if relevant).

Flexible Mind

Beginning at 10th level, you can replace one spell you have prepared with another spell from your spellbook as a bonus action. You can't use this feature again until you finish a short or long rest.

Arcane Sight

Beginning at 14th level, you are considered to be permanently under the effects of a Detect Magic spell, with no concentration required, and no action required to see magical auras. If a creature you can see is capable of casting spells, you recognize its power and know the highest level of spell it can cast. As a bonus action, you may see what spells are currently affecting a creature or object, and what their remaining duration is.

School of the Archivist

The Order of the Nimbus hosts a small collection of archivists. Those that are given such a privilege are among the most trusted individuals of the order and are given high rank and respect from all.

Xandelar

There are many secrets in the world. Some are hidden away in books and scrolls, others in forgotten locations, perhaps inscribed on trinkets and treasures, or guarded by those that stand to lose most if these secrets are ever divulged. You have taken it upon yourself to find, study, and learn these secrets and to use that knowledge to your advantage. You are an archivist, a seeker of knowledge with the capacity to help or to harm.

Perhaps a natural curiosity sent you down this path, or maybe it was a desire to use knowledge to defeat those that would stand against you. Whatever the reason, you have learned many things, among them being that knowledge is power.

Archived Research

At 2nd level, you can tap into your expensive research to aid in a task. As an action, choose skill or tool of your choice. For 10 minutes, you have proficiency with the chosen skill or tool. You must then finish a short or long rest before you can use this feature again.

Student of the Gods

Also at 2nd level, when you find a cleric spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it. The gold and time you must spend to copy a cleric spell into your spellbook is halved. The spell is counted as a wizard spell for you. Spells which restore hit points cannot be used for your Spell Mastery nor your Signature Spells features.

CHAPTER 2 | SUBCLASS OPTIONS

Dark Knowledge

Starting at 6th level, you can draw upon your expansive knowledge of creatures to recall and exploit its weaknesses. To do so, you use an action on your turn to choose one creature other than yourself within 60 feet of you that you can see.

Make a DC 10 Intelligence (Arcana), Intelligence (Nature), or Intelligence (Religion) check, depending on the creature type. Your DM may raise or lower this DC depending on the rarity of the creature. On a success, you discern the creature's attack patterns and combat techniques, granting all allies that can hear you a +2 bonus to attack rolls against it for 1 minute. This bonus also applies to other creatures of the same species as the target.

Once this feature ends, or if you fail your initial skill check, you can't use this feature on that species of creature again until you finish a short or long rest. You can use this feature a number of times equal to your proficiency bonus. You do not expend a use if you fail the skill check. You regain any expended uses after a long rest.

Puissance

At 10th level, when you use Dark Knowledge, you can have your allies gain a +2 bonus to their AC or saving throws against the specified creature instead.

Dread Secret

Starting at 14th level, when you use Dark Knowledge, you can whisper a forbidden secret of the creature to immobilize it instead. On a success, all creatures of that species that can hear you are paralyzed for 1 round.

School of the Mayo

Deep in Niflheim one may find a set of stairs guarded by a giant dragon. Defeating this dragon or managing to convince it to let you past starts a long journey up invisible steps that ends a temple that rests in the sky. White clouds with greater mass than what seems logical surround the area and walking in, one will find at least three beings: a man, a female ice giant, and a boy.

If one speaks to the man, they will find them friendly and eager to take on students to teach their abhorrent, twisted, form of magic. Should one accept, they would start the journey to learn what only 2 others (and a rumored 3rd) have: Mayourgy.

Mayo Jar

When you choose this school at 2nd level, you get the ability to summon a jar of Mayo. The jar is summoned as a bonus action and has to be a size that can fit in the hands of a medium sized creature, though the amount is always a number of ounces equal to 5 x your wizard level. Used ounces are returned at the end of a long rest.

The Mayo jar has an AC of 10 + half your wizard level (rounded up) and hit points equal to your wizard level.

Additionally, you can expend up to 5 ounces of Mayo to add a +1 bonus to your initiative roll, up to a maximum equal to your proficiency bonus.

Healing Mayo

At 2nd level, you can use an action expend up to 5 ounces of Mayo to heal yourself. You heal 1d4 hit points for every ounce you expend.

The max ounces you can expend go up to 10 at 6th level, 15 at 10th, and 20 at 14th.

Mayo Surge

When you reach 6th level, you learn that while helpful towards you, the Mayo is incredibly toxic to others.

When you cast a spell that does damage, you can use your bonus action to infuse the spell with the Mayo. In addition to whatever damage is done, you add 1d10 necrotic damage for every 5 ounces of Mayo that you expend.

A Perfect Recipe

At 10th level, you know how to perfectly infuse the Mayo with the weave to manipulate it.

When a spell is cast within your line of vision, you can use your reaction and 10 ounces of Mayo to do one of the following:

  • Change the type of damage done
  • Add or remove +/- 2 to the attack roll
  • Add or remove +/- 2 to the saving throw of one creature
  • Increase the area of effect of the spell by 10 feet
  • Increase or reduce the damage done by 1d6
  • Increase or reduce the hit points restored by 1d6

When casting your own spell, you can instead choose to use a bonus action to do one of the following:

  • Add 1d4 (per 5 ounces) force damage to your spell
  • Heal 1d4 (per 5 ounces) additional hit points to a creature within 60 feet of you that you can see
  • Use 15 ounces to add another target to a single target spell.

Chronic Existence

Starting at 14th level, you have perfect knowledge of the Mayo and a strong desire to share it with the world.

You no longer have to use a bonus action to summon the Mayo, instead summoning it as a free action.

You can share the powers of the Mayo with anyone within sight of you. As long as you can see that creature and would allow them to use the Mayo. They can expend uses of the Mayo to use any of your 10th level abilities.

Additionally, any die involving your Mayo increases (1d4 to 1d6, 1d6 to 1d8, etc.)

CHAPTER 2 | SUBCLASS OPTIONS

Chapter 3: Character Options

Not every member of a class is the exact same. Not every paladin is an aasimar who was raised up as a soldier. Not every artificer is a gnome with a rich and noble upbringing. One of the most diversifying aspects of D&D is the ability for players to grant their characters different and unique races to play as and backgrounds to make us of in any campaign setting.

This section presents new races and backgrounds for players to pick and choose from, in addition to those found in the Player's Handbook, Volo's Guide to Monsters, and the various other official source material which provide them.

Race Skills
Apefolk (Rick H. and Ismael A.) Dexterity; Wisdom, Strength, or Charisma
Bullywug (D&D Wiki) Constitution; Wisdom
Camelfolk (D&D Wiki) Constitution; Charisma
Farspawn (D&D Wiki) 1 random; 1 of your choice
Geitlan (D&D Wiki) Constitution; Wisdom
Im'ten (D&D Wiki) Intelligence; Constitution, Strength, or Dexterity
Ratfolk (Matthew G.) Constitution; Intelligence; Wisdom
Background Skill Proficiencies
Amnesiac (D&D Wiki) Perception; Investigation
Artist (D&D Wiki) Sleight of Hand; History
Bartender (D&D Wiki) Choose 2: Perception; Sleight of Hand; Performance; Persuasion; Insight
Conscript (D&D Wiki) Athletics; Perception
Courtesan (D&D Wiki) Persuasion; Sleight of Hand
Diplomat (D&D Wiki) Persuasion; Insight
Exile (D&D Wiki) Persuasion; Perception or Survival
Jester (D&D Wiki) Choose 2: Performance; Persuasion; Acrobatics; Sleight of Hand
Lore Keeper (D&D Wiki) Choose 2: History; Arcana; Nature; Performance; Insight

I have always found that anyone and everyone is possible of doing great good in the world, regardless of what one's upbringing and others might have influenced upon them. It is a matter of the heart, in the end, influencing that which is done in good spirit.

Xandelar

Apefolk

Quiet and aggressive to those not of their tribes, the apefolk rarely solve disputes with words. While actually very slow to anger, they will try to intimidate and attack those they see as threatening to their territories. Amongst themselves and friends, the apefolk actually are very playful with a simple sense of humor. Their tribes are ruled by an alpha male who holds their seat of power by being the strongest and most aggressive of the males. This position also comes with the responsibility of protecting and sustaining survival for the rest of the tribe.

Fierce Defenders

Apefolk protect their forest home and surrounding territory with a fanatical zeal. Other tribes need step carefully when venturing near their domain. Other races who enter their homelands are confronted, often aggressively, and are questioned on their intentions. Those who respect the gora and their lands are seen as allies and treated with kindness, or at least basic hospitality.

A Love of Nature

The apefolk worship the spirit of nature on a very primitive level, but not any deity in particular. They refer to nature as “Mag mag”, the gora equivalent of mother earth. The druids are their closest thing to priests, and are central to the healing and divine contentment of the apefolk. The apefolk will protect their lands no matter the cost.

Apefolk Names

Apefolk names are often simple, one- to two-syllable noises that are assigned to an Apefolk when they come of age. Usually, this name is connected to the noise the Apefolk in question makes most relative to others.

Male Names: Oog, Rah, Pohk, Mak

Female Names: Sim, Ni, Ara, Upa

Apefolk Traits

Energetic defenders of the territories in forests and jungles.

  • Ability Score Increase. Your Dexterity score increases by 2.
  • Age. Apefolk mature more quickly than humans, reaching maturity at around 8. Apefolk rarely live longer than approximately 50 years.
  • Alignment. Though apefolk tend towards neutral alignments, they also exhibit a full range of different alignments among individuals.
  • Size. A given apeman can be as tall as 7 feet, with females generally being slightly smaller. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Great Leaper. You increase your long jump distance by 5 feet, or 10 feet when you get a running start.
  • Naturally Athletic. You have proficiency in the Athletics and Acrobatics skills.
  • Rough and Tumble. You have advantage on saving throws against gaining exhaustion levels.
  • Unimpeded. You ignore difficult terrain when you take a Dash action.
  • Languages. You can speak, read, and write Common and another language of your choice.
  • Subrace. Among the apefolk, there are three variations that represent an evolutionary split. These variations help the apefolk be more resilient and able as they work together as a community. Choose one of these subraces.

Orange Fur

Your lineage is that of a particularly thoughtful and tree loving line of apefolk. Orange furs are regularly looked to for guidance. The orange furs can sometimes act as historians of their people, usually through oral tradition.

  • Ability Score Increase. Your Wisdom score increases by 1.
  • Arboreal. You can move along a tree line by leaping and swinging at a speed of 30 feet. Additionally, you gain a climb speed of 30 feet.

Strong Backs

The largest of the apefolk, strong backs are in fact known for their toughness, their endurance, ferocity, and dedication. Though they have great capacity for kindness and empathy, the strong backs are doubtlessly the backbone of the apefolk society.

  • Ability Score Increase. Your Strength score increases by 1.
  • Powerful Build. You count as one size bigger when determining your carrying capacity, and the weight you can push, drag, or lift.
  • Slam Attack. You gain a slam attack that deals bludgeoning damage equal to 1d6 + your Strength modifier.

Long Limbs

Though they are the smallest of the three apefolk types, the long limbs are the most numerous. They are also talented generalists, and do much of the day to day work within their society. Though they are not as strong as the strong backs, they are deadly in a fight. Though they are not nominally as wise as the orange furs, they are far from being dull. In fact, the long limbs work hard to complement their bretheren, and are just as likely to hold the same clout.

  • Ability Score Increase. Your Charisma score increases by 1.
  • Talented Improviser. You are proficient with all improvised weapons. You can also attempt to use any tool, adding half of your proficiency bonus.

CHAPTER 3 | CHARACTER OPTIONS

Bullywug

Life as a bullywug is nasty, brutish, and wet. These frog-headed amphibious humanoids must stay constantly moist, dwelling in rainy forests, marshes, and damp caves. Always hungry and thoroughly evil, bullywugs overwhelm opponents with superior numbers when they can, but they flee from serious threats to search for easier prey.

Bullywugs have green, gray, or mottled yellow skin that shifts through shades of gray, green, and brown, allowing them to blend in with their surroundings. They wear crude armor and wield simple weapons, and can deliver a powerful bite to foes that press too close.

Foul Aristocracy

Bullywugs consider themselves the right and proper rulers of the swamps. They follow an etiquette of sorts when dealing with outsiders and each other, subject to the whims and fancies of their leader—a self-styled lord of the muck. Bullywugs introduce themselves with grand-sounding titles, make great shows of bowing and debasing themselves before their superiors, and endlessly vie to win their superiors' favor. A bullywug has two ways to advance among its kind: It can either murder its rivals, though it must take pains to keep its criminal deeds secret, or it can find a treasure or magic item and present it as tribute or a token of obeisance to its liege. A bullywug that murders its rivals without cunning is likely to be executed, so it's more common for bullywugs to stage raids against caravans and settlements, with the goal of securing precious baubles to impress their lords and win their good graces. Invariably, such fine goods are reduced to filthy tatters through abuse and neglect. Once a gift loses its sheen, a bullywug lord invariably demands that its subjects bring it more treasure as tribute.

Unruly Diplomacy

Bullywugs love nothing more than lording over those who trespass on their territories. Their warriors attempt to capture intruders rather than simply slaying them.

Captives are dragged before the king or queen-a bullywug of unusually large size- and forced to beg for mercy. Bribes, treasure, and flattery can trick the bullywug ruler into letting its captives go, but not before it tries to impress its "guests" with the majesty of its treasure and its realm. Struck with a deep inferiority complex, bullywug lords fancy themselves as kings and queens, but desperately crave the fear and respect of outsiders.

Amphibian Allies

Bullywugs speak a language that allows them to communicate over large areas by croaking like frogs. News of intruders or other events in the swamp spread within minutes across this crude communication system.

Simple concepts in the language are understandable to frogs and toads. Bullywugs use this capability to form strong bonds with giant frogs, which they train as guardians and hunters. Larger specimens are sometimes used as mounts as well. The frogs' ability to swallow creatures whole provides a bullywug hunting band an easy means of carrying prey back to their villages.

Bullywug Names

Bullywug names often comprise guttural croaking sounds and tend to include numerous letters and syllables so as to be more impressive-sounding to other bullywugs.

Male Names: Grugenos, Horglash, Kermshugg, Buhmb, Quaffodun, Touddun, Pubbe, Haari

Female Names: Begritha, Gertrudd, Mershent, Swumpiff, Quagmire

Bullywug Traits

The self-acclaimed rulers of the swamps.

  • Ability Score Increase. Your Constitution score increases by 2. Your Wisdom score increases by 1.
  • Age. Bullywug are seen as mature at the age of 10 and live a short life which lasts till age 50.
  • Alignment. Bullywugs have little regard to other creatures, but maintain an unruly order among themselves. They tend towards lawful evil.
  • Size. The height of a typical bullywug ranges from 4'6" to 5'4" and weigh up to 120 lbs, though royalty tends to weigh more. Your size is Medium.
  • Speed. Your base walking speed is 20 feet. Your swimming speed is 40 feet.
  • Amphibious. You can breathe air and water and have a swimming speed equal to twice your walking speed.
  • Speak with Amphibians. Through sounds and gestures, you can communicate simple ideas with amphibians.
  • Rough and Tumble. You have advantage on saving throws against gaining exhaustion levels.
  • Swamp Camouflage. Whenever you make a Dexterity (Stealth) check made to hide in swamp-like terrain, you are considered proficient in the Stealth skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
  • Standing Leap. Your base long jump is up to 20 feet and your base high jump is up to 10 feet, with or without a running start.
  • Languages. You can read, write, and speak both Common and Bullywug.

Camelfolk

Wise and resilient, camelfolk, a desert faring beastfolk race of merchants, live for one reason: to sell fares where no one can sell them and to travel through places that no one can cross.

Reclusive Race

Camelfolk society is based on both compassion and resilience. Despite their reclusive nature, they have been known to help those who have fallen unconscious in the deserts, usually leaving them outside villages in the desert for others to take care of or leaving them by an oasis, usually, the furthest away possible from the one where they live. They rarely ever leave the desert unless they are into exotic merchandise.

The population in their cities is homogenously made out of camelfolk: Few creatures of other races get into these cities and even fewer can live there.

Although there are many camelfolk cities, all of them with their own oasis, they are completely autonomous and rarely communicate with each other unless they are allied and getting attacked or sickness is spreading. Each city's government is feudal, with each city having its own king and territory, and most of the common folk being farmers or merchants. Although they have a compassionate heart, when magic is involved they will show no mercy. Magicians are heavily regulated and must report directly to the king or queen. The slightest suspicion on their work is enough for the magician to get either exiled or executed.

A Family of Trade

The camelfolk family unit is as changing as the sands: Weddings are exceptionally rare, stable partners are uncommon and it is not rare for a female or male to have multiple partners and families, each knowing each other. The exception of this is the royal family, which is monogamic and can only marry other royal members. These marriages are mainly for public relations and to close deals or alliances with other cities.

As they are natural merchants, their trade is always exotic, although rarely magical: perfumes, fine weaponry and armors, specialized (and usually expensive) weaponry for races that can't use the normal ones like themselves, luxurious clothes, dried fruits, art, jewelry, and other such things. They may sell magic objects, but persuading them into telling if they have them is almost impossible. They may buy magic objects, but only if the object is rare or if the price is exceptionally low.

Camelfolk Names

Camelfolk are typically named after ancient desert rulers, although females may be named after elements of the desert or simply fruits. Other races names are appropriate for families that have been merchants most of their life.

Male Names: Grugenos, Horglash, Kermshugg, Buhmb, Quaffodun, Touddun, Pubbe, Haari

Female Names: Begritha, Gertrudd, Mershent, Swumpiff

Camelfolk Traits

A reclusive race of bipedal camels.

  • Ability Score Increase. Your Constitution score increases by 2, and your Charisma score increases by 1.
  • Age. Camelfolk are considered mature at 5 years old and most live up to 50 years. reaching up to 80 years old has been reported, but extremely rare.
  • Alignment. They are merchants that don't want any trouble, so they are normally lawful neutral. Variations are common.
  • Size. Your size can range from 7 to 9 feet tall while weighing more than 350 pounds. Your size is Medium.
  • Speed. Your base walking speed is 25 feet.
  • Darkvision. Acclimated to travel in the desert days and nights, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Beastial origins. Your creature type is beast.
  • Food Storage. You are able to store fat into your humps to keep yourself from suffering fatigue from not eating or drinking. You can go a number of days without food equal to your Constitution score and can survive without water for half as long.
  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag.
  • Desertborn. You are proficient in the Survival skill and you are acclimated to extreme heat, as described in chapter 5 of the Dungeon Master’s Guide.
  • Languages. You can speak, read, and write Common and one other language of your choice.

CHAPTER 3 | CHARACTER OPTIONS

Farspawn

If one were to map all the planes of creation, the far realm is that maddening un-place off the edge of the paper. Occasionally its strange dimensions intersect with reality, giving birth to aberrations that make a mockery of flesh and spirit. When permitted to be molded by the dreams of mortals, something akin to a humanoid is spawned.

Atypical Form

Farspawn have dissociative morphologies culled from the self-image of living things– from pond-life to animals and humans. Adventuring farspawn are vaguely humanoid but may have multiple eyes, eyestalks, pseudopods, tentacles, chitin, mandibles and other photobiology. Their flesh might resemble the stuff of the material plane, but when wounded they might bleed fluid, color, sound, or an ooze of microorganisms.

Farspawn have no discernible genders. Those that are able to reproduce might do so by asexual budding or sporing, by impregnating other living creatures, or through other incomprehensible means.

Disconnected

Creatures tainted and born by the far realm are often seen as being chaotic, or evil. The truth is that they are largely uncaring, or oblivious to the nature of life on the material plane. Adventuring farspawns are more coherent in their interactions and are able to forge relationships with sentient creatures, but are usually Unaligned. Farspawn are often kept to the fringes of history, appearing in texts and recountings as monsters infiltrating societies for their own nefarious means... though more often than not, they were simply hated for their horrific appearances and alien existence.

Their strange appearance always alienates them and often frightens communities into shunning them. Some farspawn have a strange, insidious force of personality that at its strongest can dominate groups of humanoids, with cults forming around them.

Whilst a farspawn's goals are often incomprehensible, alliances can be made where those goals coincide with those of other races.

Farspawn Names

As with their society, farspawn will take names from their host culture and are often named by their parent (assuming their survival of the union or birth).

Names: Eg-kr, Gnegotu, Lehu, Llanyi-zho, Lol-kib, Rus-cyiarusts, U'ibolen, Ushar-lamiho, Y'haligh, Zamatthammon

Farspawn Traits

As a child of the horrific and non-Euclidean denizens of the far realm, you can put your aberrant features to good use.

  • Ability Score Increase. Your Aberrant Ability Score increases by 2, and one other ability score of your choice increases by 1.
  • Age. Farspawn often outlive their mundane kin by centuries or even millennia, due to the otherworldly nature of their being. As each farspawn is so varied, roll a 10d10 and times the result by another 10d10 to get your maximum age, in years.
  • Alignment. Farspawn can be considered to be unaligned entities, however, by comparison to the standard creatures within the material plane they would tend almost exclusively toward chaotic alignments, reflecting the untamable and alien nature of the far realms.
  • Size. Farspawn generally range from just over 5 feet to more than 7 feet in height and weigh 80 to 260 pounds. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Aberrant Ability Score. The creatures of the far realms are as varied and as alien, as they come, it is only natural you are too. Number your ability scores one to six and roll a d6. The ability score that corresponds to the number rolled is considered your Aberrant Ability Score.
  • Aberrant Nature. While some farspawn may look as humanoid as they come they carry the otherness of the far realm within them. Your creature type is aberration.
  • Abhorrent Form. When you create your character, roll twice on the Abhorrent Form table. These are your two racial traits. Reroll your second roll if it was the same as your first.
  • Languages. You can speak, read and write Common and Deep Speech. Deep Speech doesn't have a script so it isn't written but spoken. The language sounds like the slow grinding of words upon each other with a ponderously slow cadence and a grating intensity that flares into heat from time to time when social friction becomes the greatest. It is said that the language focuses less on actual pronunciation and more on the evocative nature of the spoken words. If you can truly call it that.
CHAPTER 3 | CHARACTER OPTIONS
Abhorrent Form Table
d12 Trait Effect
1 All-Around Vision You have multiple eyes or eye stalks either on your head or throughout your body. You proficient in the Perception skill, can see in all directions, and cannot be surprised.
2 Ceaseless Murmurs Sound moves through your body differently than other creatures and you can easily create, amplify and emit those sounds once you've heard them. You can speak two other languages of your choice as well as mimic sounds and voices you have heard. A creature that hears the sounds you make can tell they are pale imitations of the original with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
3 Telepathy You can communicate mentally with another creature that knows at least one language within a 60-foot radius. This creature doesn't need to share a language with you but unless they have telepathy themselves they can only receive and respond but can't initiate or terminate a telepathic conversation. You must be conscious to use this trait and cannot telepathically communicate with multiple creatures at once.
4 Reality Warp Reality seems to warp around you and behaves oddly, objects may lose or double their weight becoming weightless or extremely heavy, CR 0 creatures within range may suddenly die and return to life as if nothing happened, temperatures and light levels may rise and fall sporadically. You have a limited amount of control over this and it is largely up to your Dungeon Master what happens. However, when a creature attempts to teleport within 10 feet of you or attempts to teleport while within 10 feet of you, you may force them to make a Wisdom saving throw. On a failed save you become aware of the means they were attempting to teleport and can force them to teleport to a location of your choice within the limits of that ability. The DC for this saving throw is equal to 8 + your proficiency bonus + your Abhorrent Ability Score's modifier. In this case, teleport means anything that would instantaneously move you from one point to another, such effects include the spells blink, misty step, etherealness, teleport as well as racial traits such as the eldarin's Fey Step.
5 Tentacles You have a tentacle or several tentacles that you can control allowing you to hold and interact with multiple objects. You have advantage on ability checks to grapple creatures and your reach increases by 5 feet when using a one-handed melee weapon. You cannot wield multiple two-handed weapons with this trait.
6 Chitinous Under, in place of or in certain areas of your skin you have a durable shell-like plating that makes your hardier than most. When you aren't wearing armor, your AC is 13 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
7 Alien Mind Your mind is a strange unwelcoming place that latches onto foreign entities like a pathogen. When a creature attempt to read your thoughts, telepathically communicate or form some other mental bond with you, you become aware of the attempt, that creatures location and you can read their thoughts or communicate via the same method as if you had telepathy or had used whatever means they had to initiate this contact.
8 Eyes of the Void Your eyes are entirely black, while this may be unsettling to some it does have its benefits. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. In addition, you have advantage on saving throws against being blinded.
9 Paraconsciousness The fears and lulls of this world are alien to you and often make little sense from your perspective. You have advantage on saving throws against being charmed or frightened.
10 Fold Spacetime You can perceive the flow of time allowing you to see the future to some degree and may fold reality to move elsewhere. You may add your proficiency bonus to your initiative bonus and as a bonus action, you may teleport 30 feet to an unoccupied space you can see. You regain use of your ability to teleport when you complete a short or long rest.
11 Malleable Flesh Your appearance is largely blank and you may detail it and twist it to conform to your will. As an action, you can polymorph into any humanoid of your size that you have seen, or back into your true form. However, your equipment does not change with you. If you die, you revert to your natural appearance. You retain all of your normal statistics while in this form. You may use this feature once before you must complete a short or long rest to use it again. Additional uses beyond the first incur one level of exhaustion.
12 Alien Biology You are immune to diseases, the poisoned condition and you have resistance to poison damage.
CHAPTER 3 | CHARACTER OPTIONS

Geitlan

Geitlan, known to many as Goatfolk, are a race of half-human half-goat humanoids similar to Satyrs or Minotaur. They have goat-like heads, complete with horns and rectangular pupils. Their entire body is covered in coarse fur that comes in many different patterns and colors. They have humanoid torso and arms, but their legs are bent backwards and end in cloven hooves. Many have a short stubby tail, but it is not uncommon to lack one.

Self Contained

Most Geitlan stay within their small communities, becoming farmers, weavers, or hunters. Occasionally, however, there comes one who longs for more. Geitlan make strong adventurers, taking advantage of their natural hardiness and force of will. It can be difficult to track a collective history of the Geitlan, as they have been separated into nomadic groups as long as anyone can remember. Most simply resort to tracking the accomplishments of well known Geitlan and mentioning their home tribe in passing. One such member is Deimos, a righteous warrior of the God Kord. He led an incredibly daring and surprisingly successful assault against the legions of the Abyss, saving the city he had called home for the last 30 years. He later became King of said city, ushering in a time of peace and prosperity.

Hardy Families

A hardy race, Geitlan take pride in their autonomy and close-knit communities. These communities, however, are small and nomadic in nature. They usually build temporary shacks on remote mountainsides, moving on when its scarce resources are depleted. Because of this many remote mountainsides have large random patches of vegetables that have adapted to thrive in the cold, descendants of the crops Geitlan have planted in years past.

Geitlan Names

Geitlan language uses primarily one-syllable words, and they will choose an object or idea to name their children after. Once their children reach adulthood they are given a new name that reflects a physical trait or deed. These names are subject to change even further over time if a new accomplishment or trait overshadows the previous one.

Young Names: Sark (Stone), Lesk (Lightning), Bronn (Tree), Ferr (Flower), Cohl (Winter)

Old Names: Enkla (Big-Horn), Kerrm (Leader or Elder), Kainber (Furious Mage), Deimos (God Sent)

d6 Name Origin
1 I have an unusual physical trait.
2 I accomplished something heroic.
3 Dissatisfied with my given name, I made a new one.
4 I did something cowardly or spiteful, and my name is a way to punish me.
5 I mastered a skill, and was given a name showing it.
6 I was named after a famous or heroic relative.

Geitlan Traits

Geitlan, known to many as Goatfolk, are a race of half-human half-goat humanoids similar to Satyrs or Minotaur.

  • Ability Score Increase. Your Constitution score increases by 2 and your Wisdom score increases by 1.
  • Age. Geitlan mature rather quickly, reaching adulthood at 13 years. They live slightly shorter lives than humans, to around 70 years old.
  • Alignment. Geitlan tend to stay neutral in most aspects of life, preferring to keep to themselves and act at the moment. However, they are likely to shift their outlook after being exposed to other cultures for long lengths of time.
  • Size. Adult Geitlan are generally close to 5 feet tall and average around 180 pounds. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Horns. You are never unarmed. Your horns are a melee weapon that deals 1d6 bludgeoning damage, and you are proficient with your horns.
  • Stable Footing. You are not slowed by difficult terrain caused by rocks, gravel, sheer faces and other such obstacles.
  • Hardy. You are proficient in the Survival skill.
  • Mountain Born. You’re acclimated to high altitude, including elevations over 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.
  • Force of Will. You can plant yourself in place with all your weight, making you very difficult to move. You have advantage on any checks or saving throws made to move you or make you prone, including spells like thunderwave.
  • Languages. You can read and write Common and one other language of your choice.

Im'ten

The im'ten are a creepy people who resemble different animals in nature, but only just so far as mimicking their shape. One can distinguish them almost immediately up close, but by them it is often too late. All im'ten have prehensile hands, with long fingers like that of a monkey. Their musculature and torso are very similar to that of a human. The rest of their body is dependent on the creature which they mimic. They tend to reside in forests, and so take quadrupedal shapes alike to what dwell there, like bears and deer. They are more than capable of standing upright. No matter what form they have, what gives them away is their hands and a mask over their face, as they cannot mimic faces. Their coloration is also usually paler than the actual animal.

Unnerving Creatures

With the encroaching power of the Far Realm in the Feywild, the im'ten were created almost as an allergic reaction of these two repellent forces mixing. They are aberrations, and rightly so, for their presence in the woods is unsettling, and they are known to be chaotic and vile towards any who approach their habitat. It has been observed that they are perhaps guardians of forests they inhabit, though in the most horrific of ways. They have a history of having lured children away, murdered lost adventurers in their midst, and scaring the pants off people in general by making creepy noises at night. Some believed for a while that they were in fact some kind of wendigo. But what disproves this is that im'ten rarely eat their prey, and instead have a caprice mixed with deadly instinct rather than outright primal savagery. It has been said that those who look under an im'ten's mask will see nothing but the void which devours their consciousness. But even im'ten don't know and don't look. Perhaps it is their true face.

Odd Habits

The im'ten are believed to be one of a small group of creatures of similar fey and aberrant origin, like the ik'tar, with whom they commonly commune. They speak a similar language, which is described to be a mix of Deep Speech and Sylvan. While they can understand Common, they like to confuse others by speaking in another tongue. Such is the whimsy of a fey creature. Im'ten in general like to be mysterious, telling half-truths and half-lies. To them, there is little to life but to have fun and enjoy yourself to the most bacchanal of extents. To them, this means sometimes making a living hell for other beings by robbing them of sleep or making jokes at the expense of others. Im'ten fear little, not even death, and are commonly nihilistic.

Their society is composed of small tribes primarily based in forests away from civilizations like the elves. They prefer to have a small gathering on some woods by the side of the road, where they can have their fun with travelers at their leisure. Their tribes are very anarchic, with little hierarchy. In general, they treat each other almost with the same contempt as other races, but stay together nonetheless because they grudgingly accept that tribalism has its uses. In their little groups, they like to make-believe there is a leader and hold jousting tournaments with wits rather than weapons. The laughter in these meetings is often mistaken to be the voice of a hag.

Im'ten Names

Im'ten names are only three letters long. This is often a delight among themselves since most outsiders would not be able to remember so many monosyllabic names and assign them appropriately to the right members this masked race. Even more confusing is that the names lack gender specification.

Names: Lef, Sno, Ert, Fer

Im'ten Traits

Oddities formed of alien influence on fey.

  • Ability Score Increase. Your Intelligence score increases by 1.
  • Age. They have just under the normal longevity of fey, living to about 500 years.
  • Alignment. Im'ten are pretty much chaotic all the time, and their indifferent attitude makes many of them evil and self-invested.
  • Size. Strangely, all im'ten share roughly the same weight despite whatever form they mimic. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Fey Ancestry. You have advantage in saving throws against being charmed. Magic cannot put you to sleep.
  • Aberrant Fey. Your creature type is fey and aberration. Your home plane is the Feywilds.
  • Animal Mimic. You have the same walking speed when walking on all fours or on two legs. While on all fours, creatures over 30 feet away from you have disadvantage on checks to identify your racial identity.
  • Languages. You can speak, read, and write Common, Deep Speech, and Sylvan.
  • Subrace. Choose from the deer, bear or bobcat subrace.

Deer

The creature you model has the form of a deer.

  • Ability Score Increase. Your Constitution score increases by 2.
  • Fleet-Footed. Your base walking speed increases to 35 feet.

Bear

The creature you model has the form of a bear.

  • Ability Score Increase. Your Strength score increases by 2.
  • Bearish. You have large clawed paws that can slash flesh to ribbons and can be used to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier.

Bobcat

The creature you model has the form of a bobcat.

  • Ability Score Increase. Your Dexterity score increases by 2.
  • Cat-Like Reflexes. You are proficient in the Acrobatics skill.
CHAPTER 3 | CHARACTER OPTIONS

Ratfolk

The ratfolk are an evil race created through the concoctions of the so-called progenitor ratfolk, Einstein, and the book of vile darkness. They are forever hungry and idealize filth, greed, and proliferation. They fester in the underbelly of society, making empires across city sewers, ruins, and the most rotting places of nature. However, they also perform alchemical rituals to create abominations the size of horses. The most intelligent and charismatic ratfolk lead their societies, but the biggest and strongest enforce their desires.

Experimental Bloodline

Ratfolk are not a natural occurrence to the world at large, rather the result of various tests done by the once familiar, now dark mage, progenitor rat Einstein on his rat bretheren. Infused with the magical power of a deceased worldbuilder, ratfolk come in all shapes and sizes, of varying physical and magical might. A constant for most ratfolk is the unpleasant stench that tends to follow them, a result of being hand crafted by a wielder of the Book of Vile Darkness.

Vile Creatures

Much like their regular rat predecessors, ratfolk are often not taken kindly by those who live on the surface. Similarly, most all ratfolk hold a disdain for those creatures who live under the sun, and harbor a desire to subjugate and control the overworld, to hold power over their tormentors once and for all.

Ratfolk Names

Ratfolk are given a name at their creation, a title designating what makes them unique, powerful, greater. That is, a name typically represents what role in ratfolk society one will play. Names such as Fluffy or Big are not mocking but signs of great power, titles that demand respect from other ratfolk. One rule above all, though, is that no ratfolk shall ever take the name of the progenitor rat Einstein, lest they wish to incur his eternal wrath.

Names: Snowball, Fluffy, Big, Oppenheimer, Snitch, Scamp, Rascal, Reginald, Ratthew, Sunshine, Snookums, Peanut, Whiskers, Sir Cornelius von Maximus, Tim

Ratfolk Traits

The heritage you acquire, at birth or creation, is always one shared by the rats of society, only improved.

  • Ability Score Increase. Your Constitution, Intelligence, and Wisdom scores all increase by 1.
  • Age. All ratfolk are the byproduct of experimentation, and as a result, they can have wildly different lifespans. A "typical" ratfolk reaches adulthood by age 5 and lives up to 20 years, although some ratfolk have been known to live far longer than this limit.
  • Alignment. Ratfolk are typically chaotic evil, as they care only to spread filth and disease wherever they may go, although all ratfolk respect and obey the innate heirarchy of their dark order. It is rumored that some ratfolk have been able to break away from these dark desires within their veins and have turned to good, but most ratfolk would claim that those are only rumors.
  • Size. Most ratfolk have been enhanced to have a larger size than typical. While some may be the size or regular rats or vastly taller, most ratfolk stand between 2-4 feet tall. Your size is small.
  • Speed. Your base walking speed is 25 feet.
  • Darkvision. Suited to a life of darkness, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Bite. Your sharp teeth are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
  • Tail. You can grasp things with your tail. It has a reach of 5 ft, it can lift a number of pounds equal to 3 times your strength score. You can use it to do simple tasks, grapple, and attack with a weapon possessing the light property. It cannot be used to perform somatic components of spells.
  • Keen Smell. Thanks to your sensitive snout, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell.
  • Sneaky Bastard. You have proficiency in Dexterity (Stealth) checks due to your darkened fur and short size.
  • Trash Talk. Once only a pest yourself, you have the ability to speak with other pests in a language only known by you. You can talk to and understand rats and other urban mammals/rodents/vermin.
  • Languages. You can speak, read, and write Common and Undercommon.
CHAPTER 3 | CHARACTER OPTIONS

Amnesiac

You...don't even know who you were before becoming an Adventurer. You come up with so many different ideas of who you were, ideas that would keep you up at night. You adventure, dig through history, investigate on leads, hoping that they'd bring you one step closer to finding out who you truly are...that is if you even want to know who you are. Maybe you lost your memory from an explosion that caused you to hit your head, maybe you overdosed on a dodgy potion that blanked your mind, maybe you were cursed to forget everything, maybe you did this to yourself to forget a horrible trauma. Whatever happened, you have no idea, but there must be evidence of the past somewhere...


Skill Proficiencies: Perception, Investigation
Tool Proficiencies: Choose one musical instrument or gaming set, and one weapon
Languages: One language of your choice
Equipment: Two trinkets from your past (one of which is a meaningless red herring and the other being pivotal to your forgotten backstory. Which is up to your DM, who does not have to share which if they don't want to), one weapon you are proficient with, a set of commoner's clothes, and a belt pouch containing 5 GP.


Feature: Deja Vu

You suddenly remember a huge amount of detail about a person, place or thing that you are currently looking at or interacting with without knowing why. Maybe a certain phrase or image sets you off, but you suddenly know all about this thing like you've been familiar with it for years. Any Insight, Investigation or History checks you make relating to this thing are done with advantage. You can use this feature three times per campaign and/or per character.

Alternate Feature: "Oh, I know that!"

Despite your amnesia, you clearly remember one specific field of knowledge, lore, or something else. Choose the field you want your character to know and write it down on your character sheet. If you fail your History roll regarding that field of knowledge, you can consult for the answer regardless unless it is otherwise impossible to know about it (i.e. it's unknown)

Amnesiacs are difficult to handle at times. Either they honestly have no recollection of who they once were, or they are trying to deceive you into eventually letting your guard down by believing they are something that they are not.

Xandelar

Quirks and Impulses

Although you have no memory, you are not a blank slate. Certain mannerisms and behaviours persist, even though you don't remember their point of origin.

d6 Specialization
1 Formal Attitude. You speak extremely formally at all times, especially to those you see as superiors. This may have been due to a military or noble background.
2 Forgiver. Even when you don't always fully believe it, you have a strong feeling that everyone should be given a second chance. This impulse may steer you right, but you may also develop a deep distrust of it as well.
3 Wanderlust. You feel a compulsion to travel, like you used to do it all the time. When in one place for too long, you grow physically restless. Over time, you might choose to curb this instinct.
4 Driven to Learn. For some reason you are compelled to the library and colleges of the world. The urge to absorb and learn as much as you can is deeply rooted in you. This may or may not line up with your class, it may help or hinder your path to finding yourself.
5 Religious Thinking. You find yourself easily convinced by religious figures and messages. Evidently, you were quite the devout in your past, although you might now have a fresh perspective on the consequences of such thinking now that you're starting from scratch.
6 Anger. For some reason you are easy and quick to anger, especially to small mistakes and bumbles. This may have been due to a perfectionist complex.

Suggested Characteristics

For all that you try, you seem to not remember who you once were. The question is, who are you now?

d8 Personality Trait
1 I like to do something to capture the current moment, be it writing down a poem or drawing a picture.
2 I keep a notebook of all the things I'm supposed to know so I won't forget it.
3 I have a ribbon tied to my finger at all times... And I don't know why.
4 I get constant headaches when I want to think about my past.
5 I come up with a new story of who I was every time I am asked.
6 I worry that I'll forget the life I'm living right now.
7 I sometimes think about who my family was and where I fitted in.
8 I don't want to pay close attention to my past.
CHAPTER 3 | CHARACTER OPTIONS
d6 Ideal
1 Beginning. "This is a new, fresh start for me!" (Any)
2 Placement. "I will become a helpful member of my community, both from my past and my new future." (Lawful)
3 Improvement. "In order for me to be better in the future, I must know about my past." (Good)
4 Neglect. "Why bother searching for my past? It's in the past, after all." (Neutral)
5 Freedom. "Having no memories means having no obligations." (Chaotic)
6 Advantage. "Once I find out who I was, I'll use it to take back what I want." (Evil)
d6 Bond
1 A kindly old man took me in when he found me. I owe him a favor ever since.
2 I had a lover in my past who wants me to come back to her.
3 I hold onto my trinket, the only thing that I remember in my past.
4 The home I live in right now is the only home that matters to me.
5 I have a good idea who's responsible for my amnesia, and they will pay for it.
6 I remember only one person from my past. He holds the key to finding out about who I was.
d6 Flaw
1 I will stop at nothing to find out who I was.
2 Every time I hit a dead end in learning of my past, I mentally shut down for a bit.
3 On top of forgetting my past, I also forgot basic stuff like eating.
4 I'm quick to forget things.
5 I will latch onto anything that will provide me at least an idea of who I was, even if it's an obvious trap.
6 I am almost certain that what I did in the past was bad, and the guilt eats me up even though I don't know what it was.

Artist

Artists are sought after and respected individuals all over the world. No matter their race age or gender, all artists are loved for their talent to place life and emotion into things such as clay, stone and paint. As an Artist you have perfected your art to the point that people pay to see you and pay your for your grand works of art. When choosing this background for your character you must ask yourself these questions: Is your character self taught? Are they a natural at what they do, or must they work as hard as they can everyday? Is your character struggling or successful? If they are indeed good at what they do, are they well known or new to the artist scene? Do they have a high opinion of themselves or are they humble? What has brought them into the world of adventuring? Did they choose to follow a band of warriors for inspiration? Or are they caught in the midst of a mess they cant get out of?


Skill Proficiencies: Sleight of Hand, History
Tool Proficiencies: Artist's Tools
Languages: One language of your choice
Equipment: Artist's Tools, a set of common clothes and a belt pouch with 10gp.


Specialization

Not every artist is great at everything. Though you may dabble with the different types of artistry, there will always be one thing that places you above the rest. What is that thing? And are you the best?

d6 Specialization
1 Painter
2 Playwright
3 Sculpter
4 Composer
5 Architect
6 Novelist

Feature: Commissioned Artist

You are a Commissioned Artist. You are known well throughout your local area or maybe even globally by many important figures. On request, you may even be able to gain entry into royal courts and meetings with rich merchants who want a commissioned piece. You get paid ahead of time for your efforts, you must discuss and negotiate the price you will be paid for your art work.

Alternate Feature: The Peoples Poet

You have made a name for yourself making works of art that point out the flaw in society, making fun of those in charge, of religion, law enforcement. Though Royals and Rich Merchants may not fancy your company the common people love you for your satirical and controversial artwork.

CHAPTER 3 | CHARACTER OPTIONS

Suggested Characteristics

A life surrounded by artists and critics has molded you into the person you are today. What do you create for?

d8 Personality Trait
1 My art is my life, my works, my soul, and I will defend my creations at all costs.
2 I am my own worst critic. There is nothing you can say about me I haven't already said to myself.
3 I am not worth the time of the common folk. Their gold pouches are simply too light for me.
4 The people deserve to be heard and I am their voice! Viva la revolution!
5 I am like the art I create. I flow, I feel. I do what feels natural, what feels right.
6 Art is like magic or science; there are strict rules to follow, and ignoring those leaves you no better than a three year old with a pile of clay.
7 I create beautiful things to woo beautiful folk.
8 My art is private. Only my commissioned works are for the public eye.
d6 Ideal
1 Cubism. I must do what is commissioned of me, or I wont get payed. (Lawful)
2 Abstract. I flow from place to place, doing what's best for me. (Chaotic)
3 Vandalism. The world is my canvas- I will paint it how I please and no one will tell me otherwise! (Evil)
4 Realism. I deal with whats real, and try and help as many as I can along the way. (Good)
5 Impressionism. I have a great deal to learn from those around me. They are the inspiration for my work. (Any)
6 Minimalism. A little bit of this and a little bit of that is all you need in life. (Neutral)
d6 Bond
1 I am forever indebted to the one who taught me my craft.
2 I am simply trying to provide for my family.
3 I am constantly trying to win the affection of the one whose caught my eye.
4 I am drawn to travel, to see the world and recreate it's wonders in art.
5 I am forever locked in competition with my long time rival. They always seem to be one step ahead.
6 I will not call a task complete until I am certain it is the best I can possibly do.
d6 Flaw
1 I will kill the critic who depreciates my work!
2 If there's no way I'll gain from it, there's no way I'll do it.
3 I get jealous easily, especially around other artists.
4 I will do anything for a slow turn from a nice pair of legs.
5 I am the BEST at what I do, and I laugh at those who suggest they can find one better than I.
6 I spend most of my gold overindulging in life's pleasures.

Bartender

You stand by a lot of the most famous scenes in all of stories and fantasy. Your establishment is the gathering, the crux, of many an adventure, the beginning of many a quest, and the meetings of many fates. That's right, you are the bartender. People, drunk or not, have often ended up before you, asking for succor from their troubles. Sometimes they ask for something less alcoholic. Those who fall under the spell of the ale and meads you churn out spew their secrets like gushing fountains to any ears willing to listen, and yours are usually the closest. Sometimes you do some things on the side, like slipping poison into someone's glass, or just also taking the role of chef as well. If you are the owner of a bar, it's pretty hard work.

When making a character with the bartender background, think outside the occupational aspect and more towards the implications. Bartenders are not always able to hold their liquors, but they can have a heck of a connoisseurs smell and taste for them. After mixing cocktails for so long, you may have a signature brew even. Aside from drinks though, you may have heard many a drunken secret and witnessed several conflicts erupt in a scenery of merriment. Perhaps you are familiar with the fancier scotch clubs where nobles drivel on about politics. Or maybe you've kept your head down as resistance leaders in a greasy pub talked about inciting a rebellion.

Bartenders are a dime in a dozen in the wide world. So long as people desire release from their awful realities, bartenders have obliged in exchange for coin and then some. You can easily find work in many places so long as there is some bar. If not, you could very easily start a business slinging drinks. Often sitting in the backdrop, bartenders are potential fonts of knowledge and the most interesting gossip. In a way you could be like a barber, but people visit the pub more than they visit the barber.


Skill Proficiencies: Choose 2 from: Perception, Sleight of hand, Performance, Persuasion, or Insight
Tool Proficiencies: Cook's utensils or brewer's supplies
Languages: One language of your choice
Equipment: Cook's utensils, or brewer's supplies


CHAPTER 3 | CHARACTER OPTIONS

Place of Employment

Where was the last place you worked? Which previous establishment was the most notable? It could very well have been a place you once owned as the barkeep. The atmosphere of the bar could possibly determine what things you have seen and heard throughout your career, as well as what company may be familiar with you.

d4 Bar Type
1 A scandalous place of drunken sailors and gossip of murder and nautical conspiracies.
2 An ill-reputed rats' nest where leaders of the local gangs and mafia congregated to conduct illegal business.
3 A high-end bar where people clinked crystal glasses of cocktails and spoke of the higher caste politics.
4 The layman's bar where common man came for a cold one after a long day at work.

Feature: The Bar's Shadow

Perhaps it is your utterly innocent presence, but you rarely need to hide from people to hear in on what they talk about. This is particularly true when you have all your working tools out to show you are a real bartender. The bartender image has been cultivated into you, that even very important conversations not meant for average ears can be spoken near you. Underworld lords and powerful figures feel no threat from speaking liberally near you, discussing plans and such over your concoctions.

Suggested Characteristics

As a bartender, you don't have to act like a bystander even if everyone treats you like their servant. Maybe you're a real people person, able to befriend any patron. Or are you perhaps a silent watcher, or even an unfriendly server.

d8 Personality Trait
1 I don't talk unless spoken to.
2 I end to buy the drinks at the table.
3 I never forget the face of those I've served.
4 People tell me I have a big mouth.
5 My first question is usually money-related.
6 I serve and that's it. You couldn't pay me for lip service.
7 Physical contact makes me uncomfortable.
8 Patrons deserve my utmost respect.

We don't partake of alcoholic beverages on most days in the order. It's a vice that distracts one from their purpose. We do drink on special holidays, though, and boy do I have a story that you would not believe about what Torm, Tyr, Xandelar, and I did once when we were drunk. It all started . . .

Vroger

d6 Ideal
1 Money. There is a lot of things money will give me. (Neutral)
2 Secrets. I just like to hear the deepest darkest secrets of others. (Chaotic)
3 Perfection. I am pursuing the quest for the greatest brew. (Any)
4 Chaos. I sow discord through my drinks. (Evil)
5 Listener. I'm here for those who need a shoulder to lean on. (Good)
6 Employment. This is just a job, really, to survive. (Neutral)
d6 Bond
1 I feel a familial bond with the bar busters, wenches, and maids.
2 The patrons are easily friends.
3 In an environment like a bar, you never know what a true man's colors are.
4 I am searching for one particular patron who I served years ago...
5 I work to pay off a debt.
6 My relationships are means to an end.
d6 Flaw
1 My only concern is how much I get paid.
2 My relationships are ephemeral.
3 I cannot trust anyone for real.
4 I am easily beguiled by what I hear.
5 I like to leave the hard work to others.
6 I can appear cold to problems of others.

Conscript

You never asked to be a fighter, a soldier in a war. You had nothing to do with the cause, and it was not yours personally. But it is the cause of the blanketing system in which you are a civilian and member of. As such, you have a duty to serve, and they can call on you when they want to. They can tell you to lay down your life for them, to pick up the blade and put down whatever life you've made for yourself, and be thrown into the maws of the beast that is battle. Conscription, or drafting, is a method from antiquity to rally troops when needed by calling upon compulsory service of the people. Able bodies are pulled from the population to pay their public dues in blood.

Consider some of the following questions when making a conscript: Are you happy with having been displaced from your normal life and thrown into a chaotic new environment? Were other members in your family previously conscripted? How do you view this system of drafting, and do you resent the powers behind it? Some are drafted, but have the means to have others go in their place, while others may be forcibly drafted despite their medical conditions due to the lack of manpower. What did you leave behind as a result of the draft? Is the battle over for you yet? If so, how did things change when you returned from battle?


Skill Proficiencies: Athletics, Perception
Tool Proficiencies: Gaming Set
Equipment: Writ of release from conscription (served or dismissed), worn emblem of a conscript, a set of common clothing, and 5 gp


Feature: Lasting Recognition

Serving in a war or battle at all earns you some presence. While you are not highly ranked or decorated, you made some connections in the military. Soldiers loyal to your former military organization still recognize your service and show you preference over those who did not serve. Other conscripts that served like you are also friendly to you and your allies, perhaps willing to provide you with some emergency supplies and aid, so long as it does not put them in immediate danger.

Suggested Characteristics

This was never my fight...

d8 Personality Trait
1 ...but I am in it to win it! - Determined
2 ...yet why do I crave battle? - Tainted
3 ...I just want to go home! - Trepidatious
4 ...but I'll make the best of a bad situation. - Opportunistic
5 ...but I face it with honor. - Upstanding
6 ...and when it's over I'll bring it to those who placed me in bondage! - Vengeful
7 ...yet my comrades are worth fighting for! - Good-Natured
8 ...perhaps, I too will die this day.. - Self-Destructive
d6 Ideal
1 Reservation. I fight for my own reasons. (Lawful Neutral)
2 Continued Spillage. War has left me changed. I have an unquenchable blood lust. (Chaotic Evil)
3 Repatriation. One day, I'll return to home and hearth. Until then, I live honorably. (True Good)
4 Wealth. War is profitable. I have learned to capitalize on the death of others. (True Neutral)
5 Virtue. My time as a conscript has taught me the value of the aid of others. I will fight for their sake! (Lawful Good)
6 Perpetuity. If you can't beat 'em, conscript 'em. (Chaotic Neutral)
d6 Bond
1 I hold those who were conscripted along side me dear.
2 I will return to my family.
3 I remember, and Honor those that fell beside me.
4 I have a special kind of hatred for soldiers.
5 I know that I am strong, I will teach others that they are strong too!
6 I vividly remember the faces of the enemies I have slain.
d6 Flaw
1 At times, I feel such anger towards military personnel, I wish to kill them.
2 Memories, plagued with memories...
3 My hands often shake, causing me to drop things I am holding.
4 I haven't been able to stop killing. I cannot hold myself back in a fight.
5 I despise those who are cowards in battle.
6 I drink to cope. Like a lot.

CHAPTER 3 | CHARACTER OPTIONS

Courtesan

Nobles, politicians, criminals, the common man; hell, maybe even an orc or two. At some point in your life, you have been with all manner of society's finest and worst through your profession. Your profession, whether through freedom of choice, or a cruel twist of unfortunate events, is one that utilizes a very specific set of skills: the art of seduction. Though your circumstances may be unfortunate, you use them to your advantage. Whether it is using your body to persuade a client to change their mind on an issue, using your unique skill set to distract clients while you steal from right under their noses, or even playing the part of a cheap assassin. When making a character with this background ask yourself these questions: What led your character to these circumstances? Was it a twisted and unfortunate fate? Or was it a vocation of choice? How much do you charge for your services? Are you self employed, or do you work under a pimp? Where do you work? Where is your place of work? These are the questions you must consider and consider wisely, for they will shape your character, at the beginning of their journey at least.


Skill Proficiencies: Persuasion, Sleight of Hand
Tool Proficiencies: Disguise kit
Languages: One language of your choice
Equipment: A set of fine clothes, a purse containing 5 gp, a disguise kit, and a small gilded mirror.


History of Service

Although open to all ways of life, a courtesan has a story behind them, that, for the most part, discerns their own ways of living.

d4 History of service
1 I was under the wing of royalty, always loyal to their whims.
2 I have broken so many hearts, either for gold or fun.
3 I used to offer my services in a brothel.
4 My services always opened even the best locked doors.

Feature: Past Influence

Due to your history of work, you can obtain free lodging in brothels or inns where you have conducted business in the past. The owners of these establishments can recommend other locations where you may be able to obtain discounted lodging by dropping their name or offering your services during your stay. If you encounter past clients, you may be able to obtain resources or other aid from them. Depending on your relationship with any given client, this may be through blackmail or through seduction.

Suggested Characteristics

The life you have lived does not define who you are and what you can do, but you nevertheless have picked up useful skills from the aspects of your trade.

d8 Personality Trait
1 I am highly flamboyant; I like to exaggerate my movements and mannerisms.
2 My speech is like a switch; I speak either very warmly or very coldly to anyone.
3 I am unafraid to get up-close and "personal" with some people or situations.
4 I keep silent about any shortcomings I may be experiencing. I can't stand being pitied.
5 I am extremely flirtatious, even with friends.
6 I prefer to leave things finished, rather then let bygones be bygones.
7 I love being the center of attention, but I don't envy those who take that from me.
8 I am quite hesitant to name my profession when asked about it.
d6 Ideal
1 Cynicism. Everyone uses others, why should I act any different? (Evil.)
2 Sympathy. I sympathize with those who work hard but gain little in their endeavors. (Good.)
3 Pride. I love the work I do, despite what any naysayers may call me. (Any.)
4 Personal Gain. When I’m doing you a service, I am yours. If I’m not, I want nothing to do with you. (Chaotic.)
5 Respect. My favorite clients are the ones who have reasonable expectations and don't stir up trouble. (Lawful.)
6 Independence. My body and soul are my own, no matter what anyone else may say about me. (Neutral.)
d6 Bond
1 I am highly skeptical when someone offers me something without asking for anything in return.
2 I don't concern myself with the turmoil spawned from other's problems.
3 There is someone I'm waiting for so we can live together.
4 I know a secret about one of my clients that could cost me my life if revealed.
5 My clients are all I have.
6 I have a child, and I would do anything for them.

I feel deeply for the many courtesans across the planes. The life they have lived is most certainly never the one they grew up wishing to go through.

Xandelar

CHAPTER 3 | CHARACTER OPTIONS
d6 Flaw
1 Despite my own ability to read people, I myself am very easily read by others.
2 If someone has some kind of debt over me, I feel obligated to fulfill said debt no matter what.
3 I sometimes expect or wish for others would take care of my problems.
4 Depending on the pay, I will do anything for a client.
5 I use any means I have at my disposal to complete a goal.
6 I love presents or gifts, and cannot refuse one, even if I know doing so is a bad idea.

Diplomat

You are, or were, a diplomat, a person appointed by a nation to conduct diplomacy with one or more other nations. The main functions of diplomats are; representation and protection of the interests and nationals of the sending nation; initiation and facilitation of strategic agreements; treaties and conventions; promotion of information; trade and commerce; technology; and friendly relations. Seasoned diplomats of international repute may be members of an international committee, or be employed by multinational companies for their experience in management and negotiating skills. Diplomats are members of foreign services and diplomatic corps of various nations of the world. Diplomats are the oldest form of any of the foreign policy institutions of the state, predating by centuries foreign ministers and ministerial offices.


Skill Proficiencies: Persuasion, Insight
Languages: Two languages of your choice
Equipment: A set of fine clothes, a quill and bottle of ink, a blank treaty, and a belt pouch containing 15 gp.


Diplomatic Rank

Diplomats have different specializations, and traits are often also present in their adventuring careers. What did you do during your time as a diplomat?

d6 History of service
1 Secretary
2 Counselor
3 Minister
4 Ambassador
5 Envoy
6 International Affairs

Feature: Diplomatic Immunity

In peaceful foreign lands that recognise you and your place of origin, you may use your status as a diplomat to avoid penalties for minor crimes, and you may not be attacked by soldiers or guards. You may procure audience with various officials and nobles by using your title, though they are less likely to meet with you directly if you are not on official business. If you are ever publicly arrested in a foreign land, your nation will likely negotiate your return if this is both possible and desired by them. Abuse of this power will mean that it will be ignored or revoked.

Suggested Characteristics

You have been born and bred for the life of brokering deals between great nations, whether in peace or in violence. Your characteristics are demonstrative of that upbringing.

d8 Personality Trait
1 My actions reflect on my liege, so I must always be at my best.
2 I am accustomed to high living after years as a diplomat.
3 I will not tolerate violence between sentients, and will always try to peacefully resolve the situation.
4 I don't like to get involved in dirty business.
5 I love intrigue and mystery.
6 I have a tale or anecdote for any situation from my days as a diplomat.
7 If you have a good reason, I will listen to any request.
8 I weave flattery into my speech.
d6 Ideal
1 Peace. I do what I do to end wars. (Good)
2 Kingmakers. The right touch here and there can topple empires and raise kings. (Any)
3 Power. With my power, I could start a war. (Evil)
4 Transparency. Secrets have no place in government and must be shared with the people. (Chaotic)
5 A Voice. I speak for those who cannot. (Lawful)
6 Competence. Whatever the aims and goals of the state, I must do my best to make them happen. (Neutral)
d6 Bond
1 I became a diplomat to better serve my liege.
2 My actions go to assist the people.
3 My loyalty is neither to my liege or my people, but to the nation.
4 I love the sounds of a treaty being signed.
5 I would perform any action for my hometown, a tiny hamlet that pooled its funds to send me to an esteemed place of learning.
6 I was inspired by a diplomat who ended wars and defeated tyrants, all with just a quill.
CHAPTER 3 | CHARACTER OPTIONS
d6 Flaw
1 I would sooner start a war than swallow my pride.
2 I will do whatever I need to succeed as the ends justify the means.
3 I hold a grudge if I ever feel that someone has got one over on me; they will pay dearly for it in the end.
4 I am actually a coward and am willing to risk everyone's life but my own.
5 I abuse my powers as a diplomat for personal gain whenever I feel I can get away with it.
6 I have told so many lies that it's hard for me to recognise the truth anymore.

Exile

You have been thrown out of your home and may never return. Where were you before you were exiled? What did you do to deserve the exile? Were you falsely accused and if so why? What are the conditions of your return if there are any? Are you over your exile, or are you still torn by it? Do you still have contacts with your old life, or have you been fully cut off? Do you carry something with you to remember and if so to remember what? Your home? Your crime? Revenge?


Skill Proficiencies: Persuasion, Perception or Survival
Tool Proficiencies: One type of Artisan's tools of your choice
Languages: Elvish or Dwarvish
Equipment: One Weapon of your choice (typically something from your native culture), travelers clothes, a winter blanket, a pouch containing 5 gp, and a reminder of home (a drawing, a leaf, a ring...)


Origin

You've had to have been exiled from somewhere. Consider what your home was like and what it meant to you. You may roll on the following table to find your home setting, or simply choose one that fits your character.

d6 Origin
1 Noble Family
2 Mountaintop Monastery
3 Nomadic Tribe
4 Small Town/City
5 Military Unit
6 A Guild

Feature: Echoes of the Past

You may have been forced to leave your previous life, but it hasn't left you. You have knowledge about the ways people treat one another and therefore have been gifted with skills revolving around a quick-witted nature. Odds are you can talk someone into giving you a hot meal for the evening or perhaps even a warm bed.

Suggested Characteristics

Some exiles take time to adjust to their new life, others adapt fairly quickly and try to drown out their memories of home. Exiles may be slow to trust others, but they are eager to make allies. Some exiles seek only to return home no matter the cost. Are you one of them?

d8 Personality Trait
1 I talk to travelers frequently for any news about home.
2 I feel a need to prove myself to others so I won't be thrown out again.
3 I am full of stories from my old life, and am eager to share them.
4 I don't talk about my past, it's too painful for me.
5 I still follow the culture and practices of my old life.
6 I'd rather make friends than enemies.
7 I don't do relationships, they could fall apart at any time.
8 I blow up when someone badmouths my old home.
d6 Ideal
1 Spite. Those fools will RUE the day they threw me out. (Evil)
2 Customs. I had to be thrown out. There was no other choice. (Lawful)
3 Change. The rules I was exiled for were dated and wrong. I must change them. (Chaotic)
4 Belonging. I need to find myself a place to belong. (Neutral)
5 Destiny. I must make the best of my exile and use my abilities to help others. (Good)
6 Return. I will be back. (Any)
d6 Bond
1 I will never forget my old home.
2 I still have a friend or two from my old life who I can still talk to.
3 I was falsely accused and exiled, I will not stand for injustice toward others.
4 When I was exiled, I was separated from the love of my life. I must reunite with them.
5 There were people who conspired my exile. I will get my revenge.
6 My friends are all I have now, I would gladly die for them instead of being alone again.
CHAPTER 3 | CHARACTER OPTIONS
d6 Flaw
1 I have learned of a dark secret from my old life, something with grave consequences if revealed.
2 I get flustered easily when I feel people are going to leave me.
3 I am often incredibly defensive, seeing accusations where none were made.
4 My desire to return home often blinds me from seeing the big picture.
5 I am always in a foul mood.
6 There are people from my old life who want me dead.

Jester

You served a high noble family - even the royal one is possible - for a long time. Did you choose this career, or you were obligated to? Was it assigned to you at birth, or did your parents or a superior force force you to go through this path? Did you like it? Did you take your jester path as a life philosophy or just as a job or hobby? Were you considered great at what you did? If you were obligated to follow the career, would you flee it if you had the chance? And what made you abandon it to become an adventurer? Did you get fired, flee? And why?


Skill Proficiencies: Choose two between Performance, Persuasion, Acrobatics and Sleight of Hand.
Tool Proficiencies: Thieves' tools or two musical instruments and one gaming set
Languages: One language of your choice
Equipment: Court jester outfit, juggling balls or other such devices for entertainment, 17 gold coins, 50 copper coins, one musical instrument or dice, an uncommon weapon (trident or whip, for example).


Specialization

You always made it better with a certain type of show. Were you a great actor, did your music enchanted the entire family or had your agile hands made the best use of magic tricks?

d6 Specialization
1 Comedian
2 Magician
3 Theatrical
4 Singer/Musician
5 Juggler
6 Acrobat

Feature: The whole world is a stage

Due to your hard working past, you can always find lodging and food for a performance. You're an expert at finding opportunities to do your show, even if they're not so obvious at a first place. People will tip you for your performance based on how good it is. These people also tend not to suspect much from a simple fool, allowing some foul play from you to go unnoticed.

Alternate Feature: Noble Company

Since you've worked with people of the highest classes for a great time of your life, you know how to impress and relate to them. They will generally be more open to your presence. Nobles tend to protect their jesters.

Suggested Characteristics

Not everyone knows how to be a good comedian. It requires time and effort to refine your art. Jesters tend to be kind of crazier than normal people even when not working.

d8 Personality Trait
1 I vary my emotions very fast.
2 Sometimes, I hear or see imaginary things.
3 I always can make people around me laugh.
4 I can't be just one person: I've multiple personalities!
5 I can't resist the temptation to steal something.
6 When talking to strangers, I babble a lot.
7 I'm always worried something will happen.
8 Even when other people don't like it, I follow them and try to discover about their life.
d6 Ideal
1 Happy. My performances are wholesome. (Good)
2 Anger. My performances are cruel or wicked. (Evil)
3 Free. I perform what I when I want at any given time. (Chaotic)
4 Respectful. I never criticize authority in my performances. (Lawful)
5 Savage. I secretly try to undermine all civilizations in my performances. (Evil)
6 Performer. I just want the audience entertained. (Any)
d6 Bond
1 I love my outfits.
2 I have a favorite pair of shoes.
3 I use animals in my acts.
4 Always seeking a fellow jester to share stories.
5 I love mirrors and they're often part of my shows.
6 I will earn as much gold as I can.

You know, I think that, in another life where I'm not a superbly powerful and influential gold dragon and I had not known of the order, I would have made for a great comedian.

Vroger

CHAPTER 3 | CHARACTER OPTIONS
d6 Flaw
1 I tend to mock royalty or governmental authority through action or deed.
2 I pick on the biggest guy in the room, during performances.
3 I make insensitive performances against others during performances.
4 I'm really not a good entertainer.
5 I lie about my past performances, greatly exaggerating.
6 I tell jokes about my deity.

Lore Keeper

Lore Keepers are those trusted and tasked with collecting and retaining stories, myths, legends and histories. Many are walking libraries of information, eager to listen and to share their knowledge, while some collect this knowledge for their own means. You might have been the student with their head always in a book, absorbing as much as you could. You might have been the child always eager to listen to your grandparents’ or the village elder’s stories. You might have spent all your time growing up in a tavern, hearing tales through song and performance. You might have been all three, or more. Regardless of the origin, you have grown up around stories, and they have become a part of you. You have a memory for history, for stories, for esoteric knowledge that many don’t care to remember. Others recognize this, and many are eager to share their stories with you. In fact, many people come to trust you as a repository, and you are likely known within and outside your own people for being someone who will keep their history safe. You are the Lore Keeper, trusted by your tribe, village, organization, perhaps even kingdom, to keepsake history and learn evermore.

As an adventurer, you seek to collect and preserve ever-more stories, and share those that need to be told. But perhaps there is an ulterior motive.

Perhaps you left your origins simply to learn. Perhaps to share with others. Perhaps you left to travel the world, exploring more cultures. Perhaps you are the only one left who remembers your people after a tragedy. Perhaps you found something too dangerous to be left alone, yourself the only one you trust with this knowledge.


Skill Proficiencies: Choose two of the following: History, Arcana, Nature, Performance, or Insight
Tool Proficiencies: Calligrapher's Tools or any one musical instrument
Languages: One language of your choice
Equipment: Calligrapher’s Tools or an instrument you are proficient with, traveller’s clothes, a book of stories or songs, a trinket from a culture you have visited or are interested in, a notebook with 50 pages, a pouch with 10 gold.


Specialization

Lore Keepers are somewhere between Sages, Anthropologists, Entertainers, and Researchers for where they get their knowledge, but as opposed to just discovering or showing their stories, they are universally intent on collecting and retaining histories and legends, to keep them safe and pass them on to others.

Choose one or more specializations, or roll on the table, to decide which are the primary sources of the knowledge you hold:

d6 Specialization
1 Songs/Music
2 Books
3 Arcane Scrolls
4 Folk Tales
5 Ancient Runes
6 City Records

Feature: Open Ear

Everywhere you go, as long as there is society you can find someone to share it with you. People are friendlier to you if you show them respect to their traditions, and you can share stories with them to discover more than they may have been willing to share initially. You are better able to find people to share this knowledge with you, and in the absence of people to tell it to you, you are better able to find hidden stores of this knowledge.

Suggested Characteristics

You have spent years hearing and collecting stories from a variety of sources. Histories and lore, myths and legends from your own culture and the cultures of others have been your greatest collections throughout the years. Dedicated to recording and preserving history, your efforts have made you a veritable library of information, and someone who will go to great lengths to discover all the more stories.

Many Lore Keepers or good or neutral, intent on preserving what needs to be known to future generations. However, there are those that see other, less moral uses for this information.

The thirst for knowledge is the mark of an influential person in any capacity you may find them. It has led many an adventurer down a dark path, just as much as it has led them to the light.

Xandelar

CHAPTER 3 | CHARACTER OPTIONS
d8 Personality Trait
1 I read every book I come across.
2 I have a habit of ignoring the outside world while I’m working on my records.
3 I want nothing more than to share my tales with others, regardless of if they’re really listening.
4 I can usually be found in a tavern or town center, listening to everyone’s stories.
5 I greatly respect those older than myself. They have so many stories to share.
6 I think people who don’t care about history are fools to be ignored.
7 I can often be heard muttering or humming to myself.
8 I treat every story I hear with respect, not caring about how true it is.
d6 Ideal
1 Knowledge. The most important thing is knowing. Everything else comes after. (Any)
2 Protection I know things that are dangerous to others and must keep them safe from the world. (Good)
3 Discovery. I don’t care who I have to speak to or what I have to do to learn more, I will do it. (Chaotic)
4 Accuracy. I make certain that whatever I learn is as accurate as possible. There’s no use in retaining history if it isn’t. (Lawful)
5 Sharing. I will share with anyone who wants to listen, and listen to anyone willing to share. (Good)
6 Destruction. To know your enemy is to know how to defeat them, and I know many things about many people. I am not afraid to use my knowledge to hurt others. (Evil)
d6 Bond
1 My writings are my legacy and I will protect them with my life.
2 I am building a great library to prove I am the most knowledgeable.
3 The people who I learn from are most important to me. There’s no point in learning about people if you don’t care about them.
4 I have learned ancient secrets that need to be contained. This information haunts me.
5 I left my home to learn more from the world. I miss it every day, but my work is too important to stop.
6 I have been adopted by another culture, and consider myself one of their own.
d6 Flaw
1 These stories are the only things that give my life meaning, and seem more real than the world around me.
2 I will believe anything people tell me.
3 Keeping my records safe is worth more than one or two lives.
4 I have a habit of ignoring those I feel know less than me.
5 I trust the stories I know more than the people around me.
6 I care more about the past than I do the present day.

CHAPTER 3 | CHARACTER OPTIONS

Chapter 4: Dungeon Master's Tools

One of the more rewarding parts of a session is when the players finally defeat the enemy, and proceed to loot them of their valuables to take as their own treasures. While basic equipment, pre-allocated wealth distributions, and any magic items creatures may have can satiate many players, others might still wonder what they can do with the obviously unique and powerful body of a slain dragon, for instance. This section offers up a potential solution to this problem for DMs to use in their games.

I have been known to gift some of my scales to worthy souls on occasion to fashion into armor pieces. I will admit, the gold color really fits the color scheme that the Order was going for.

Vroger

Creature Loot by Medieval Melodies


Whenever I get the chance to play D&D, I think a lot about how my character changes between sessions, and over the course of the campaign. This probably comes from my beginnings as a story gamer - it was expected that you would have some sort of character development over the course of our 6-8 month campaigns.

But there's more than just updating character traits. I like the idea that the appearance of a character changes drastically over the course of their adventures. For magic users, it's fairly obvious. Wizards get zanier, warlocks get corrupted, druids get more plant- or animal-esque, and clerics become more eminently divine. But I think martial characters should change as well, aside from just getting more scars and injuries.

I love the idea of a character who picks the useful bits from the bodies of his fallen foes. Maybe they have a shield crafted from a Bulette shell and a sword that is an Ankheg leg after their fight with the Cult of Elemental Earth. Maybe a cleric gives up their holy symbol when they get the chance to use angel feathers as their magic focus instead.

As for creating the items themselves, I have a few goals while writing the items:

  1. Number of items found on a creature should approximately equal CR. 1d4 small items can count as a single items, and tattered equipment (see below) doesn't count.
  2. Make tool proficiencies more useful. Some items can't be used until they are crafted into a workable item by someone trained with the proper equipment.
  3. Make basic balance considerations - lower CR creatures should give items about equivalent to adventuring gear (PHB pg. 150), while higher CR creatures can give items that are equivalent to or craftable into magic items.

Basic Rules

If a creature dies naturally or its body was found hours or days after death, it is up to the DM what items remain. Some items may have been already stolen, not remain on the creature after death, or have rotted beyond use.

If the players were fighting the creature and killed it in combat, they must make the appropriate check in order to claim the loot.

  • Beast/Dragon/Monstrosity/Plant: Nature check
  • Giant/Humanoid: Survival check
  • Celestial/Fey/Fiend/Undead: Religion check
  • Aberration/Construct/Elemental/Ooze: Arcana check

This represents the type of knowledge required to successfully identify the valuable loot on the body.

Loot Claim Check
CR DC (all items) DC (half items)
<5 10 5
6-10 15 10
11-15 20 15
>16 25 20

This represents the PCs ability to gather the items without harming them or hurting themselves. It might be difficult to harvest a demon heart when their blood is like acid and you just stabbed the fell beast a dozen times.

Beasts, Dragons, and Plants also provide a certain amount of rations:

Ration Amounts
Size Days of Rations (1 person)
Tiny 1
Small 1d4
Medium 1d6
Large 2d6
Huge 4d6
Gargantuan 10d6

Some items are not usable until they have been crafted into a usable form. The following terms are used throughout the list:


Crafted. A PC or NPC must spend a number of hours equal to the creature's CR using the listed tools to create the new object. The crafter must be proficient in the listed tools. NPCs may charge gold for their services.


Carefully Crafted. A PC or NPC must spend a number of hours equal to two times the creature's CR using the listed tools to create the new object. The crafter must be proficient in the listed tools or be a wizard studying the listed school of magic. NPCs may charge gold for their services.


Mastercraft. Must be created by a PC or NPC who has dedicated themselves to the use of a particular tool or school of magic. For Wizard PCs, this means at least level 11. This is unlikely to be a PC, meaning they may have to carry the loot into a city to get it crafted. The crafter must spend a number of hours equal to 6-10 times the creature's CR using the listed tools to create the new object. NPCs may charge gold for their services.


Creature Loot | Introduction

A CR 0 creature's crafting can be completed in 1 minute, or multiple minutes for careful/master crafting.

Certain items require Alchemist's Supplies to craft. If the item has a beneficial effect OR if the item is from a plant creature, it can also be crafted with proficiency in a Herbalism Kit. If the item has a malignant effect, it can also be crafted with proficiency in a Poisoner's Kit.

Some modifiers that will be applied to certain pieces of loot:


Tattered. This item has been damaged as a result of its owner’s death. You will need to spend gold to repair it, equal to half the cost of a brand-new version of the item. (e.g. a tattered shield would cost 5GP to repair, since a new shield costs 10GP)


Vial. Any item described as a vial must be collected using a flask, vial, bottle, waterskin, or other liquid container. If a container is used to collect multiple different types of liquids, refer to the "Mixing Potions" table (DMG pg. 140)


Treasure Hoard. Roll on the listed Treasure Hoard table (DMG pg. 137-139)


In Lair. These items only appear if the creature is in its lair when it is fought, and the PCs have the time to search the lair after the fight. Depending on the type of lair, the DM may call for additional checks to find this treasure.

Creature Loot | Introduction

Aarakocra (1/4)

Humanoid (survival)


  • 1d4 Tattered Javelins
  • 1 Tattered Leather Armor
  • 1d10 Aarakocra Feathers. No immediate use. Can be crafted (alchemist’s supplies) into incense to burn in a Censer of Controlling Air Elementals, allowing one additional use of the item per day. Consumed upon use.

Aboleth (10)

Aberration (arcana)


  • 3 Aboleth Tentacles. Acts as a whip. 3 can be Mastercrafted (Smith’s Tools) by a Drow into a Tentacle Rod.
  • 1 Vial of Aboleth Mucous. Acts as basic poison (PHB pg 153). Can be carefully crafted (alchemist’s supplies) into a poison called Aboleth’s Bane. When ingested, a creature must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by Heal or another disease-curing spell of 6th level or higher. While in this stage of the disease, the creature takes 6 (1d12) acid damage every 10 minutes unless it is submerged in water or has at least two gallons of water poured on its skin.
  • 1 Aboleth Tail. No immediate use. Can be carefully crafted (leatherworker's tools) into a magical Whip +2.
  • 3d10 Aboleth Teeth. 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into a set of dice that are sensitive to psychic energy.
  • 1 Aboleth hide. Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a Cloak of the Manta Ray.
  • 1 Aboleth’s bladder. Acts as a waterskin. Can be mastercrafted (leatherworker’s tools) into a Decanter of Endless Water, with the additional choice of delivering toxic water on “Stream”. The Toxic Water acts as basic poison if ingested.

Angels

Not that they deserve to die... but they do have stats...

Deva (10)

Celestial (religion)


  • 1 Holy Mace. Acts as a magical mace that deals an additional 18 (4d8) radiant damage upon a hit. If wielded by a creature with a different alignment than the angel's creator, on a critical failure the weapon fuses to their body, triggering a horrific transformation that cannot be stopped except by a Wish spell. The creature transforms into the original angel, who gains all its stats and abilities and has full hit points. The transformation takes 1d10 minutes, and kills the original creature.
  • 6 Holy Feathers. Each acts as a Holy Symbol. When touched, they char the skin of any creature with an alignment different than the angel’s creator. Each can replace 500 GP of Diamonds for the material component of a Resurrection Spell.
  • 2 Blessed Gauntlets. Requires attunement. When worn together, the wielder gains a +1 bonus to AC, and they may cast Spare the Dying three times per day.
  • 1 Sacred Robe. Acts as padded armor. If the wearer worships a god of the same alignment as the angel's creator, then the wearer does not need food, drink or sleep while wearing the armor. In addition, they gain the benefits of a short rest after 30 minutes of prayer, and the benefits of a long rest after 4 hours of prayer.

Planetar (16)

Celestial (religion)


  • 1 Holy Greatsword. Acts as a magical greatsword that deals an additional 22 (5d8) radiant damage upon a hit. If wielded by a creature with a different alignment than the angel's creator, on a critical failure the weapon fuses to their body, triggering a horrific transformation that cannot be stopped except by a Wish spell. The creature transforms into the original angel, who gains all its stats and abilities and has full hit points. The transformation takes 1d10 minutes, and kills the original creature.
  • 1 Consecrating Sash. Requires attunement. While attuned, the wearer can cast Death Ward on themselves once per day. If the sash is wrapped around a corpse or other remains, it has the effect of a Gentle Repose spell as long as it remains around the body.
  • 1 Divine Tongue. Can be burned in effigy to cast Zone of Truth.
  • 1 Vial of Angelic Blood. When ingested, heals 30 (6d8+3) hit points and cures any disease, poison, blindness, or deafness afflicting the consumer.
  • 8 holy feathers. Each acts as a Holy Symbol. When touched, they char the skin of any creature with an alignment different than the angel’s creator. Each can replace 500 GP of Diamonds for the material component of a Resurrection Spell.
  • 2 Blessed Gauntlets. Requires attunement. When worn together, the wielder gains a +1 bonus to AC, and they may cast Spare the Dying three times per day.
A | Aarakocra - Angel
  • 1 Sacred Robe. Acts as padded armor. If the wearer worships a god of the same alignment as the angel's creator, then the wearer does not need food, drink or sleep while wearing the armor. In addition, they gain the benefits of a short rest after 30 minutes of prayer, and the benefits of a long rest after 4 hours of prayer.

Solar (21)

Celestial (religion)


  • 1 Holy Greatsword. Acts as a magical greatsword that deals an additional 27 (6d8) radiant damage upon a hit. If wielded by a creature with a different alignment than the angel's creator, on a critical failure the weapon fuses to their body, triggering a horrific transformation that cannot be stopped except by a Wish spell. The creature transforms into the original angel, who gains all its stats and abilities and has full hit points. The transformation takes 1d10 minutes, and kills the original creature.
  • 1 Holy Longbow. Acts as a magical longbow that deals an additional 27 (6d8) radiant damage upon a hit. If wielded by a creature with a different alignment than the angel's creator, on a critical failure the weapon fuses to their body, triggering a horrific transformation that cannot be stopped except by a Wish spell. The creature transforms into the original angel, who gains all its stats and abilities and has full hit points. The transformation takes 1d10 minutes, and kills the original creature.
  • 1 Consecrating Sash. Requires attunement. While attuned, the wearer can cast Death Ward on themselves once per day. If the sash is wrapped around a corpse or other remains, it has the effect of a Gentle Repose spell as long as it remains around the body.
  • 1 Divine Tongue. Can be burned in effigy to cast Zone of Truth.
  • 1 Vial of Angelic Blood. When ingested, heals 30 (6d8+3) hit points and cures any disease, poison, blindness, or deafness afflicting the consumer.
  • 1 God’s Pendant. Requires attunement. While attuned, the wearer may cast Commune once per day. If the spell is used to contact any extraplanar being other than the Solar's creator or patron God, the wearer must make a DC 20 Wisdom check. On a failure, the spell contacts the Solar's creator or patron God.
  • 1 Head of a Solar. The head continually whispers prayers of blood and vengeance. The creature who killed the solar can always hear these prayers, no matter what distance they are from the head or what measures are taken to stop the sound. After 1d6 days, a Planetar arrives at the killer's location to collect the head. If they do not have the head, the Planetar will become hostile. If killed, another will come in 1d6 days. If the killer has the head and gives it to the Planetar, the Planetar eats the head and gives up its body to resurrect the Solar. The Solar returns with full hit points and all its weapons and abilities. The Solar will then attempt to kill the creature who killed it. Looking into the eyes of the head causes an epileptic fit of faith in any creature who does not share the alignment of the Solar's creator. The fit lasts 1d4 hours and cannot be stopped except by a Wish spell or divine intervention. A creature may make a DC 25 Wisdom saving throw to avert its gaze before looking directly into the eyes. The head can be traded for a major boon from a Lord of the Nine Hells. It can be used as a Holy Symbol and will double the effect of any hit points healed or damage dealt by a cleric spell cast by a cleric that shares an alignment with the Solar's creator. If the head is buried under a castle, the walls of that castle gain immunity to any damage dealt by any creature with a different alignment than the Solar's creator or patron God.
  • 11 holy feathers. Each acts as a Holy Symbol. When touched, they char the skin of any creature with an alignment different than the angel’s creator. Each can replace 500 GP of Diamonds for the material component of a Resurrection Spell.
  • 2 Blessed Gauntlets. Requires attunement. When worn together, the wielder gains a +1 bonus to AC, and they may cast Spare the Dying three times per day.
  • 1 Sacred Robe. Acts as padded armor. If the wearer worships a god of the same alignment as the angel's creator, then the wearer does not need food, drink or sleep while wearing the armor. In addition, they gain the benefits of a short rest after 30 minutes of prayer, and the benefits of a long rest after 4 hours of prayer.
A | Angel

Animated Objects

Eternal guardians and it won't cost you an arm and a leg!

Animated Armor (1)

Construct (arcana)


  • 1 Tattered Set of Plate Armor
  • 1 Animating Sigil. Can be used as a material component in an Animate Objects spell. If used this way, the spell can only animate 1 nonmagical object of medium or smaller size, however, it remains animated as long as the sigil remains intact on the object (no concentration required). The sigil is consumed upon use.

Flying Sword (1/4)

Construct (arcana)


  • 1 Tattered Longsword
  • 1 Animating Sigil. Can be used as a material component in an Animate Objects spell. If used this way, the spell can only animate 1 nonmagical object of medium or smaller size, however, it remains animated as long as the sigil remains intact on the object (no concentration required). The sigil is consumed upon use.

Rug of Smothering (2)

Construct (arcana)


  • 1 Tattered Carpet
  • 1 Animating Sigil. Can be used as a material component in an Animate Objects spell. If used this way, the spell can only animate 1 nonmagical object of medium or smaller size, however, it remains animated as long as the sigil remains intact on the object (no concentration required). The sigil is consumed upon use.
  • 1 Animate Carpet Patch. No immediate use, can be mastercrafted (transmutation) by a spellcaster into a Carpet of Flying (maximum dimensions 4 x 6 feet).

Ankheg (2)

Monstrosity (nature)


  • 1 Ankheg Claw. Acts as a shovel. Can be carefully crafted (smith’s tools) into a Greatsword that deals an additional 3 (1d6) acid damage on a hit.
  • 1 Vial of Ankheg acid. Acts as a vial of acid (PHB pg. 148). Can be crafted (alchemist’s supplies) into a Vial of Potent Acid (as a normal vial, but deals 10 (3d6) acid damage on a hit).

Azer (2)

Elemental (arcana)


  • 1 Tattered Warhammer
  • 1d6 25 gp gems
  • 1 Azer Heart. If touched or held, deals 5 fire damage per round to the holder. If placed in a fire, it returns to the Elemental Plane of Fire. The heart burns out in 1d4 hours. While burning, can be carefully crafted (conjuration) by a spellcaster into an Elemental Gem (Red Corundum).
A | Animated Objects - Azer

Banshee (4)

Undead (religion)


  • 2d6 50GP art objects
  • 1 Vial of Ectoplasm. No immediate use. Can be crafted (alchemist’s supplies) into a Potion of Invisibility or an Oil of Etherealness.
  • 1 Pinch of Spirit Dust. Acts as Dust of Disappearance.

Basilisk (3)

Monstrosity (nature)


  • 1 Basilisk Eye. When held, a creature can use the eye to cast Flash to Stone (save DC 12). This consumes the eye.
  • 1 Basilisk fang. Acts as a dagger. Can be crafted (smith’s tools) into a dagger that deals an additional 3 (1d6) poison damage on a hit.
  • 1 Basilisk Stomach. No immediate use. Can be mastercrafted (alchemist’s supplies) into a Stone Salve, which ends the petrified condition on a creature it is applied to.

Behir (11)

Monstrosity (nature)


  • 4d4 Behir Claws. Act as daggers that can cut through dragon scales, dealing an additional 3 (1d6) piercing damage when it hits a Dragon. 20 claws can be mastercrafted (smith’s tools) into a Dragon Slayer.
  • 2 Behir Fangs. Act as daggers. Can be crafted (smith’s tools) into a dagger that deals an additional 5 (1d10) lightning damage on a hit.
  • 1 Behir Hide. Acts as a tent. Can be mastercrafted (leatherworker’s tools) into 2 sets of studded leather armor that grant resistance to lightning damage.
  • 1 Behir Tail. Acts as a whip. Can be carefully crafted (leatherworker’s tools) into a whip that deals an additional 5 (1d10) lightning damage on a hit.
  • 3 Half-digested Corpses. The DM selects one humanoid, one beast, and one dragon. One item from each can be salvaged from the Behir’s guts. This could be adventuring gear, weapons, or loot that would have been otherwise salvageable from the creatures.

Beholders

I found a big pokey stick and it's going in your eye, buddy

Beholder (13)

Aberration (arcana)


  • 1 Large Beholder Eye. Requires attunement. While attuned, the holder can cast Antimagic Field once per day. The holder cannot be surprised while attuned to the eye. Because of the feeling of being watched, everyone within 30 feet of the eye takes an extra hour to gain a long rest. Can be mastercrafted (smith’s tools) into a grotesque Sentinel Shield. The holder of the shield cannot be surprised while attuned to it. Because of the feeling of being watched, everyone within 30 ft. of the shield takes an extra hour to gain a long rest.
  • 4 Small Beholder Eyes. Acts as an arcane focus. An eye can cast a particular beholder ray once per day. The ray is chosen randomly by the DM upon receiving the eye.
  • 1 Vial of Beholder Slime. Acts as Oil of Slipperiness.
  • 4 Beholder Eyestalks. Acts as a club. 4 of them may be mastercrafted (conjuration) by a spellcaster to summon a Spectator to guard a location for 101 years.
  • 3 Sets of Armor. The DM selects 3 sets of armor left from a Beholder’s victims.
  • In Lair: Treasure Hoard (11-16)

Death Tyrant (14)

Undead (religion)


  • 1 Large Death Tyrant Eye. Requires attunement. While attuned, the holder can cast Circle of Death once per day. Any creature killed this way becomes a zombie, which obeys the holder of the eye as long as they are attuned to it. The holder cannot be surprised while attuned to the eye. Because of the feeling of being watched, everyone within 30 ft. of the eye takes an extra hour to gain a long rest.
  • 6 Small Death Tyrant Eyes. Acts as an arcane focus or holy symbol. An eye can cast a particular death tyrant ray once per day. The ray is chosen randomly by the DM upon receiving the eye.
  • 2 Vials of Ectoplasm. No immediate use. Can be crafted (alchemist’s supplies) into a potion of Invisibility or an Oil of Etherealness.
  • 4 Sets of Armor. The DM selects 4 sets of armor left from a Death Tyrant's victims.
  • 1 Death Tyrant Skull. No immediate use. Can be carefully crafted (alchemist’s tools) into a Potion that acts as a Raise Dead spell, except that the target must currently be undead for the spell to take effect. This potion returns the creature to life as per the spell, despite the fact that the creature is undead.
  • In Lair: Treasure Hoard (11-16)
B | Banshee - Beholder

Spectator (3)

Aberration (arcana)


  • 1 Large Spectator Eye. Acts as an arcane focus. The eye can cast a particular spectator ray once per day. The ray is chosen randomly by the DM upon receiving the eye.
  • 1 Spectator Hide. No immediate use. Can be mastercrafted (leatherworker’s tools) into a shield of spell reflection. The shield requires attunement. If the bearer of the shield, while attuned, makes a successful saving throw against a spell, or a spell attack misses it, the bearer can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the bearer of the shield. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.
  • 1 Spectator Tongue. Acts as a whip that deals necrotic damage instead of slashing damage on a hit.

Blights

Needle Blight (1/4)

Plant (nature)


  • 1 Gulthias flower. Gives a smell that attracts Needle Blights. If it is planted, by next nightfall it will grow into a needle blight. If it is not taken from the body of the Needle Blight, it will plant itself after 1d4 hours.

Twig Blight (1/8)

Plant (nature)


  • 1 Gulthias twig. Curls unnaturally. If it is planted, by next nightfall it will grow into a twig blight. If it is not taken from the body of the twig blight, it will plant itself after 1d4 hours.

Vine Blight (1/2)

Plant (nature)


  • 1 Gulthias seed. Can be heard murmuring very softly. If it is planted, by next nightfall it will grow into a vine blight. If it is not taken from the body of the vine blight, it will plant itself after 1d4 hours.

Bugbear (1)

Humanoid (survival)


  • 1 Tattered Morningstar
  • 1 Tattered Hide Armor
  • 1d2 Bugbear Ears. Acts as a trophy among hunters and adventurers.
  • 1d2 Bugbear Tusk. When held, grants advantage on Charisma (Intimidation) checks made against goblinoids.

Bugbear Chief (3)

Humanoid (survival)


  • 1 Tattered Chain Shirt
  • 1 Strong Bugbear Heart. No immediate use. Can be crafted (alchemist’s supplies) into a potion of Hrugguk. Grants the user advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep for 1d4 hours.
  • 1d2 Bugbear Ears. Acts as a trophy among hunters and adventurers. When held, grants advantage on Charisma (Intimidation) checks made against goblinoids.
  • 1d2 Bugbear Tusk. When held, grants advantage on Charisma (Intimidation) checks made against goblinoids.
  • 1 Bugbear Chief's Morningstar. Acts as a Morningstar that can cast Augury once per day.

Bulette (5)

Monstrosity (nature)


  • 1d6 Common Items. Adventuring gear or Trade Goods once owned by a Halfling
  • 1 Bulette Head Plate. Acts as a shield. Can be carefully crafted (smith’s tools) into a shield +1 that grants its wielder tremorsense out to 10 feet while holding it.
  • 2 Bulette Claws. Act as daggers. Can be crafted (smith’s tools) into daggers +1 that require attunement, and can cast Jump once per day on a creature they are attuned to.
  • 1 Bulette Tendon. No immediate use. Can be carefully crafted (weaver's tools) into a shortbow +1. On a hit, the target must make a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone.

Bullywug (1/4)

Humanoid (survival)


  • 1 Bullywug Bladder. Acts as a balloon. Can be crafted (leatherworker’s tools) into a waterskin.
B | Beholder - Bullywug

Cambion (5)

Fiend (religion)


  • 1 Tattered Spear
  • 1 Tattered Scale Mail
  • 2 Cambion Horns. No immediate use. Can be crafted (alchemist’s supplies) into a Potion of Fire Resistance.
  • 1d2 Cambion Wing. No immediate use. 4 wings can be mastercrafted (leatherworker’s tools) into a Cape of the Mountbank.
  • 1 Demon Heart. While holding the heart, it can be used to cast Plane Shift as a ritual. Only the creature holding the heart may shift. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the bearer is shifted to Graz'zt's layer of the Abyss instead of the intended destination.
  • 1 Cambion Tongue. Requires attunement. While attuned, the wielder can cast Charm Person (save DC 14) once per day.

Carrion Crawler (2)

Monstrosity (nature)


  • 1 Crawler Tentacle. Acts as a whip. On a hit, target must succeed on a DC 13 Constitution saving throw or be poisoned for one minute. Until this condition ends, the target is paralyzed. The target can repeat the saving throw at the end of each of their turns to end the effect. On a success, the target is immune to this effect for 1 hour. Can be crafted (alchemist's supplies) into Carrion Crawler Mucus (DMG pg. 258).
  • 1 Digested Corpse. The DM selects 1 humanoid. 1 item from that humanoid can be salvaged from the Carrion Crawler’s guts. This could be adventuring gear, a weapon, or loot that would have been otherwise salvageable from the creature.

Centaur (2)

Monstrosity (nature)


  • 1 Tattered Pike
  • 4d4 Arrows
  • 2 Centaur Hooves. No immediate use. Can be crafted (alchemist’s supplies) into a Potion of Healing.

Chimera (6)

Monstrosity (nature)


  • 1 Dragon Head. Requires attunement. While attuned, a creature can cast Fireball (save DC 15)once per day from the head.
  • 1 Lion Head. Requires attunement. While attuned, a creature can cast Fear (save DC 15) once per day from the head.
  • 1 Goat Head. Requires attunement. While attuned, a creature can cast Dispel Magic (at 3rd level) once per day from the head.
  • 1 Demon Heart. While holding the heart, it can be used to cast Plane Shift as a ritual. Only the creature holding the heart may shift. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the bearer is shifted to a random location in the Abyss instead of the intended destination.
  • 1d8 Chimera Claws. No immediate use. Can be crafted (alchemist’s supplies) into a Potion of Fire Breath.
  • In lair: 1 Treasure Hoard (challenge 5-10)

Chuul (4)

Aberration (arcana)


  • 1 Chuul Carapace. Acts as a shield. Can be carefully crafted (Smith's tools) into Scale Mail that glows with dim light when within 60 feet of a magic item.
  • 1 Chuul Tentacle. Acts as a whip. On a hit, the target must succeed on a DC 13 Constitution saving throw or be poisoned for one minute. Until this condition ends, the target is paralyzed. The target can repeat the saving throw at the end of each of their turns to end the effect. On a success, the target is immune to the poison for 1 hour.
  • 2 Chuul Pincers. Acts as a shortsword. 2 pincers can be mastercrafted (smith’s tools) into a greatsword that glows when within 60 feet of a magic item.

Cloaker (8)

Aberration (arcana)


  • 2 Cloaker Wings. Acts as a blanket. 4 wings can be mastercrafted (Illusion) by a spellcaster into a Cloak of Displacement.
  • 1 Cloaker Tail. Acts as a flail. Withers away when exposed to sunlight.
  • 1 Cloaker Head. No immediate use. Can be carefully crafted (leatherworker’s tools) into a horn that can be blow to cast Fear (save DC 13) once per day.
  • 1 Cloaker Claw. Acts as a cloak clasp. Can be attuned to, and an attuned creature can cast Minor Illusion once per day (Intelligence check 13 to detect).
  • 1 Vial of Cloaker Blood. No immediate use. Can be crafted (alchemist’s supplies) into a Potion of Stealth, which grants advantage on Dexterity (Stealth) checks for 1 hour.
  • 2 Cloaker Eyes. No immediate use. Can be crafted (alchemist’s supplies) into a Potion of Darkvision (Darkvision to 60 ft. for 1 hour)
C | Cambion - Cloaker

Cockatrice (1/2)

Monstrosity (nature)


  • 1 Vial of Cockatrice Venom. Acts as basic poison (PHB pg. 153). Can be carefully crafted (alchemist’s supplies) into a Poison of Petrification. If ingested, a creature must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.

Couatl (4)

Celestial (religion)


  • 1 Couatl Hide. No immediate use. Can be carefully crafted (leatherworker’s tools) into hide armor that grants resistance from radiant damage.
  • 1 Vial of Couatl Venom. If ingested, a creature must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this condition ends, the target is unconscious. Another creature can use an action to shake the target awake.
  • 1 Couatl Heart. While holding the heart, it can be used to cast Scrying as a ritual. This consumes the heart.
  • 1d4 Holy Feathers. Each acts as a Holy Symbol. When touched, they char the skin of any creature with an alignment different than the Couatl. Each can replace 500 GP of Diamonds for the material component of a Resurrection Spell.

Crawling Claw (0)

Undead (religion)


  • 1 Desecrated Hand. Acts as an arcane focus for casting necromancy spells.

Cyclops (6)

Giant (survival)


  • 1 Tattered Greatclub
  • 2d4 Items in a Giant's Bag
  • 1 Cyclops Eye. No immediate use. Can be carefully crafted (abjuration) by a spellcaster into an amulet that requires attunement. While attuned to the amulet, a creature can cast Protection from Evil and Good once per day.
  • 2d4 Giant’s Toes. No immediate use. Sought as trophies by hunters and heroes, and can be sold for a good price to collectors or admirers.
  • 1 Cyclops Heart. No immediate use. Can be carefully crafted (alchemist’s supplies) into a Potion of Hill Giant Strength.
C | Cockatrice - Cyclops

Darkmantle (1/2)

Monstrosity (nature)


  • 1 Darkmantle Tentacle. Acts as a whip. If used to attack a ceiling or wall, it sticks to the wall for 1d4 rounds. During this time, the wielder of the Tentacle cannot be moved further than 10 feet from the point where the tentacle is attached.

Death Knight (17)

Undead (religion)


Note: Unless the Death Knight has been redeemed, after 2d8 days, the Unfulfilled Heart will regrow into the Death Knight. This transformation takes 1d10 rounds, begins at the last strike of midnight, and cannot be stopped except with a Wish spell. If the heart is destroyed, the Death Knight will regrow from another item looted from it. Loot crafted into another item is exempt. Loot worn by a character will regrow without harming the character. At the time of transformation, any non-cursed loot loses all magical properties. If all items are destroyed, the Death Knight will be reborn at the site of its original death.


  • 1 Tattered Shield
  • 1 Death Knight Longsword. Acts as a magical longsword that deals an additional 18 (4d8) necrotic damage on a hit. If wielded by a creature with a different alignment than the Death Knight, on a critical failure the weapon fuses to their body, triggering a horrific transformation that cannot be stopped except with a Wish spell. The creature sheds their mortality and becomes a Revenant, who gains all its stats and abilities and has full hit points. The revenant seeks to destroy all those who lead to the fall of the Death Knight. The transformation takes 1d10 minutes, and kills the original creature.
  • 1 Unfulfilled Heart. Requires attunement. Grants advantage on saving throws against spells and other magical effects.
  • 1d6 Charmed Ribs. No immediate use. If buried in non-hallowed ground, a Skeleton will unearth itself in 1d4 days. The Skeleton is lawful evil and will not betray its alignment, but it will attempt to follow the orders of whoever is carrying the Undead Banner.
  • 2 Death Knight Eyes. Can be crushed as a bonus action to cast Searing Smite. Can be crafted (alchemist’s tools) into a Potion of Necrotic Resistance or Potion of Poison Resistance.
  • 1 Death Knight Hand. The holder of the hand can cast Banishment once per day. At the next sunset, the hand turns into a Crawling Claw and can no longer cast Banishment.
  • 1 Undead Banner. Requires attunement. A creature attuned to the banner can control undead within 60 feet as if they had been summoned by an Animate Dead spell. Undead within 60 feet of the banner have advantage on saving throws against features that turn undead.
  • 1 Belt of Undying. Requires attunement. While attuned, the wearer can cast Death Ward on themselves once per day. If the belt is wrapped around a corpse or other remains, the sash acts as the spell Animate Dead, turning the body into a zombie or skeleton (at the DM's discretion) which obeys the commands of whoever is carrying the Undead Banner. If the belt is removed, the body returns to being an inert corpse.
  • 1 Plumed Death Knight Helm. Requires attunement. Allows the wearer to cast Compelled Duel and Hold Person once per day each. Curse: Whoever wears the helmet is compelled to not remove it, and after 4d4 hours the skin and muscle on their head has completely melted away. Their skull is all that remains, still filled with organs but glistening white. Can be cured with a Remove Curse spell.
  • 2d8 Death Knight Bones. No immediate use. Can be crafted (jeweler's tools) into cubic dice that always come up 6’s.
  • 1 Midnight Cloak. Requires attunement. While attuned, the wearer is immune to exhaustion. Curse: If attuned to for more than an hour, the wearer’s body begins to become thin, and medical examination shows their heart has stopped beating. After 1 day, the wearer no longer needs food, drink, or sleep. If the attunement is ended after the cloak is worn for 1 hour or longer, the wearer will go into shock for 1d4 hours as their body restarts.
  • 1 Set of Black Plate armor. Requires attunement. If a creature attuned to the armor would drop to 0 HP, they instead drop to 1 HP and take 1 death saving throw failure. Once they reach 3 death saving throw failures, they die. If a creature dies while wearing the armor, they are immediately resurrected as a Revenant, who continues to wear the armor and is hostile to the living. Saving throw failures caused by the armor can only be removed by a long rest while not attuned to the armor.
  • 2 Unholy Symbols. Acts as a holy symbol for Death domain clerics. Chars the skin of any creature that is not of an evil alignment. Can act as 150GP worth of Black Onyx stone for the material components of a Create Undead spell.
  • 1 Undead Mount. The DM chooses either a Warhorse Skeleton or Nightmare. All loot from that creature can also be discovered with the Death Knight.
D | Darkmantle - Death Knight
  • 1 Death Knight Skull. Reqires attunement. An attuned creature can cast a Hellfire Orb once per day. Hurl a magical ball of fire that explodes at a visible point within 120 feet. Each creature in a 20 ft. radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.

Demilich (18)

Undead (religion)


  • 1 Demilich Skull. Requires attunement. Can be used as an arcane focus and grants immunity to necrotic, poison, and psychic damage. After 1d10 days, the skull reforms into the Demilich with full HP and abilities. If the Phylactery is destroyed, this item crumbles into useless dust.
  • 4d4 Demilich Teeth. No immediate use. Can be carefully crafted (alchemist’s supplies) in one of the following potions: Potion of Necrotic Resistance, Potion of Poison Resistance, Potion of Psychic Resistance, Potion of Magic Resistance, Potion of Evasion (for 1 hour, if subjected to a Dexterity saving throw to take half damage, take half damage on a failed save and no damage on a success), or Potion of Truesight (grants truesight out to 120 feet for 1 hour). When the Demilich reforms, all un-crafted teeth return to the Demilich. If the Phylactery is destroyed, these items crumble into useless dust.
  • 2 Vials of Ectoplasm. No immediate use. Can be crafted (alchemist’s supplies) into a Potion of Invisibility or an Oil of Etherealness.
  • 4 Pinches of Spirit Dust. Acts as Dust of Disappearance.
  • 2 Demilich Eyes. Requires attunement. A creature attuned to the Eye can can, once per day, drain the life from a creature. The target must succeed on a DC 19 Constitution saving throw or take 21 (6d6) necrotic damage, and the attuned creature regains hit points equal to the damage dealt. When the Demilich reforms, this item forcibly ends its attunement and returns to the Demilich. If the Phylactery is destroyed, these items crumble into useless dust.
  • 1 Phylactery. This item is not found with the Demilich unless the check made to loot the body was a 30 or higher. At the DM’s discretion, this loot may simply be a clue to the phylactery’s true location, not the phylactery itself. No immediate use. If not destroyed, the Demilich reforms after 1d10 days.
  • 4 Sets of Armor and 4 Weapons. The DM determines what weapons and armor are present. 1d4 of the items are magical in some way.
  • In Lair: Treasure Hoard (17-20)
  • (Variant Only) 3 Acererak Demilich Crystals. Each of these gems can be used to trap a creature's soul. The target must make a DC 19 Charisma saving throw. On a failed save, the target's soul is magically trapped inside the gem. While the soul is trapped, the target's body and all the equipment it is carrying cease to exist. On a successful save, the target takes 24 (7d6) necrotic damage, and if this damage reduces the target to 0 hit points, its soul is trapped as if it failed the saving throw. If the soul is trapped, the soul is released when the gem is broken. If the soul is not trapped, the gem shatters upon use. When the Demilich reforms, all gems that have not been shattered return to the Demilich. If the Phylactery is destroyed, these items crumble into useless dust.

Demons

Note: Unless the demon is killed in the Abyss, only the Foul Ichor and Cultist's Sigils are able to be harvested.

Balor (19)

Fiend (religion)


Note: The Balor’s Death Throes feature destroys most of the loot it would carry. The Balor destroys its weapons when it dies, even if they are not nearby.


  • 1 Demonic Amulet. This item cannot be looted normally. The amulet disappears when the demon dies, unless stolen/removed beforehand. Retrieving it requires a DC 25 Dexterity (Sleight of Hand) check, with advantage if the demon is incapacitated. Holding the amulet grants one favor from the demon, in exchange for the return of the amulet. The Demon may not honor the favor if the amulet is given before the favor is complete.
  • 3 Vials of Foul Ichor. No immediate use. Can be mastercrafted (alchemist’s supplies) into a potion of poison immunity. When consumed, grants immunity to poison damage and the poisoned condition for 1 hour, and heals any poisons currently affecting the creature.
  • 2 Cultists’ Sigils. The signature sigil of a demonic cult. By using the sigil to cast a ritual spell over the course of a number of hours equal to the demon's CR, the particular demon who was holding the sigil can be summoned. The demon will be hostile upon arrival and must be magically contained in order to be bargained with.
  • 1 Set of Abyssal Chains. These chains are immune to damage from non-magical fire. Requires attunement. An attuned creature can use an action to speak a command word. A non-demon creature within 30 feet of the attuned creature must make a DC 20 Dexterity saving throw or the chains ensnare the target and attempt to crush it. It is restrained and grappled (escape DC 15) and takes 11 (2d10) bludgeoning damage per round. If the creature escapes the grapple, it is no longer restrained.
  • 3 Motes of Unholy Fire. Strange fire that can be bottled like a liquid. Casts light like a torch. Draws undead towards it. The fire will flicker out in 1d6 hours, but adding a drop of blood to it will extend the time limit by 1 hour.
D | Death Knight - Demon

Barlgura (5)

Fiend (religion)


  • 1 Vial of Foul Ichor. No immediate use. Can be mastercrafted (alchemist’s supplies) into a potion of poison immunity. When consumed, grants immunity to poison damage and the poisoned condition for 1 hour, and heals any poisons currently affecting the creature.
  • 2 Barlgura Tusks. Acts as a dagger. Can be carefully crafted (alchemist’s supplies) into a Potion of Recklessness. When consumed, a creature has advantage on all melee attacked for 1d6 rounds. During this time, attack rolls against the creature have advantage.
  • 1 Demon Heart. While holding the heart, it can be used to cast Plane Shift as a ritual. Only the creature holding the heart may shift. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the bearer is shifted to a random location in the Abyss instead of the intended destination.
  • 1 Desiccated Trophy. The DM selects a martial weapon. Treat it as a magical weapon that deals an additional 4 (1d8) necrotic damage on a hit.

Chasme (6)

Fiend (religion)


  • 1 Vial of Foul Ichor. No immediate use. Can be mastercrafted (alchemist’s supplies) into a potion of poison immunity. When consumed, grants immunity to poison damage and the poisoned condition for 1 hour, and heals any poisons currently affecting the creature.
  • 1 Demon Heart. While holding the heart, it can be used to cast Plane Shift as a ritual. Only the creature holding the heart may shift. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the bearer is shifted to a random location in the Abyss instead of the intended destination.
  • 1 Proboscis. Acts as a magical dagger that deals an additional 7 (2d6) necrotic damage on a hit. On a hit, the target’s hit point maximum is lowered by the amount of necrotic damage dealt.
  • 1 Chasme Head. No immediate use. Can be carefully crafted (leatherworker’s tools) into a horn that produces an awful drone. Any non-demon creature within 30 feet of the horn that hears the drone (including the user) must succeed on a DC 12 Constitution saving throw or fall unconscious for 10 minutes. A creature that can't hear automatically succeeds on the save. The effect on the creature ends if it takes damage or if another creature takes an action to splash it with holy water. If a creature's saving throw is successful or the effect ends for it, it is immune to the drone for the next 24 hours.
  • 1 Chasme Carapace. Acts as a shield. 2 of these can be mastercrafted (smith’s tools) into a grotesque Spellguard Shield.
  • 1 Trophy of Torture. The DM selects an item from another Demon. This item is also found with the Chasme.

Dretch (1/4)

Fiend (religion)


  • 1 Vial of Foul Ichor. No immediate use. Can be mastercrafted (alchemist’s supplies) into a potion of poison immunity. When consumed, grants immunity to poison damage and the poisoned condition for 1 hour, and heals any poisons currently affecting the creature.

Glabrezu (9)

Fiend (religion)


  • 1 Demonic Amulet. This item cannot be looted normally. The amulet disappears when the demon dies, unless stolen/removed beforehand. Retrieving it requires a DC 25 Dexterity (Sleight of Hand) check, with advantage if the demon is incapacitated. Holding the amulet grants one favor from the demon, in exchange for the return of the amulet. The Demon may not honor the favor if the amulet is given before the favor is complete.
  • 2 Vials of Foul Ichor. No immediate use. Can be mastercrafted (alchemist’s supplies) into a potion of poison immunity. When consumed, grants immunity to poison damage and the poisoned condition for 1 hour, and heals any poisons currently affecting the creature.
  • 1 Cultists’ Sigil. The signature sigil of a demonic cult. By using the sigil to cast a ritual spell over the course of a number of hours equal to the demon's CR, the particular demon who was holding the sigil can be summoned. The demon will be hostile upon arrival and must be magically contained in order to be bargained with.
  • 1 Demon Heart. While holding the heart, it can be used to cast Plane Shift as a ritual. Only the creature holding the heart may shift. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the bearer is shifted to a random location in the Abyss instead of the intended destination.
  • 2 Glabrezu Claws. Acts as a handaxe. Can be carefully crafted (alchemist’s supplies) into a Potion of Flight or a Poison of Confusion (when consumed, casts confusion on the creature). They look identical, and it is nearly impossible to discern which one was created without a DC 30 Intelligence (Religion) check.
  • 1 Glabrezu Carapace. Acts as a shield. Can be mastercrafted (smith’s tools) into a grotesque Spellguard Shield.
  • 1 Trophy of Temptation. The DM selects a trinket from the trinket table (PHB pg. 160). This was once owned by a mortal who foolishly believed they could control the demon. Once per day, it can cast a small (2.5ft radius) Antimagic Field for one hour. When it is used, the caster must succeed on a DC 10 Wisdom saving throw or their alignment changes to Chaotic Evil and they become an NPC under the DM's control.
D | Demon

Goristro (17)

Fiend (religion)


  • 1 Demonic Amulet. This item cannot be looted normally. The amulet disappears when the demon dies, unless stolen/removed beforehand. Retrieving it requires a DC 25 Dexterity (Sleight of Hand) check, with advantage if the demon is incapacitated. Holding the amulet grants one favor from the demon, in exchange for the return of the amulet. The Demon may not honor the favor if the amulet is given before the favor is complete.
  • 3 Vials of Foul Ichor. No immediate use. Can be mastercrafted (alchemist’s supplies) into a potion of poison immunity. When consumed, grants immunity to poison damage and the poisoned condition for 1 hour, and heals any poisons currently affecting the creature.
  • 2 Cultists’ Sigils. The signature sigil of a demonic cult. By using the sigil to cast a ritual spell over the course of a number of hours equal to the demon's CR, the particular demon who was holding the sigil can be summoned. The demon will be hostile upon arrival and must be magically contained in order to be bargained with.
  • 1 Demon Heart. While holding the heart, it can be used to cast Plane Shift as a ritual. Only the creature holding the heart may shift. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the bearer is shifted to a random location in the Abyss instead of the intended destination.
  • 2 Goristro Horns. Acts as a club. Can be mastercrafted (alchemist’s Supplies) into a Potion of Magic Resistance (when consumed, a creature has advantage on saving throws made against spells and magic effects for 1 hour).
  • 2d6 Goristro teeth. No immediate use. 10 teeth can be carefully crafted (jeweler's tools) into a necklace that requires attunement. An attuned creature may cast Find the Path once per day using the necklace.
  • 1 Goristro Hide. Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into hide armor that requires attunement, and grants resistance from cold, fire, and lightning damage.
  • 1 Goristro Skull. No immediate use. When worn as a helmet, the wearer may make a charging attack that deals 33 (6d10) piercing damage if they moved at least 15 feet straight towards a target on the same turn. On a hit, the wearer must succeed on a DC 21 Constitution saving throw or be stunned for 1 round.
  • 2 Gilded Bracers. Requires attunement. When worn together, grants resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • 2 Motes of Unholy Fire. Strange fire that can be bottled like a liquid. Casts light like a torch. Draws undead towards it. The fire will flicker out in 1d6 hours, but adding a drop of blood to it will extend the time limit by 1 hour.

Hezrou (8)

Fiend (religion)


  • 2 Vials of Foul Ichor. No immediate use. Can be mastercrafted (alchemist’s supplies) into a potion of poison immunity. When consumed, grants immunity to poison damage and the poisoned condition for 1 hour, and heals any poisons currently affecting the creature.
  • 1 Demon Heart. While holding the heart, it can be used to cast Plane Shift as a ritual. Only the creature holding the heart may shift. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the bearer is shifted to a random location in the Abyss instead of the intended destination.
  • 2 Hezrou Stench Glands. As an action, the gland can be squeezed to burst, emitting a foul stench. Any creature within 10 feet of the gland must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours. Can be carefully crafted (alchemist’s supplies) into a Potion of Poison.
  • 2d4 Hezrou Spines. Acts as an arcane focus for warlocks of the Fiend pact. 10 of these can be mastercrafted (alchemist’s supplies) into a Potion of Magic Resistance (when consumed, a creature has advantage on saving throws made against spells and magic effects for 1 hour).
  • 1d4 Hezrou Claws. Acts as a magical dagger that deals an additional 3 (1d6) poison damage on a hit.

Manes (1/8)

Fiend (religion)


  • 1 Vial of Foul Ichor. No immediate use. Can be mastercrafted (alchemist’s supplies) into a potion of poison immunity. When consumed, grants immunity to poison damage and the poisoned condition for 1 hour, and heals any poisons currently affecting the creature.

Marilith (16)

Fiend (religion)


  • 1 Demonic Amulet. This item cannot be looted normally. The amulet disappears when the demon dies, unless stolen/removed beforehand. Retrieving it requires a DC 25 Dexterity (Sleight of Hand) check, with advantage if the demon is incapacitated. Holding the amulet grants one favor from the demon, in exchange for the return of the amulet. The Demon may not honor the favor if the amulet is given before the favor is complete.
  • 3 Vials of Foul Ichor. No immediate use. Can be mastercrafted (alchemist’s supplies) into a potion of poison immunity. When consumed, grants immunity to poison damage and the poisoned condition for 1 hour, and heals any poisons currently affecting the creature.
  • 1 Cultists’ Sigil. The signature sigil of a demonic cult. By using the sigil to cast a ritual spell over the course of a number of hours equal to the demon's CR, the particular demon who was holding the sigil can be summoned. The demon will be hostile upon arrival and must be magically contained in order to be bargained with.
  • 1 Demon Heart. While holding the heart, it can be used to cast Plane Shift as a ritual. Only the creature holding the heart may shift. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the bearer is shifted to a random location in the Abyss instead of the intended destination.
D | Demon
  • 1d4+2 Demonic Longswords. Acts as a magical longsword that requires attunement. As a reaction, an attuned creature may add 2 to their AC against a melee attack that would hit them. If the wielder is of a non-evil alignment, roll 1d20 when using this ability. On a 1, the blade turns on its wielder, causing the melee attack to automatically hit, and adding 1d8 damage as the sword joins in.
  • 1 Marilith Bodice Armor. Acts as magical splint armor that requires attunement. While attuned to it, the armor grants resistance to cold, fire, and lightning damage, and advantage on Charisma checks made against demons of CR 15 or less. Curse: At the end of a long rest, the attuned creature must make a DC 19 Charisma check or their alignment changes to Chaotic Evil and they become an NPC under the DM's control.
  • 1 Demon Snake Tail. Acts as a whip. Can be mastercrafted (alchemist’s supplies) into a Potion of Magic Resistance (when consumed, a creature has advantage on saving throws made against spells and magic effects for 1 hour).
  • 1 Marilith Head. Once per day, as an action, the head can teleport its holder, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it's holder can see. Can be mastercrafted (alchemist’s supplies) into a Potion of Truesight (grants truesight out to 120 feet for 1 hour).
  • 2 Gilded Bracers. Requires attunement. When worn together, grants resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • 2 Motes of Unholy Fire. Strange fire that can be bottled like a liquid. Casts light like a torch. Draws undead towards it. The fire will flicker out in 1d6 hours, but adding a drop of blood to it will extend the time limit by 1 hour.

Nalfeshnee (13)

Fiend (religion)


  • 1 Demonic Amulet. This item cannot be looted normally. The amulet disappears when the demon dies, unless stolen/removed beforehand. Retrieving it requires a DC 25 Dexterity (Sleight of Hand) check, with advantage if the demon is incapacitated. Holding the amulet grants one favor from the demon, in exchange for the return of the amulet. The Demon may not honor the favor if the amulet is given before the favor is complete.
  • 2 Vials of Foul Ichor. No immediate use. Can be mastercrafted (alchemist’s supplies) into a potion of poison immunity. When consumed, grants immunity to poison damage and the poisoned condition for 1 hour, and heals any poisons currently affecting the creature.
  • 1 Cultists’ Sigil. The signature sigil of a demonic cult. By using the sigil to cast a ritual spell over the course of a number of hours equal to the demon's CR, the particular demon who was holding the sigil can be summoned. The demon will be hostile upon arrival and must be magically contained in order to be bargained with.
  • 2 Demon Hearts. While holding the heart, it can be used to cast Plane Shift as a ritual. Only the creature holding the heart may shift. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the bearer is shifted to a random location in the Abyss instead of the intended destination.
  • 2 Nalfeshnee tusks. Acts as a shortsword. Each one can be carefully crafted (enchantment) by a spellcaster into a Sigil of Horror. When activated, the sigil magically emits scintillating, multicolored light. Each creature within 30 feet of the sigil that can see the light must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The sigil is consumed when activated, but the light remains for 1 minute.
  • 2d4 Nalfeshnee claws. Acts as a dagger +1.
  • 1 Nalfeshnee Hide. Acts as a blanket. Can be mastercrafted (leatherworker's tools) into hide armor that requires attunement, and grants advantage on saving throws against spells and other magical effects.
  • 2 Gilded Bracers. Requires attunement. When worn together, grants resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • 1 Mote of Unholy Fire. Strange fire that can be bottled like a liquid. Casts light like a torch. Draws undead towards it. The fire will flicker out in 1d6 hours, but adding a drop of blood to it will extend the time limit by 1 hour.

Quasit (1)

Fiend (religion)


  • 1 Vial of Foul Ichor. No immediate use. Can be mastercrafted (alchemist’s supplies) into a potion of poison immunity. When consumed, grants immunity to poison damage and the poisoned condition for 1 hour, and heals any poisons currently affecting the creature.

Shadow Demon (4)

Fiend (religion)


  • 1 Vial of Foul Ichor. No immediate use. Can be mastercrafted (alchemist’s supplies) into a potion of poison immunity. When consumed, grants immunity to poison damage and the poisoned condition for 1 hour, and heals any poisons currently affecting the creature.
  • 2d4 Shadow Claws. Acts as a dagger +1 that deals psychic damage instead of piercing damage. The dagger is destroyed when exposed to sunlight.
  • 1 Vial of Ectoplasm. No immediate use. Can be crafted (alchemist’s supplies) into a Potion of Invisibility or an Oil of Etherealness.

Vrock (6)

Fiend (religion)


  • 1 Vial of Foul Ichor. No immediate use. Can be mastercrafted (alchemist’s supplies) into a potion of poison immunity. When consumed, grants immunity to poison damage and the poisoned condition for 1 hour, and heals any poisons currently affecting the creature.
D | Demon
  • 1 Demon Heart. While holding the heart, it can be used to cast Plane Shift as a ritual. Only the creature holding the heart may shift. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the bearer is shifted to a random location in the Abyss instead of the intended destination.
  • 1 Vrock Hide. Acts as a blanket. Can be mastercrafted (leatherworker's tools) into hide armor that requires attunement, and grants advantage on saving throws against spells and other magical effects.
  • 2 Vials of Spores. Can be released into the air, creating a 5 ft. diameter cloud of toxic spores. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it.
  • 1d2 Vrock Eyes. No immediate use. Can be crafted (alchemist’s supplies) into a potion of Superior Darkvision (grants darkvision out to 120 feet).

Yochlol (10)

Fiend (religion)


  • 1 Demonic Amulet. This item cannot be looted normally. The amulet disappears when the demon dies, unless stolen/removed beforehand. Retrieving it requires a DC 25 Dexterity (Sleight of Hand) check, with advantage if the demon is incapacitated. Holding the amulet grants one favor from the demon, in exchange for the return of the amulet. The Demon may not honor the favor if the amulet is given before the favor is complete.
  • 2 Vials of Foul Ichor. No immediate use. Can be mastercrafted (alchemist’s supplies) into a potion of poison immunity. When consumed, grants immunity to poison damage and the poisoned condition for 1 hour, and heals any poisons currently affecting the creature.
  • 1 Cultists’ Sigil. The signature sigil of a demonic cult. By using the sigil to cast a ritual spell over the course of a number of hours equal to the demon's CR, the particular demon who was holding the sigil can be summoned. The demon will be hostile upon arrival and must be magically contained in order to be bargained with.
  • 1 Demon Heart. While holding the heart, it can be used to cast Plane Shift as a ritual. Only the creature holding the heart may shift. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the bearer is shifted to The Demonwebs of Lolth in the Abyss instead of the intended destination.
  • 1 Yochlol Eye. Requires attunement. A creature attuned to the eye can cast Gaseous Form once per day. In addition to the bonuses granted by the spell, a creature that starts its turn in the same space as the attuned creature while they are in gaseous form must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the creature is incapacitated.
  • 2d4 Demon Spider Legs. When held, the holder ignores movement restrictions caused by webbing. 5 of these can be mastercrafted (alchemist’s supplies) into a Potion of Magic Resistance (when consumed, a creature has advantage on saving throws made against spells and magic effects for 1 hour).
  • 1 Ball of Demonweb. The ball contains 1d6+1 charges. A creature holding the ball may expend a charge to cast Web. The ball shrinks a little each time the spell is cast. When the last charge is expended, the ball withers to nothing and is destroyed.
  • 1 Mote of Unholy Fire. Strange fire that can be bottled like a liquid. Casts light like a torch. Draws undead towards it. The fire will flicker out in 1d6 hours, but adding a drop of blood to it will extend the time limit by 1 hour.

Devils

Note: Unless the devil is killed in the Nine Hells, only the Hellish Ichor is able to be harvested.

Barbed Devil (5)

Fiend (religion)


  • 2d4 Devil Claws. Acts as a magical dagger that deals fire damage instead of piercing damage. This damage ignores the fire resistance of demons.
  • 1d2 Devil Eyes. If consumed as an action, grants Darkvision out to 60 feet for 10 minutes. This darkvision is not impeded by magical darkness. Can be mastercrafted (Jeweler’s Tools) into an amulet or circlet that provides this benefit once per day as an action.
  • 1 Barbed Devil Hide. No immediate use. Can be carefully crafted (Leatherworker’s Tools) into a Barbed Cloak. When a creature wearing a Barbed cloak is grappled, it deals 5 (1d10) piercing damage to the grappler at the start of its turn.
  • 1 Barbed Devil Tail. Acts as a whip +1.

Bearded Devil (3)

Fiend (religion)


  • 1d2 Devil Eyes. If consumed as an action, grants Darkvision out to 60 feet for 10 minutes. This darkvision is not impeded by magical darkness. Can be mastercrafted (Jeweler’s Tools) into an amulet or circlet that provides this benefit once per day as an action.
  • 2d4 Bearded Devil Tendrils. Acts as a magical flail. On a hit, the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned this way, a creature can’t regain hit points. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
D | Demon - Devil

Bone Devil (9)

Fiend (religion)


  • 1 Vial of Bone Devil Poison. If applied to a blade and used to attack a creature, the creature is poisoned on a hit. The poisoned creature must make a DC 14 Constitution saving throw or take 17 (5d6) poison damage and become poisoned for 1 minute. On a success, the creature takes half the damage and is not poisoned. The creature can repeat the saving throw at the end of each of its turns to end the condition.
  • 1 Bone Devil Hide. No immediate use. Can be mastercrafted (Leatherworker’s Tools) into hide armor that requires attunement, and grants resistance to bludgeoning, slashing, and piercing damage from weapons that aren’t silvered.
  • 2 Bone Devil Wings. No immediate use. Can be carefully crafted (leatherworker’s tools) into a shield that grants resistance to cold damage while in use.
  • 1 Bone Devil Skull. While being held, grants advantage on Charisma checks made against lesser devils. Can be mastercrafted (smith’s tools) into a helmet that grants the wearer +1 Charisma, to a maximum of 20.
  • 3d4 Devil Claws. Acts as a magical dagger that deals fire damage instead of piercing damage. This damage ignores the fire resistance of demons.
  • 1d2 Devil Eyes. If consumed as an action, grants Darkvision out to 60 feet for 10 minutes. This darkvision is not impeded by magical darkness. Can be mastercrafted (Jeweler’s Tools) into an amulet or circlet that provides this benefit once per day as an action.

Chain Devil (8)

Fiend (religion)


  • 3d4 Chain Devil Chains. Acts as 10 feet of chain with razor-sharp iron barbs along its length. Any creature touching the chain must make a DC 14 Dexterity saving throw at the start of its turn or take 7 (2d6) piercing damage.
  • 2d4 Animate Hooks. As an action, a hook can be thrown at a creature as an improvised weapon. On a hit, the creature takes 7 (2d6) piercing damage and is restrained as the hook attaches them to the ground. The creature can make an Strength check DC 14 to escape. The hook becomes permanently attached to the ground and cannot be used again.
  • 1 Chain Devil Mask. When worn, the mask can be activated, as a reaction, to form into the face of a departed loved one or bitter enemy of a creature within 30 feet. The creature must make a DC 14 Wisdom saving throw or be frightened until the end of its next turn. Once worn, the mask cannot be removed without dealing 11 (2d6 + 4) slashing damage to the wearer.
  • 1d4 Devil Claws. Acts as a magical dagger that deals fire damage instead of piercing damage. This damage ignores the fire resistance of demons.
  • 1d2 Devil Eyes. If consumed as an action, grants Darkvision out to 60 feet for 10 minutes. This darkvision is not impeded by magical darkness. Can be mastercrafted (Jeweler’s Tools) into an amulet or circlet that provides this benefit once per day as an action.

Erinyes (12)

Fiend (religion)


  • 1 Hellspit Longsword. Acts as a magical longsword +1 that deals an additional 13 (3d8) poison damage on a hit.
  • 1 Hellspit Longbow. Acts as a magical longbow +1 that deals an additional 13 (3d8) poison damage on a hit.
  • 2d10 Silvered Arrows. as described in the Player’s Handbook (pg. 148)
  • 1 Set of Erinyes Plate. Acts as magical plate armor that requires attunement, and grants resistance to poison damage and advantage on saving throws against poison. Curse: while attuned to the armor, a creature counts as a fiend, and is affected by any spell or effect that would affect fiends. Spells that provide protection from fiends (such as Protection from Evil and Good) have no effect when cast upon the attuned creature.
  • 2d10 Erinyes Feathers. No immediate use. 20 of them can be mastercrafted (Alchemist’s Supplies) into a Potion of Truesight (grants truesight out to 120 feet for 1 hour).
  • 1 Erinyes Tongue. Requires attunement. While attuned, a creature gains Telepathy out to 120 feet, however, they cannot make a statement that is technically, legally untrue while using the item in this way.
  • 1d4 Devil Claws. Acts as a magical dagger that deals fire damage instead of piercing damage. This damage ignores the fire resistance of demons.
  • 1d2 Devil Eyes. If consumed as an action, grants Darkvision out to 60 feet for 10 minutes. This darkvision is not impeded by magical darkness. Can be mastercrafted (Jeweler’s Tools) into an amulet or circlet that provides this benefit once per day as an action.
  • 2d4 Vials of Hellish Ichor. No immediate use. Forms into a Lemure after 1d10 days, unless the devil was killed by a good-aligned creature with Bless cast upon it, or if the ichor is splashed with holy water.

Horned Devil (11)

Fiend (religion)


  • 2 Horned Devil Horns. Requires attunement. Grants the attuned creature advantage on saving throws against spells and other magical effects. Curse: While attuned, a creature is overcome with lethargy and must pass a DC 15 Wisdom saving throw at the start of each combat or spend their first turn taking no move or action.
  • 2 Horned Devil Wings. No immediate use. Can be carefully crafted (leatherworker’s tools) into a shield that grants resistance to fire damage while in use.
  • 1 Horned Devil Tail. Acts as a whip +1. On a hit, if the target is a creature other than an undead or construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Any creature can take an action to staunch the wound with a successful DC 12 medicine check. The wound also closes if the target receives magical healing.
  • 2d4 Devil Teeth. 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into a set of dice that cannot be used to cheat.
  • 2d4 Devil Claws. Acts as a magical dagger that deals fire damage instead of piercing damage. This damage ignores the fire resistance of demons.
D | Devil
  • 1d2 Devil Eyes. If consumed as an action, grants Darkvision out to 60 feet for 10 minutes. This darkvision is not impeded by magical darkness. Can be mastercrafted (Jeweler’s Tools) into an amulet or circlet that provides this benefit once per day as an action.
  • 1d4 Vials of Hellish Ichor. No immediate use. Forms into a Lemure after 1d10 days, unless the devil was killed by a good-aligned creature with Bless cast upon it, or if the ichor is splashed with holy water.

Ice Devil (14)

Fiend (religion)


  • 1 Ice Devil Carapace. No immediate use. Can be mastercrafted (smith’s tools) into plate armor that requires attunement and grants resistance to cold, fire, and poison damage. Curse: While attuned to the item, a creature's speed is reduced by 10 feet.
  • 2 Ice Devil Mandibles. Acts as a magical handaxe +1 that deals an additional 10 (3d6) cold damage on a hit.
  • 1d2 Ice Devil Antennae. Requires attunement. While attuned, a creature gains Telepathy out to 120 feet, however, they cannot make a statement that is technically, legally untrue while using the item in this way.
  • 1 Ice Devil Tail. No immediate use. Can be carefully crafted into a magical maul +2 that deals an additional 10 (3d6) cold damage on a hit.
  • 2 Hellforged Bracers. Requires attunement. An attuned creature can use both bracers to cast Find Familiar once per day. The summoned familiar is always an Imp with the variant Familiar trait (MM pg. 69), and is loyal to the summoner as long as they are attuned to the bracers.
  • 3d4 Devil Claws. Acts as a magical dagger that deals fire damage instead of piercing damage. This damage ignores the fire resistance of demons.
  • 1d2 Devil Eyes. If consumed as an action, grants Darkvision out to 60 feet for 10 minutes. This darkvision is not impeded by magical darkness. Can be mastercrafted (Jeweler’s Tools) into an amulet or circlet that provides this benefit once per day as an action.
  • 3d4 Vials of Hellish Ichor. No immediate use. Forms into a Lemure after 1d10 days, unless the devil was killed by a good-aligned creature with Bless cast upon it, or if the ichor is splashed with holy water.

Imp (1)

Fiend (religion)


  • 1d2 Imp Wings. No immediate use. Can be mastercrafted (Alchemist’s Supplies) into a Potion of Invisibility.

Lemure (0)

Fiend (religion)


  • 1 Vial of Hellish Ichor. No immediate use. Forms into a Lemure after 1d10 days, unless the devil was killed by a good-aligned creature with Bless cast upon it, or if the ichor is splashed with holy water.

Pit Fiend (20)

Fiend (religion)


  • 1 Pit Fiend Head. While being held, grants advantage on Charisma checks made against lesser and greater devils. Can be mastercrafted (smith’s tools) into a helmet that requires attunement, and grants the wearer +2 Charisma, to a maximum of 22.
  • 2 Pit Fiend Horns. Requires attunement. Grants the holder advantage on saving throws against spells and other magical effects. Curse: While attuned to a horn, a creature appears grotesque to non-devils. Non-devil creatures that look upon the attuned creature must make a DC 21 Wisdom saving throw each round or be frightened by the creature. On a success, the non-devil creature is immune to the condition (though they still see the attuned creature as grotesque) for the next 24 hours.
  • 1 Hellforged Mace. Acts as a magical mace +2 that deals an extra 21 (6d6) fire damage on a hit.
  • 2 Hellforged Bracers. Requires attunement. An attuned creature can use both bracers to cast Find Familiar once per day. The summoned familiar is always an Imp with the variant Familiar trait (MM pg. 69), and is loyal to the summoner as long as they are attuned to the bracers.
  • 2 Pit Fiend Wings. No immediate use. Can be carefully crafted (leatherworker’s tools) into a shield that requires attunement, and grants resistance to fire, cold, and poison damage while in use.
  • 1 Pit Fiend Tail. No immediate use. Can be carefully crafted into a magical maul +2 that can cast Wall of Fire once per day.
  • 1 Pit Fiend Hide. No immediate use. Can be mastercrafted (leatherworker’s tools) into Scale Mail that requires attunement, and grants resistance to cold, fire, and poison damage, as well as damage from bludgeoning, slashing, or piercing weapons that are nonmagical and aren’t silvered.
  • 2d4 Devil Teeth. 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into a set of dice that cannot be used to cheat.
  • 3d4 Devil Claws. Acts as a magical dagger that deals fire damage instead of piercing damage. This damage ignores the fire resistance of demons.
  • 1d2 Devil Eyes. If consumed as an action, grants Darkvision out to 60 feet for 10 minutes. This darkvision is not impeded by magical darkness. Can be mastercrafted (Jeweler’s Tools) into an amulet or circlet that provides this benefit once per day as an action.
  • 4d4 Vials of Hellish Ichor. No immediate use. Forms into a Lemure after 1d10 days, unless the devil was killed by a good-aligned creature with Bless cast upon it, or if the ichor is splashed with holy water.

Spined Devil (2)

Fiend (religion)


  • 1d2 Devil Eyes. If consumed as an action, grants Darkvision out to 60 feet for 10 minutes. This darkvision is not impeded by magical darkness. Can be mastercrafted (Jeweler’s Tools) into an amulet or circlet that provides this benefit once per day as an action.
  • 1d8 Spined Devil Spines. Acts as a dart that deals fire damage instead of piercing damage. 10 of them can be carefully crafted (smith’s tools) into a magical dagger +1 that deals fire damage instead of piercing damage.
D | Devil

Dinosaurs

Allosaurus (2)

Beast (nature)


  • 1 Dinosaur Hide. Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into the equivalent of studded leather armor or a chain shirt.
  • 1d4 Dinosaur Claw. Acts as a sickle. Can be crafted (smith’s tools) into a handaxe.

Ankylosaurus (3)

Beast (nature)


  • 2 Dinosaur Hide. Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into the equivalent of studded leather armor or a chain shirt.
  • 1 Knobbed Tail. No immediate use. Can be carefully crafted (smith’s tools) into a Flail or Greatclub.

Plesiosaurus (2)

Beast (nature)


  • 1 Dinosaur Hide. Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into the equivalent of studded leather armor or a chain shirt.
  • 1 Plesiosaurus Bladder. Acts as a balloon. Can be crafted (leatherworker’s tools) into a waterskin.

Triceratops (5)

Beast (nature)


  • 2 Dinosaur Hide. Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into the equivalent of studded leather armor or a chain shirt.
  • 3 Triceratops Horns. No immediate use. Can be carefully crafted (smith’s tools) into a Lance, Pike, or War Pick.

Pteranodon (1/4)

Beast (nature)


  • 1d2 Tattered Pteranodon Wings. No immediate use. Can be carefully crafted (leatherworker’s tools) into hide armor or leather armor.

Tyrannosaurus Rex (8)

Beast (nature)


  • 3 Dinosaur Hide. Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into the equivalent of studded leather armor or a chain shirt.
  • 2d4 Dinosaur Claw. Acts as a sickle. Can be crafted (smith’s tools) into a handaxe.
  • 2d10 Tyrannosaurus Teeth. Acts as a dagger.
  • 1 Tyrannosaurus Skull. No immediate use. Can be mastercrafted (smith’s tools) into the equivalent of Half Plate armor that grants +2 on Charisma (Intimidation) checks.

Displacer Beast (3)

Monstrosity (nature)


  • 1d2 Displacer Beast Tentacles. Acts as a whip. 10 can be mastercrafted (leatherworker’s tools) into a Cloak of Displacement.
  • 1 Displacer Beast Hide. No immediate use. Can replace 4 Displacer Beast Tentacles when crafting a Cloak of Displacement.
  • 1d6 Displacer Beast Paws. No immediate use. Can be carefully crafted (illusion) by a spellcaster into an amulet that can cast Silent Image once per day.

Doppelganger (3)

Monstrosity (nature)


  • 2 Lumps of Doppelganger Flesh. If applied to a missing hand or foot, it becomes a working replica of the missing appendage, though it never grafts to the rest of the body, so attaching it in some way is required. 2 lumps can form an arm, 3 lumps can form a leg. It cannot replicate more complex organs such as eyes or tongues.
  • 1 Doppelganger Brain. No immediate use. Can be carefully crafted (alchemist’s supplies) into a Potion of Mind Reading.

Dracolich (+1 from dragon)

Undead (religion)


  • 1 Phylactery. This item is not found with the Dracolich unless the check made to loot the body was a 30 or higher. No immediate use. If not destroyed, the Dracolich reforms the moment the phylactery touches the corpse of another dragon.

Additionally, the following items are no longer found with the dragon: Hide, Heart, Eyes, Scales, Spines, Frills, Fins. They are each replaced by the following item:

  • Dracolich Bone. No immediate use. 100 of these can be mastercrafted (transmutation) by a spellcaster to create a Potion of Lichdom. When drunk, the user is instantly killed and their soul is destroyed, unless it has been removed via a specially prepared Imprisonment spell with a Phylactery as the material component. If it has, roll 1d20. On a 20, the user is revived as a Lich. Their alignment becomes evil, if it wasn’t already, and they may become an NPC under the DM’s control.

Shadow Dragon (+3 from Dragon)

Dragon (nature)


  • 3 Motes of Shadow. No immediate use. Can be mastercrafted (alchemist’s supplies) into a Potion of Shadow (grants resistance to damage that isn’t force, fire, or radiant for one hour, as long as the user is in dim light or darkness). Additionally, any damage type, resistance, vulnerability, or immunity granted by an item from the dragon is changed to Necrotic
D | Dinosaur - Dragon

Black Dragons

Ancient Black Dragon (21)

Dragon (nature)


  • 1 Ancient Black Dragon Skull. If a creature with at least 18 Strength lifts the skull above their head as an action, each creature within 120 feet of the skull must make a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. The skull can be mastercrafted (smith’s tools and woodcarver’s tools) into one of the following items: wall trophy, warhorse barding, chariot, throne, or a ship’s figurehead. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.
  • 2 Black Dragon Wing. Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to acid damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Black Dragon Tail. Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Potion of Acid Immunity (grants immunity to acid damage for 1 hour).
  • 3d4 Black Dragon Claws. Acts as a magical dagger that deals an additional 4 (1d8) Acid damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) acid damage on a hit. This acid damage ignores acid resistance, but not immunity.
  • 2d10 Black Dragon Fangs. Acts as a magical Shortsword that deals an additional 4 (1d8) acid damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to acid damage. The warrior will attack the first thing it sees, fighting until dead.

  • 5 Strips of Black Dragon Hide. Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a swim speed of 30 feet and the ability to breathe underwater.
  • 1 Ancient Black Dragon Heart. If a humanoid creature’s heart is removed or damaged in some way, the dragon’s heart can be placed in the wound. This saves the creature’s life, and confers the following benefits: The creature’s Strength, Constitution, and Charisma increase by 2, to a maximum of 22. The creature gains one use of the Legendary Resistance trait (once per day, if the creature fails a saving throw, it may choose to succeed instead). The creature gains immunity to acid damage, a flying speed equal to their walking speed, and darkvision out to 120 feet. Additionally, the creature’s alignment becomes Chaotic Evil if it wasn’t already, and they become an NPC under the DM’s control.
  • 1 Ancient Black Dragon Acid Pouch. Difficult to handle, deals 9 (2d8) acid damage per round to any organic material in contact with it. Can be mastercrafted (alchemist’s supplies) into a Black Dragon’s Bane Poison (if ingested, a creature must make a DC 22 Constitution saving throw, taking 67 (15d8) acid damage on a failed save, or half as much on a success).
  • 3d10 Black Dragon Scales. No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to acid damage while in use.
  • 2 Ancient Black Dragon Horns. Acts as a magical club +3. 2 of these can be mastercrafted (smith’s tools) into a magical greataxe +3 whose wielder can cast Darkness as an action once per day.
  • In Lair: 2 Treasure Hoard 17+
  • In Lair: 5d20 Evil Lizardfolk or Kobold Slaves
  • In Lair: 1d10 – 7 Black Dragon Eggs
D | Dragon (Black)

Adult Black Dragon (14)

Dragon (nature)


  • 1 Adult Black Dragon Skull. If a creature with at least 15 Strength lifts the skull above their head as an action, each creature within 120 feet of the skull must make a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. The skull can be mastercrafted (smith’s tools and woodcarver’s tools) into one of the following items: wall trophy, warhorse barding, helmet, shield, or a ship’s figurehead. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.
  • 2 Black Dragon Wing. Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to acid damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Black Dragon Tail. Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Potion of Acid Immunity (grants immunity to acid damage for 1 hour).
  • 2d4 Black Dragon Claws. Acts as a magical dagger that deals an additional 4 (1d8) Acid damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) acid damage on a hit. This acid damage ignores acid resistance, but not immunity.
  • 2d10 Black Dragon Fangs. Acts as a magical Shortsword that deals an additional 4 (1d8) acid damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to acid damage. The warrior will attack the first thing it sees, fighting until dead.
  • 2 Strips of Black Dragon Hide. Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a swim speed of 30 feet and the ability to breathe underwater.
  • 2d10 Black Dragon Scales. No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to acid damage while in use.
  • 2 Adult Black Dragon Horns. Acts as a magical club +2. 2 of these can be mastercrafted (smith’s tools) into a magical greataxe +2.
  • In Lair: Treasure Hoard 17+
  • In Lair: 3d20 Evil Lizardfolk or Kobold Slaves

Young Black Dragon (7)

Dragon (nature)


  • 2 Black Dragon Wing. Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to acid damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Black Dragon Tail. Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Potion of Acid Immunity (grants immunity to acid damage for 1 hour).
  • 1d4 Black Dragon Claws. Acts as a magical dagger that deals an additional 4 (1d8) Acid damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) acid damage on a hit. This acid damage ignores acid resistance, but not immunity.
  • 1d10 Black Dragon Fangs. Acts as a magical Shortsword that deals an additional 4 (1d8) acid damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to acid damage. The warrior will attack the first thing it sees, fighting until dead.
  • 1 Strip of Black Dragon Hide. Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a swim speed of 30 feet and the ability to breathe underwater.
  • 1d10 Black Dragon Scales. No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to acid damage while in use.
  • In Lair: Treasure Hoard 11-16
  • In Lair: 1d20 Evil Lizardfolk or Kobold Slaves

Black Dragon Wyrmling (2)

Dragon (nature)


  • 1d4 Black Dragon Claws. Acts as a magical dagger that deals an additional 4 (1d8) Acid damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) acid damage on a hit. This acid damage ignores acid resistance, but not immunity.
  • 1d10 Black Dragon Scales. No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to acid damage while in use.
  • In Lair: Treasure Hoard 5-10
D | Dragon (Black)

Blue Dragons

Ancient Blue Dragon (23)

Dragon (nature)


  • 1 Ancient Blue Dragon Skull. If a creature with at least 19 Strength lifts the skull above their head as an action, each creature within 120 feet of the skull must make a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. The skull can be mastercrafted (smith’s tools and woodcarver’s tools) into one of the following items: wall trophy, warhorse barding, chariot, throne, or a ship’s figurehead. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.
  • 2 Blue Dragon Wing. Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to lightning damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Blue Dragon Tail. Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Potion of Lightning Immunity (grants immunity to lightning damage for 1 hour).
  • 4d4 Blue Dragon Claws. Acts as a magical dagger that deals an additional 4 (1d8) Lightning damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) lightning damage on a hit. This lightning damage ignores lightning resistance, but not immunity.
  • 2d10 Blue Dragon Fangs. Acts as a magical Shortsword that deals an additional 4 (1d8) lightning damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to lightning damage. The warrior will attack the first thing it sees, fighting until dead.

  • 5 Strips of Blue Dragon Hide. Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a burrow speed of 30 feet.
  • 1 Ancient Blue Dragon Heart. If a humanoid creature’s heart is removed or damaged in some way, the dragon’s heart can be placed in the wound. This saves the creature’s life, and confers the following benefits: The creature’s Strength, Constitution, and Charisma increase by 2, to a maximum of 22. The creature gains one use of the Legendary Resistance trait (once per day, if the creature fails a saving throw, it may choose to succeed instead). The creature gains immunity to lightning damage, a flying speed equal to their walking speed, and darkvision out to 120 feet. Additionally, the creature’s alignment becomes Lawful Evil if it wasn’t already, and they may become an NPC under the DM’s control.
  • 1 Ancient Blue Dragon Lightning Organ. Difficult to handle, deals 9 (2d8) lightning damage per round to any organic material in contact with it or any metal object holding it. Can be mastercrafted (alchemist’s supplies) into a Blue Dragon’s Bane Poison (if ingested, a creature must make a DC 23 Constitution saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much on a success).
  • 3d10 Blue Dragon Scales. No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to lightning damage while in use.
  • 1 Ancient Blue Dragon Horn. Acts as a magical club +3. Can be mastercrafted (smith’s tools) into a magical war pick +3 whose wielder can cast Call Lightning (save DC 17) as an action once per day.
  • 2 Blue Dragon Eyes. When held, grants advantage on Charisma checks made to influence dragons. Each can be mastercrafted (jeweler’s tools) into an amulet that requires attunement. An attuned creature can cast Suggestion (save DC 20) once per day, however, the target of the spell must have the Dragon tag.
  • In Lair: 2 Treasure Hoard 17+
  • In Lair: 5d20 Humanoid Artisan Slaves and various monstrous minions
  • In Lair: 1d10 – 7 Blue Dragon Eggs
D | Dragon (Blue)

Adult Blue Dragon (16)

Dragon (nature)


  • 1 Adult Blue Dragon Skull. If a creature with at least 16 Strength lifts the skull above their head as an action, each creature within 120 feet of the skull must make a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. The skull can be mastercrafted (smith’s tools and woodcarver’s tools) into one of the following items: wall trophy, warhorse barding, helmet, shield, or a ship’s figurehead. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.
  • 2 Blue Dragon Wing. Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to lightning damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Blue Dragon Tail. Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Potion of Lightning Immunity (grants immunity to lightning damage for 1 hour).
  • 3d4 Blue Dragon Claws. Acts as a magical dagger that deals an additional 4 (1d8) Lightning damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) lightning damage on a hit. This lightning damage ignores lightning resistance, but not immunity.
  • 2d10 Blue Dragon Fangs. Acts as a magical Shortsword that deals an additional 4 (1d8) lightning damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to lightning damage. The warrior will attack the first thing it sees, fighting until dead.
  • 2 Strips of Blue Dragon Hide. Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a burrow speed of 30 feet.
  • 2d10 Blue Dragon Scales. No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to lightning damage while in use.
  • 1 Adult Blue Dragon Horn. Acts as a magical club +2. Can be mastercrafted (smith’s tools) into a magical war pick +2.
  • 2 Blue Dragon Eyes. When held, grants advantage on Charisma checks made to influence dragons. Each can be mastercrafted (jeweler’s tools) into an amulet that requires attunement. An attuned creature can cast Suggestion (save DC 20) once per day, however, the target of the spell must have the Dragon tag.
  • In Lair: Treasure Hoard 17+
  • In Lair: 3d20 Humanoid Artisan Slaves and various monstrous minions

Young Blue Dragon (9)

Dragon (nature)


  • 2 Blue Dragon Wing. Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to lightning damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Blue Dragon Tail. Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Potion of Lightning Immunity (grants immunity to lightning damage for 1 hour).
  • 2d4 Blue Dragon Claws. Acts as a magical dagger that deals an additional 4 (1d8) Lightning damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) lightning damage on a hit. This lightning damage ignores lightning resistance, but not immunity.
  • 1d10 Blue Dragon Fangs. Acts as a magical Shortsword that deals an additional 4 (1d8) lightning damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to lightning damage. The warrior will attack the first thing it sees, fighting until dead.
  • 1 Strip of Blue Dragon Hide. Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a burrow speed of 30 feet.
  • 1d10 Blue Dragon Scales. No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to lightning damage while in use.
  • 1d2 Blue Dragon Eyes. When held, grants advantage on Charisma checks made to influence dragons. Each can be mastercrafted (jeweler’s tools) into an amulet that requires attunement. An attuned creature can cast Suggestion (save DC 20) once per day, however, the target of the spell must have the Dragon tag.
  • In Lair: Treasure Hoard 11-16
  • In Lair: 1d20 Humanoid Artisan Slaves and various monstrous minions
D | Dragon (Blue)

Blue Dragon Wyrmling (3)

Dragon (nature)


  • 2d4 Blue Dragon Claws. Acts as a magical dagger that deals an additional 4 (1d8) Lightning damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) lightning damage on a hit. This lightning damage ignores lightning resistance, but not immunity.
  • 1d10 Blue Dragon Scales. No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to lightning damage while in use.
  • In Lair: Treasure Hoard 5-10

Green Dragons

Ancient Green Dragon (22)

Dragon (nature)


  • 1 Ancient Green Dragon Skull. If a creature with at least 18 Strength lifts the skull above their head as an action, each creature within 120 feet of the skull must make a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. The skull can be mastercrafted (smith’s tools and woodcarver’s tools) into one of the following items: wall trophy, warhorse barding, chariot, throne, or a ship’s figurehead. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.
  • 2 Green Dragon Wing. Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to poison damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Green Dragon Tail. Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Potion of Poison Immunity (grants immunity to poison damage for 1 hour).
  • 3d4 Green Dragon Claws. Acts as a magical dagger that deals an additional 4 (1d8) poison damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) poison damage on a hit. This poison damage ignores poison resistance, but not immunity.
  • 2d10 Green Dragon Fangs. Acts as a magical Shortsword that deals an additional 4 (1d8) poison damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to poison damage. The warrior will attack the first thing it sees, fighting until dead.

  • 5 Strips of Green Dragon Hide. Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a swim speed of 30 feet, and the ability to breathe underwater.
  • 1 Ancient Green Dragon Heart. If a humanoid creature’s heart is removed or damaged in some way, the dragon’s heart can be placed in the wound. This saves the creature’s life, and confers the following benefits: The creature’s Strength, Constitution, and Charisma increase by 2, to a maximum of 22. The creature gains one use of the Legendary Resistance trait (once per day, if the creature fails a saving throw, it may choose to succeed instead). The creature gains immunity to poison damage, a flying speed equal to their walking speed, and darkvision out to 120 feet. Additionally, the creature’s alignment becomes Lawful Evil if it wasn’t already, and they may become an NPC under the DM’s control.
  • 1 Ancient Green Dragon Poison Lung. Difficult to handle, deals 9 (2d8) poison damage per round to any organic material in contact with it. Can be mastercrafted (alchemist’s supplies) into a Green Dragon’s Bane Poison (if ingested, a creature must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much on a success).
  • 3d10 Green Dragon Scales. No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to poison damage while in use.
  • 3 Green Dragon Spines. Acts as a magical dagger +1. 3 of these can be mastercrafted (smith’s tools) into a magical shortsword +3 whose wielder can cast Plant Growth as an action once per day.
  • In Lair: 2 Treasure Hoard 17+
  • In Lair: 1d20 Elven Slaves and 4d20 various monstrous minions
  • In Lair: 1d10 – 7 Green Dragon Eggs
D | Dragon (Blue) - Dragon (Green)

Adult Green Dragon (15)

Dragon (nature)


  • 1 Adult Green Dragon Skull. If a creature with at least 15 Strength lifts the skull above their head as an action, each creature within 120 feet of the skull must make a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. The skull can be mastercrafted (smith’s tools and woodcarver’s tools) into one of the following items: wall trophy, warhorse barding, helmet, shield, or a ship’s figurehead. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.
  • 2 Green Dragon Wing. Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to poison damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Green Dragon Tail. Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Potion of Poison Immunity (grants immunity to poison damage for 1 hour).
  • 3d4 Green Dragon Claws. Acts as a magical dagger that deals an additional 4 (1d8) poison damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) poison damage on a hit. This poison damage ignores poison resistance, but not immunity.
  • 2d10 Green Dragon Fangs. Acts as a magical Shortsword that deals an additional 4 (1d8) poison damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to poison damage. The warrior will attack the first thing it sees, fighting until dead.
  • 2 Strips of Green Dragon Hide. Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a swim speed of 30 feet, and the ability to breathe underwater.
  • 2d10 Green Dragon Scales. No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to poison damage while in use.
  • 2 Green Dragon Spines. Acts as a magical dagger +1. 3 of these can be mastercrafted (smith’s tools) into a magical shortsword +3 whose wielder can cast Plant Growth as an action once per day.
  • In Lair: Treasure Hoard 17+
  • In Lair: 1d10 Elven Slaves and 3d20 various monstrous minions

Young Green Dragon (8)

Dragon (nature)


  • 2 Green Dragon Wing. Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to poison damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Green Dragon Tail. Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Potion of Poison Immunity (grants immunity to poison damage for 1 hour).
  • 1d4 Green Dragon Claws. Acts as a magical dagger that deals an additional 4 (1d8) poison damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) poison damage on a hit. This poison damage ignores poison resistance, but not immunity.
  • 1d10 Green Dragon Fangs. Acts as a magical Shortsword that deals an additional 4 (1d8) poison damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to poison damage. The warrior will attack the first thing it sees, fighting until dead.
  • 1 Strip of Green Dragon Hide. Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a swim speed of 30 feet, and the ability to breathe underwater.
  • 1d10 Green Dragon Scales. No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to poison damage while in use.
  • 1 Green Dragon Spine. Acts as a magical dagger +1. 3 of these can be mastercrafted (smith’s tools) into a magical shortsword +3 whose wielder can cast Plant Growth as an action once per day.
  • In Lair: Treasure Hoard 11-16
  • In Lair: 1d4 Elven Slaves and 1d20 various monstrous minions

Green Dragon Wyrmling (2)

Dragon (nature)


  • 1d4 Green Dragon Claws. Acts as a magical dagger that deals an additional 4 (1d8) poison damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) poison damage on a hit. This poison damage ignores poison resistance, but not immunity.
  • 1d10 Green Dragon Scales. No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to poison damage while in use.
  • In Lair: Treasure Hoard 5-10
D | Dragon (Green)

Red Dragons

Ancient Red Dragon (24)

Dragon (nature)


  • 1 Ancient Red Dragon Skull. If a creature with at least 20 Strength lifts the skull above their head as an action, each creature within 120 feet of the skull must make a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. The skull can be mastercrafted (smith’s tools and woodcarver’s tools) into one of the following items: wall trophy, warhorse barding, chariot, throne, or a ship’s figurehead. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.
  • 2 Red Dragon Wing. Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to fire damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Red Dragon Tail. Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Potion of Fire Immunity (grants immunity to fire damage for 1 hour).
  • 3d4 Red Dragon Claws. Acts as a magical dagger that deals an additional 4 (1d8) fire damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) fire damage on a hit. This fire damage ignores fire resistance, but not immunity.
  • 2d10 Red Dragon Fangs. Acts as a magical Shortsword that deals an additional 4 (1d8) fire damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to fire damage. The warrior will attack the first thing it sees, fighting until dead.

  • 5 Strips of Red Dragon Hide. Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a climb speed of 30 feet.
  • 1 Ancient Red Dragon Heart. If a humanoid creature’s heart is removed or damaged in some way, the dragon’s heart can be placed in the wound. This saves the creature’s life, and confers the following benefits: The creature’s Strength, Constitution, and Charisma increase by 2, to a maximum of 22. The creature gains one use of the Legendary Resistance trait (once per day, if the creature fails a saving throw, it may choose to succeed instead). The creature gains immunity to fire damage, a flying speed equal to their walking speed, and darkvision out to 120 feet. Additionally, the creature’s alignment becomes Chaotic Evil if it wasn’t already, and they become an NPC under the DM’s control.
  • 1 Ancient Red Dragon Fire Sac. Difficult to handle, deals 9 (2d8) fire damage per round to any organic or metal material in contact with it. Can be mastercrafted (alchemist’s supplies) into a Red Dragon’s Bane Poison (if ingested, a creature must make a DC 24 Constitution saving throw, taking 91 (26d6) fire damage on a failed save, or half as much on a success).
  • 4d10 Red Dragon Scales. No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to fire damage while in use.
  • 2 Ancient Red Dragon Horns. Acts as a magical club +3. 2 of these can be mastercrafted (smith’s tools) into a magical greatsword +3 whose wielder can cast Fireball (save DC 17) as an action once per day.
  • 2 Red Dragon Eyes. When held, grants advantage on Charisma checks made to influence dragons. Each can be mastercrafted (jeweler’s tools) into an amulet that requires attunement. An attuned creature can cast Fear (save DC 20) once per day, however, the target of the spell must have the Dragon tag.
  • In Lair: 3 Treasure Hoard 17+
  • In Lair: 3d20 Humanoid slaves
  • In Lair: 1d10 – 7 Red Dragon Eggs
D | Dragon (Red)

Adult Red Dragon (17)

Dragon (nature)


  • 1 Adult Red Dragon Skull. If a creature with at least 18 Strength lifts the skull above their head as an action, each creature within 120 feet of the skull must make a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. The skull can be mastercrafted (smith’s tools and woodcarver’s tools) into one of the following items: wall trophy, warhorse barding, helmet, shield, or a ship’s figurehead. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.
  • 2 Red Dragon Wing. Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to fire damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Red Dragon Tail. Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Potion of Fire Immunity (grants immunity to fire damage for 1 hour).
  • 2d4 Red Dragon Claws. Acts as a magical dagger that deals an additional 4 (1d8) fire damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) fire damage on a hit. This fire damage ignores fire resistance, but not immunity.
  • 2d10 Red Dragon Fangs. Acts as a magical Shortsword that deals an additional 4 (1d8) fire damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to fire damage. The warrior will attack the first thing it sees, fighting until dead.
  • 2 Strips of Red Dragon Hide. Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a climb speed of 30 feet.
  • 3d10 Red Dragon Scales. No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to fire damage while in use.
  • 2 Adult Red Dragon Horns. Acts as a magical club +2. 2 of these can be mastercrafted (smith’s tools) into a magical greatsword +2.
  • 2 Red Dragon Eyes. When held, grants advantage on Charisma checks made to influence dragons. Each can be mastercrafted (jeweler’s tools) into an amulet that requires attunement. An attuned creature can cast Fear (save DC 20) once per day, however, the target of the spell must have the Dragon tag.
  • In Lair: Treasure Hoard 17+
  • In Lair: 1d20 Humanoid slaves

Young Red Dragon (10)

Dragon (nature)


  • 2 Red Dragon Wing. Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to fire damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Red Dragon Tail. Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Potion of Fire Immunity (grants immunity to fire damage for 1 hour).
  • 2d4 Red Dragon Claws. Acts as a magical dagger that deals an additional 4 (1d8) fire damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) fire damage on a hit. This fire damage ignores fire resistance, but not immunity.
  • 1d10 Red Dragon Fangs. Acts as a magical Shortsword that deals an additional 4 (1d8) fire damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to fire damage. The warrior will attack the first thing it sees, fighting until dead.
  • 1 Strip of Red Dragon Hide. Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a climb speed of 30 feet.
  • 2d10 Red Dragon Scales. No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to fire damage while in use.
  • 1d2 Young Red Dragon Horns. Acts as a magical club +1. 2 of these can be mastercrafted (smith’s tools) into a magical greatsword +1.
  • In Lair: Treasure Hoard 11-16
  • In Lair: 1d10 Humanoid slaves

Red Dragon Wyrmling (4)

Dragon (nature)


  • 2d4 Red Dragon Claws. Acts as a magical dagger that deals an additional 4 (1d8) fire damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) fire damage on a hit. This fire damage ignores fire resistance, but not immunity.
  • 2d10 Red Dragon Scales. No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to fire damage while in use.
  • In Lair: Treasure Hoard 5-10
  • In Lair: 1d4 Humanoid slaves
D | Dragon (Red)

White Dragons

Ancient White Dragon (20)

Dragon (nature)


  • 1 Ancient White Dragon Skull. If a creature with at least 15 Strength lifts the skull above their head as an action, each creature within 120 feet of the skull must make a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. The skull can be mastercrafted (smith’s tools and woodcarver’s tools) into one of the following items: wall trophy, warhorse barding, chariot, throne, or a ship’s figurehead. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.
  • 2 White Dragon Wing. Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to cold damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 White Dragon Tail. Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Potion of Cold Immunity (grants immunity to cold damage for 1 hour).
  • 3d4 White Dragon Claws. Acts as a magical dagger that deals an additional 4 (1d8) cold damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) cold damage on a hit. This cold damage ignores cold resistance, but not immunity.
  • 2d10 White Dragon Fangs. Acts as a magical Shortsword that deals an additional 4 (1d8) cold damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to cold damage. The warrior will attack the first thing it sees, fighting until dead.

  • 5 Strips of White Dragon Hide. Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a burrow speed of 30 feet and the ability to move through difficult terrain composed of ice and snow without expending extra movement.
  • 1 Ancient White Dragon Heart. If a humanoid creature’s heart is removed or damaged in some way, the dragon’s heart can be placed in the wound. This saves the creature’s life, and confers the following benefits: The creature’s Strength, Constitution, and Charisma increase by 2, to a maximum of 22. The creature gains one use of the Legendary Resistance trait (once per day, if the creature fails a saving throw, it may choose to succeed instead). The creature gains immunity to cold damage, a flying speed equal to their walking speed, and darkvision out to 120 feet. Additionally, the creature’s alignment becomes Chaotic Evil if it wasn’t already, and they become an NPC under the DM’s control.
  • 1 Ancient White Dragon Ice Gland. Difficult to handle, deals 9 (2d8) cold damage per round to any organic material in contact with it. Can be mastercrafted (alchemist’s supplies) into a White Dragon’s Bane Poison (if ingested, a creature must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much on a success).
  • 3d10 White Dragon Scales. No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to cold damage while in use.
  • 1 Ancient White Dragon Frond. Acts as a magical handaxe +3. Can be mastercrafted (smith’s tools) into a magical glaive +3 whose wielder can cast Sleet Storm (save DC 17) as an action once per day.
  • In Lair: 2 Treasure Hoard 17+
  • In Lair: 5d20 Monster Corpse Trophies
  • In Lair: 1d10 – 7 White Dragon Eggs
D | Dragon (White)

Adult White Dragon (13)

Dragon (nature)


  • 1 Adult White Dragon Skull. If a creature with at least 13 Strength lifts the skull above their head as an action, each creature within 120 feet of the skull must make a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. The skull can be mastercrafted (smith’s tools and woodcarver’s tools) into one of the following items: wall trophy, warhorse barding, helmet, shield, or a ship’s figurehead. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.
  • 2 White Dragon Wing. Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to cold damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 White Dragon Tail. Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Potion of Cold Immunity (grants immunity to cold damage for 1 hour).
  • 2d4 White Dragon Claws. Acts as a magical dagger that deals an additional 4 (1d8) cold damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) cold damage on a hit. This cold damage ignores cold resistance, but not immunity.
  • 1d10 White Dragon Fangs. Acts as a magical Shortsword that deals an additional 4 (1d8) cold damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to cold damage. The warrior will attack the first thing it sees, fighting until dead.
  • 2 Strips of White Dragon Hide. Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a burrow speed of 30 feet and the ability to move through difficult terrain composed of ice and snow without expending extra movement.
  • 2d10 White Dragon Scales. No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to cold damage while in use.
  • 1 Adult White Dragon Frond. Acts as a magical handaxe +2. Can be mastercrafted (smith’s tools) into a magical glaive +2.
  • In Lair: Treasure Hoard 17+
  • In Lair: 3d20 Monster Corpse Trophies

Young White Dragon (6)

Dragon (nature)


  • 2 White Dragon Wing. Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to cold damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 White Dragon Tail. Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Potion of Cold Immunity (grants immunity to cold damage for 1 hour).
  • 1d4 White Dragon Claws. Acts as a magical dagger that deals an additional 4 (1d8) cold damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) cold damage on a hit. This cold damage ignores cold resistance, but not immunity.
  • 1d10 White Dragon Fangs. Acts as a magical Shortsword that deals an additional 4 (1d8) cold damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to cold damage. The warrior will attack the first thing it sees, fighting until dead.
  • 1 Strip of White Dragon Hide. Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a burrow speed of 30 feet and the ability to move through difficult terrain composed of ice and snow without expending extra movement.
  • 1d10 White Dragon Scales. No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to cold damage while in use.
  • In Lair. Treasure Hoard 11-16
  • In Lair. 1d20 Monster Corpse Trophies

White Dragon Wyrmling (2)

Dragon (nature)


  • 1d4 White Dragon Claws. Acts as a magical dagger that deals an additional 4 (1d8) cold damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) cold damage on a hit. This cold damage ignores cold resistance, but not immunity.
  • 1d10 White Dragon Scales. No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to cold damage while in use.
  • In Lair: Treasure Hoard 5-10
D | Dragon (White)

Brass Dragons

Ancient Brass Dragon (20)

Dragon (nature)


  • 1 Ancient Brass Dragon Skull. If a creature with at least 17 Strength lifts the skull above their head as an action, each creature within 120 feet of the skull must make a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. The skull can be mastercrafted (smith’s tools and woodcarver’s tools) into one of the following items: wall trophy, warhorse barding, chariot, throne, or a ship’s figurehead. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.
  • 2 Brass Dragon Wing. Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to fire damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Brass Dragon Tail. Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Fire Vulnerability (when ingested, imposes vulnerability to fire damage for 1 hour. If the creature has resistance to fire damage, it loses that resistance. Creatures immune to fire damage are not affected).
  • 2d4 Brass Dragon Claws. Acts as a magical dagger that deals an additional 4 (1d8) fire damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) fire damage on a hit. This fire damage ignores fire resistance, but not immunity.
  • 2d10 Brass Dragon Fangs. Acts as a magical Shortsword that deals an additional 4 (1d8) fire damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to fire damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.

  • 5 Strips of Brass Dragon Hide. Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a burrow speed of 30 feet.
  • 1 Ancient Brass Dragon Heart. If a humanoid creature’s heart is removed or damaged in some way, the dragon’s heart can be placed in the wound. This saves the creature’s life, and confers the following benefits: The creature’s Strength, Constitution, and Charisma increase by 2, to a maximum of 22. The creature gains one use of the Legendary Resistance trait (once per day, if the creature fails a saving throw, it may choose to succeed instead). The creature gains immunity to fire damage, a flying speed equal to their walking speed, and darkvision out to 120 feet. Additionally, the creature’s alignment becomes Chaotic Good if it wasn’t already, and they may become an NPC under the party’s control.
  • 1 Ancient Brass Dragon Fire Sac. Difficult to handle, deals 9 (2d8) fire damage per round to any organic material in contact with it. Can be mastercrafted (alchemist’s supplies) into a Brass Dragon’s Bane Poison (if ingested, a creature must make a DC 21 Constitution saving throw, taking 56 (16d6) fire damage on a failed save, or half as much on a success).
  • 1 Vial of Ancient Brass Dragon Sleep Salve. When applied to the skin of a creature, the creature must make a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. Can be mastercrafted (alchemist’s supplies) into a Potion of Polymorph (allows the drinker to change shape as though they had cast the Polymorph spell).
  • 3d10 Brass Dragon Scales. No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to fire damage while in use.
  • 1 Ancient Brass Dragon Frill. Acts as a magical sling +3. Can be mastercrafted (smith’s tools) into a magical heavy crossbow +3 whose wielder can cast Gust of Wind (save DC 17) as an action once per day.
  • In Lair: 2 Treasure Hoard 17+
  • In Lair: 1d20 Talkative Humanoid Servants
  • In Lair: 1d10 – 7 Brass Dragon Eggs
D | Dragon (Brass)

Adult Brass Dragon (13)

Dragon (nature)


  • 1 Adult Brass Dragon Skull.: If a creature with at least 15 Strength lifts the skull above their head as an action, each creature within 120 feet of the skull must make a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. The skull can be mastercrafted (smith’s tools and woodcarver’s tools) into one of the following items: wall trophy, warhorse barding, helmet, shield, or a ship’s figurehead. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.
  • 2 Brass Dragon Wing. Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to fire damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Brass Dragon Tail. Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Fire Vulnerability (when ingested, imposes vulnerability to fire damage for 1 hour. If the creature has resistance to fire damage, it loses that resistance. Creatures immune to fire damage are not affected).
  • 2d4 Brass Dragon Claws. Acts as a magical dagger that deals an additional 4 (1d8) fire damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) fire damage on a hit. This fire damage ignores fire resistance, but not immunity.
  • 2d10 Brass Dragon Fangs. Acts as a magical Shortsword that deals an additional 4 (1d8) fire damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to fire damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.
  • 2 Strips of Brass Dragon Hide. Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a burrow speed of 30 feet.
  • 2d10 Brass Dragon Scales. No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to fire damage while in use.
  • 1 Adult Brass Dragon Frill. Acts as a magical sling +2. Can be mastercrafted (smith’s tools) into a magical heavy crossbow +2.
  • In Lair: Treasure Hoard 17+
  • In Lair: 1d12 Talkative Humanoid Servants

Young Brass Dragon (6)

Dragon (nature)


  • 1d2 Brass Dragon Wing. Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to fire damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Brass Dragon Tail. Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Fire Vulnerability (when ingested, imposes vulnerability to fire damage for 1 hour. If the creature has resistance to fire damage, it loses that resistance. Creatures immune to fire damage are not affected).
  • 1d4 Brass Dragon Claws. Acts as a magical dagger that deals an additional 4 (1d8) fire damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) fire damage on a hit. This fire damage ignores fire resistance, but not immunity.
  • 1d10 Brass Dragon Fangs. Acts as a magical Shortsword that deals an additional 4 (1d8) fire damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to fire damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.
  • 1 Strip of Brass Dragon Hide. Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a burrow speed of 30 feet.
  • 1d10 Brass Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to fire damage while in use.
  • In Lair: Treasure Hoard 11-16
  • In Lair: 1d8 Talkative Humanoid Servants

Wyrmling Brass Dragon (1)

Dragon (nature)


  • 1d4 Brass Dragon Claws. Acts as a magical dagger that deals an additional 4 (1d8) fire damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) fire damage on a hit. This fire damage ignores fire resistance, but not immunity.
  • In Lair: Treasure Hoard 5-10
D | Dragon (Brass)

Bronze Dragons

Ancient Bronze Dragon

Dragon (nature)


  • 1 Ancient Bronze Dragon Skull. If a creature with at least 19 Strength lifts the skull above their head as an action, each creature within 120 feet of the skull must make a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. The skull can be mastercrafted (smith’s tools and woodcarver’s tools) into one of the following items: wall trophy, warhorse barding, chariot, throne, or a ship’s figurehead. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.
  • 2 Bronze Dragon Wing. Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to lightning damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Bronze Dragon Tail. Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Lightning Vulnerability (when ingested, imposes vulnerability to lightning damage for 1 hour. If the creature has resistance to lightning damage, it loses that resistance. Creatures immune to lightning damage are not affected).
  • 3d4 Bronze Dragon Claws. Acts as a magical dagger that deals an additional 4 (1d8) lightning damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) lightning damage on a hit. This lightning damage ignores lightning resistance, but not immunity.
  • 2d10 Bronze Dragon Fangs. Acts as a magical Shortsword that deals an additional 4 (1d8) lightning damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to lightning damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.

  • 5 Strips of Bronze Dragon Hide. Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a swim speed of 30 feet and the ability to breathe underwater.
  • 1 Ancient Bronze Dragon Heart. If a humanoid creature’s heart is removed or damaged in some way, the dragon’s heart can be placed in the wound. This saves the creature’s life, and confers the following benefits: The creature’s Strength, Constitution, and Charisma increase by 2, to a maximum of 22. The creature gains one use of the Legendary Resistance trait (once per day, if the creature fails a saving throw, it may choose to succeed instead). The creature gains immunity to lightning damage, a flying speed equal to their walking speed, and darkvision out to 120 feet. Additionally, the creature’s alignment becomes Lawful Good if it wasn’t already, and they may become an NPC under the party’s control.
  • 1 Ancient Bronze Dragon Lightning Organ. Difficult to handle, deals 9 (2d8) lightning damage per round to any organic material in contact with it or any metal object holding it. Can be mastercrafted (alchemist’s supplies) into a Bronze Dragon’s Bane Poison (if ingested, a creature must make a DC 23 Constitution saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much on a success).
  • 1 Vial of Ancient Bronze Dragon Repulsion Salve. Can be thrown at a creature as an improvised weapon. On a hit, the vial breaks with a loud bang audible within 300 feet and the creature must make a DC 23 Strength saving throw or be pushed 60 feet away from the attacker. Can be mastercrafted (alchemist’s supplies) into a Potion of Polymorph (allows the drinker to change shape as though they had cast the Polymorph spell).
  • 3d10 Bronze Dragon Scales. No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to lightning damage while in use.
  • 2 Ancient Bronze Dragon Horns. Acts as a magical club +3. 2 of these can be mastercrafted (smith’s tools) into a magical warhammer +3 whose wielder can cast Thunderwave as a 3rd level spell (save DC 17) as an action once per day.
  • In Lair: 2 Treasure Hoard 17+
  • In Lair: 1d20 Diplomatic Humanoid Servants
  • In Lair: 1d10 – 7 Bronze Dragon Eggs
D | Dragon (Bronze)

Adult Bronze Dragon (15)

Dragon (nature)


  • 1 Adult Bronze Dragon Skull. If a creature with at least 16 Strength lifts the skull above their head as an action, each creature within 120 feet of the skull must make a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. The skull can be mastercrafted (smith’s tools and woodcarver’s tools) into one of the following items: wall trophy, warhorse barding, helmet, shield, or a ship’s figurehead. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.
  • 2 Bronze Dragon Wing. Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to lightning damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Bronze Dragon Tail. Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Lightning Vulnerability (when ingested, imposes vulnerability to lightning damage for 1 hour. If the creature has resistance to lightning damage, it loses that resistance. Creatures immune to lightning damage are not affected).
  • 2d4 Bronze Dragon Claws. Acts as a magical dagger that deals an additional 4 (1d8) lightning damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) lightning damage on a hit. This lightning damage ignores lightning resistance, but not immunity.
  • 2d10 Bronze Dragon Fangs. Acts as a magical Shortsword that deals an additional 4 (1d8) lightning damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to lightning damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.
  • 2 Strips of Bronze Dragon Hide. Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a swim speed of 30 feet and the ability to breathe underwater.
  • 3d10 Bronze Dragon Scales. No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to lightning damage while in use.
  • 2 Adult Bronze Dragon Horns. Acts as a magical club +2. 2 of these can be mastercrafted (smith’s tools) into a magical warhammer +2.
  • In Lair: Treasure Hoard 17+
  • In Lair: 1d12 Diplomatic Humanoid Servants

Young Bronze Dragon (8)

Dragon (nature)


  • 2 Bronze Dragon Wing. Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to lightning damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Bronze Dragon Tail. Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Lightning Vulnerability (when ingested, imposes vulnerability to lightning damage for 1 hour. If the creature has resistance to lightning damage, it loses that resistance. Creatures immune to lightning damage are not affected).
  • 1d4 Bronze Dragon Claws. Acts as a magical dagger that deals an additional 4 (1d8) lightning damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) lightning damage on a hit. This lightning damage ignores lightning resistance, but not immunity.
  • 1d10 Bronze Dragon Fangs. Acts as a magical Shortsword that deals an additional 4 (1d8) lightning damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to lightning damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.
  • 1 Strip of Bronze Dragon Hide. Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a swim speed of 30 feet and the ability to breathe underwater.
  • 1d10 Bronze Dragon Scales. No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to lightning damage while in use.
  • 1d2 Young Bronze Dragon Horns. Acts as a magical club +1. 2 of these can be mastercrafted (smith’s tools) into a magical warhammer +1.
  • In Lair: Treasure Hoard 11-16
  • In Lair: 1d8 Diplomatic Humanoid Servants
D | Dragon (Bronze)

Wyrmling Bronze Dragon (2)

Dragon (nature)


  • 1d4 Bronze Dragon Claws. Acts as a magical dagger that deals an additional 4 (1d8) lightning damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) lightning damage on a hit. This lightning damage ignores lightning resistance, but not immunity.
  • 1d10 Bronze Dragon Scales. No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to lightning damage while in use.
  • In Lair: Treasure Hoard 5-10

Copper Dragon

Ancient Copper Dragon (21)

Dragon (nature)


  • 1 Ancient Copper Dragon Skull. If a creature with at least 18 Strength lifts the skull above their head as an action, each creature within 120 feet of the skull must make a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. The skull can be mastercrafted (smith’s tools and woodcarver’s tools) into one of the following items: wall trophy, warhorse barding, chariot, throne, or a ship’s figurehead. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.
  • 2 Copper Dragon Wing. Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to acid damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Copper Dragon Tail. Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Acid Vulnerability (when ingested, imposes vulnerability to acid damage for 1 hour. If the creature has resistance to acid damage, it loses that resistance. Creatures immune to acid damage are not affected).
  • 3d4 Copper Dragon Claws. Acts as a magical dagger that deals an additional 4 (1d8) acid damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) acid damage on a hit. This acid damage ignores acid resistance, but not immunity.
  • 2d10 Copper Dragon Fangs. Acts as a magical Shortsword that deals an additional 4 (1d8) acid damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to acid damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.

  • 5 Strips of Copper Dragon Hide. Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a climb speed of 30 feet.
  • 1 Ancient Copper Dragon Heart. If a humanoid creature’s heart is removed or damaged in some way, the dragon’s heart can be placed in the wound. This saves the creature’s life, and confers the following benefits: The creature’s Strength, Constitution, and Charisma increase by 2, to a maximum of 22. The creature gains one use of the Legendary Resistance trait (once per day, if the creature fails a saving throw, it may choose to succeed instead). The creature gains immunity to acid damage, a flying speed equal to their walking speed, and darkvision out to 120 feet. Additionally, the creature’s alignment becomes Chaotic Good if it wasn’t already, and they may become an NPC under the party’s control.
  • 1 Ancient Copper Dragon Acid Pouch. Difficult to handle, deals 9 (2d8) acid damage per round to any organic material in contact with it. Can be mastercrafted (alchemist’s supplies) into a Copper Dragon’s Bane Poison (if ingested, a creature must make a DC 22 Constitution saving throw, taking 63 (14d8) acid damage on a failed save, or half as much on a success).
  • 1 Vial of Ancient Copper Dragon Slowing Salve. When applied to the skin of a creature, the creature must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. Can be mastercrafted (alchemist’s supplies) into a Potion of Polymorph (allows the drinker to change shape as though they had cast the Polymorph spell).
  • 3d10 Copper Dragon Scales. No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to acid damage while in use.
  • 1 Ancient Copper Dragon Frond. Acts as a magical handaxe +3. Can be mastercrafted (smith’s tools) into a magical scimitar +3 whose wielder can cast Spike Growth (save DC 17) as an action once per day.
  • In Lair: 2 Treasure Hoard 17+
D | Dragon (Bronze) - Dragon (Copper)
  • In Lair: 1d20 Bardic Humanoid Servants
  • In Lair: 1d10 – 7 Copper Dragon Eggs

Adult Copper Dragon (14)

Dragon (nature)


  • 1 Adult Copper Dragon Skull. If a creature with at least 15 Strength lifts the skull above their head as an action, each creature within 120 feet of the skull must make a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. The skull can be mastercrafted (smith’s tools and woodcarver’s tools) into one of the following items: wall trophy, warhorse barding, helmet, shield, or a ship’s figurehead. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.
  • 2 Copper Dragon Wing. Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to acid damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Copper Dragon Tail. Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Acid Vulnerability (when ingested, imposes vulnerability to acid damage for 1 hour. If the creature has resistance to acid damage, it loses that resistance. Creatures immune to acid damage are not affected).
  • 2d4 Copper Dragon Claws. Acts as a magical dagger that deals an additional 4 (1d8) acid damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) acid damage on a hit. This acid damage ignores acid resistance, but not immunity.
  • 2d10 Copper Dragon Fangs. Acts as a magical Shortsword that deals an additional 4 (1d8) acid damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to acid damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.
  • 2 Strips of Copper Dragon Hide. Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a climb speed of 30 feet.
  • 3d10 Copper Dragon Scales. No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to acid damage while in use.
  • 1 Adult Copper Dragon Frond. Acts as a magical handaxe +2. Can be mastercrafted (smith’s tools) into a magical scimitar +2.
  • In Lair: Treasure Hoard 17+
  • In Lair: 1d12 Bardic Humanoid Servants

Young Copper Dragon (7)

Dragon (nature)


  • 2 Copper Dragon Wing. Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to acid damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Copper Dragon Tail. Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Acid Vulnerability (when ingested, imposes vulnerability to acid damage for 1 hour. If the creature has resistance to acid damage, it loses that resistance. Creatures immune to acid damage are not affected).
  • 1d4 Copper Dragon Claws. Acts as a magical dagger that deals an additional 4 (1d8) acid damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) acid damage on a hit. This acid damage ignores acid resistance, but not immunity.
  • 1d10 Copper Dragon Fangs. Acts as a magical Shortsword that deals an additional 4 (1d8) acid damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to acid damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.
  • 1 Strip of Copper Dragon Hide. Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a climb speed of 30 feet.
  • 1d10 Copper Dragon Scales. No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to acid damage while in use.
  • In Lair: Treasure Hoard 11-16
  • In Lair: 1d8 Bardic Humanoid Servants

Wyrmling Copper Dragon (1)

Dragon (nature)


  • 1d10 Copper Dragon Scales. No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to acid damage while in use.
  • In Lair: Treasure Hoard 5-10
D | Dragon (Copper)

Gold Dragons

Ancient Gold Dragon (24)

Dragon (nature)


  • 1 Ancient Gold Dragon Skull. If a creature with at least 22 Strength lifts the skull above their head as an action, each creature within 120 feet of the skull must make a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. The skull can be mastercrafted (smith’s tools and woodcarver’s tools) into one of the following items: wall trophy, warhorse barding, chariot, throne, or a ship’s figurehead. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.
  • 2 Gold Dragon Wing. Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to fire damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Gold Dragon Tail. Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Fire Vulnerability (when ingested, imposes vulnerability to fire damage for 1 hour. If the creature has resistance to fire damage, it loses that resistance. Creatures immune to fire damage are not affected).
  • 3d4 Gold Dragon Claws. Acts as a magical dagger that deals an additional 4 (1d8) fire damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) fire damage on a hit. This fire damage ignores fire resistance, but not immunity.
  • 2d10 Gold Dragon Fangs. Acts as a magical Shortsword that deals an additional 4 (1d8) fire damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to fire damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.

  • 5 Strips of Gold Dragon Hide. Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a swim speed of 30 feet and the ability to breathe underwater.
  • 1 Ancient Gold Dragon Heart. If a humanoid creature’s heart is removed or damaged in some way, the dragon’s heart can be placed in the wound. This saves the creature’s life, and confers the following benefits: The creature’s Strength, Constitution, and Charisma increase by 2, to a maximum of 22. The creature gains one use of the Legendary Resistance trait (once per day, if the creature fails a saving throw, it may choose to succeed instead). The creature gains immunity to fire damage, a flying speed equal to their walking speed, and darkvision out to 120 feet. Additionally, the creature’s alignment becomes Lawful Good if it wasn’t already, and they may become an NPC under the party’s control.
  • 1 Ancient Gold Dragon Fire Sac. Difficult to handle, deals 9 (2d8) fire damage per round to any organic material in contact with it. Can be mastercrafted (alchemist’s supplies) into a Gold Dragon’s Bane Poison (if ingested, a creature must make a DC 24 Constitution saving throw, taking 71 (13d10) fire damage on a failed save, or half as much on a success).
  • 1 Vial of Ancient Gold Dragon Weakening Salve. When applied to the skin of a creature, the creature must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Can be mastercrafted (alchemist’s supplies) into a Potion of Polymorph (allows the drinker to change shape as though they had cast the Polymorph spell).
  • 3d10 Gold Dragon Scales. No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to fire damage while in use.
  • 2 Gold Dragon Eyes. When held, grants advantage on Charisma checks made to influence dragons. Each can be mastercrafted (jeweler’s tools) into an amulet that requires attunement. An attuned creature can cast Geas (save DC 20) once per day, however, the target of the spell must have the Dragon tag.
  • 2d4 Gold Dragon Fins. Acts as a magical sling +1. 5 of these can be mastercrafted (smith’s tools) into a magical longbow +3 whose wielder can cast Banishment (save DC 17) as an action once per day.
  • In Lair: 2 Treasure Hoard 17+
  • In Lair: 1d10 – 7 Gold Dragon Eggs
D | Dragon (Gold)

Adult Gold Dragon (17)

Dragon (nature)


  • 1 Adult Gold Dragon Skull. If a creature with at least 20 Strength lifts the skull above their head as an action, each creature within 120 feet of the skull must make a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. The skull can be mastercrafted (smith’s tools and woodcarver’s tools) into one of the following items: wall trophy, warhorse barding, helmet, shield, or a ship’s figurehead. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.
  • 2 Gold Dragon Wing. Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to fire damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Gold Dragon Tail. Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Fire Vulnerability (when ingested, imposes vulnerability to fire damage for 1 hour. If the creature has resistance to fire damage, it loses that resistance. Creatures immune to fire damage are not affected).
  • 3d4 Gold Dragon Claws. Acts as a magical dagger that deals an additional 4 (1d8) fire damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) fire damage on a hit. This fire damage ignores fire resistance, but not immunity.
  • 2d10 Gold Dragon Fangs. Acts as a magical Shortsword that deals an additional 4 (1d8) fire damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to fire damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.
  • 2 Strips of Gold Dragon Hide. Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a swim speed of 30 feet and the ability to breathe underwater.
  • 3d10 Gold Dragon Scales. No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to fire damage while in use.
  • 2 Gold Dragon Eyes. When held, grants advantage on Charisma checks made to influence dragons. Each can be mastercrafted (jeweler’s tools) into an amulet that requires attunement. An attuned creature can cast Geas (save DC 20) once per day, however, the target of the spell must have the Dragon tag.
  • 1d4 Gold Dragon Fins. Acts as a magical sling +1. 5 of these can be mastercrafted (smith’s tools) into a magical longbow +3 whose wielder can cast Banishment as an action once per day.
  • In Lair: Treasure Hoard 17+

Young Gold Dragon (10)

Dragon (nature)


  • 2 Gold Dragon Wing. Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to fire damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Gold Dragon Tail. Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Fire Vulnerability (when ingested, imposes vulnerability to fire damage for 1 hour. If the creature has resistance to fire damage, it loses that resistance. Creatures immune to fire damage are not affected).
  • 2d4 Gold Dragon Claws. Acts as a magical dagger that deals an additional 4 (1d8) fire damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) fire damage on a hit. This fire damage ignores fire resistance, but not immunity.
  • 1d10 Gold Dragon Fangs. Acts as a magical Shortsword that deals an additional 4 (1d8) fire damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to fire damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.
  • 1 Strip of Gold Dragon Hide. Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a swim speed of 30 feet and the ability to breathe underwater.
  • 2d10 Gold Dragon Scales. No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to fire damage while in use.
  • 1d2 Gold Dragon Eyes. When held, grants advantage on Charisma checks made to influence dragons. Each can be mastercrafted (jeweler’s tools) into an amulet that requires attunement. An attuned creature can cast Geas (save DC 20) once per day, however, the target of the spell must have the Dragon tag.
  • In Lair: Treasure Hoard 11-16
D | Dragon (Gold)

Wyrmling Gold Dragon (3)

Dragon (nature)


  • 1d4 Gold Dragon Claws. Acts as a magical dagger that deals an additional 4 (1d8) fire damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) fire damage on a hit. This fire damage ignores fire resistance, but not immunity.
  • 2d10 Gold Dragon Scales. No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to fire damage while in use.
  • In Lair: Treasure Hoard 5-10

Silver Dragons

Ancient Silver Dragon (23)

Dragon (nature)


  • 1 Ancient Silver Dragon Skull. If a creature with at least 20 Strength lifts the skull above their head as an action, each creature within 120 feet of the skull must make a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. The skull can be mastercrafted (smith’s tools and woodcarver’s tools) into one of the following items: wall trophy, warhorse barding, chariot, throne, or a ship’s figurehead. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.
  • 2 Silver Dragon Wing. Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to cold damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Silver Dragon Tail. Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Cold Vulnerability (when ingested, imposes vulnerability to cold damage for 1 hour. If the creature has resistance to cold damage, it loses that resistance. Creatures immune to cold damage are not affected).
  • 3d4 Silver Dragon Claws. Acts as a magical dagger that deals an additional 4 (1d8) cold damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) cold damage on a hit. This cold damage ignores cold resistance, but not immunity.
  • 2d10 Silver Dragon Fangs. Acts as a magical Shortsword that deals an additional 4 (1d8) cold damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to cold damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.

  • 5 Strips of Silver Dragon Hide. Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a flying speed of 30 feet.
  • 1 Ancient Silver Dragon Heart. If a humanoid creature’s heart is removed or damaged in some way, the dragon’s heart can be placed in the wound. This saves the creature’s life, and confers the following benefits: The creature’s Strength, Constitution, and Charisma increase by 2, to a maximum of 22. The creature gains one use of the Legendary Resistance trait (once per day, if the creature fails a saving throw, it may choose to succeed instead). The creature gains immunity to fire damage, a flying speed equal to their walking speed, and darkvision out to 120 feet. Additionally, the creature’s alignment becomes Lawful Good if it wasn’t already, and they may become an NPC under the party’s control.
  • 1 Ancient Silver Dragon Ice Gland. Difficult to handle, deals 9 (2d8) cold damage per round to any organic material in contact with it. Can be mastercrafted (alchemist’s supplies) into a Silver Dragon’s Bane Poison (if ingested, a creature must make a DC 24 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much on a success).
  • 1 Vial of Ancient Silver Dragon Paralyzing Salve. When applied to the skin of a creature, that creature must succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Can be mastercrafted (alchemist’s supplies) into a Potion of Polymorph (allows the drinker to change shape as though they had cast the Polymorph spell).
  • 3d10 Silver Dragon Scales. No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to cold damage while in use.
  • 2 Silver Dragon Eyes. When held, grants advantage on Charisma checks made to influence dragons. Each can be mastercrafted (jeweler’s tools) into an amulet that requires attunement. An attuned creature can cast Calm Emotions (save DC 20) once per day, however, the target of the spell must have the Dragon tag.
D | Dragon (Gold) - Dragon (Silver)
  • 1d4 Silver Dragon Fins. Acts as a magical dagger +1. 3 of these can be mastercrafted (smith’s tools) into a magical rapier +3 whose wielder can cast Fog Cloud as a 3rd level spell as an action once per day.
  • In Lair: 2 Treasure Hoard 17+
  • In Lair: 1d20 Humanoid Servants from a single family
  • In Lair: 1d10 – 7 Silver Dragon Eggs

Adult Silver Dragon (16)

Dragon (nature)


  • 1 Adult Silver Dragon Skull. If a creature with at least 17 Strength lifts the skull above their head as an action, each creature within 120 feet of the skull must make a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. The skull can be mastercrafted (smith’s tools and woodcarver’s tools) into one of the following items: wall trophy, warhorse barding, helmet, shield, or a ship’s figurehead. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.
  • 2 Silver Dragon Wing. Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to cold damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Silver Dragon Tail. Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Cold Vulnerability (when ingested, imposes vulnerability to cold damage for 1 hour. If the creature has resistance to cold damage, it loses that resistance. Creatures immune to cold damage are not affected).
  • 3d4 Silver Dragon Claws. Acts as a magical dagger that deals an additional 4 (1d8) cold damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) cold damage on a hit. This cold damage ignores cold resistance, but not immunity.
  • 2d10 Silver Dragon Fangs. Acts as a magical Shortsword that deals an additional 4 (1d8) cold damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to cold damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.
  • 2 Strips of Silver Dragon Hide. Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a flying speed of 30 feet.
  • 2d10 Silver Dragon Scales. No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to cold damage while in use.
  • 2 Silver Dragon Eyes. When held, grants advantage on Charisma checks made to influence dragons. Each can be mastercrafted (jeweler’s tools) into an amulet that requires attunement. An attuned creature can cast Calm Emotions (save DC 20) once per day, however, the target of the spell must have the Dragon tag.
  • 1 Silver Dragon Fin. Acts as a magical dagger +1. 3 of these can be mastercrafted (smith’s tools) into a magical rapier +3 whose wielder can cast Fog Cloud as a 3rd level spell as an action once per day.
  • In Lair: Treasure Hoard 17+
  • In Lair: 1d12 Humanoid Servants from a single family

Young Silver Dragon (9)

Dragon (nature)


  • 2 Silver Dragon Wing. Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to cold damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Silver Dragon Tail. Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Cold Vulnerability (when ingested, imposes vulnerability to cold damage for 1 hour. If the creature has resistance to cold damage, it loses that resistance. Creatures immune to cold damage are not affected).
  • 2d4 Silver Dragon Claws. Acts as a magical dagger that deals an additional 4 (1d8) cold damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) cold damage on a hit. This cold damage ignores cold resistance, but not immunity.
  • 1d10 Silver Dragon Fangs. Acts as a magical Shortsword that deals an additional 4 (1d8) cold damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to cold damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.
  • 1 Strip of Silver Dragon Hide. Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a flying speed of 30 feet.
  • 1d10 Silver Dragon Scales. No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to cold damage while in use.
D | Dragon (Silver)
  • 1d2 Silver Dragon Eyes. When held, grants advantage on Charisma checks made to influence dragons. Each can be mastercrafted (jeweler’s tools) into an amulet that requires attunement. An attuned creature can cast Calm Emotions (save DC 20) once per day, however, the target of the spell must have the Dragon tag.
  • In Lair: Treasure Hoard 11-16
  • In Lair: 1d8 Humanoid Servants from a single family

Wyrmling Silver Dragon (2)

Dragon (nature)


  • 1d4 Silver Dragon Claws. Acts as a magical dagger that deals an additional 4 (1d8) cold damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) cold damage on a hit. This cold damage ignores cold resistance, but not immunity.
  • 1d10 Silver Dragon Scales. No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to cold damage while in use.
  • In Lair: Treasure Hoard 5-10

Dragon Turtle (17)

Dragon (nature)


  • 4d4 Dragon Turtle Claws. Acts as a magical dagger. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword.
  • 5 Strips of Dragon Turtle Hide. Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a swim speed of 30 feet and the ability to breathe underwater.
  • 5 Dragon Turtle Shell Fragments. Acts as a shield. Each can be mastercrafted (smith’s tools) into the equivalent of one of the following: Breastplate +1, Half Plate +1, or Plate armor +1.
  • 1 Dragon Turtle Steam Organ. Difficult to handle, deals 9 (2d8) fire damage per round to any organic material in contact with it. Being underwater doesn’t grant resistance against this damage. Can be mastercrafted (evocation) by a spellcaster into a Wind Fan. In addition to the item’s other properties, it may also cast Fog Cloud and Burning Hands (save DC 13). These both count towards the Fan’s cumulative uses.
  • 2 Dragon Turtle Eyes. When held, grants advantage on Charisma checks made to influence dragons. Each can be mastercrafted (jeweler’s tools) into an amulet that requires attunement. An attuned creature can cast Zone of Truth (save DC 20) once per day, however, the the spell must be centered on a creature with the Dragon tag.
  • In Lair: Treasure Hoard 17+

Drider (6)

Monstrosity (nature)


  • 1 Tattered Longsword
  • 1 Tattered Longbow
  • 2d4 Drider Legs. Acts as a Flail. Each can be crafted (alchemist’s supplies) into a Potion of Climbing.
  • 1 Drider Web Sac. When held, can cast Web three times before running dry.
  • 1 Drider Heart. While holding the heart, it can be used to cast Plane Shift as a ritual. Only the creature holding the heart may shift. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the bearer is shifted to Lolth’s layer in the Abyss instead of the intended destination.
  • 1d2 Drider Eyes. no immediate use. Can be crafted (alchemist’s supplies) into a Potion of Superior Darkvision (Darkvision to 120 ft. for 1 hour)
  • 1 Drider Spinneret. No immediate use. Can be crafted (calligrapher’s supplies) into a pen that can automatically translate its writer’s intent into Abyssal, Elvish, or Undercommon.

Dryad (1)

Fey (religion)


  • 1 Dryad Heart. When held, the holder can cast Druidcraft at will. If consumed, acts as a single berry from the Goodberry spell. Can be mastercrafted (alchemist’s supplies) into a Potion of Animal Friendship.

Duergar (1)

Humanoid (survival)


  • 1 Tattered War Pick
  • 1d4 Tattered Javelins
  • 1 Tattered Scale Mail
  • 1 Tattered Shield
  • 1d8 Duergar Fingers. No immediate use. Acts as a trophy among Underdark hunters and adventurers.
  • 1 Duergar Head. Marks the holder as an enemy of the Duergar. Can be carefully crafted (alchemist’s supplies) into a Potion of Growth, or mastercrafted (alchemist’s supplies) into a Potion of Invisibility.
D | Dragon - Duergar

Elementals

Air Elemental (5)

Elemental (arcana)


  • 3d2 Motes of Elemental Air. Appears as a tiny puff of cloud. If held in the hand and blown upon, casts Fog Cloud centered on the mote. Can be used as the material component of a Commune spell to contact a deity in the Elemental Plane of Air. Using either of these abilities destroys the mote.
  • 1 Heart of Wind. Identical to a Mote of Elemental Air, and can be used for the same purposes. In addition to its other properties, it can be mastercrafted (conjuration) by a spellcaster into a portal to the Elemental Plane of Air. The portal is stationary in the location it is crafted.
  • 1 Gust of Warm Breeze. Invisible to the eye, can be detected by magic or if a search is performed to look for a small area where wind seems to blow from nowhere. Can be used as the material component of a Conjure Elemental spell, which has its casting time reduced to 1 action but can only summon Air Elementals.

Earth Elemental (5)

Elemental (arcana)


  • 3d2 Motes of Elemental Earth. Appears as a rock that glows dimly. If dropped or thrown to the ground as an improvised weapon, the ground becomes mud as if it had cast Grease centered on the mote. Can be used as the material component of a Commune spell to contact a deity in the Elemental Plane of Earth. Using either of these abilities destroys the mote.
  • 1 Heart of Stone. Identical to a Mote of Elemental Earth, and can be used for the same purposes. In addition to its other properties, it can be mastercrafted (conjuration) by a spellcaster into a portal to the Elemental Plane of Earth. The portal is stationary in the location it is crafted.
  • 1 Vial of Crystalline Powder. Appears to be normal gems, can be detected by magic or if a search is performed to look for gems that shift like liquid. Can be used as the material component of a Conjure Elemental spell, which has its casting time reduced to 1 action but can only summon Earth Elementals.

Fire Elemental (5)

Elemental (arcana)


  • 3d2 Motes of Elemental Fire. Appears as a rock that glows dimly. If dropped into an open flame, casts Faerie Fire centered on the mote. Can be used as the material component of a Commune spell to contact a deity in the Elemental Plane of Fire. Using either of these abilities destroys the mote.
  • 1 Heart of Flame. Identical to a Mote of Elemental Fire, and can be used for the same purposes. In addition to its other properties, it can be mastercrafted (conjuration) by a spellcaster into a portal to the Elemental Plane of Fire. The portal is stationary in the location it is crafted.
  • 1 Puff of Smoke. Appears to be normal smoke, can be detected by magic or if a search is performed to look for a wisp of smoke that does not dissipate. Can be used as the material component of a Conjure Elemental spell, which has its casting time reduced to 1 action but can only summon Fire Elementals.

Water Elemental (5)

Elemental (arcana)


  • 3d2 Motes of Elemental Water. Appears as a small shard of ice that glows with blue light. If covered in water or dropped in water, casts Create Water, centered on the mote. Can be used as the material component of a Commune spell to contact a deity in the Elemental Plane of Water. Using either of these abilities destroys the mote.
  • 1 Heart of Waves. Identical to a Mote of Elemental Water, and can be used for the same purposes. In addition to its other properties, it can be mastercrafted (conjuration) by a spellcaster into a portal to the Elemental Plane of Water. The portal is stationary in the location it is crafted.
  • 1 Vial of Sea Foam. Appears to be normal foam, can be detected by magic or if a search is performed to look for sea foam. Can be used as the material component of a Conjure Elemental spell, which has its casting time reduced to 1 action but can only summon Water Elementals.
E | Elemental

Elves

Drow (1/4)

Humanoid (survival)


  • 1 Tattered Chain Shirt (rusts in sunlight)
  • 1d4 Poisoned Crossbow Bolts. On a hit, the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

Drow Elite Warrior (5)

Humanoid (survival)


  • 1 Tattered Studded Leather (rusts in sunlight)
  • 1 Tattered Shield (rusts in sunlight)
  • 2 Poisoned Shortswords. When they successfully hit a creature for the first time, that creature takes an additional 10 (3d6) poison damage.
  • 3d4 Poisoned Crossbow Bolts. On a hit, the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

Drow Mage (7)

Humanoid (survival)


  • 1 Spellcasting component pouch
  • 1d4 healing potions
  • 1 Arcane Focus (decays in sunlight)
  • 1d4 books (useless, decay in sunlight)
  • 1 Spellbook: Contains 1 random spell of 3rd level or less that can be copied by a wizard (decays in sunlight)
  • 1 Flask of Alchemist’s Fire
  • 1 Minor Amulet of Lolth. Can be crushed to magically summon a Quasit, or to attempt to summon a Shadow Demon with a 50% chance of success. The summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.

Drow Priestess of Lolth (8)

Humanoid (survival)


  • 1 Spellcasting component pouch
  • 1d2 Greater Healing potions
  • 1 Holy Symbol of Lolth (decays in sunlight)
  • 1d4 books (useless, decay in sunlight)
  • 1 Holy Book of Lolth (decays in sunlight)
  • 1 Flask of Alchemist’s Fire
  • 1 Major Amulet of Lolth. Can be crushed to magically summon a Yochlol with a 30% chance of success. If the attempt fails, the summoner takes 5 (1d10) psychic damage. The summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.
  • 1 Set of Holy Robes of Lolth. Grants proficiency in the Insight skill, unless the wearer is already proficient. The wearer has advantage on Wisdom (Insight) checks made to determine if another creature is planning to betray them.
E | Elf

Empyrean (23)

Celestial (religion)


  • 1 Divine Maul. Acts as a magical maul that changes size to fit its wielder. If wielded by a good-aligned creature, a creature struck by the maul must succeed on a DC 15 Constitution saving throw or be stunned until the end of the wielder’s next turn. The requirement changes to evil-aligned if the Empyrean was evil.
  • 2 Eyes of the Empyrean. Acts as a diamond worth 1,000 gp if used as the material component for a spell. Using it as a material component to cast Chromatic Orb allows the caster to choose Force damage or Radiant damage as the spell’s damage type. Can be mastercrafted (alchemist’s supplies) into a Potion of Truesight, which confers truesight out to 120 feet for 1 hour when consumed.
  • 2 Hands of the Empyrean. No immediate use. Together, they can be carefully crafted (carpenter’s tools or leatherworker’s tools) into a throne. A creature seated on the throne can understand all languages it hears, and can speak in any language. If a creature attunes to the throne, they gain proficiency on Wisdom (Insight) and Charisma (Persuasion) checks, as well as truesight out to 120 feet. Celestials are automatically hostile to a creature attuned to the throne. If the Empyrean was evil, the throne’s attunement counts as a curse, and the attuned creature’s alignment shift to Neutral Evil over the course of the next month.
  • 4d4 Bones of the Empyrean. Though obviously bone, counts as Adamantine in terms of hardness. Must be ground into powder before use. If consumed as an action, acts as the spell Lesser Restoration. If 10 are consumed together as an action, acts as the spell Greater Restoration. If 16 are consumed together as an action, acts as the spell Heal.
  • 4d4 Chunks of Divine Flesh. If consumed as an action, reduces the apparent age of a humanoid by 3d10 years, to a minimum of 13 years old. This effect doesn’t extend the creature’s lifespan. For the remainder of the creature’s mortal life, their emotions manifest as a harmless, minor sensory nature effect (similar to the Druidcraft spell) in a 5-foot cube they occupy. This imposes disadvantage on Charisma (Deception) checks if the creature is emotionally invested in the topic.
  • 1 Titan’s Skull. No immediate use. Though obviously bone, counts as Adamantine in terms of hardness. Can be mastercrafted (smith’s tools) into a set of half-plate or plate armor that requires attunement. While attuned to the armor, the wearer can use a bonus action to bolster all nonhostile creatures within 120 feet. Bolstered creatures can’t be charmed or frightened, and they gain advantage on ability checks and saving throws until the end of the wearer’s next turn. Once this property is used three times, it can’t be used again until the next dawn. While the creature is attuned to the armor, they slowly increase in size, as if affected by the Enlarge spell. The transformation takes place over 10 days, and the beneficial effects only manifest on the final day.
  • 2d4 Locks of Divine Hair. No immediate use. Can be crafted (weaver’s tools) into a charm that can be worn as a pendant, earring, or bracelet, and requires attunement. While attuned to the charm, if you fail a saving throw, you can choose to succeed instead. Once you use this property, you can’t use it again until the next dawn.
  • 1 Immortal Heart. Can be consumed as an action by a good-aligned humanoid, or an evil-aligned humanoid if the Empyrean was evil. For the remainder of the creature’s mortal life, they have advantage on saving throws against spells and other magical effects. Additionally, they can no longer cast or be affected by Cleric or Paladin spells, and holy items cease to function while in contact or use by the creature. Celestials are automatically hostile to the creature, and the creature can still be affected by their Innate Spellcasting feature. If a creature is raised from the dead, they no longer retain this property.
  • 3d2 Vials of Divine Blood. Can be consumed as an action to grant immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons for 1 minute.
  • 1 God’s Trinket. A small item from the upper planes. The DM rolls on the trinket table (PHB pg 160), and adds the following property to the item: while holding this item, a creature’s hit point maximum and current hit points increase by 5. The creature has disadvantage on Wisdom saving throws made to avoid being the target of a Scrying spell originating from the Empyrean’s parent.
  • 1 God’s Pendant. Requires attunement. While attuned, the wearer may cast Commune once per day. If the spell is used to contact any extraplanar being other than the Empyrean’s parent, the wearer must make a DC 20 Wisdom check. On a failure, the spell contacts the Empyrean’s parent. An evil Empyrean does not carry a God’s Pendant.
  • 2 Blessed/Cursed Gauntlets. Requires attunement. When worn together, the wielder gains a +1 bonus to AC, and they may cast Spare the Dying three times per day. If the gauntlets are taken from an evil Empyrean, they cast Shocking Grasp instead.
  • 1 Sacred Robe. Acts as padded armor. If the wearer worships a god of the same alignment as the Empyrean’s parent, then the wearer does not need food, drink or sleep while wearing the armor. In addition, they gain the benefits of a short rest after 30 minutes of prayer, and the benefits of a long rest after 4 hours of prayer. An evil Empyrean’s robes lose all magical properties.
  • In Lair. 6d10 Humanoids who are faithful to the Empyrean’s parent, or who serve an evil Empyrean out of fear

Ettercap (2)

Monstrosity (nature)


  • 2d2 Tattered Claws. Acts as a tattered dagger
  • 1 Web Sac. When held, can cast Web one time before running dry.
  • 1 Vial of Ettercap Poison. Can be applied to a weapon or a piece of ammunition as an action. A creature hit by the poisoned weapon or ammunition must make a DC 11 Constitution saving throw or take 1d8 poison damage. Additionally, the creature is poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
E | Empyrean - Ettercap

Ettin (4)

Giant (survival)


  • 1 Tattered Battleaxe
  • 1 Tattered Morningstar
  • 1d4 Items in a Giant's Bag
  • 1d2 Ettin Skulls. When held, grants advantage on Charisma (Intimidation) checks made against humanoids, and disadvantage on all Charisma ability checks made against giants. Two heads together can be carefully crafted by a spellcaster (Divination) into a font of water that can act as the material components of a Scrying spell, and creatures of the abyss (such as demons) have disadvantage on Wisdom saving throws made to avoid being detected by the spell.
  • 1d4 Giant’s Toes. No immediate use. Sought as trophies by hunters and heroes, and can be sold for a good price to collectors or admirers.
  • 1 Ettin Heart. No immediate use. Can be carefully crafted (alchemist’s supplies) into a Potion of Hill giant strength.
E | Ettin

Faerie Dragon

Red/Orange/Yellow (1)

Dragon (nature)


  • 1d2 Faerie Dragon Wings. No immediate use. Twenty of these can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants advantage on saving throws against spells and other magical effects while attuned. Additionally, the wearer may use their action to cast Greater Invisibility, targeting themselves only. Once this property is used, it cannot be used again until the next dawn.

Green/Blue/Indigo/Violet (2)

Dragon (nature)


  • 1d2 Faerie Dragon Wings. No immediate use. Twenty of these can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants advantage on saving throws against spells and other magical effects while attuned. Additionally, the wearer may use their action to cast Greater Invisibility, targeting themselves only. Once this property is used, it cannot be used again until the next dawn.
  • 1 Vial Faerie Dragon Dust. When sprinkled on a creature, roll 1d10.
d10 Result
1-7 The creature must succeed on a DC 11 Wisdom saving throw or take no actions or reactions for 1 minute. On its turn, roll a d6. On a 1-4, the creature moves in a random direction. On a 5-6 the creature does not move, but may repeat the saving throw, ending the effect on itself on a success.
8 The creature must succeed on a DC 11 Constitution saving throw or be blinded as if by the Color Spray spell.
9 The creature must succeed on a DC 11 Wisdom saving throw or be Polymorphed into a sheep for 1 hour.
10 The creature becomes invisible for 1 hour. Any equipment it is wearing or carrying is invisible as long as it is on the creature's person. The effect on the creature ends if it attacks, deals any damage, or casts a spell.

Flameskull (4)


Undead (religion)

  • 1 Wizard Skull. Acts as an Arcane Focus for Evocation spells only. When used this way, the caster may cast Magic Missile at 1st level once per day. If the Flameskull was destroyed by Force, Thunder, or Bludgeoning damage, it loses this property. After 1 hour, the skull reforms into a Flameskull unless holy water is sprinkled on its remains or a Dispel Magic or Remove Curse spell is cast on them.
  • 2 Flameskull Eyes. As an action, a creature holding the eye can cast Fire Shield (choosing the warm shield). This consumes the eye. Until the eye is used, the Flameskull can see through the eye, even if it is currently destroyed. If the Flameskull reforms, any unused eyes wink out of existence.
  • 1d4 Motes of Green Flame. No immediate use. Can be crafted (alchemist’s supplies) into a Potion of Fire Resistance.

Flumph (1/8)

Aberration (arcana)


  • 1d4 Flumph Tentacles. No immediate use. Can be crafted (alchemist’s supplies) into a vial of acid.
F | Faerie Dragon - Flumph

Fomorian (8)

Giant (survival)


  • 1 Tattered Greatclub
  • 1 Fomorian Evil Eye. No immediate use. Can be carefully crafted (jeweler’s tools) into an amulet that requires attunement and has 3 charges. An attuned creature may expend a charge to hold up the amulet as an action and target a creature within 60 feet of the amulet that can see it. The creature must succeed on a DC 14 Charisma saving throw, taking 27 (6d8) psychic damage on a failed save, or half as much damage on a success. Curse: a creature attuned to the amulet is cursed with magical deformities. While cursed, its speed is halved, and it has disadvantage on ability checks, saving throws, and attacks based on Strength or Dexterity.
  • 2 Fomorian Hide. Acts as a smelly blanket. When used in the Underdark, random encounters are less likely in the night (DM rolls twice and if either is “No Encounter”, no encounter occurs). When used in the Feywild, random encounters are more likely (DM rolls twice and if either is “Encounter”, an encounter occurs).
  • 2d4 Fomorian Finger. When held, good-aligned creatures of the Feywild are more likely to see the holder as an ally, and the holder has advantage on Charisma checks made to convince good-aligned Fey to trust them.
  • 1 Fomorian Stomach Lining. No immediate use. Can be carefully crafted (alchemist’s supplies) into a Potion of Fungal Immunity (for 1d4 hours, the user is immune to the poisoned condition if it would be caused by a fungus or fungal creature).
  • 2 Mutated Fomorian Limbs. Acts as a gruesome weapon. Roll 1d10 to determine what can be looted from this particular Fomorian.
d10 Result
1-3 Arm – Greatclub
4-6 Leg – Flail
7-9 Horn – War Pick
10 Tail - Whip

Fungi

Gas Spore (1/2)

Plant (nature)


  • 1 Gas Spore Malt. No immediate use. Can be carefully crafted (brewer’s supplies) into a delicious beverage that causes the drinker to become intoxicated (as the poisoned condition) for 1d4 hours. At the end of this duration, the drinker must make a DC 10 Constitution saving throw or become infected with a disease. Spores invade the infected creature's system, killing the creature in a number of hours equal to 1d12 + the creature's Constitution score, unless the disease is removed. In half that time, the creature becomes poisoned for the rest of the duration. After the creature dies, it sprouts 2d4 tiny gas spores that grow to full size in 7 days.

Shrieker (0)

Plant (nature)


  • 1 Shrieker Malt. No immediate use. Can be carefully crafted (brewer’s supplies) into a delicious beverage that causes the drinker to become intoxicated (as the poisoned condition) for 1d4 hours and doubles the volume of their voice.

Violet Fungus (1/4)

Plant (nature)


  • 1 Violet Fungus Malt. No immediate use. Can be carefully crafted (brewer’s supplies) into a delicious beverage that causes the drinker to become intoxicated (as the poisoned condition) for 1d4 hours and take 1 necrotic damage each hour they are intoxicated.
F | Fomorian - Fungus

Galeb Duhr (6)

Elemental (arcana)


  • 3d2 Motes of Elemental Earth. Appears as a rock that glows dimly. If dropped or thrown to the ground as an improvised weapon, the ground becomes mud as if it had cast Grease centered on the mote. Can be used as the material component of a Commune spell to contact a deity in the Elemental Plane of Earth. Using either of these abilities destroys the mote.
  • 1 Heart of Stone. Identical to a Mote of Elemental Earth, and can be used for the same purposes. In addition to its other properties, it can be mastercrafted (conjuration) by a spellcaster into a portal to the Elemental Plane of Earth. The portal is stationary in the location it is crafted.
  • 1 Vial of Crystalline Powder. Appears to be normal soil, can be detected by magic or if a search is performed to look for a patch of soil that shifts like a liquid. Can be used as the material component of a Conjure Elemental spell, which has its casting time reduced to 1 action but can only summon Earth Elementals.
  • 1 Resonating Rock. Can be crushed as an action and sprinkled on a medium-sized boulder. The boulder magically transforms into a Galeb Duhr, except it has intelligence and charisma of 1, can’t be charmed or frightened, and it cannot Animate Boulders. The boulder remains animated for up to one minute, or until it reaches 0 hit points, at which time it reverts back to mundane stone. An animated boulder obeys simple commands given by its creator to the best of its ability, unless a Galeb Duhr is nearby, in which case it defers to the Galeb Duhr’s commands.

Gargoyle (2)

Elemental (arcana)


  • 1d2 Motes of Evil Elemental Earth. Appears as a rock that glows dimly. If dropped or thrown to the ground as an improvised weapon, the ground becomes mud as if it had cast Grease centered on the mote. Can be used as the material component of a Commune spell to contact Ogremoch, Prince of Evil Elemental Earth. Using either of these abilities destroys the mote.
  • 1d2 Gargoyle Wings. No immediate use. 10 of these can be mastercrafted (mason’s tools) into a cloak that requires attunement. An attuned creature has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t adamantine. Curse: while attuned to the cloak, the creature is weighed down heavily. They suffer no penalty if they remove all their armor, however, while they are wearing armor their speed is halved, and they have disadvantage on attack rolls and Dexterity saving throws. Additionally, attacks made against them have advantage while they wear armor.

Genies

Note: due to the Elemental Demise trait, a majority of a genie’s loot disappears into elemental remains

Dao (11)

Elemental (arcana)


  • 1 Maul of Elemental Earth. Acts as a magical Maul. On a hit, if the target is a Huge or smaller creature, they must succeed on a DC 18 Strength saving throw or be knocked prone.
  • 1 Crown of the Dao. Requires attunement. A creature attuned to the crown can cast Wall of Stone as an action. This property can’t be used again until the next dawn.
  • 1 Bejeweled Tunic. Of fine craftsmanship, worth 10,000 GP.
  • 1 Vial of Crystalline Powder. Appears to be normal gems, can be detected by magic or if a search is performed to look for gems that shift like a liquid. Can be used as the material component of a Conjure Elemental spell, which has its casting time reduced to 1 action but can only summon Earth Elementals.

Djinni (11)

Elemental (arcana)


  • 1 Scimitar of Elemental Air. Acts as a magical Scimitar. On a hit, it deals an additional 1d6 thunder or lightning damage (wielder’s choice).
  • 1 Crown of the Djinn. Requires attunement. A creature attuned to the crown can cast Creation as an action. This property can’t be used again until the next dawn.
  • 1 Bejeweled Scabbard. Of fine craftsmanship, worth 10,000 GP.
  • 1 Gust of Warm Breeze. Invisible to the eye, can be detected by magic or if a search is performed to look for a small area where wind seems to blow from nowhere. Can be used as the material component of a Conjure Elemental spell, which has its casting time reduced to 1 action but can only summon Air Elementals.

Efreeti (11)

Elemental (arcana)


  • 1 Scimitar of Elemental Fire. Acts as a magical Scimitar. On a hit, it deals an additional 2d6 fire damage.
  • 1 Crown of the Efreet. Requires attunement. A creature attuned to the crown can cast Wall of Fire as an action. This property can’t be used again until the next dawn.
  • 1 Bejeweled Toga. Of fine craftsmanship, worth 10,000 GP.
G | Galeb Duhr - Genie
  • 1 Puff of Smoke. Appears to be normal smoke, can be detected by magic or if a search is performed to look for a wisp of smoke that does not dissipate. Can be used as the material component of a Conjure Elemental spell, which has its casting time reduced to 1 action but can only summon Fire Elementals.

Marid (11)

Elemental (arcana)


  • 1 Trident of Elemental Water. Acts as a magical Trident that requires attunement. While attuned, a creature can breathe air or water.
  • 1 Crown of the Marid. Requires attunement. A creature attuned to the crown can cast Control Water as an action. This property can’t be used again until the next dawn.
  • 1 Bejeweled Vest. Of fine craftsmanship, worth 10,000 GP.
  • 1 Vial of Sea Foam. Appears to be normal sea foam, can be detected by magic or if a search is performed to look for sea foam. Can be used as the material component of a Conjure Elemental spell, which has its casting time reduced to 1 action but can only summon Water Elementals.

Ghost (4)

Undead (religion)


  • 2 Vials of Ectoplasm. No immediate use. Can be crafted (alchemist’s supplies) into a Potion of Invisibility or an Oil of Etherealness.
  • 1 Pinch of Spirit Dust. Acts as Dust of Disappearance.
  • 1 Ghost’s Trinket. The DM rolls on the Trinket table (PHB pg 150) or selects a small item. This item exists halfway between the Ethereal and Material plane, and is considered a part of both. It has no magical function, other than appearing somewhat translucent. The item is directly related to the reason the ghost hasn’t been able to pass on to the afterlife.

Ghoul (1)

Undead (religion)


  • 1d4 Ghoul Claws. Acts as a dagger. When it successfully hits a creature other than an elf or undead, that creature must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once the claw has been used this way (whether or not the creature was successfully paralyzed) it loses this property.

Ghast (2)

Undead (religion)


  • 1d4 Ghast Claws. Acts as a dagger. When it successfully hits a creature other than an undead, that creature must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once the claw has been used this way (whether or not the creature was successfully paralyzed) it loses this property.
  • 1 Demon Heart. While holding the heart, it can be used to cast Plane Shift as a ritual. Only the creature holding the heart may shift. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the bearer is shifted to Thanatos, Domain of Orcus, in the Abyss instead of the intended destination.

Giants

Cloud Giant (9)

Giant (survival)


  • 1 Tattered Morningstar. 2 times the size of a normal morningstar and 8 times the weight.
  • 3d4 Items in a Giant's Bag.
  • 1 Pouch of Gold. Contains 2d6 x 100 GP.
  • 1 Set of Fine Robes. Worth 1,000 GP.
  • 2d4 Giant’s Toes. No immediate use. Sought as trophies by hunters and heroes, and can be sold for a good price to collectors or admirers.
  • 1 Cloud Giant Heart. No immediate use. Can be carefully crafted (alchemist’s supplies) into a Potion of Cloud Giant Strength.

Fire Giant (9)

Giant (survival)


  • 1 Tattered Greatsword. 2 times the size of a normal greatsword and 8 times the weight.
  • 3d4 Items in a Giant's Bag.
  • 1 Set of Smith’s Tools. 2 times the size and 8 times the weight of a normal set.
  • 1 Set of Fire Giant Plate Armor. Acts as 8 sets of Tattered Plate Armor.
  • 2d4 Giant’s Toes. No immediate use. Sought as trophies by hunters and heroes, and can be sold for a good price to collectors or admirers.
  • 1 Fire Giant Heart. No immediate use. Can be carefully crafted (alchemist’s supplies) into a Potion of Fire Giant Strength.

Frost Giant (8)

Giant (survival)


  • 1 Tattered Greataxe. 2 times the size of a normal greataxe and 8 times the weight.
  • 2d4 Items in a Giant's Bag.
  • 2d4 Tattered Armor Pieces. The DM selects various pieces of armor, weapons, or (for higher rank Frost Giants) dragon bones that make up the Giant’s armor.
  • 2d4 Giant’s Toes. No immediate use. Sought as trophies by hunters and heroes, and can be sold for a good price to collectors or admirers.
  • 1 Frost Giant Heart. No immediate use. Can be carefully crafted (alchemist’s supplies) into a Potion of Frost Giant Strength.
G | Genie - Giant

Hill Giant (5)

Giant (survival)


  • 1 Tattered Greatclub. 2 times the size of a normal greatclub and 8 times the weight.
  • 1d4 Items in a Giant's Bag.
  • 1d4 Hill Giant Rations. Each counts as 10 days of rations.
  • 1d4 Giant’s Toes. No immediate use. Sought as trophies by hunters and heroes, and can be sold for a good price to collectors or admirers.
  • 1 Hill Giant Heart. No immediate use. Can be carefully crafted (alchemist’s supplies) into a Potion of Hill Giant Strength.

Stone Giant (7)

Giant (survival)


  • 1 Tattered Greatclub. 2 times the size of a normal greatclub and 8 times the weight.
  • 2d4 Items in a Giant's Bag.
  • 1d4 Artistic Stones. Worth 100 GP each due to the intricate sculpture.
  • 2d4 Giant’s Toes. No immediate use. Sought as trophies by hunters and heroes, and can be sold for a good price to collectors or admirers.
  • 1 Stone Giant Heart. No immediate use. Can be carefully crafted (alchemist’s supplies) into a Potion of Stone Giant Strength.

Storm Giant (13)

Giant (survival)


  • 1 Tattered Greatsword. 3 times the size of a normal greatsword and 27 times the weight.
  • 4d4 Items in a Giant's Bag.
  • 1 Pouch of Gold. Contains 4d6 x 100 GP.
  • 1 Set of Fine Robes. Worth 1,000 GP.
  • 1 Set of Storm Giant Scale Mail. Acts as 27 sets of Tattered Scale Mail.
  • 1d10 Beard Hairs of the Storm Giant. Can be used as the material component to any spell causing lightning or thunder damage. 5 of these can be mastercrafted (evocation) by a spellcaster into a Wand of Lightning Bolts.
  • 1 Prophetic Totem. Appears to be a Crystal Ball, Mirror, or some other item used to seek omens and prophecies. Can be used as an arcane focus for Divination spells, and negates the need for material components costing up to 1,000 GP.
  • 2d4 Giant’s Toes. No immediate use. Sought as trophies by hunters and heroes, and can be sold for a good price to collectors or admirers.
  • 1 Storm Giant Heart. No immediate use. Can be carefully crafted (alchemist’s supplies) into a Potion of Storm Giant Strength.

Gith

Githyanki Warrior (3)

Humanoid (survival)


  • 1 Set of Astral Half Plate. Acts as Half Plate armor that requires attunement. While attuned, a creature can cast Misty Step as a bonus action. Once this ability has been used three times, it cannot be used again until the next dawn.
  • 1 Astral Greatsword. Acts as a magical greatsword. On a hit, it deals an additional 2d6 psychic damage.
  • 1 Vial of Githyanki Blood. When consumed as an action, acts as a Nondetection spell requiring no other material components.

Githyanki Knight (8)

Humanoid (survival)


  • 1 Set of Astral Plate. Acts as Plate armor that requires attunement. While attuned, a creature can cast Misty Step as a bonus action. Once this ability has been used three times, it cannot be used again until the next dawn.
  • 1 Astral Silver Greatsword. Acts as a magical greatsword that requires attunement. On a hit, it deals an additional 3d6 psychic damage. On a critical hit against a target in an astral body, the wielder can choose to cut the silvery cord that tethers the target to its material body instead of dealing damage. While attuned to the sword, all Githyanki and Mind Flayers are immediately hostile towards the wielder, and if the Knight who created the sword is still alive, they know the exact location of the wielder.
  • 2 Vials of Githyanki Blood. When consumed as an action, acts as a Nondetection spell requiring no other material components.
  • 1 Heart of the Githyanki Knight. While holding the heart, it can be used to cast Plane Shift as a ritual. Only the creature holding the heart may shift. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the bearer is shifted to the Astral Plane instead of the intended destination.
  • 1 Red Talisman of Tiamat. While held, grants advantage on Charisma checks made to influence Red Dragons.
  • 2 Mind Flayer Tentacles. Dried. Can be consumed as an action to grant Telepathy out to 120 feet for 1 hour.

Githzerai Monk (2)

Humanoid (survival)


  • 1 Set of Githzerai Robes. Requires attunement. Cannot be worn with armor, and does not count as armor. While attuned, a creature may cast Feather Fall as a Reaction. Once this ability has been used 3 times, it cannot be used again until the next dawn.
  • 1 Vial of Githzerai Blood. When consumed as an action, acts as a See Invisibility spell requiring no other material components.

Githzerai Zerth (6)

Humanoid (survival)


  • 1 Set of Githzerai Robes. Requires attunement. Cannot be worn with armor, and does not count as armor. While attuned, a creature may cast Feather Fall as a Reaction. Once this ability has been used 3 times, it cannot be used again until the next dawn.
G | Giant - Gith
  • 2 Vials of Githzerai Blood. When consumed as an action, acts as a See Invisibility spell requiring no other material components.
  • 1 Heart of the Githzerai Zerth. While holding the heart, it can be used to cast Plane Shift as a ritual. Only the creature holding the heart may shift. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the bearer is shifted to a monastery on the plane of Limbo instead of the intended destination.
  • 2 Mind Flayer Tentacles. Dried. Can be consumed as an action to grant Telepathy out to 120 feet for 1 hour.

Gnoll (1/2)

Humanoid (survival)


  • 1 Tattered Spear
  • 1 Tattered Longbow
  • 1d4 Gnawed Trinkets. Roll on the Trinket table. Any item found is chewed up and useless.

Gnoll Pack Lord (2)

Humanoid (survival)


  • 1 Tattered Glaive
  • 1 Tattered Chain Shirt
  • 1d4 Gnawed Trinkets. Roll on the Trinket table. Any item found is chewed up and useless.
  • 2 Days of Rations
  • 1d4 Demonic Jewelry. No immediate use. Can be crafted (transmutation) by a spellcaster into valuable materials that can replace 10GP worth of material components in a conjuration spell.

Gnoll Fang of Yeenoghu (4)

Humanoid (survival)


  • 1d4 Gnawed Trinkets. Roll on the Trinket table. Any item found is chewed up and useless.
  • 2 Days of Rations
  • 1d4 Demonic Jewelry. No immediate use. Can be crafted (transmutation) by a spellcaster into valuable materials that can replace 10GP worth of material components in a conjuration spell.
  • 1 Demon Heart. While holding the heart, it can be used to cast Plane Shift as a ritual. Only the creature holding the heart may shift. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the bearer is shifted to Yeenoghu’s layer in the Abyss instead of the intended destination.

Gnome, Deep (Svirfneblin) (1/2)

Humanoid (survival)


  • 1 Tattered War Pick
  • 1d4 Darts. No longer poisoned.
  • 1 Tattered Chain Shirt
  • 1 Deep Gnome Hide. No immediate use. 3 of these can be crafted (leatherworker’s tools) into a cloak that grants advantage on stealth checks made to hide in rocky terrain.

Goblin (1/4)

Humanoid (survival)


  • 1 Tattered Scimitar
  • 1 Tattered Shortbow
  • 1d2 Goblin Ears. No immediate use. Acts as a trophy for bounty hunters and adventurers

Goblin Boss (1)

Humanoid (survival)


  • 1 Tattered Scimitar
  • 1d4 Javelins
  • 1d2 Goblin Ears. No immediate use. Acts as a trophy for bounty hunters and adventurers
  • 1 Goblin Boss Head. While held, grants the holder advantage on Charisma (Intimidation) checks made to influence any goblin who previously served the goblin boss.

Golems

Clay (9)

Construct (arcana)


  • 1 Vial of Crystalline Powder. Appears to be normal gems, can be detected by magic or if a search is performed to look for gems that shift like liquid. Can be used as the material component of a Conjure Elemental spell, which has its casting time reduced to 1 action but can only summon Earth Elementals.
  • 4d4 Clumps of Golem Clay. Can be used to lower the cost of creating a clay golem by 1,000 gp. 10 of these can be mastercrafted (transmutation) by a spellcaster into armor or a weapon, both which require attunement. The armor acts as magical Half-Plate Armor which grants the wearer immunity to acid damage. The weapon can be a club or greatclub, and allows a creature attuned to it to cast Haste on itself. Once this property has been used, it can’t be used again until the next dawn.
  • 3d2 Motes of Elemental Earth. Appears as a rock that glows dimly. If dropped or thrown to the ground as an improvised weapon, the ground becomes mud as if it had cast Grease centered on the mote. Can be used as the material component of a Commune spell to contact a deity in the Elemental Plane of Earth. Using either of these abilities destroys the mote.
  • 1 Heart of Stone. Identical to a Mote of Elemental Earth, and can be used for the same purposes. In addition to its other properties, it can be mastercrafted (conjuration) by a spellcaster into a portal to the Elemental Plane of Earth. The portal is stationary in the location it is crafted.

Flesh (5)

Construct (arcana)


  • 1 Vial of Crystalline Powder. Appears to be normal gems, can be detected by magic or if a search is performed to look for gems that shift like liquid. Can be used as the material component of a Conjure Elemental spell, which has its casting time reduced to 1 action but can only summon Earth Elementals.
G | Gith - Golem
  • 1d2 Motes of Elemental Earth. Appears as a rock that glows dimly. If dropped or thrown to the ground as an improvised weapon, the ground becomes mud as if it had cast Grease centered on the mote. Can be used as the material component of a Commune spell to contact a deity in the Elemental Plane of Earth. Using either of these abilities destroys the mote.
  • 1 Heart of Stone. Identical to a Mote of Elemental Earth, and can be used for the same purposes. In addition to its other properties, it can be mastercrafted (conjuration) by a spellcaster into a portal to the Elemental Plane of Earth. The portal is stationary in the location it is crafted.
  • 2d2 Flesh Golem Limbs. Acts as a Club. Can be used to lower the cost of creating a flesh golem by 5,000 gp. 3 of these can be mastercrafted (transmutation) by a spellcaster into armor which requires attunement or a weapon. The armor acts as padded armor that grants the wearer immunity to lightning damage. The weapon acts as a +1 club or greatclub, but is destroyed if the wielder takes 10 or more fire damage in a single turn.

Iron (16)

Construct (arcana)


  • 1 Greatsword
  • 1 Vial of Crystalline Powder. Appears to be normal gems, can be detected by magic or if a search is performed to look for gems that shift like liquid. Can be used as the material component of a Conjure Elemental spell, which has its casting time reduced to 1 action but can only summon Earth Elementals.
  • 1 Poison Gas Dispenser. As an action, a creature holding the dispenser may create a 15-foot cone of poisonous gas. Each creature in that area must make a DC 19 Constitution saving throw, taking 10d8 poison damage on a failed save, or half as much damage on a successful one. Once this property has been used three times, the dispenser ceases to function.
  • 6d4 Hunks of Golem Iron. Can be used to lower the cost of creating an iron golem by 2,000 gp. 15 of these can be mastercrafted (transmutation) by a spellcaster into armor that requires attunement, or a weapon. The armor acts as magical Plate Armor which grants the wearer immunity to fire damage. The weapon is any type, and acts as a +2 weapon of its type.
  • 6d2 Motes of Elemental Earth. Appears as a rock that glows dimly. If dropped or thrown to the ground as an improvised weapon, the ground becomes mud as if it had cast Grease centered on the mote. Can be used as the material component of a Commune spell to contact a deity in the Elemental Plane of Earth. Using either of these abilities destroys the mote.
  • 1 Heart of Stone. Identical to a Mote of Elemental Earth, and can be used for the same purposes. In addition to its other properties, it can be mastercrafted (conjuration) by a spellcaster into a portal to the Elemental Plane of Earth. The portal is stationary in the location it is crafted.

Stone (10)

Construct (arcana)


  • 1 Vial of Crystalline Powder. Appears to be normal gems, can be detected by magic or if a search is performed to look for gems that shift like liquid. Can be used as the material component of a Conjure Elemental spell, which has its casting time reduced to 1 action but can only summon Earth Elementals.
  • 5d4 Golem Stones. Can be used to lower the cost of creating a stone golem by 2,000 gp. 12 of these can be mastercrafted (transmutation) by a spellcaster into armor or a weapon, both which require attunement. The armor acts as magical Splint Armor which grants the wearer immunity to poison damage. The weapon can be a club or greatclub, and allows a creature attuned to it to cast Slow. Once this property has been used, it can’t be used again until the next dawn.
  • 5d2 Motes of Elemental Earth. Appears as a rock that glows dimly. If dropped or thrown to the ground as an improvised weapon, the ground becomes mud as if it had cast Grease centered on the mote. Can be used as the material component of a Commune spell to contact a deity in the Elemental Plane of Earth. Using either of these abilities destroys the mote.
  • 1 Heart of Stone. Identical to a Mote of Elemental Earth, and can be used for the same purposes. In addition to its other properties, it can be mastercrafted (conjuration) by a spellcaster into a portal to the Elemental Plane of Earth. The portal is stationary in the location it is crafted.

Gorgon (5)

Monstrosity (nature)


  • 1 Gorgon Hide. Extremely heavy. Can be mastercrafted (smith’s tools) into Plate Armor that requires attunement. A creature attuned to the armor is immune to the petrified condition.
  • 1 Gorgon Skull. Extremely heavy. Can be carefully crafted (smith’s tools) into a horned helmet. The helmet requires strength of 15 to wear, otherwise the wearer is affected as if they were wearing heavy armor (PHB pg. 144). While wearing the helmet, the wearer gains the following melee attack: As an action, they may Gore an enemy within 5 feet. The attack does 1d12 damage, and the wearer is considered proficient in this attack.
  • 1 Gorgon Stomach. No immediate use. Can be mastercrafted (alchemist’s supplies) into a Stone Salve, which ends the petrified condition on a creature it is applied to.
  • 1 Gorgon Tail. Acts as a Flail.
  • 1 Gorgon Petrifying Gas Sac. A creature holding the sac can squeeze it as an action. Each creature within a 15 foot radius (including the creature that activated the sac) must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. A restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the Greater Restoration spell or other magic.
G | Golem - Gorgon

Grell (3)

Aberration (arcana)


  • 2d4 Grell Tentacles. Acts as a whip. On a hit, a target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The poisoned target is also paralyzed, and it can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once the tentacle has poisoned a target, it loses this property.
  • Grell Beak. Acts as a sickle. Can be carefully crafted (alchemist’s supplies) into a Potion of Lightning Resistance.

Grick (2)

Monstrosity (nature)


  • 1d4 Grick Tentacles. Acts as a club. On a hit, the target must make a DC 10 Strength saving throw or be grappled for one round. This effect ends if the attacker moves more than 5 feet away from the target.
  • 1 Grick Hide. No immediate use. Can be crafted (leatherworker’s tools) into a cloak that grants advantage on stealth checks made to hide in rocky terrain.

Grick Alpha (7)

Monstrosity (nature)


  • 2d4 Grick Tentacles. Acts as a whip. On a hit, the target must make a DC 12 Strength saving throw or be grappled for one round. This effect ends if the attacker moves more than 10 feet away from the target.
  • 1 Grick Hide. No immediate use. Can be crafted (leatherworker’s tools) into a cloak that grants advantage on stealth checks made to hide in rocky terrain.
  • 1 Grick Beak. No immediate use. Can be carefully crafted (smith’s tools) into a greataxe that grants +1 to intimidation checks made against creatures in the Underdark.
  • 3d10 Pieces of Adventuring Gear. recovered from the stomach of the Grick

Griffon (2)

Monstrosity (nature)


  • 1 Heart of a Griffon. Can be consumed as an action to grant advantage on Wisdom (Perception) checks that rely on sight for 1 hour. During this time, if the creature sees a horse, they must succeed on a DC 11 Wisdom saving throw or use their full movement and action to approach and attack the horse. On a success, the creature no longer has to make saving throws to prevent themselves from attacking that particular horse.
  • 1d10 Griffon Feathers. No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows.

Grimlock (1/4)

Humanoid (survival)


  • 1 Tattered Spiked Bone Club. When repaired, deals an additional 2 (1d4) piercing damage on a hit.
  • 1 Grimlock Hide. No immediate use. Can be crafted (leatherworker’s tools) into a cloak that grants advantage on stealth checks made to hide in rocky terrain.
G | Grell - Grimlock

Hags

Green (3)

Fey (religion)


  • 1d4 Green Hag Fingers. When consumed, casts Invisibility on the user. If a creature removes their own fingers and stitches 10 Green Hag Fingers to their hands, they gain a Claw attack that deals 2d8 damage on a hit, and can cast Invisibility once per day. Humanoids and Fey who see the creature’s newly-fingered hands are more likely to be hostile to the creature.
  • 1 Green Hag Nose. A creature wearing the nose over their own can mimic animal sounds and humanoid voices. Other creatures can tell they are imitations with a successful DC 14 Wisdom (Insight) check.
  • 1 Weird Magic Item. A grotesque trinket chosen by the DM. By consuming, destroying, or using up the trinket, the holder can cast a spell (also chosen by the DM) at 2nd level. Hags generally use their Weird Magic Items as a last resort, and they often contain spells that allow her to retreat or escape.
  • In Coven: 2 Additional Weird Magic Items

Night (5)

Fiend (religion)


  • 1d4 Night Hag Fingers. When consumed, casts Sleep centered on the user. If a creature removes their own fingers and stitches 10 Night Hag Fingers to their hands, they gain a Claw attack that deals 2d8 damage on a hit, and can cast Sleep once per day. Humanoids and Fey who see the creature’s newly-fingered hands are more likely to be hostile to the creature.
  • ** Heartstone.** When touched to a creature, cures any disease affecting that creature. The Heartstone is destroyed if exposed to direct sunlight.
  • 1 Soul Bag. Contains an evil soul, a victim of the Night Hag. Opening the bag releases the soul, but while it is captured it can be telepathically communicated with and used for magical spells, equaling up to 1,000 GP worth of material components for Necromancy spells.
  • 1d2 Night Hag Eye. If a creature plucks out their own eye and replaces it with a Night Hag Eye, they may cast Detect Magic at will from the eye. Additionally, the creature may see into the Ethereal Plane for up to 10 minutes per day, all at once or in several shorter periods, each one using a minimum of 1 minute from the duration. The eye recovers its full duration at sunset.
  • 1 Weird Magic Item. A grotesque trinket chosen by the DM. By consuming, destroying, or using up the trinket, the holder can cast a spell (also chosen by the DM) at 3rd level. Hags generally use their Weird Magic Items as a last resort, and they often contain spells that allow her to retreat or escape.
  • In Coven: 2 Additional Weird Magic Items

Sea (2)

Fey (religion)


  • 1d4 Sea Hag Fingers. When consumed, casts Alter Self on the user. If a creature removes their own fingers and stitches 10 Sea Hag Fingers to their hands, they gain a Claw attack that deals 2d6 damage on a hit, and can cast Alter Self once per day. Humanoids and Fey who see the creature’s newly-fingered hands are more likely to be hostile to the creature.
  • 1 Weird Magic Item. A grotesque trinket chosen by the DM. By consuming, destroying, or using up the trinket, the holder can cast a spell (also chosen by the DM) at 1st level. Hags generally use their Weird Magic Items as a last resort, and they often contain spells that allow her to retreat or escape.
  • In Coven: 2 Additional Weird Magic Items

Half-Dragon (+2 from NPC)

Humanoid (survival)


  • 2d10 Dragon Scales. No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to the type of damage related to the Half-dragon’s color while in use.

Harpy (1)

Monstrosity (nature)


  • 1d6 Harpy Feathers. No immediate use. Can be carefully crafted (calligrapher’s supplies) into a pen that can write enchanted love letters (disadvantage to resist their charms).

Hell Hound (3)

Fiend (religion)


  • 1 Hell Hound Hide. Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into a cloak that requires attunement and grants resistance to fire damage.
  • 1 Hell Hound Heart. While holding the heart, it can be used to cast Plane Shift as a ritual. Only the creature holding the heart may shift. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the bearer is shifted to a random location in the lower planes instead of the intended destination.
H | Hag - Hell Hound
  • 1d8 Hell Hound Teeth. 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into dice. 4 of these can be carefully crafted (alchemist’s supplies) into a Potion of Fire Breath.

Helmed Horror (4)

Construct (arcana)


  • 1 Tattered Shield
  • 1 Tattered Longsword
  • 1 Helm of Horror. Requires attunement. An attuned creature loses all of their visual senses, but while wearing the helmet, gains blindsight out to 60 feet.
  • 1 Tattered Magical Plate Mail. After repaired, functions as a magical set of Plate Mail that grants immunity to one of the spells that the Helmed Horror was immune to.
  • 2 Gauntlets of Horror. When worn, your unarmed attacks deal 1d6 damage on a hit, and are considered adamantine for the purpose of overcoming immunities.

Hippogriff (1)

Monstrosity (nature)


  • 1 Hippogriff Pelt. No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.
  • 1d10 Hippogriff Feathers. No immediate use. Can be crafted (calligraphy tools) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows

Hobgoblin (1/2)

Humanoid (survival)


  • 1 Tattered Longsword
  • 1 Tattered Longbow
  • 1 Tattered Chain Mail
  • 1 Tattered Shield
  • 1d2 Hobgoblin Ears. No immediate use. Acts as a trophy for bounty hunters and adventurers

Hobgoblin Captain (3)

Humanoid (survival)


  • 1 Tattered Greatsword
  • 1d4 Tattered Javelins
  • 1 Tattered Half Plate
  • 2 Hobgoblin Ears. No immediate use. Acts as a trophy for bounty hunters and adventurers
  • 1 Strong Hobgoblin Heart. No immediate use. Can be carefully crafted (alchemist’s supplies) into a potion of Nomog-Geaya. For 1 minute, the user gains the ability to deal an extra 10 (3d6) damage to a creature they hit with a weapon attack if the creature is within 5 feet of an ally of the user.

Hobgoblin Warlord (6)

Humanoid (survival)


  • 1 Tattered Longsword
  • 1d4 Tattered Javelins
  • 1 Tattered Plate
  • 1 Tattered Shield
  • 2 Hobgoblin Ears. No immediate use. Acts as a trophy for bounty hunters and adventurers
  • 1 Strong Hobgoblin Heart. No immediate use. Can be carefully crafted (alchemist’s supplies) into a potion of Nomog-Geaya. For 1 minute, the user gains the ability to deal an extra 10 (3d6) damage to a creature they hit with a weapon attack if the creature is within 5 feet of an ally of the user.
  • 1 Hobgoblin Warlord Head. While held, grants the holder advantage on Charisma (Intimidation) checks made to influence goblinoids.
  • 2 Hobgoblin War Plans. Details the location of the Hobgoblin’s stronghold, and where they were planning to strike next.

Homunculus (0)

Construct (arcana)


  • 1d6 Lumps of Homunculus Clay / Mandrake Root. No immediate use. 5 of these can be carefully crafted (transmutation) by a spellcaster into a Homunculus.

Hook Horror (3)

Monstrosity (nature)


  • 2 Horrible Hooks. Acts as a War Pick or Grappling Hook. Grants advantage on Strength (Athletics) checks made to climb.
  • 1 Hook Horror Carapace. Acts as a shield. Can be carefully crafted (smith’s tools) into grotesque plate armor.

Hydra (8)

Monstrosity (nature)


  • 3d4 Hydra Heads. Limited to the number of heads the hydra had cut off or regrown at the time of its death. No immediate use. Can be carefully crafted (leatherworker’s tools) into a helmet that requires attunement and allows its wearer to hold their breath up to 1 hour. While wearing the helmet, a creature is extremely hungry, and suffers from 1 level of exhaustion unless it has eaten within the last hour.
  • 1 Hydra Tail. Acts as a whip. If sundered, it grows back in 1d4 days.
  • 3 Chunks of Hydra Flesh. If kept from rotting, will grow continuously. Provides enough rations to feed 1 medium-sized creature each day. Each day it is not salted or kept cold, roll 1d6 at dawn. On a 1, the meat has rotted and any rations harvested from it will poison a creature for 24 hours. Rotten meat is easily identified by smell.
  • 1 Hydra Heart. No immediate use. Can be mastercrafted (transmutation) by a spellcaster into an amulet that requires attunement. An attuned creature regains 10 hit points at the start of each hour, and its severed body part can be healed as if under the effects of a Regeneration spell. Unless the original body part is held to the stump, two of the severed body part grow back instead of one.
H | Hell Hound - Hydra

Intellect Devourer (2)

Aberration (arcana)


  • 1 Chunk of Intellect Devourer Brain Matter. Can be understood and spoken to via telepathy. The chunk is able to use Devour Intellect and Body Thief as if the creature was alive, but only against creatures who communicate with it telepathically and meet the other requirements to be targeted by the ability. Only by destroying this chunk (dealing 1 damage of any kind to it) can the Intellect Devourer be truly destroyed.
  • 1d4 Intellect Devourer Claws. Acts as a dagger. As an action, a creature holding the dagger can sense the presence and location of any creature within 300 feet of the dagger that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a Mind Blank spell. Once a dagger is used in this manner, it loses this property.

Invisible Stalker (6)

Elemental (arcana)


  • 3d2 Motes of Elemental Air. Appears as a tiny puff of cloud. If held in the hand and blown upon, casts Fog Cloud centered on the mote. Can be used as the material component of a Commune spell to contact a deity in the Elemental Plane of Air. Using either of these abilities destroys the mote.
  • 1 Heart of Wind. Identical to a Mote of Elemental Air, and can be used for the same purposes. In addition to its other properties, it can be mastercrafted (conjuration) by a spellcaster into a portal to the Elemental Plane of Air. The portal is stationary in the location it is crafted.
  • 2 Gust of Warm Breeze. Invisible to the eye, can be detected by magic or if a search is performed to look for a small area where wind seems to blow from nowhere. Can be used as the material component of a Conjure Elemental spell, which has its casting time reduced to 1 action but can only summon Air Elementals.
I | Intellect Devourer - Invisible Stalker

Jackalwere (1/2)

Humanoid (survival)


  • 1 Vial of Foul Ichor. No immediate use. Can be mastercrafted (alchemist’s supplies) into a potion of poison immunity. When consumed, grants immunity to poison damage and the poisoned condition for 1 hour, and heals any poisons currently affecting the creature.
J | Jackalwere

Kenku (1/4)

Humanoid (survival)


  • 1d4 Kenku Feathers. No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows.

Kobold (1/8)

Humanoid (survival)


  • 1 Kobold tail. No immediate use. Acts as a trophy mark for hunters and adventurers

Winged Kobold (1/4)

Humanoid (survival)


  • 1 Kobold wing. No immediate use. Acts as a trophy mark for hunters and adventurers

Kraken (23)

Monstrosity (nature)


  • 2d10 Kraken Scales. Acts as a shield that grants advantage on Dexterity saving throws made to avoid taking lightning damage. 10 of these can be mastercrafted (smith’s tools) into Armor of Invulnerability.
  • 4d10 Kraken Teeth. Acts as a greatclub. Can be carefully crafted (Woodcarver’s tools) into a Battering Ram that has immunity to bludgeoning, slashing, and piercing damage from nonmagical weapons.
  • 2 Kraken Eyes. Requires attunement. An attuned creature gains Truesight out to 60 feet. Can be mastercrafted (alchemist’s supplies) into a Potion of Ultimate Resilience, which grants advantage on all saving throws for 8 hours.
  • 1d10 Kraken Tentacles. Acts as a whip with a range of 15 feet and the heavy property. A creature hit by the whip is grappled (escape DC 18). Until this grapple ends, the creature is restrained, and the wielder of the whip is considered to be touching them for the purpose of casting spells that deal lightning damage. Additionally, the wielder of the whip can use a bonus action to cast Shocking Grasp through the whip. Once the whip has used this property three times, it can’t be used again until the next dawn.
  • 3 Kraken Hearts. If enshrined within a tower, creates the permanent version of Forbiddance as long as it remains within the tower’s walls. As a ritual, a heart can be consumed to cast Gate. This version of the spell ignores the ability of deities and planar rulers to prevent portals from opening in their domains, however, any creature summoned via the gate will be hostile, even if the creature would normally be friendly or indifferent. Can be mastercrafted (conjuration) by a spellcaster into a Cubic Gate.
  • 1 Kraken Skull. No immediate use. Can be mastercrafted (carpenter’s tools) into a Throne or Chariot. The crafted item gains a damage threshold of 50. A creature seated in the throne or chariot can cast Control Weather without requiring concentration. Instead, the spell lasts as long as the creature remains seated, up to the spell’s maximum duration. The throne can cast this spell even if it is indoors. Once this ability has been used, it cannot be used again until the next dawn. If the item is a Chariot, magical effects can’t reduce its speed or cause it to be restrained.
  • 1 Kraken Ribcage. No immediate use. Can be mastercrafted (mason’s tools) into a Tower or (carpenter’s tools) into a Warship. The crafted item gains a damage threshold of 50. A creature at the top of the tower or the helm of the ship can use an action to magically create three bolts of lightning, each of which can strike a target within 120 feet of the object’s perimeter. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. Once this property has been used, it cannot be used again until the next dawn. If the item is a Warship, magical effects can’t reduce its speed or cause it to be restrained.
  • 1 Kraken Ink Sac. Can be squeezed to produce the effect of a Grease spell within a 40 foot square centered on the sac. If the sac is underwater, it releases ink in a 60 foot radius sphere. The ink spreads around corners, and the area is heavily obscured for 1 round or until a strong current disperses the cloud. Creates in direct contact with the Grease effect or the ink cloud must make a DC 23 Constitution saving throw or take 16 poison damage, or half as much damage on a successful save. Once the ink sac is squeezed three times, it loses this property.
  • 1 Kraken Lightning Organ. Difficult to handle, deals 11 (2d10) lightning damage per round to any organic material in contact with it or any metal object holding it. A creature in contact with the Lightning Organ can cast Call Lightning (save DC 23) as a 4th level spell without requiring concentration. Instead, the spell lasts as long as the creature is in contact with the Lightning Organ, up to the spell’s maximum duration. Once this ability has been used, it cannot be used again until the next dawn.
  • 3 Kraken Hide. Acts as a huge tent. Can be carefully crafted (leatherworker’s tools) into 20 sets of studded leather armor or one sail. A creature wearing the armor acts as if it were under the Freedom of Movement spell. While a ship is using the sail, aquatic creatures with an Intelligence score of 2 or lower that are within 120 feet of the ship are charmed by the ship and defend it against hostile attackers.
K | Kenku - Kraken
  • 2d8 Vials of Kraken Blood. A creature that consumes the blood as an action is under the effects of a Dispel Evil and Good spell (save DC 23), which lasts the full duration and does not require concentration. If the blood is ingested by a celestial, elemental, fey, fiend, or undead, the creature is immediately affected by a Banishment spell (save DC 23), which lasts the full duration and sends the creature to its native plane if applicable.
  • 2d6 Vials of Kraken Bile. Acts as a contact poison. A creature subjected to the bile must make a DC 23 Constitution saving throw, taking 42 (12d6) acid damage on a failed save, or half as much damage on a successful one.

Kuo-Toa (1/4)

Humanoid (survival)


  • 1 Tattered Shield
  • 1 Tattered Spear
  • 1 Tattered Net
  • 1 Kuo-Toa Hide. No immediate use. 3 can be carefully crafted (leatherworker’s tools) into a cloak that grants advantage on ability checks and saving throws made to escape a grapple.

Kuo-Toa Archpriest (6)

Humanoid (survival)


  • 1 Spellcasting component pouch
  • 1d4 healing potions
  • 1 Holy Symbol of Blibdoolpoolp
  • 2d4 Inane Objects. Roll on the Trinket table (PHB pg. 160), but every roll should be modified so any mystery is removed from the item. (A tiny silver icon of a raven would become a grubby bird feather)
  • 1 Kuo-Toa Hide. No immediate use. 3 can be carefully crafted (leatherworker’s tools) into a cloak that grants advantage on ability checks and saving throws made to escape a grapple.

Kuo-Toa Whip (1)

Humanoid (survival)


  • 1 Tattered Pincer Staff. If repaired, a creature hit by this staff takes 1d6 piercing damage and is grappled (escape DC 14) if it is medium or smaller. Until the grapple ends, the pincer staff cannot be used on another target.
  • 1 Kuo-Toa Hide. No immediate use. 3 can be carefully crafted (leatherworker’s tools) into a cloak that grants advantage on ability checks and saving throws made to escape a grapple.
K |Kraken - Kuo-Toa

Lamia (4)

Monstrosity (nature)


  • 1 Tattered Dagger
  • 1 Lamia Head. A creature holding the head can cast Suggestion (Save DC 13). The spell issues from the head’s mouth, not the caster’s. Once the head has been used three times, it loses this property.
  • 2d4 Lamia Claws. Acts as a dagger. On a hit, a creature is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and ability checks. Once a dagger confers this curse, it loses this property.
  • 1 Demon Heart. While holding the heart, it can be used to cast Plane Shift as a ritual. Only the creature holding the heart may shift. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the bearer is shifted to Graz’zt’s layer of the Abyss instead of the intended destination.

Lich (21)

Undead (religion)


  • 1 Lich Skull. Requires attunement. Can be used as an arcane focus and grants an attuned creature resistance to cold, lightning, necrotic, and poison, damage. After 1d10 days, the skull reforms into the Lich with full HP and abilities. If the Phylactery is destroyed, this item crumbles into useless dust.
  • 1 Phylactery. This item is not found with the Lich unless the check made to loot the body was a 30 or higher. At the DM’s discretion, this loot may simply be a clue to the phylactery’s true location, not the phylactery itself. No immediate use. If not destroyed, the Lich reforms after 1d10 days.
  • 2d6 Bones of the Lich. No immediate use. Can be Carefully Crafted by a spellcaster (Necromancy) into a Potion of Turn Resistance (an undead creature who consumes or is doused in this potion gains advantage on saving throws against effects that turn undead for 1 hour).
  • 1 Left Hand of the Lich. Acts as an improvised melee weapon. On a hit, a target takes 3d6 cold damage and must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the creature’s saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.

  • 1 Tome of Darkness. Incomprehensible to those who are not Wizards. A month of study will yield a method to become a Lich. These requirements allow a wizard to create or obtain a Phylactery and a Potion of Transformation. Additionally, the method requires the ability to cast Imprisonment to transfer their soul into the Phylactery. A PC that is turned into a Lich becomes an Evil NPC under the DM’s control. The details will vary from book to book, but the ritual may involve any of the following:
    • Forming a Pact with a Fiend, Evil God, or Dark Power
    • Ritual Sacrifice or Murder
    • Using Material Components only gained by killing Celestials
    • Being a Master (14th level or higher) of Necromancy
  • 1 Spellcasting component pouch
  • 1 Arcane Focus
  • 3 Uncommon Magic Items. Chosen by the DM. A Lich keeps these curiosities to study, not to use, and they do not affect the Lich’s CR.
  • 2 Rare Magic Items. Chosen by the DM. A Lich keeps these curiosities to study, not to use, and they do not affect the Lich’s CR.
  • 1 Spellbook. Contains 2 random spells of 5th level or less that can be copied by a wizard
  • 4d4 Skill Books. Contain knowledge concerning a certain skill and topic that the Lich was interested in. For example: History (Lords of the Land). Using the book for 5 minutes is equivalent on rolling a 15 on the related skill.
  • 2 Flasks of Alchemist’s Fire
  • 1 Ancient Map to a Now-Forgotten Archmage tower.
  • In Lair: 1d20 Sets of Armor and 1d20 Weapons. (The DM determines what weapons and armor are present. Nearly all of the items are magical in some way.)

Lizardfolk (1/2)

Humanoid (survival)


  • 1 Tattered Heavy Club
  • 1d4 Tattered Javelins
  • 1 Tattered Spiked Shield
  • 1 Lizardfolk Hide. No immediate use. Can be carefully crafted (leatherworker’s tools) into a cloak that grants advantage on Strength (Athletics) checks made to swim.
L | Lamia - Lizardfolk

Lizardfolk Shaman (2)

Humanoid (survival)


  • 1 Tattered Shaman Staff. Acts as Druidic Focus if repaired
  • 1 Lizardfolk Hide. No immediate use. Can be carefully crafted (leatherworker’s tools) into a cloak that grants advantage on Strength (Athletics) checks made to swim.
  • 1 Lizardfolk Heart of Semuanya. Can cast Conjure Animals (reptiles only) as a ritual spell. This consumes the heart. Can be carefully crafted (alchemist’s supplies) into a Potion of Polymorph (allows the drinker to change shape as though they had cast the Polymorph spell) that can only change the drinker into a Crocodile.

Lizard King/Queen (4)

Humanoid (survival)


  • 1 Tattered Trident
  • 1 Lizardfolk Hide. No immediate use. Can be carefully crafted (leatherworker’s tools) into a cloak that grants advantage on Strength (Athletics) checks made to swim.
  • 1 Crown of the Lizardfolk. Requires attunement. While worn, an attuned creature is immune to the frightened condition and has advantage on Charisma checks made to influence Lizardfolk.
  • 1 Demon Heart. While holding the heart, it can be used to cast Plane Shift as a ritual. Only the creature holding the heart may shift. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the bearer is shifted to Sess’inek’s Layer of the Abyss instead of the intended destination.
  • 1 Demon Snake Tail. Acts as a whip. Can be mastercrafted (alchemist’s supplies) into a Potion of Magic Resistance (when consumed, a creature has advantage on saving throws made against spells and magic effects for 1 hour).

Lycanthropes

Werebear (5)

Humanoid (survival)


  • 1 Tattered Greataxe
  • 1 Cursed Bear Fang. Acts as a dagger. A humanoid hit by the dagger must succeed on a DC 14 Constitution saving throw or be cursed with Werebear lycanthropy. Once the dagger hits a humanoid, it loses this property, whether or not the curse was passed on.
  • 2 Brown Bear Hide. Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage.
  • 2d4 Bear Claw. Acts as a dagger. The dagger counts as a silvered weapon for the purposes of overcoming damage immunities.

Wereboar (4)

Humanoid (survival)


  • 1 Tattered Maul
  • 2 Cursed Tusk. Acts as a shortsword. A humanoid hit by the shortsword must succeed on a DC 12 Constitution saving throw or be cursed with Wereboar lycanthropy. Once the dagger hits a humanoid, it loses this property, whether or not the curse was passed on.
  • 2 Boar Hide. Acts as a small blanket. 2 hides can be crafted (leatherworker’s tools) into a cloak.

Wererat (2)

Humanoid (survival)


  • 1 Tattered Maul
  • 1 Cursed Rat Fang. Acts as a dagger. A humanoid hit by the dagger must succeed on a DC 11 Constitution saving throw or be cursed with Wererat lycanthropy. Once the dagger hits a humanoid, it loses this property, whether or not the curse was passed on.
  • 1 Rat Pelt. Acts as a blanket. Can be crafted (leatherworker’s tools) into a cloak.

Weretiger (4)

Humanoid (survival)


  • 1 Tattered Scimitar
  • 1 Tattered Longbow
  • 1 Cursed Tiger Fang. Acts as a dagger. A humanoid hit by the dagger must succeed on a DC 13 Constitution saving throw or be cursed with Weretiger lycanthropy. Once the dagger hits a humanoid, it loses this property, whether or not the curse was passed on.
  • 2 Tiger Hide. Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage.
  • 1d4 Tiger Claw. Acts as a dagger. The dagger counts as a silvered weapon for the purposes of overcoming damage immunities.

Werewolf (3)

Humanoid (survival)


  • 1 Tattered Spear
  • 1 Cursed Wolf Fang. Acts as a dagger. A humanoid hit by the dagger must succeed on a DC 12 Constitution saving throw or be cursed with Werewolf lycanthropy. Once the dagger hits a humanoid, it loses this property, whether or not the curse was passed on.
  • 2 Wolf Hide. Acts as a blanket. 2 hides can be crafted (leatherworker’s tools) into a cloak.
L | Lizardfolk - Lycanthrope

Magmin (1/2)

Elemental (arcana)


  • 1 Lump of Elemental Magma. Can be used as a material component for a Conjure Minor Elementals or Conjure Elementals spell, reducing the casting time to 1 action. The spell can only summon earth or fire elementals when cast this way.

Manticore (3)

Monstrosity (nature)


  • 1d2 Manticore Wings. Acts as a blanket. Can be crafted (leatherworker’s tools) into a cloak that imposes advantage on Wisdom (animal handling) checks made to tame griffons and wyverns.
  • 1d20 Manticore Tail Spikes. Act as darts that deal 1d6 damage instead of 1d4. They break upon use.
  • 1d8 Manticore Teeth. 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into dice.

Medusa (6)

Monstrosity (nature)


  • 1 Tattered Shortsword
  • 1 Tattered Longbow
  • 1 Head of the Medusa. Any creature who looks at the eyes of the head while within 30 feet of it is affected by the spell Stone to Flesh (Save DC 14). The head can easily be mounted on a shield or vehicle, or held in such a way that it acts as a 30-foot cone.
  • 1 Medusa Heart. No immediate use. Can be mastercrafted (transmutation) by a spellcaster into an amulet that requires attunement. An attuned creature’s Charisma score is 19 while they wear the amulet. It has no effect if the creature’s Charisma is already 19 or higher. Curse. An attuned creature refuses to remove the amulet. After 1d10 years, they begin to transform into a medusa. The process is slow, but after 1d4 months they become irredeemable and become an NPC in the control of the DM.
  • 4d4 Medusa Snakes. Acts as a dagger that deals an additional 4d6 poison damage. This poison damage ignores the resistance granted by the petrified condition. If a petrified creature takes 25 poison damage from this weapon within 1 hour, the petrified condition ends for them. Once a snake has delivered its poison, it loses the additional poison damage.

Mephit

Dust (1/2)

Elemental (arcana)


  • 1 Pinch of Elemental Dust. Can be used as a material component for a Conjure Minor Elementals spell, reducing the casting time to 1 action. The spell can only summon earth or air elementals when cast this way.

Ice (1/2)

Elemental (arcana)


  • 1 Shard of Elemental Ice. Can be used as a material component for a Conjure Minor Elementals spell, reducing the casting time to 1 action. The spell can only summon water or air elementals when cast this way.

Magma (1/2)

Elemental (arcana)


  • 1 Lump of Elemental Magma. Can be used as a material component for a Conjure Minor Elementals spell, reducing the casting time to 1 action. The spell can only summon earth or fire elementals when cast this way.

Mud (1/4)

Elemental (arcana)


  • 1 Smear of Elemental Mud. Can be used as a material component for a Conjure Minor Elementals spell, reducing the casting time to 1 action. The spell can only summon earth or water elementals when cast this way.

Smoke (1/4)

Elemental (arcana)


  • 1 Wisp of Elemental Smoke. Can be used as a material component for a Conjure Minor Elementals spell, reducing the casting time to 1 action. The spell can only summon fire or air elementals when cast this way.

Steam (1/4)

Elemental (arcana)


  • 1 Puff of Elemental Steam. Can be used as a material component for a Conjure Minor Elementals spell, reducing the casting time to 1 action. The spell can only summon water or fire elementals when cast this way.
M | Magmin - Mephit

Merfolk (1/8)

Humanoid (survival)


  • 1 Merfolk Hide. No immediate use. Can be carefully crafted (leatherworker’s tools) into a very beautiful cloak.

Merrow (2)

Monstrosity (nature)


  • 1 Tattered Harpoon
  • 1 Merrow Hide. No immediate use. Can be carefully crafted (leatherworker’s tools) into a very menacing cloak.
  • 1 Demon Heart. While holding the heart, it can be used to cast Plane Shift as a ritual. Only the creature holding the heart may shift. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the bearer is shifted to Demogorgon’s layer of the Abyss instead of the intended destination.

Mimic (2)

Monstrosity (nature)


  • No loot.

Mind Flayer (7)

Aberration (arcana)


  • 1 Tattered Breastplate
  • 2d2 Mind Flayer Tentacles. Can be consumed as an action to grant Telepathy out to 120 feet for 1 hour.
  • 1 Mind Flayer Brain. Can be communicated telepathically if the brain is kept preserved in fluid. While preserved this way, the brain can use its Mind Blast ability. Can be carefully crafted (divination) by a spellcaster into a grotesque Helm of Telepathy.
  • 2 Mind Flayer Eyes. Can be used to cast Detect Thoughts, which destroys the eye. When cast this way, the spell does not require concentration but can only be used to detect the presence of thinking creatures as described in the spell, not to read their thoughts.
  • 1 Mind Flayer Heart. While holding the heart, it can be used to cast Plane Shift as a ritual. Only the creature holding the heart may shift. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the bearer is sent to the intended destination, but also transported 1d10 years into the future.
  • 1 Hive Mind Colony Locator. A small trinket that magically points towards the Mind Flayer’s colony.
  • In Lair. 2d10 Thralls (various races) in the Mind Flayer’s command

Minotaur (3)

Monstrosity (nature)


  • 1 Tattered Greataxe
  • 2 Minotaur Horns. No immediate use. Can be mastercrafted (alchemist’s supplies) into a Potion of Recall, which grants the drinker the ability to perfectly recall any path they have traveled for up to 8 hours. The drinker automatically succeeds on saving throws made to escape the Maze spell and similar areas.
  • 1 Minotaur Hide. Acts as a blanket. Can be crafted (leatherworker’s tools) into the equivalent of Scale mail.

Modrons

Note: A Modron’s body disintegrates upon death, destroying most of the loot it would have offered.

Monodrone (1/8)

Construct (arcana)


  • 1 Tattered Weapon (50% Dagger, 50% Javelin)

Duodrone (1/4)

Construct (arcana)


  • 1 Tattered Javelin

Tridrone (1/2)

Construct (arcana)


  • 2 Tattered Javelin

Quadrone (1)

Construct (arcana)


  • 1 Tattered Shortbow
  • 1 Cog of Primus. 100 can be mastercrafted (tinker’s tools) into a Monodrone

Pentadrone (2)

Construct (arcana)


  • 10 Cogs of Primus. 100 can be mastercrafted (tinker’s tools) into a Monodrone
  • 1 Gyro of Primus. 1000 can be mastercrafted (tinker’s tools) into a Duodrone

Mummy (3)

Undead (religion)


  • 1 Rotting Hand. Acts as an improvised weapon. A creature hit by the hand must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can’t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the Remove Curse spell or other magic. After 24 hours, if the Heart of the Mummy still exists, the Rotting Hand becomes a Crawling Claw whose attacks gain the properties of the Rotting Hand.
  • 1 Roll of Ceremonial Wrapping. Can be used as a substitute for the material components of a Create Undead spell. If used this way, the spell can create a mummy when cast as an 8th –level spell.
  • 1 Heart of the Mummy. Found if the mummy is defeated near its sarcophagus. Can be consumed, or used as the material component of a Legend Lore spell, to learn the details of the mummy’s life and compulsions. Can be mastercrafted (alchemist’s supplies) into a Potion of Necrotic Resistance.
M | Mimic - Mummy

Mummy Lord (15)

Undead (religion)


  • 2 Rotting Lord Hands. Acts as an improvised weapon. A creature hit by the hand must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can’t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the Remove Curse spell or other magic. After 24 hours, if the Heart of the Mummy Lord still exists, the Rotting Hand becomes a Crawling Claw whose attacks gain the properties of the Rotting Hand.
  • 3 Rolls of Ceremonial Wrapping. Can be used as a substitute for the material components of a Create Undead spell. If used this way, the spell can create a mummy when cast as an 8th –level spell.
  • 1 Set of Ancient Regalia. Priceless to a historian interested in the mummy lord’s time period. Grants advantage on Charisma checks made to influence mummies and other creatures aware of the mummy lord’s status.
  • 1 Ancient Crown. Priceless to a historian interested in the mummy lord’s time period. Requires attunement. While attuned to the crown, a creature can use their action to channel the forces of the negative energy plane. Until the end of the creature’s next turn, any other creature within 60 feet, including those behind barriers and around corners, can’t regain hit points. Once this ability has been used, it cannot be used again until the next dawn.
  • 4 Vials of Mummy Lord Dust. Acts as Dust of Sneezing and Choking. Can be mastercrafted (conjuration) by a spellcaster into a totem that can be crushed to cast Dimension Door.
  • 2 Eyes of the Mummy Lord. Can be consumed to gain immunity to bludgeoning, slashing, and piercing damage from nonmagical weapons for 1 hour. During this time, the user is vulnerable to fire damage. Can be mastercrafted (alchemist’s supplies) into Mummy Lord Poison. A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or be poisoned for 1 hour. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • 1 Tongue of the Mummy Lord. Can be used to cast Contagion (+9 to hit, save DC 17), inflicting Slimy Doom. Once the disease has been inflicted upon a creature, the tongue shrivels and becomes useless.
  • 1 Vial of Sacred Mummy Oil. Can be used as a substitute for the material components of a Create Undead spell. If the spell is cast at 9th level on the same corpse for 60 continuous days, with the oil used as the material component of the spell on the final day, the corpse becomes a Mummy Lord. It retains its personality, goals, and memories from life, and is not bound to serve the spellcaster. It may, however, be convinced that the caster should be rewarded for their service and devotion.
  • 1 Heart of the Mummy Lord. This item is not found with the Mummy Lord unless the check made to loot the body was made in the Mummy Lord’s lair and was a 30 or higher. At the DM’s discretion, this loot may simply be a clue to the heart’s true location, not the heart itself. Can be used as the material component of a Legend Lore spell to learn the details of the mummy’s life and compulsions (this does not destroy the heart). If not destroyed, the Mummy Lord reforms in 24 hours. Any body parts of the Mummy Lord that have been looted crumble into dust, except the Rotting Lord Hands, which remain as Crawling Claws. The Mummy Lord grows new hands with its body.

Myconids

Myconid Sprout (0)

Plant (nature)


  • Myconid Malt. No immediate use. Can be carefully crafted (brewer’s supplies) into a delicious beverage that causes the drinker to become intoxicated (as the poisoned condition) for 1d4 hours and grants telepathy out to 30 feet for this duration.

Spore Servant (-1 from creature)

Plant (nature)


Note: The creature loses any loot related to its weapons, and any loot that would confer a special sense or language associated with the creature

Myconid Adult (1/2)

Plant (nature)


  • Myconid Malt. No immediate use. Can be carefully crafted (brewer’s supplies) into a delicious beverage that causes the drinker to become intoxicated (as the poisoned condition) for 1d4 hours and grants telepathy out to 30 feet for this duration.

Myconid Sovereign (2)

Plant (nature)


  • Myconid Malt. No immediate use. Can be carefully crafted (brewer’s supplies) into a delicious beverage that causes the drinker to become intoxicated (as the poisoned condition) for 1d4 hours and grants telepathy out to 30 feet for this duration.
  • Sovereign Malt. No immediate use. Can be carefully crafted (brewer’s supplies) into a fantastically delicious beverage that causes the drinker to become intoxicated (as the poisoned condition) for 1d8 hours. At the end of this time, the drinker must make a DC 12 Constitution save or drop to 0 hit points, remaining stable but unconscious. If they do not receive magical healing within 24 hours, they die and rise as a spore servant.
M | Mummy Lord - Myconid

Nagas

Bone Naga (4)

Undead (religion)


  • 2d4 Naga Fangs. Acts as a dagger that deals an additional 1d6 poison damage on a hit.
  • 2d4 Naga Bones. Can be used as the material component to an Augury spell. Can be crafted (alchemist’s supplies) into a Potion of Poison Resistance.

Guardian Naga (10)

Monstrosity (nature)


  • 3d4 Naga Fangs. Acts as a dagger that deals an additional 1d6 poison damage on a hit.
  • 1 Guardian Naga Tail. Acts as a whip. A creature holding the tail can destroy it as an action. When the tail is destroyed, it casts Flame Strike centered on the tail. The creature is considered within the area of the spell.
  • 2 Naga Eyes. Can be consumed as an action. If a creature dies within 1 minute of consuming the eye, the creature returns to life in 1d6 days and regains all their hit points. Only a Wish spell can prevent this trait from functioning.
  • 2d10 Naga Scales. No immediate use. 15 of these can be carefully crafted (smith’s tools) into Scale Mail that requires attunement. An attuned creature gains proficiency in a saving throw of their choice. The saving throw is determined when the attunement is made and can only be changed by re-attuning to the object.
  • 2d4 Naga Bones. Can be used as the material component to an Augury spell. Can be crafted (alchemist’s supplies) into a Potion of Poison Resistance.

Spirit Naga (8)

Monstrosity (nature)


  • 2d4 Naga Fangs. Acts as a dagger that deals an additional 1d6 poison damage on a hit.
  • 1 Spirit Naga Tail. Acts as a whip. A creature holding the tail can destroy it as an action. When the tail is destroyed, it casts Lightning Bolt, originating from the tail in the direction of the creature’s choice. The creature is also considered within the area of the spell.
  • 1d2 Naga Eyes. Can be consumed as an action. If a creature dies within 1 minute of consuming the eye, the creature returns to life in 1d6 days and regains all their hit points. Only a Wish spell can prevent this trait from functioning.
  • 2d10 Naga Scales. No immediate use. 15 of these can be carefully crafted (smith’s tools) into Scale Mail that requires attunement. An attuned creature gains proficiency in a saving throw of their choice. The saving throw is determined when the attunement is made and can only be changed by re-attuning to the object.
  • 2d4 Naga Bones. Can be used as the material component to an Augury spell. Can be crafted (alchemist’s supplies) into a Potion of Poison Resistance.

Nightmare (3)

Fiend (religion)


  • 1d4 Nightmare Hooves. Acts as a hammer. Can be carefully crafted (jeweler’s tools) into 1d6 dice. These dice grant advantage to gaming set checks made to determine the outcome of a dice game, but only when the user cheats to win the game.
  • 1 Demon Heart. While holding the heart, it can be used to cast Plane Shift as a ritual. Only the creature holding the heart may shift. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the bearer is shifted to a random location in the lower planes instead of the intended destination.
  • 1d4 Motes of Unholy Fire. Strange fire that can be bottled like a liquid. Casts light like a torch. Draws undead towards it. The fire will flicker out in 1d6 hours, but adding a drop of blood to it will extend the time limit by 1 hour.

Nothic (2)

Aberration (arcana)


  • 1 Nothic Eye. As an action, a creature holding the eye can force another creature within 30 feet to make a DC 12 Constitution saving throw. On a failure, the target takes 3d6 necrotic damage. Can be carefully crafted (alchemist’s supplies) into a Potion of Truesight, which confers Truesight out to 120 feet. Can be mastercrafted by a spellcaster (divination) into a staff that requires attunement. An attuned creature can use its action to force a contest between its Wisdom (Insight) and a creature’s Charisma (Deception) within 30 feet. If the attuned creature wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed.
  • 1d4 Nothic Claws. Acts as a dagger. 4 of these can be mastercrafted (smith’s tools) into a shortsword that deals an additional 1d6 necrotic damage on a hit.
N | Naga - Nothic

Ogre (2)

Giant (survival)


  • 1d4 Giant’s Toes. No immediate use. Sought as trophies by hunters and heroes, and can be sold for a good price to collectors or admirers.
  • 1 Ogre Heart. No immediate use. Can be mastercrafted (transmutation) by a spellcaster into Gauntlets of Ogre Strength.

Half-Orge (1)

Giant (survival)


  • 1d4 Giant’s Toes. No immediate use. Sought as trophies by hunters and heroes, and can be sold for a good price to collectors or admirers.

Oni (7)

Giant (survival)


  • 1 Glaive. Counts as a magic weapon, resizes to fit the wielder.
  • 2d4 Items in a Giant’s Bag
  • 2d4 Giant’s Toes. No immediate use. Sought as trophies by hunters and heroes, and can be sold for a good price to collectors or admirers.
  • 1d2 Oni Eyes. Requires attunement. A creature attuned to the eye can speak Giant, and regains 1 hit point at the start of its turn if it has at least 1 hit point. Can be mastercrafted (alchemist’s supplies) into a Potion of Polymorph (allows the drinker to change shape as though they had cast the Polymorph spell).
  • 1d10 Oni Teeth. A creature holding the tooth can crush it to cast Invisibility on themselves, without requiring concentration.

Oozes

Black Pudding (4)

Ooze (arcana)


  • 4d4 Gobs of Black Goo. Can be used as a ranged weapon with a range of 20/60 by using a stone mechanism. On a hit, The Black Goo sticks to the target for 3 rounds, dealing 14 (4d6) acid damage a round and lowering the target’s AC permanently by 1. It will also eat though up to 6 inches of nonmagical metal or wood.

Gelatinous Cube (2)

Ooze (arcana)


  • 2d4 Hunks of Blue Gel. Can be used as a ranged weapon with a range of 20/60 by using a stone or metal mechanism. On a hit, the Blue Gel sticks to the target for 5 rounds, dealing 10 (3d6) acid damage a round.

Gray Ooze (1/2)

Ooze (arcana)


  • 1d4 vials of Grey Mush. Can be used as a ranged weapon with a range of 20/60 by using a stone mechanism. On a hit, the Grey mush sticks to the target for 2 rounds, dealing 3 (1d6) acid damage a round and lowering the target’s AC permanently by 1. It will also eat though up to 6 inches of nonmagical metal.

Ochre Jelly (2)

Ooze (arcana)


  • 2d4 Dollops of Orange Jelly. Can be used as a ranged weapon with a range of 20/60 by using a non-organic mechanism. On a hit, the Orange Jelly sticks to the target for 2 rounds, dealing 7 (2d6) acid damage a round. Can be carefully crafted (alchemist’s supplies) into a potion of lightning resistance.

Orc (1/2)

Humanoid (survival)


  • 1 Tattered Hide Armor
  • 1 Tattered Greataxe
  • 1 Tattered Javelin
  • 1d2 Orc Tusks. No immediate use. Acts as a trophy for bounty hunters and adventurers

Orc War Chief (4)

Humanoid (survival)


  • 1 Tattered Chain Mail
  • 1 Tattered Greataxe
  • 1 Tattered Spear
  • 1d2 Orc Tusks. No immediate use. Acts as a trophy for bounty hunters and adventurers
  • 1 Orc Left Eye of Fury. No immediate use. Can be crafted (alchemist’s supplies) into a Potion of Gruumsh’s Fury (grants an extra 1d8 damage to all melee attacks for one hour, ends early if the user doesn’t take an attack action against a creature for more than 5 consecutive rounds)
  • 1 Orc War Chief’s Head. When held, grants advantage on Charisma (Intimidation) checks made against Orcs. Can be carefully crafted (alchemist’s supplies) into a Potion of Aggression (grants the user the ability to dash towards a hostile creature as a bonus action on their turn, lasts one hour).
O | Ogre - Orc
  • 1 Bone Medallion of the War Chief. Requires attunement. While attuned, a creature has advantage on attack rolls made against Elves. Curse. Elves cannot be friendly towards the attuned creature, at best acting indifferent. Additionally, ranged attack rolls made by elves have advantage against the attuned creature.
  • 1 Orc Map of Conquest. Details settlements and caravans recently raided, and lists at least three that were soon to be attacked. Could also list the territory of other Orc tribes.

Orc Eye of Gruumsh (2)

Humanoid (survival)


  • 1 Tattered Ring Mail
  • 1 Tattered Shield
  • 1 Tattered Spear
  • 1d2 Orc Tusks. No immediate use. Acts as a trophy for bounty hunters and adventurers
  • 1 Orc Left Eye of Fury. No immediate use. Can be crafted (alchemist’s supplies) into a Potion of Gruumsh’s Fury (grants an extra 1d8 damage to all melee attacks for one hour, ends early if the user doesn’t take an attack action against a creature for more than 5 consecutive rounds)
  • 1 Heart of Gruumsh. Can cast Augury as a ritual. This consumes the heart, and the results of the Augury always favor the most aggressive course of action.

Orog (2)

Humanoid (survival)


  • 1 Tattered Plate Armor
  • 1 Tattered Greataxe
  • 1d4 Tattered Javelin
  • 1d2 Orc Tusks. No immediate use. Acts as a trophy for bounty hunters and adventurers
  • 1 Orog Head. When held, grants advantage on Charisma (Intimidation) checks made against Orcs.
  • 1 Orc Map of Conquest. Details settlements and caravans recently raided, and lists at least three that were soon to be attacked. Could also list the territory of other Orc tribes.

Otyugh (5)

Aberration (arcana)


  • 2 Otyugh Tentacles. acts as a whip that deals 1d8 bludgeoning damage and 1d4 piercing damage on a hit. It has the Heavy property instead of the Light property.
  • 1 Otyugh Eyestalk. No immediate use. Can be carefully crafted (divination) by a spellcaster into an amulet that requires attunement. An attuned creature can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.
  • 1 Otyugh Stomach. Acts as a bag. Can be carefully crafted (transmutation) by a spellcaster into a Bag of Holding.
  • 1d10 Otyugh Teeth. Acts as a dagger. If the dagger hits a creature, the creature must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured. After the dagger hits a creature, it loses this property, even if the disease was not transmitted.

Owlbear (3)

Monstrosity (nature)


  • 1d8 Owlbear Feathers. No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows.
  • 1 Owlbear Hide. Acts as a blanket. Can be crafted (leatherworker’s tools) into a cloak.
  • 1d8 Owlbear Claws. Acts as a dagger.
O | Orc - Owlbear

Pegasus (2)

Celestial (religion)


  • 1d4 Pegasus Hooves. Acts as a hammer. Can be carefully crafted (jeweler’s tools) into 1d6 dice. These dice grant advantage to gaming set checks made to determine the outcome of a dice game, but only when the user did not cheat in any way at the game.
  • 1d4 Pegasus Feathers. No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows. Arrows made from Pegasus Feathers deal an additional 1d8 radiant damage when they strike Fiends, or 1d12 radiant damage if they strike a Nightmare.

Peryton (2)

Monstrosity (nature)


  • 1d2 Peryton Antlers. No immediate use. Can be consecrated (no crafting required) into a druidic focus by a druid. The focus requires attunement, and a druid attuned to the focus may cast Bestow Curse once per day. Curse. A creature attuned to the focus loses its shadow, and is vulnerable to necrotic damage.
  • 1d4 Peryton Feathers. No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows. If a Peryton-feathered arrow is used to make an attack against a humanoid while the attacker is in hiding, the attack does not give away the attacker’s location on a miss.

Piercer (1/2)

Monstrosity (nature)


  • 1 Piercer Hide. No Immediate use. Can be crafted (leatherworker’s tools) into a cloak that grants advantage on stealth checks made to hide in rocky terrain.

Pixie (1/2)

Fey (religion)


  • 1 Pinch of Pixie Dust. When sprinkled on a creature, roll 1d10.
d10 Result
1-7 The creature gains a flying speed of 60 feet for 1 hour.
8 The creature must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. The creature awakens if it takes damage or if it is shaken or slapped as an action.
9 The creature must succeed on a DC 11 Wisdom saving throw or be affected by a confusion spell.
10 The creature becomes invisible for 1 hour. Any equipment it is wearing or carrying is invisible as long as it is on the creature's person. The effect on the creature ends if it attacks, deals any damage, or casts a spell.

Pseudodragon (1/4)

Dragon (nature)


  • 1 Vial Pseudodragon Venom. Can be applied to a weapon. When the weapon successfully hits a creature within 1 minute of the poison being applied, the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.

Purple Worm (15)

Monstrosity (nature)


  • 3d10 Purple Worm Teeth. Acts as a Warhammer. Can be carefully crafted (smith’s tools) into a Maul. 20 of these can be carefully crafted (carpenter’s tools) into a throne that grants advantage to Intimidation checks made by a creature sitting in the throne.
  • 6d12 Purple Worm Scales. Acts as a shield. 7 of these can be mastercrafted (smith’s tools) into a set of Plate Armor that grants resistance to acid damage. 50 of these can be carefully crafted into a Warship that gains an AC of 18 and a damage threshold of 25.
  • 5 Vials of Purple Worm Poison. Can be applied to a weapon or a piece of ammunition as an action. A creature hit by the poisoned weapon or ammunition must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
  • 1 Purple Worm Stomach Lining. No immediate use. Can be carefully crafted (leatherworker’s tools) into 4 sets of leather armor that grants acid resistance when worn. Can be crafted (leatherworker’s tools) into a Huge tent that is immune to acid damage.
P | Pegasus - Purple Worm

Quaggoth (2)

Humanoid (survival)


  • 1d4 Quaggoth Claw. Acts as a Scimitar. When used as a climbing tool, grants advantage on Strength (Athletics) checks made to climb.
  • 1 Quaggoth Hide. Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into hide armor that requires attunement. While a creature attuned to the armor has fewer than 1/4th of their hit points remaining, the creature gains advantage on melee attack rolls, and deals an extra 2d6 damage to any target it hits with a melee attack.
Q | Quaggoth

Rakshasa (13)

Fiend (religion)


  • 1d4 Vials of Hellish Ichor. No immediate use. Forms into a Lemure after 1d10 days, unless the devil was killed by a good-aligned creature with Bless cast upon it, or if the ichor is splashed with holy water.
  • 2d4 Rakshasa Fangs. 20 acts as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into dice that are immune to any magical effect that could change their outcome.
  • 2 Rakshasa Eyes. If consumed as an action, grants Darkvision out to 60 feet for 10 minutes. This darkvision is not impeded by magical darkness. Can be mastercrafted (Jeweler’s Tools) into an amulet or circlet that requires attunement, and can be used to cast True Seeing once per day.
  • 1 Rakshasa Pelt. Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into Leather Armor of Invulnerability. This functions as Armor of Invulnerability, except that when it is activated it does not grant immunity to piercing damage from magic weapons wielded by good creatures.
  • 2 Rakshasa Hands. A creature holding the hand can use an action to cast Globe of Invulnerability, which lasts for the full duration without requiring concentration. This destroys the hand. Can be mastercrafted (divination) by a spellcaster into a stand that holds a Crystal Ball. Any Crystal Ball placed in the stand can cast Dominate Person through its sensor. This property can be used once per day.
  • 2d4 Rakshasa Claws. Acts as a dagger. On a hit, the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic. Once the claw has passed on the curse, it loses this property.
  • 1 Rakshasa Tongue. No immediate use. Can be mastercrafted (transmutation) into an amulet that requires attunement. An attuned creature has advantage on saving throws against spells and magical effects, and can cast Disguise Self from the amulet at will.
  • 1 Tome of Vengeance. Contains extensive details of the last person to slay this Rakshasa, including information about relatives and close friends. Obsessive and massive in scope.
  • 1 Set of Fine Clothing. Made of infernal cloth that is immune to fire damage and worth 100 GP.

Remorhaz (11)

Monstrosity (nature)


  • 6d10 Remorhaz Legs. Delicious, like pre-cooked crab legs. Can be carefully crafted (cook’s utensils) into a meal that grants resistance to cold and fire damage for 8 hours. One leg feeds one medium creature.
  • 1 Adult Remorhaz Heat Gland. Difficult to handle, deals 10 (3d6) fire damage per round to any organic or metal material in contact with it. Can be mastercrafted (alchemist’s supplies) into a potion that grants immunity to cold damage for 1 hour.
  • 1 Adult Remorhaz Carapace. Acts as a shield. Can be carefully crafted (smith’s tools) into plate armor that grants its wearer resistance to fire damage.
  • 2d2 Remorhaz Antennae. No immediate use. Can be carefully crafted (alchemist’s supplies) into a Potion of Tremorsense (grants Tremorsense to 60 feet for 1 hour).
  • 1 Remorhaz Stomach. No immediate use. Can be carefully crafted (leatherworker’s tools) into a set of leather armor that grants acid resistance when worn. Can be crafted (leatherworker’s tools) into a large tent that is immune to acid damage.

Young Remorhaz (5)

Monstrosity (nature)


  • 2d10 Remorhaz Legs. Delicious, like pre-cooked crab legs. Can be carefully crafted (cook’s utensils) into a meal that grants resistance to cold and fire damage for 8 hours. One leg feeds one medium creature.
  • 1 Young Remorhaz Heat Gland. Difficult to handle, deals 7 (2d6) fire damage per round to any organic or metal material in contact with it. Can be mastercrafted (alchemist’s supplies) into a potion of cold resistance.
  • 1 Young Remorhaz Carapace. Acts as a shield. Can be carefully crafted (smith’s tools) into half plate armor that grants its wearer resistance to fire damage.
  • 1d2 Remorhaz Antennae. No immediate use. Can be carefully crafted (alchemist’s supplies) into a Potion of Tremorsense (grants Tremorsense to 60 feet for 1 hour).
R | Rakshasa - Remorhaz

Revenant (5)

Undead (religion)


  • 1 Tattered Leather Armor
  • 1 Revenant Heart. Beats whenever the revenant is within 60 feet, no matter what body the revenant inhabits. Can be carefully crafted (necromancy) into an amulet that requires attunement by an undead creature. An attuned creature is immune to effects that turn undead.
  • 1 Revenant Eye of Vengeance. A creature holding the eye can use an action to target one creature within 30 feet that it can see and that was the subject of the revenant’s vengeance. The target must make a DC 15 Wisdom saving throw. On a failure, the target is paralyzed until it takes damage, or until the end of the user’s next turn. When the paralysis ends, the target is frightened of the eye for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the eye, ending the frightened condition on itself on a success. Once the target is paralyzed in this way, the eye loses this property.
  • 1 Revenant Eye of Hunting. Requires attunement. An attuned creature holding the eye knows the distance to and direction of any creature against which the revenant sought revenge, even if the creature and the revenant are on different planes of existence. If the eye is allowed to see one of its targets, it loses this property.
  • 2d4 Hunks of Revenant Flesh. Slowly grows back over time. A creature can use this flesh as a source of food, one hunk will grow enough to feed one medium creature per day. However, each day at dawn, a creature who has eaten the food must make a DC 15 Constitution saving throw vs poison. If the saving throw fails, the creature takes 14 (4d6) poison damage and gains one level of exhaustion. If a creature who the revenant has sworn vengeance against makes the saving throw, they take 14 poison damage and gain one level of exhaustion on a success. On a failure, they drop to 0 hit points and are dying.

Roc (11)

Monstrosity (nature)


  • 1 Roc Beak. No immediate use. Can be carefully crafted (smith’s tools) into a greataxe or helmet, both of which require attunement. An attuned creature gains proficiency in Wisdom (perception) checks, as well as on Dexterity, Constitution, Wisdom, and Charisma saving throws, if they don’t have proficiency already. A creature without proficiency with greataxes or heavy armor cannot attune to the item. The bearer of this item (crafted or plain) has advantage on Charisma checks made to influence giants.
  • 2d4 Roc Talons. Acts as a war pick. The bearer of this item has advantage on Charisma checks made to influence giants.
  • 2 Roc Eye. No immediate use. Can be carefully crafted (transmutation) by a spellcaster into Eyes of the Eagle. The bearer of this item (crafted or plain) has advantage on Charisma checks made to influence giants.
  • 1 Roc Heart. No immediate use. Can be carefully crafted (divination) by a spellcaster into an amulet. The amulet glows when a Huge or larger creature comes within 120 feet. The bearer of this item (crafted or plain) has advantage on Charisma checks made to influence giants.
  • 5d10 Roc Feathers. Acts as a dagger. 20 of these can be mastercrafted (leatherworker’s tools) into Wings of Flying. The bearer of this item (crafted or plain) has advantage on Charisma checks made to influence giants.

Roper (5)

Monstrosity (nature)


  • 1 Roper Hide. No immediate use. Can be carefully crafted (leatherworker’s tools) into hide armor that grants advantage on stealth checks made to hide in rocky terrain.
  • 3d2 Roper Tendril. Acts as 50ft of rope with AC 20 and 10 hit points.
  • 1d10 Roper Teeth. 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into dice.
  • 1 Roper Eye. No immediate use. Can be crafted (alchemist’s supplies) into a Potion of Darkvision (grants darkvision out to 60ft for one hour) or carefully crafted (alchemist’s supplies) into a Potion of Spider Climb (grants the ability to climb difficult surfaces, including ceilings, without needing to make an ability check).

Rust Monster (1/2)

Monstrosity (nature)


  • 1d2 Rust Monster Antennae. Can be used as an improvised weapon. On a hit, if the target is wearing nonmagical metal armor or a nonmagical metal shield, its AC is permanently lowered by 1. If the antennae is touched to a nonmagical weapon, the weapon receives a permanent -1 to damage rolls. If the target is not a weapon or armor, the antennae destroys up to a 1-foot cube of nonmagical metal. The Antennae can be used to rust an object once before it loses this property.
R | Revenant - Rust Monster

Sahuagin (1/2)

Humanoid (survival)


  • 1 Tattered Spear
  • 1 Sahuagin Fin. No immediate use. Can be crafted (alchemist’s supplies) into a Potion of Animal Friendship that only affects creatures with a swim speed.

Sahuagin Priestess (2)

Humanoid (survival)


  • 1 Sahuagin Fin. No immediate use. Can be crafted (alchemist’s supplies) into a Potion of Animal Friendship that only affects creatures with a swim speed.
  • 1 Sahuagin Fish Maw of Sekolah. A creature holding the fish maw can cast Hold Person (save DC 12) using the fish maw as the material component for the spell. This consumes the fish maw.

Sahuagin Baron (5)

Humanoid (survival)


  • 1 Tattered Breastplate
  • 1 Tattered Trident
  • 2 Sahuagin Fin. No immediate use. Can be crafted (alchemist’s supplies) into a Potion of Animal Friendship that only affects creatures with a swim speed.
  • 1d4 Hand of a Sahuagin Baron. If placed on the ground, crawls towards the nearest place where blood was spilled within the last 24 hours. It can sense a blood spill up to 600 feet away. 3 of these can be carefully crafted (leatherworker’s tools) into a map that automatically marks the location of a murder that occurs within 1 mile of the map. The map magically draws the location and the surrounding area. The marks last for 24 hours after the murder occurs.
  • 1 Sahuagin Baron Head. When held, grants advantage on Charisma (Intimidation) checks made to influence Sahuagin. Can be carefully crafted (smith’s tools) into a Sahuagin Skull Lantern. Sahuagin in the light of the lantern must succeed on a DC 14 Wisdom saving throw or be hypnotized by the lantern, as if they had been affected by a Hypnotic Pattern spell. This also affects Malenti.
  • 1 Sahuagin Baron Heart. No immediate use. Can be mastercrafted (alchemist’s supplies) into a Potion of Elven Enmity (grants advantage on attack rolls made against elves, and advantage on saving throws made against an effect originating from elves for 1 hour).

Salamander (5)

Elemental (arcana)


  • 1 Heated Spear. Acts as a spear that deals an additional 1d6 Fire damage on a hit.
  • 1 Salamander Hide. Acts as a very warm blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants an attuned creature resistance to Fire damage.
  • 1d4-2 Fire Snake Eggs. A 2-foot black obsidian sphere that is very heavy and difficult to touch. A creature touching the egg takes 1d6 fire damage per round. If placed in a fire and not removed for 3 months, hatches into a Fire Snake. The Fire Snake is not hostile to the first creature it sees, and can be trained if kept away from Salamander culture. However, it retains its alignment and is very difficult to train.
  • 2d2 Motes of Elemental Fire. Appears as a rock that glows dimly. If dropped into an open flame, casts Faerie Fire centered on the mote. Can be used as the material component of a Commune spell to contact a deity in the Elemental Plane of Fire. Using either of these abilities destroys the mote.

Fire Snake (1)

Elemental (arcana)


  • 1d2 Motes of Elemental Fire. Appears as a rock that glows dimly. If dropped into an open flame, casts Faerie Fire centered on the mote. Can be used as the material component of a Commune spell to contact a deity in the Elemental Plane of Fire. Using either of these abilities destroys the mote.

Satyr (1/2)

Fey (religion)


  • 1d2 Satyr’s Horn. No immediate use. Can be carefully crafted (woodcarver’s tools) into one of the following items:
    • A smoking pipe that creates pleasant smoke. Once per day, the user may cast Charm Person (save DC 13) on a target breathing the smoke.
    • A flute that plays gentle music. Once per day, the user may play the flute, and any creature within 60 feet that can hear the flute must succeed on a DC 13 Wisdom saving throw or fall asleep and become unconscious for 1 minute. The affect ends if the creature takes damage or is shaken awake, or if the user doesn’t use their action that round to continue to play the flute.
    • A small horn that creates a frighteningly loud sound. Once per day, the user may blow into the horn and cast Fear (save DC 13).
S | Sahuagin - Scarecrow

Scarecrow (1)

Construct (arcana)


  • 1 Hag’s Soul Stone. Contains the soul of an evil creature. Destroying the stone puts the creature’s soul to rest. Can be carefully crafted by a spellcaster (Transmutation) into a Scarecrow. The Scarecrow has a 50% chance of disobeying non-evil commands.

Shadow (1/2)

Undead (religion)


  • 1 Wisp of Shadow. Destroyed if exposed to sunlight. 5 of these can be carefully crafted (conjuration) by a spellcaster into a Shadow Crossing, a portal that leads to the Shadowfell. The portal is permanently affixed to the location where it is crafted. 20 of these can be mastercrafted (transmutation) by a spellcaster into a Portable Hole.

Shambling Mound (5)

Plant (nature)


  • 1 Shambling Mound Root-Stem. When held by a creature, that creature gains resistance to lightning damage as the stem draws the energy towards it. Can be mastercrafted (abjuration) by a spellcaster into an amulet of lightning absorption, which requires attunement. An attuned creature is immune to lightning damage, and if it would take lightning damage, it instead regains hit points equal to the damage that would have been dealt.
  • 4d8 Shambling Mound Vines. Acts as a whip. Can be crafted (alchemist’s supplies) into a Potion of Fire Resistance or a Potion of Cold Resistance.

Shield Guardian (7)

Construct (arcana)


  • 1 Shield Guardian Helm. Requires attunement. An attuned creature gains blindsight out to 10 feet.
  • 1 Set of Shield Guardian Armor. Acts as splint armor. A creature wearing the armor has advantage on saving throws made to avoid the frightened condition.
  • 2 Shield Guardian Gauntlets. Acts as a shield. A creature wearing the gauntlet gains the attack action of hitting an enemy with the gauntleted fist, dealing 1d6 bludgeoning damage on a hit.
  • 1 Rune of Rebuilding. Etched onto a scrap of metal. A creature holding the rune can cast Mending from it at will. If the metal is used as a component in a vessel, vehicle, or mechanical creation, the item regains 10 hit points each round as long as it has at least 1 hit point.
  • 1 Spell Gem. Can store one spell of 4th level or lower. To do so, the user must cast the spell on the gem. The spell has no effect but is stored within the gem. When commanded to do so by the creature holding the gem or when a situation arises that was predefined by the spellcaster, the gem casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost.
  • 1 Shield Guardian Control Amulet. Usually found as loot on the creature controlling the Shield Guardian. Confers full control over the Shield Guardian.

Skeletons

Skeleton (1/4)

Undead (religion)


  • 1 Tattered Shortsword
  • 1 Tattered Shortbow
  • 1 Desecrated Skull. Acts as an arcane focus when casting Necromancy spells.

Minotaur Skeleton (2)

Undead (religion)


  • 1 Tattered Greataxe
  • 1d2 Minotaur Horns. No immediate use. Can be mastercrafted (alchemist’s supplies) into a Potion of Recall, which grants the drinker the ability to perfectly recall any path they have traveled for up to 8 hours. The drinker automatically succeeds on saving throws made to escape the Maze spell and similar areas.
  • 1 Desecrated Minotaur Skull. Acts as an arcane focus when casting Necromancy spells.

Warhorse Skeleton (1/2)

Undead (religion)


  • 1 Desecrated Horse Skull. Acts as an arcane focus when casting Necromancy spells.

Slaadi

Tadpole (1/8)

Aberration (arcana)


  • 1 Slaad Egg. No immediate use. If ingested by a humanoid, the egg causes a disease in the host. Over three months, the egg moves to the chest cavity, gestates, and forms a slaad tadpole. In the 24-hour period before giving birth, the host starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws. At birth, the tadpole chews its way through vital organs and out of the host's chest in 1 round, killing the host in the process. If the disease is cured before the tadpole's emergence, the unborn slaad is disintegrated.

Red Slaadi (5)

Aberration (arcana)


  • 2d4 Slaad Egg. No immediate use. If ingested by a humanoid, the egg causes a disease in the host. Over three months, the egg moves to the chest cavity, gestates, and forms a slaad tadpole. In the 24-hour period before giving birth, the host starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws. At birth, the tadpole chews its way through vital organs and out of the host's chest in 1 round, killing the host in the process. If the disease is cured before the tadpole's emergence, the unborn slaad is disintegrated.
S | Scarecrow - Slaadi
  • 1d2 Slaad Eyes. If ingested, grants the user telepathy out to 60 feet for one hour. At the end of this time, the user must roll on the Wild Magic table (PHB pg. 104).
  • 1d4 Red Slaad Claws. Acts as a dagger. If unused, can be mastercrafted (jeweler’s tools) into a device similar to a hypodermic needle, which can be used to inject liquids directly into a creature’s bloodstream.
  • 1 Control Gem. No immediate use. Can be used to control the Slaad whose head it inhabits if removed by 9th level magic or careful surgery, without killing the Slaad. Can be crushed as a reaction to negate one roll on the Wild Magic Table.

Blue Slaadi (7)

Aberration (arcana)


  • 1d4 Slaad Egg. No immediate use. If ingested by a humanoid, the egg causes a disease in the host. Over three months, the egg moves to the chest cavity, gestates, and forms a slaad tadpole. In the 24-hour period before giving birth, the host starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws. At birth, the tadpole chews its way through vital organs and out of the host's chest in 1 round, killing the host in the process. If the disease is cured before the tadpole's emergence, the unborn slaad is disintegrated.
  • 1d2 Slaad Eyes. If ingested, grants the user telepathy out to 60 feet for one hour. At the end of this time, the user must roll on the Wild Magic table (PHB pg. 104).
  • 2d4 Slaad Claws. Acts as a dagger. The first time it lands a hit on a creature, that creature must roll on the Wild Magic table (PHB pg. 104).
  • 2 Blue Slaadi Hooks. Acts as a sickle. When it successfully hits a creature for the first time, that creature must succeed on a DC 15 Constitution saving throw or be infected with a disease called chaos phage. While infected, the target can't regain hit points, and its hit point maximum is reduced by 10 (3d6) every 24 hours. If the disease reduces the target's hit point maximum to 0, the target instantly transforms into a red slaad or, if it has the ability to cast spells of 3rd level or higher, a green slaad. Only a wish spell can reverse the transformation.
  • 1 Control Gem. No immediate use. Can be used to control the Slaad whose head it inhabits if removed by 9th level magic or careful surgery, without killing the Slaad. Can be crushed as a reaction to negate one roll on the Wild Magic Table.

Green Slaadi (8)

Aberration (arcana)


  • 1d4 Slaad Egg. No immediate use. If ingested by a humanoid, the egg causes a disease in the host. Over three months, the egg moves to the chest cavity, gestates, and forms a slaad tadpole. In the 24-hour period before giving birth, the host starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws. At birth, the tadpole chews its way through vital organs and out of the host's chest in 1 round, killing the host in the process. If the disease is cured before the tadpole's emergence, the unborn slaad is disintegrated.
  • 1d2 Slaad Eyes. If ingested, grants the user telepathy out to 60 feet for one hour. At the end of this time, the user must roll on the Wild Magic table (PHB pg. 104).
  • 2d4 Slaad Claws. Acts as a dagger. The first time it lands a hit on a creature, that creature must roll on the Wild Magic table (PHB pg. 104).
  • 1 Hunk of Slaad Brain Matter. If ingested, transforms a small or medium humanoid into a Red Slaad for 1 hour. Its statistics, other than its size, are the same in the alternate form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. At the end of the duration, the user must roll on the Wild Magic table (PHB pg. 104).
  • 1 Slaad Chaos Staff. Acts as a Wand of the War Mage +2 in the hands of a Wild Magic Sorcerer. Any other spellcasting class can use it as an Arcane Focus. When a spell is cast from this staff, roll on the Wild Magic table (PHB pg. 104), unless a Wild Magic surge has already been triggered due to the casting of the spell.
  • 1 Control Gem. Can be crushed as a reaction to negate one roll on the Wild Magic Table. Can be used to control the Slaad whose head it inhabits if removed by 9th level magic or careful surgery, without killing the Slaad.
  • 1 Green Slaad Chaos Heart. Can be crushed to cast a random spell. Roll 1d6:
1d6 Result
1 Detect Magic (as if holder had cast)
2 Detect Thoughts (as if holder had cast)
3 Mage Hand (as if holder had cast, appears as Slaad hand)
4 Fear (targeting holder)
5 Invisibility (targeting holder)
6 Fireball (centered on holder)
S | Slaadi

Gray Slaadi (9)

Aberration (arcana)


  • 2d4 Slaad Egg. No immediate use. If ingested by a humanoid, the egg causes a disease in the host. Over three months, the egg moves to the chest cavity, gestates, and forms a slaad tadpole. In the 24-hour period before giving birth, the host starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws. At birth, the tadpole chews its way through vital organs and out of the host's chest in 1 round, killing the host in the process. If the disease is cured before the tadpole's emergence, the unborn slaad is disintegrated.
  • 1d2 Slaad Eyes. If ingested, grants the user telepathy out to 60 feet for one hour. At the end of this time, the user must roll on the Wild Magic table (PHB pg. 104).
  • 2d4 Slaad Claws. Acts as a dagger. The first time it lands a hit on a creature, that creature must roll on the Wild Magic table (PHB pg. 104).
  • 1 Hunk of Slaad Brain Matter. If ingested, transforms a small or medium humanoid into a Red Slaad for 1 hour. Its statistics, other than its size, are the same in the alternate form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. At the end of the duration, the user must roll on the Wild Magic table (PHB pg. 104).
  • 1 Slaad Liver. No immediate use. Can be carefully crafted (cook’s utensils) into a meal that allows 1 creature to regain 10 hit points per round, as long as they have at least 1 hit point remaining, for 1 hour.
  • 1 Control Gem. Can be crushed as a reaction to negate one roll on the Wild Magic Table. Can be used to control the Slaad whose head it inhabits if removed by 9th level magic or careful surgery, without killing the Slaad.
  • 1 Grey Slaad Chaos Heart. Can be crushed to cast a random spell. Roll 1d6.
1d6 Result
1 Detect Magic (as if holder had cast)
2 Detect Thoughts (as if holder had cast)
3 Major Image (as if holder had cast)
4 Fear (targeting holder)
5 Fireball (centered on holder)
6 Plane Shift (targeting holder, sent to the Spawning Stone on the plane of Limbo)

Death Slaadi (10)

Aberration (arcana)


  • 2d4 Slaad Egg. No immediate use. If ingested by a humanoid, the egg causes a disease in the host. Over three months, the egg moves to the chest cavity, gestates, and forms a slaad tadpole. In the 24-hour period before giving birth, the host starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws. At birth, the tadpole chews its way through vital organs and out of the host's chest in 1 round, killing the host in the process. If the disease is cured before the tadpole's emergence, the unborn slaad is disintegrated.
  • 1d2 Slaad Eyes. If ingested, grants the user telepathy out to 60 feet for one hour. At the end of this time, the user must roll on the Wild Magic table (PHB pg. 104).
  • 2d4 Slaad Claws. Acts as a dagger. The first time it lands a hit on a creature, that creature must roll on the Wild Magic table (PHB pg. 104).
  • 1 Hunk of Slaad Brain Matter. If ingested, transforms a small or medium humanoid into a Red Slaad for 1 hour. Its statistics, other than its size, are the same in the alternate form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. At the end of the duration, the user must roll on the Wild Magic table (PHB pg. 104).
  • 1 Slaad Liver. No immediate use. Can be carefully crafted (cook’s utensils) into a meal that allows 1 creature to regain 10 hit points per round, as long as they have at least 1 hit point remaining, for 1 hour.
  • 1 Control Gem. Can be crushed as a reaction to negate one roll on the Wild Magic Table. Can be used to control the Slaad whose head it inhabits if removed by 9th level magic or careful surgery, without killing the Slaad.
  • 1 Death Slaad Hide. No immediate use. Can be mastercrafted (leatherworker’s tools) into a cloak that grants resistance to necrotic damage.
  • 1 Death Slaad Chaos Heart. Can be crushed to cast a random spell. Roll 1d6.
1d6 Result
1 Detect Magic (as if holder had cast)
2 Detect Thoughts (as if holder had cast)
3 Fly (as if holder had cast)
4 Fireball (centered on holder)
5 Plane Shift (targeting holder, sent to the Plane of Negative Energy)
6 Cloudkill (centered on holder)
S | Slaadi

Specter (1)

Undead (religion)


  • 1 Vial of Ectoplasm. No immediate use. Can be crafted (alchemist’s supplies) into a potion of Invisibility or an Oil of Etherealness.

Sphinxes

Androsphinx (17)

Monstrosity (nature)


  • 6d4 Sphinx Feathers. A creature holding the feather can cast Misty Step. This destroys the feather. 10 of these can be mastercrafted (conjuration) by a spellcaster into an amulet that requires attunement. An attuned creature can cast Dimension Door from the amulet. Once this spell has been cast 2 times, it cannot be cast again until the next dawn.
  • 1 Mane of the Sphinx. No immediate use. Can be mastercrafted (weaver’s tools) into a crown that requires attunement. An attuned creature can cast Plane Shift once per day. Gods or extraplanar beings who were allied with or sympathetic to the Sphinx’s mission will react negatively to the attuned creature.
  • 1 Heart of the Androsphinx. No immediate use. Can be mastercrafted (conjuration) by a spellcaster into a Rod of Heroes Feast. The Rod has 2 charges and requires attunement. While attuned, a creature can expend 1 charge to cast Heroes Feast. The Rod regains 1 expended charge daily at dawn. If the Rod is reduced to 0 charges, roll a d20. On a 1, the Rod cracks and becomes useless.
  • 2 Eyes of the Sphinx. Can be consumed as an action. A creature that consumes the eye is under the effects of a Detect Magic spell for 1 hour, no concentration required. Can be mastercrafted (alchemist’s supplies) into a Potion of Truesight, which confers truesight out to 120 feet for 1 hour when consumed.
  • 2d4 Claws of the Androsphinx. Acts as a magic dagger. If a creature is at 0 hit points when struck by the dagger, they take no damage and are instead subject to a Spare the Dying spell. The dagger loses its magic once it successfully casts the spell upon a target.
  • 1 Sphinx Tail. Acts as a magic whip. A creature struck by the whip must succeed on a DC 15 Constitution saving throw or become 1d20 years older or younger (wielder’s choice), but never any younger than 1 year old. A Greater Restoration spell restores a creature’s age to normal.
  • 1 Sphinx’s Raiment. Counts as a 2,500 gp art object. Requires attunement. A creature attuned to the Raiment can use their action to alter the flow of time and force each creature within 500 feet to reroll initiative. The initiative count restarts at the top of the initiative. Once this ability has been used, it can’t be used again until the next dawn.
  • 1 Throat of the Sphinx. No immediate use. Can be carefully crafted (leatherworker’s tools) into a horn. A creature can use its action to blow the horn, forcing each other creature within 500 feet to make a DC 18 Wisdom saving throw. On a failure, a creature is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once the horn has been used this way, it can’t be used again until the next dawn.
  • 2 Sphinx Pelt. Can be carefully crafted (leatherworker’s tools) into a cloak that requires attunement. An attuned creature is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell it refuses. Wisdom (Insight) checks made to ascertain the creature’s intentions or sincerity have disadvantage.

Gynosphinx (11)

Monstrosity (nature)


  • 3d4 Sphinx Feathers. A creature holding the feather can cast Misty Step. This destroys the feather. 10 of these can be mastercrafted (conjuration) by a spellcaster into an amulet that requires attunement. An attuned creature can cast Dimension Door from the amulet. Once this spell has been cast 2 times, it cannot be cast again until the next dawn.
  • 1 Heart of the Gynosphinx. No immediate use. Can be mastercrafted (divination) by a spellcaster into a Rod of Legend Lore. The Rod has 2 charges and requires attunement. While attuned, a creature can expend 1 charge to cast Legend Lore. The Rod regains 1 expended charge daily at dawn. If the Rod is reduced to 0 charges, roll a d20. On a 1, the Rod cracks and becomes useless.
  • 2 Eyes of the Sphinx. Can be consumed as an action. A creature that consumes the eye is under the effects of a Detect Magic spell for 1 hour, no concentration required. Can be mastercrafted (alchemist’s supplies) into a Potion of Truesight, which confers truesight out to 120 feet for 1 hour when consumed.
  • 2d4 Claws of the Gynosphinx. Acts as a magic dagger. If the dagger is stuck into the ground, a Minor Illusion is created in the 5 foot cube above where the dagger is stuck. The creature who stuck the dagger determines the illusion, which can only be a still image. The DC of the Intelligence (Investigation) check required to discern the image is an illusion is 17. The dagger loses its magic once it successfully casts the spell.
  • 1 Sphinx Tail. Acts as a magic whip. A creature struck by the whip must succeed on a DC 15 Constitution saving throw or become 1d20 years older or younger (wielder’s choice), but never any younger than 1 year old. A Greater Restoration spell restores a creature’s age to normal.
  • 1 Sphinx’s Raiment. Counts as a 2,500 gp art object. Requires attunement. A creature attuned to the Raiment can use their action to alter the flow of time and force each creature within 500 feet to reroll initiative. Once this ability has been used, it can’t be used again until the next dawn.
S | Specter - Sphinx
  • 1 Sphinx Pelt. Can be carefully crafted (leatherworker’s tools) into a cloak that requires attunement. An attuned creature is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell it refuses. Wisdom (Insight) checks made to ascertain the creature’s intentions or sincerity have disadvantage.

Sprite (1/4)

Fey (religion)


  • 1 Pinch of Sprite Dust. If sprinkled over a creature, that creature gains the ability to touch another creature and magically know the touched creature’s current emotional state. If the target fails a DC 10 Charisma saving throw, the creature also knows the touched creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.

Stirge (1/8)

Beast (nature)


  • 1 Stirge Stinger. Acts as a piton, can be crafted into a pen (calligrapher's supplies)

Succubus/Incubus (4)

Fiend (religion)


  • 1 Succubus/Incubus Heart. No immediate use. Can be mastercrafted (transmutation) into one vial of Oil of Etherealness.
  • 1d2 Succubus/Incubus Wings. Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into a Hat of Disguise.
  • 1 Head of the Succubus/Incubus. The succubus/incubus can continue to see and speak through its head. It can use its Charm and Draining Kiss actions, and seeks to protect itself and return to the plane of existence it originated from. The head dies when it is targeted by a Bless spell or sprinkled with Holy Water.
  • 1d4 Succubus/Incubus Claws. Acts as a magic dagger. If two or more creatures each attune to a dagger from the same succubus/incubus, they are under the effect of a Rary’s Telepathic Bond spell.
S | Sphinx - Succubus & Incubus

Tarrasque (30)

Monstrosity (nature)


  • 1 Heart of the Tarrasque. Difficult to transport, as big as a large creature. No immediate use. Can be mastercrafted by a spellcaster (abjuration) into a Heart of Sorrow, which requires attunement and takes up two attunement slots. The Heart gains AC 15 and 50 hit points. If an attuned creature would take damage, and is on the same plane of existence as the Heart, it can choose to have the Heart of Sorrow take that damage instead. As long as the Heart of Sorrow has at least 1 hit point, it regains all lost hit points at dawn. The Heart shatters if it is reduced to 0 hit points. Can be mastercrafted (alchemist’s supplies) into 1d10 Potions of Tarrasque Strength (for 1 hour, your Strength score becomes 30. It has no effect if your Strength score is already 30 or higher).
  • 1 Skull of the Tarrasque. Difficult to transport, as big as a huge creature. The skull can be broken down into 40 Bones of the Tarrasque. Can be mastercrafted (woodcarver’s tools) into a ship. The ship’s bow has an AC of 25, the ship deals double damage to objects it rams, and if the bow of the ship would be targeted by a Magic Missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the spell bounces harmlessly off of the ship in a random direction. On a 6, the spell is reflected back at the caster as if the ship was the originator of the spell. Can be mastercrafted by a spellcaster (transmutation) into a throne. A creature who did not deal damage to the Tarrasque that attempts to sit on the throne is subject to a Flesh to Stone spell. The creature rolls its saving throws with disadvantage as long as it remains seated upon the throne. If a creature who has dealt damage to the Tarrasque sits upon the throne, they can harness the throne’s properties, all of which can be used once per day and refresh at dawn:
    • All creatures within 120 feet of the throne must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this ability for 24 hours.
    • If the creature sitting on the throne would fail a saving throw, it can choose to succeed instead.
    • If the creature sitting on the throne is targeted by a Magic Missile spell, a line spell, or a spell that requires a ranged attack roll, they can choose for the spell to be reflected back upon the caster as if the throne was the originator of the spell.
    • The creature sitting on the throne can make itself immune to bludgeoning, slashing, and piercing damage from nonmagical weapons for 10 minutes.
  • 1 Ribcage of the Tarrasque. Difficult to transport, as big as a gargantuan creature. The ribcage can be broken down into 80 Bones of the Tarrasque. Can be mastercrafted (mason’s tools) into the central pillar of a castle. The castle is immune to bludgeoning, piercing, and slashing damage from nonmagical weapons, and doesn’t take double damage from creatures with the Siege Monster ability. Creatures who spend at least one night within the castle gain advantage on saving throws against spells and other magical effects, and immunity to the charmed and frightened condition. These effects last as long as they remain within the castle walls and linger for 1 hour once the creature leaves the castle. Can be mastercrafted by a spellcaster (conjuration/necromancy) into a wizard’s tower. Creatures summoned (conjuration) or created (necromancy) within the tower gain blindsight out to 60 feet, AC 25 from scaly armor that appears on them, and advantage on saving throws against spells and other magical effects.
  • 1 Gullet of the Tarrasque. Difficult to transport, as big as a medium creature. Acts as a tent that is immune to acid damage. The gullet can be broken down into 10 Hunks of Tarrasque Meat. Can be mastercrafted (leatherworker’s tools) into 2d20 leather pouches, backpacks, or bags. The bags are immune to acid damage and have resistance to bludgeoning, slashing, and piercing damage from nonmagical weapons. Can be mastercrafted (alchemist’s supplies) into 1d10 Potions of Tarrasque Constitution (for 1 hour, your Constitution score becomes 30. It has no effect if your Constitution score is already 30 or higher).
  • 1 Tail of the Tarrasque. Difficult to transport, as big as a large creature. No immediate use. Can be mastercrafted (carpenter’s tools) into a Mangonel or Trebuchet. The object is immune to bludgeoning, slashing, and piercing damage from nonmagical weapons, deals double damage to objects and structures it strikes, and has an AC of 25. Can be mastercrafted (chef’s utensils) into 3d10 gallons of delicious soup. Creatures who consume the soup are immune to the frightened condition for 1 hour.
  • 4d10 Vials of Tarrasque Stomach Acid. As an action, can be splashed onto a creature or object within 5 feet, or thrown as an improvised weapon. On a hit, the target takes 56 (16d6) acid damage. Can be mastercrafted (alchemist’s supplies) into a potion of Acid Immunity (for 1 hour, the user is immune to acid damage).
T | Tarrasque
  • 4d20 Bones of the Tarrasque. No immediate use. Can be mastercrafted (smith’s tools) into a +3 magical weapon (any marital melee weapon with the heavy property). A creature can’t wield the weapon effectively unless their Strength score is 18 or higher. The weapon deals double damage to objects and structures, and if it strikes a creature, the creature must succeed on a DC 20 Strength saving throw or be knocked prone.

  • 4d20 Scales of the Tarrasque. Acts as a shield. If a creature holding the shield is targeted by a Magic Missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a roll of a 6, the spell bounces harmlessly off of the shield in a random direction. 3 of these can be mastercrafted (smith’s tools) into magical +3 armor (any medium or heavy) that requires attunement. An attuned creature gains advantage on saving throws against spells and magical effects.
  • 2d20 Horns of the Tarrasque. Difficult to transport, as big as a large creature. No immediate use. Can be mastercrafted (carpenter’s tools) into a Battering Ram. The object is immune to bludgeoning, slashing, and piercing damage from nonmagical weapons, deals double damage to objects and structures it strikes, and has an AC of 25. Can be mastercrafted by a spellcaster (enchantment) into 2d10 vials of Tarrasque Incense. When burned, the incense creates a 10-foot cloud of sweet-smelling smoke. A creature within this area must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this ability for 24 hours. The cloud persists for 1 minute or until dispersed by moderate or stronger winds.

  • 2d10 Claws of the Tarrasque. Acts as a greatclub. Can be mastercrafted (alchemist’s supplies) into a Potion of Fine Fettle, which provides immunity from one of the following conditions: charmed, frightened, paralyzed, poisoned, or blinded.
  • 2 Eyes of the Tarrasque. No immediate use. Can be mastercrafted by a spellcaster (divination) into a Greater Mask of Blindsight, which requires attunement. An attuned creature gains blindsight out to 120 feet.
  • 2d20 Teeth of the Tarrasque. Acts as a greatclub. Can be mastercrafted (smith’s tools) into a +3 magical weapon (any martial melee weapon that deals piercing damage) or 10 pieces of +3 ammunition. If the attacker chooses, a creature hit by this weapon or shot by this ammunition can be pierced to a wall or the ground. If the wall/ground is suitably soft, this ability cannot be used. The creature is grappled (escape DC 20) as long as the weapon or ammunition remains in place. The creature may choose to take the attack’s damage a second time to rip themselves free as a bonus action. Retrieving the weapon or ammunition also requires a DC 20 Strength check. On a failure, the weapon is permanently stuck in place, or the ammunition breaks and becomes nonmagical.
  • 5d20 Hunks of Tarrasque Meat. One hunk acts as a day’s worth of rations. If eaten this way, a creature gains immunity to being charmed or frightened for 24 hours.
T | Tarrasque

Thri-Kreen (1)

Humanoid (survival)


  • 1 Vial of Thri-Kreen Poison. You can use the poison in this vial to coat one slashing or piercing weapon or a piece of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 11 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the creature is also paralyzed while poisoned this way. The poisoned creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.

Treant (9)

Plant (nature)


  • 3d4 Branches. Acts as a club. Can be crafted (woodcarver’s tools) into a staff.
  • 2 Squirming Root. Acts as a druidic focus. A druid using the focus may cast entangle without using a spell slot. Once this property has been used, it cannot be used again until the next dawn.
  • 2d4 Treant Acorns. If planted, grows into a Treant over 10d20 years. A Plant Growth spell cast as an 8-hour ritual can reduce the time required to 8 hours. The Treant is not necessarily loyal to its creator, but rather, defends the forest in which it lives.
  • 1 Heart of the Forest. Acts as a druidic focus. A druid using the focus may cast awaken targeting a tree without using a spell slot. Once this property has been used, it cannot be used again until the next dawn.

Troglodyte (1/4)

Humanoid (survival)


  • 1 Vial of Troglodyte Blood. Can be thrown, making a ranged weapon attack. On a hit, the vial breaks open and the target must make a DC 12 Constitution saving throw or be poisoned for 1 round.

Troll (5)

Giant (survival)


  • 2d4 Chunks of Troll Meat. Can be consumed as rations. When eaten, the user must succeed on a DC 10 Constitution saving throw or become poisoned for 8 hours. If a creature eats two half-chunks instead of one full chunk, the remainder of the two chunks regrows into two full chunks in 24 hours. This property doesn’t work (and the Constitution saving throw isn’t required) if the meat is cooked or cured in acid.
  • 1 Vial of Troll Blood. No immediate use. Can be carefully crafted (alchemist's supplies) into a Potion of Vitality.
  • 1d10 Troll Teeth. 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into dice. Each day at dawn, roll 1d20. On an 11-19, the dice have grown into an interesting but unusable shape. On a 20, the dice have perfectly grown into a polyhedral die with one more side than it previously had.
  • 1 Troll Limb. Remains moving and attacks the nearest non-giant creature, per the Loathsome Limbs sidebar. If not cooked or cured with acid, regrows into a Troll in 1d4 hours. If dealt at least 10 acid or fire damage an hour, the regeneration process can be delayed. Dealing this damage doesn’t stop a short or long rest, provided the creature dealing the damage is awake to do so. Roll on the following table to determine the type of limb:
d10 Result
1-2 Head
3-4 Left Arm
5-6 Right Arm
7-8 Left Leg
9-10 Right Leg
T | Thri-Kreen - Troll

Umber Hulk (5)

Monstrosity (nature)


  • 1d2 Umber Hulk Eyes. A creature looking at the eye must make a DC 15 Charisma saving throw at the start of each of its turns or be affected by a Confusion spell that lasts until their next turn. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. Can be carefully crafted (enchantment) into an amulet that requires attunement. The amulet has a cover that prevents it from being seen. An attuned creature can magically open the eyelid-like cover, forcing creatures who can see the eye to make a saving throw against the eye’s effects. The eyelid can remain open for 10 rounds a day, after which it can’t be opened again until the next dawn. Crafting this item is hazardous, and each hour spent crafting, the creature crafting the item must make the Charisma saving throw, potentially harming creatures and objects around them.
  • 2 Umber Hulk Claws. No immediate use. Can be carefully crafted (smith’s tools) into a set of gauntlets. While worn, the gauntlets increase the damage of unarmed strikes to 1d8, and unarmed strikes deal slashing damage instead of bludgeoning. The gauntlets have the heavy property.
  • 1 Umber Hulk Carapace. Acts as a shield. Can be carefully crafted (smith’s tools) into a set of plate armor.
  • 1d2 Umber Hulk Antennae. No immediate use. Can be carefully crafted (alchemist’s supplies) into a Potion of Tremorsense (grants Tremorsense to 60 feet for 1 hour).

Unicorn (5)

Celestial (religion)


  • 1 Unicorn Horn. Acts as a magical +2 dagger that requires attunement by a good creature. An attuned creature gains telepathy out to 60 feet and can cast Detect Evil and Good at will. If a creature successfully hits another creature with the horn as a melee attack, the attuned creature can choose to have the target regain hit points equal to the damage dealt instead of taking damage. Once this ability has healed 30 hit points, it can’t be used again until the next dawn.
  • 1 Unicorn Pelt. Acts as a blanket that casts Calm Emotions on its user, preventing nightmares. Can be mastercrafted (leatherworker’s tools) into magical +3 leather armor that requires attunement by a good creature. An attuned creature gains advantage on saving throws against spells and other magical effects. Additionally, the creature may regain 11 (2d8+2) hit points as an action. Once sued, this ability can’t be used again until the attuned creature takes a short or long rest.
  • 1d4 Unicorn Hooves. Acts as a hammer. Can be carefully crafted (jeweler’s tools) into 1d6 dice. If the dice are rolled as a pair, they will always roll a total of 7. Can be mastercrafted (alchemist’s supplies) into a Potion of Supreme Healing.
  • 2d10 Strands of Hair from a Unicorn’s Mane. No immediate use. A creature can break the strand to cast Shield of Faith. 10 unbroken strands can be mastercrafted (weaver’s tools) into a bowstring. A creature struck by an arrow shot from a bow strung with this bowstring is subject to the Dismissal effect of a Dispel Evil and Good spell (save DC 14), provided the creature is of a type that would normally be affected by the spell. 20 unbroken strands can be mastercrafted (weaver’s tools) into a circlet. A creature wearing the circlet is affected by the Break Enchantment effect of a Dispel Evil and Good spell, provided they are under a condition that the spell would normally affect. The condition is not dismissed, only suppressed, and if the circlet is removed, the condition returns unless it was dispelled in the meantime.
U | Umber Hulk - Unicorn

Vampire (13)

Undead (religion)


  • 3d4 Vials of Vampire Dust. If consumed as an action, acts as a Gaseous Form spell cast upon the user. Can be carefully crafted (alchemist’s supplies) into a Poison of Mist, an ingested poison that forces a target to become mist as in a Gaseous Form spell. When used this way, the spell does not require concentration and cannot be willingly ended before the full duration has passed.
  • 2d4 Wisp of Shadow. Destroyed if exposed to sunlight. 5 of these can be carefully crafted (conjuration) by a spellcaster into a Shadow Crossing, a portal that leads to the Shadowfell. The portal is permanently affixed to the location where it is crafted. 20 of these can be mastercrafted (transmutation) by a spellcaster into a Portable Hole.
  • 2 Vampire Fangs. Acts as a needle. Can be mastercrafted into a Potion of Vampirism. A creature drinking the potion takes 10 (3d6) necrotic damage. If this damage reduces them to 0 hit points, then they are buried in the ground, they rise the following night as a Vampire Spawn. If the Vampire whose fang was used is still alive, the Spawn is under that Vampire’s control.
  • 2 Vampire Eyes. No immediate use. Can be carefully crafted by a spellcaster (enchantment) into an amulet that requires attunement. An attuned creature can cast Suggestion (DC 17) from the amulet three times. Once the third use has been expended, the amulet cannot be used again until the next sunset.
  • 1 Vampire Heart. This item is destroyed if the Vampire is killed while staked through the heart. Can be mastercrafted by a spellcaster (abjuration) into a suit of medium or heavy armor that requires attunement. While wearing the armor, an attuned creature regains 20 hit points at the start of its turn, as long as it has at least 1 hit point. The heart is exposed on the armor, and if it is in direct sunlight or the attuned creature takes radiant damage, this trait doesn’t function at the start of the attuned creature’s next turn. If a creature attacks the heart and pierces it with a wooden stake (AC 20 to hit), the armor loses this property and becomes mundane.
  • 1d2 Vampire Hand. Acts as a Crawling Claw that has all a Vampire’s weaknesses and the Spider Climb ability. If the Vampire is still alive, it is under the Vampire’s control. Otherwise, it acts independently. If killed, it can be carefully crafted by a spellcaster (divination) into a stand for a Crystal Ball. While held in the stand, the Crystal ball automatically succeeds on attempts to scry upon bats, rats, and wolves in the spell’s range, and gains the abilities of a Crystal Ball of Telepathy when viewing those creatures.
  • 1 Vampire Head. If not blessed by holy water, transforms into a Vargouille (Volo’s Guide pg. 195) in 1d4 days. Can be attuned to. An attuned creature can use an action to magically call 2d4 swarms of bats or rats, as long as the sun isn’t up. If outdoors, the attuned creature can call 3d6 wolves instead. The creatures arrive in 1d4 rounds, acting as allies of the attuned creature. The beasts remain for 1 hour, until the attuned creature dismissed them as a bonus action, or if the creature loses its attunement. If the head transforms, the creature loses its attunement. The head can only be used to summon creatures once per day, and loses this property if blessed by holy water.
  • 1 Tome of the Vampire. Can be pickpocketed from the Vampire before death. Details how the Vampire was created and hints at where its resting place might be.

Vampire Spawn (5)

Undead (religion)


  • 1d2 Vampire Hand. Acts as a Crawling Claw that has all a Vampire’s weaknesses and the Spider Climb ability. If the Vampire Spawn is still alive, it is under the Vampire Spawn’s control. Otherwise, it acts independently.
  • 1d2 Vampire Fangs. Acts as a needle. Can be mastercrafted into a Potion of Vampirism. A creature drinking the potion takes 10 (3d6) necrotic damage. If this damage reduces them to 0 hit points, then they are buried in the ground, they rise the following night as a Vampire Spawn. If the Vampire who created the original Vampire Spawn is still alive, the Spawn is under that Vampire’s control.
  • 1 Vial of Vampire Dust. If consumed as an action, acts as a Gaseous Form spell cast upon the user. Can be carefully crafted (alchemist’s supplies) into a Poison of Mist, an ingested poison that forces a target to become mist as in a Gaseous Form spell. When used this way, the spell does not require concentration and cannot be willingly ended before the full duration has passed.
  • 2d4 Wisp of Shadow. Destroyed if exposed to sunlight. 5 of these can be carefully crafted (conjuration) by a spellcaster into a Shadow Crossing, a portal that leads to the Shadowfell. The portal is permanently affixed to the location where it is crafted. 20 of these can be mastercrafted (transmutation) by a spellcaster into a Portable Hole.
V | Vampire

Water Weird (3)

Elemental (arcana)


  • 2d2 Motes of Elemental Water. Appears as a small shard of ice that glows with blue light. If covered in water or dropped in water, casts Create Water, centered on the mote. Can be used as the material component of a Commune spell to contact a deity in the Elemental Plane of Water. Using either of these abilities destroys the mote.
  • 1 Heart of Waves. Identical to a Mote of Elemental Water, and can be used for the same purposes. In addition to its other properties, it can be mastercrafted (conjuration) by a spellcaster into a portal to the Elemental Plane of Water. The portal is stationary in the location it is crafted.

Wight (3)

Undead (religion)


  • 1 Tattered Longsword
  • 1 Tattered Longbow
  • 1d4 Wisp of Shadow. Destroyed if exposed to sunlight. 5 of these can be carefully crafted (conjuration) by a spellcaster into a Shadow Crossing, a portal that leads to the Shadowfell. The portal is permanently affixed to the location where it is crafted. 20 of these can be mastercrafted (transmutation) by a spellcaster into a Portable Hole.
  • 2 Wight Hand. Acts as an improvised melee weapon that deals 1d6 necrotic damage on a hit. A creature struck by the attack must make a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finished a long rest. The target dies if this effect reduces its hit point maximum to 0.

Will-o’-Wisp (2)

Undead (religion)


  • 1 Vial of Ectoplasm. No immediate use. Can be crafted (alchemist’s supplies) into a potion of Invisibility or an Oil of Etherealness.
  • 1 Wisp Stone. If consumed, for 1 hour, when the user reduces a hostile creature to 0 hit points, the user regains 3d6 hit points. Any creature reduced to 0 hit points in this way is killed immediately, instead of becoming unconscious.

Wraith (5)

Undead (religion)


  • 1 Crown of the Undead. Requires attunement. A creature attuned to the Crown and wearing it can use their action to choose one undead they can see within 60 feet of them. The undead must make a DC 14 Charisma saving throw. On a success, it can't be targeted by this ability again. On a failure, the undead becomes friendly to the attuned creature and obeys its commands until this ability is used again. Curse: an attuned creature takes on a semi-incorporeal appearance. The creature is vulnerable to radiant damage, and has disadvantage on attack rolls, as well as Wisdom (perception) checks that rely on sight, while in sunlight. If the creature is reduced to 0 hit points while attuned to the crown, it dies immediately, without making death saving throws.
  • 1d4 Wisp of Shadow. Destroyed if exposed to sunlight. 5 of these can be carefully crafted (conjuration) by a spellcaster into a Shadow Crossing, a portal that leads to the Shadowfell. The portal is permanently affixed to the location where it is crafted. 20 of these can be mastercrafted (transmutation) by a spellcaster into a Portable Hole.
  • 2 Vial of Ectoplasm. No immediate use. Can be crafted (alchemist’s supplies) into a Potion of Invisibility or an Oil of Etherealness.
  • 1 Pinch of Spirit Dust. Acts as Dust of Disappearance.

Wyvern (6)

Dragon (nature)


  • 1d4 Vials of Wyvern Venom. Can be applied to a weapon or piece of ammunition. A creature hit by the poisoned attack must make a DC 15 Constitution saving throw, taking 24 poison damage on a failed save, or half as much damage on a successful one.
  • 2 Wyvern Wings. Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to poison damage.
  • 1d10 Wyvern Teeth. Acts as a dagger.
  • 1d10 Wyvern Scales. No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to poison damage while in use.
W | Water Weird - Wyvern

Xorn (5)

Elemental (arcana)


  • 1d4 Motes of Elemental Earth. Appears as a rock that glows dimly. If dropped or thrown to the ground as an improvised weapon, the ground becomes mud as if it had cast Grease centered on the mote. Can be used as the material component of a Commune spell to contact a deity in the Elemental Plane of Earth. Using either of these abilities destroys the mote.
  • 1 Heart of Stone. Identical to a Mote of Elemental Earth, and can be used for the same purposes. In addition to its other properties, it can be mastercrafted (conjuration) by a spellcaster into a portal to the Elemental Plane of Earth. The portal is stationary in the location it is crafted.
  • 1 Xorn Eye. No immediate use. Can be crafted by a spellcaster (divination) into a mask that requires attunement. While attuned to the mask, a creature can pinpoint the location, by scent, of precious metals and stones within 60 feet of it.
  • 2d10 50 GP Gems
X | Xorn

Yeti (3)

Monstrosity (nature)


  • 1 Yeti Hide. Acts as a blanket. Can be crafted (leatherworking tools) into a fur coat that grants resistance to cold damage and advantage on dexterity (stealth) checks made to hide in snowy terrain while worn. If the wearer of the coat takes fire damage, the coat has a 25% chance of catching fire and becoming useless.
  • 1d2 Yeti Horns. Acts as a dagger. Sought as trophies by hunters and heroes, and can be sold for a good price to collectors or admirers.
  • 1d2 Yeti Eyes. No immediate use. Can be carefully crafted (transmutation) by a spellcaster into an amulet that has 5 charges and requires attunement. An attuned creature can expend 1 charge to cast Ray of Frost from the amulet, or 3 charges to cast Hold Person (spell attack bonus +5, Save DC 13). The amulet regains 1d4+1 charges at dawn, as long as it came into contact with ice or snow during the previous day.

Abominable Yeti (9)

Monstrosity (nature)


  • 3 Yeti Hide. Acts as a blanket. Can be crafted (leatherworking tools) into a fur coat that grants resistance to cold damage and advantage on dexterity (stealth) checks made to hide in snowy terrain while worn. If the wearer of the coat takes fire damage, the coat has a 25% chance of catching fire and becoming useless.
  • 3d2 Yeti Horns. Acts as a dagger. Sought as trophies by hunters and heroes, and can be sold for a good price to collectors or admirers.
  • 2 Yeti Eyes. No immediate use. Can be carefully crafted (transmutation) by a spellcaster into an amulet that has 5 charges and requires attunement. An attuned creature can expend 1 charge to cast Ray of Frost from the amulet, or 3 charges to cast Hold Person (spell attack bonus +5, Save DC 13). The amulet regains 1d4+1 charges at dawn, as long as it came into contact with ice or snow during the previous day.
  • 1 Yeti Throat. No immediate use. Can be crafted (leatherworker’s tools) into a horn. A creature can blow on the horn as an action. The horn can be heard for 1000 feet. Any unaligned creature with a CR of 8 or less who can hear the horn must make a DC 18 Wisdom saving throw or become frightened. At the end of their turn, they can repeat the saving throw to end the effect. Aligned creatures and creatures with a CR of 9 or higher may be drawn to the sound if they believe they can defeat an Abominable Yeti.

Yuan-Ti

Yuan-Ti Abomination (7)

Monstrosity (nature)


  • 1 Tattered Scimitar
  • 1 Tattered Longbow
  • 3d4 Snake Skin. No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.
  • 2 Fangs of the Yuan-Ti. Acts as a dagger that deals an additional 2d6 poison damage on a hit. Acts as a trophy for rangers and adventurers.
  • 1 Heart of the Reptile God. Requires attunement. While attuned, a creature gains advantage on saving throws against spells and other magical effects, and can cast Fear once per day. When cast this way, the spell does not affect creatures with the Yuan-Ti tag. Curse: While attuned to the heart, a creature slowly becomes corrupted by the Reptile Gods. Each day at dawn, they must succeed on a Wisdom saving throw or suffer an effect. If the attunement is ended by a Remove Curse spell or similar effect, all effects of the curse end immediately. The effects occur in order, as follows:
    • Scales begin to cover the creature
    • The creature’s movement speed increases by 10 feet
    • The creature can only subsist on raw meat and eggs, no other food
    • The creature’s alignment becomes Neutral Evil, and they become an NPC controlled by the DM
  • 1d6 Vials of Yuan-Ti Blood. When ingested, a creature must succeed a DC 10 Constitution saving throw or become poisoned for 1 hour. While poisoned in this way, the creature is immune to poison damage, and cannot be poisoned by any other effect. Any poisons currently affecting the creature are suppressed until the effects of this poison wear off.

Yuan-Ti Malison (3)

Monstrosity (nature)


  • 1 Tattered Scimitar (Type 1 and 3)
  • 1 Tattered Longbow (Type 1 and 3)
  • 1 Snake Skin. No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.
  • 1 Fang of the Yuan-Ti. Acts as a dagger that deals an additional 2d6 poison damage on a hit. Acts as a trophy for rangers and adventurers.
Y | Yeti - Yuan-Ti
  • 1d4 Vials of Yuan-Ti Blood. When ingested, a creature must succeed a DC 10 Constitution saving throw or become poisoned for 1 hour. While poisoned in this way, the creature is immune to poison damage, and cannot be poisoned by any other effect. Any poisons currently affecting the creature are suppressed until the effects of this poison wear off.

Yuan-Ti Pureblood (1)

Humanoid (survival)


  • 1 Tattered Scimitar
  • 1 Tattered Shortbow
  • 1 Vial of Yuan-Ti Blood. When ingested, a creature must succeed a DC 10 Constitution saving throw or become poisoned for 1 hour. While poisoned in this way, the creature is immune to poison damage, and cannot be poisoned by any other effect. Any poisons currently affecting the creature are suppressed until the effects of this poison wear off.

Yugoloths

Note: Unless the Yugoloth is destroyed in Gehenna, only the Black Ichor is able to be harvested.

Arcanaloth (12)

Fiend (religion)


  • 3d4 Vials of Black Ichor. Can be consumed as an action. A creature consuming the ichor immediately teleports up to 60 feet into an unoccupied space they can see. Roll a d20. On a 1, the creature instead teleports to the plane of Gehenna.
  • 1 Arcanaloth Hide. Acts as a blanket. Can be mastercrafted by a spellcaster (illusion) into Glamoured Leather Armor.
  • 2 Arcanaloth Eyes. No immediate use. Can be mastercrafted (alchemist’s supplies) into a Potion of Truesight (grants truesight out to 60 feet for 1 hour).
  • 1 Arcanaloth Tail. A creature holding the Arcanaloth tail can use an action to cast Invisibility. The spell does not require concentration, but the creature must use one hand to hold the tail or the spell ends. Once this property has been used three times, it cannot be used again until the next dawn.
  • 2d4 Arcanaloth Claws. Acts as a magic dagger. On a hit, the target must make a DC 14 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much on a successful one. Once the poison damage has been dealt, the claw loses this property.
  • 1 Heart of the Yugoloth. No immediate use. Can be mastercrafted by a spellcaster (abjuration) into an Amulet of Magic Resistance, which requires attunement. An attuned creature has advantage on saving throws against spells and other magical effects.
  • 1 Set of Fine Robes. Of a rare and unsettling make. While worn without armor, grants advantage on Charisma check made to influence any Yugoloth that isn’t an Ultroloth.
  • 1 Spellbook. contains all spells the Arcanaloth has prepared.

Mezzoloth (5)

Fiend (religion)


  • 1 Magic Trident
  • 1d4 Vials of Black Ichor. Can be consumed as an action. A creature consuming the ichor immediately teleports up to 60 feet into an unoccupied space they can see. Roll a d20. On a 1, the creature instead teleports to the plane of Gehenna.
  • 1 Mezzoloth Shell. No immediate use. Can be carefully crafted (smith’s tools) into a set of plate armor. The armor counts as magical for the purpose of avoiding effects that would damage it.
  • 1d4 Mezzoloth Pincers. Acts as a magic sickle.
  • 1 Heart of the Yugoloth. No immediate use. Can be mastercrafted by a spellcaster (abjuration) into an Amulet of Magic Resistance, which requires attunement. An attuned creature has advantage on saving throws against spells and other magical effects.

Nycaloth (9)

Fiend (religion)


  • 1 Magic Greataxe
  • 2d4 Vials of Black Ichor. Can be consumed as an action. A creature consuming the ichor immediately teleports up to 60 feet into an unoccupied space they can see. Roll a d20. On a 1, the creature instead teleports to the plane of Gehenna.
  • 2 Nycaloth Wings. Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into magic leather armor that requires attunement. An attuned creature can use their action to cast Invisibility without requiring concentration. Once this property has been used, it cannot be used again until the next dawn.
  • 1d4 Nycaloth Claws. Acts as a dagger. On a hit, if the target is a creature, it must succeed on a DC 16 Constitution saving throw or take 5 (2d4) slashing damage at the start of each of its turns due to a fiendish wound. Each time a claw hits the wounded target with this attack, the damage dealt by the wound increases by 5 (2d4). Any creature can take an action to stanch the wound with a successful DC 13 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. A claw loses this property once it has delivered the fiendish wound.
  • 2 Nycaloth Horns. Acts as a shortsword. Can be carefully crafted (divination) into a Wand of Secrets or a Wand of Magic Detection.
  • 1 Heart of the Yugoloth. No immediate use. Can be mastercrafted by a spellcaster (abjuration) into an Amulet of Magic Resistance, which requires attunement. An attuned creature has advantage on saving throws against spells and other magical effects.

Ultroloth (13)

Fiend (religion)


  • 1 Magic Longsword
  • 5d4 Vials of Black Ichor. Can be consumed as an action. A creature consuming the ichor immediately teleports up to 60 feet into an unoccupied space they can see. Roll a d20. On a 1, the creature instead teleports to the plane of Gehenna.
Y | Yuan-Ti - Yugoloth
  • 2 Ultroloth Eyes. No immediate use. Can be mastercrafted (jeweler’s tools) into an amulet. A creature wearing the amulet can use an action to open the amulet and reveal the eye, forcing a single target within 30 feet that can see the eye to make a DC 17 Wisdom saving throw. On a failure, the target is charmed and stunned until the end of the amulet wearer’s next turn. On a success, the target is immune to the eye’s effects for 24 hours. Once the eye has charmed a target, it cannot be used again until the next dawn.
  • 2d4 Ultroloth Claws. Acts as a dagger. A creature hit by a claw must succeed on a DC 17 Wisdom saving throw or be affected as if by a Fear spell. Once the dagger has successfully caused this effect, it loses this property.
  • 1 Heart of the Yugoloth. No immediate use. Can be mastercrafted by a spellcaster (abjuration) into an Amulet of Magic Resistance, which requires attunement. An attuned creature has advantage on saving throws against spells and other magical effects.
  • 1 Set of Yugoloth Commander’s Robes. Of a rare and unsettling make. While worn, grants advantage on Charisma checks made to influence Yugoloths. Can be worn over armor.
Y | Yugoloth

Zombie (1/4)

Undead (religion)


  • 1 Zombified Hand. Acts as an arcane focus when casting necromancy spells.

Ogre Zombie (2)

Undead (religion)


  • 1 Tattered Morningstar
  • 1 Item in a Giant’s Bag
  • 1 Zombified Hand. Acts as an arcane focus when casting necromancy spells.

Beholder Zombie (5)

Undead (religion)


  • 2 Small Beholder Eyes. Acts as an arcane focus. An eye can cast a particular zombie beholder ray once per day. The ray is chosen randomly by the DM upon receiving the eye.
  • 1 Vial of Beholder Slime. Acts as Oil of Slipperiness.
  • 1 Zombified Beholder Eyestalk. Acts as an arcane focus when casting necromancy spells.
Z | Zombie

Appendix I: Beasts

Ape (1/2)

Beast (nature)


  • 1 Ape Hide. Acts as a blanket. Can be crafted (leatherworker’s tools) into a cloak.

Awakened Shrub (0)

Plant (nature)


  • 1d4 Twigs. Can be used as kindling.

Awakened Tree (2)

Plant (nature)


  • 1d4 Branches. Acts as a club. Can be crafted (woodcarver’s tools) into a staff.
  • 1 Squirming Root. acts as a druidic focus. A druid using the focus may cast entangle without using a spell slot. Once this property has been used, it cannot be used again until the next dawn.

Axe Beak (1/4)

Beast (nature)


  • 1 beak. Acts as a sickle.

Baboon (0)

Beast (nature)


  • 1 Baboon Pelt. No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.

Badger (0)

Beast (nature)


  • 1 Badger Pelt. No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.

Bat (0)

Beast (nature)


  • 1 Bat Pelt. No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.

Black Bear (1/2)

Beast (nature)


  • 1 Black Bear Hide. Acts as a blanket. Can be crafted (leatherworker’s tools) into a cloak.

Blood Hawk (1/8)

Beast (nature)


  • 1d4 Blood Hawk Feathers. No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows.

Boar (1/4)

Beast (nature)


  • 1 Boar Hide. Acts as a small blanket. 2 hides can be crafted (leatherworker’s tools) into a cloak.

Brown Bear (1)

Beast (nature)


  • 1 Brown Bear Hide. Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage. In extreme heat (DMG pg. 110), a creature wearing the cloak rolls Constitution saving throws to avoid exhaustion with disadvantage.

Camel (1/8)

Beast (nature)


  • 1 Camel Hide. Acts as a blanket. Can be crafted (leatherworker’s tools) into a cloak.

Cat (0)

Beast (nature)


  • 1 cat pelt. No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.

Constrictor Snake (1/4)

Beast (nature)


  • 1 Snake Skin. No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.

Crab (0)

Beast (nature)


  • 1 Crab Claw. No Immediate use. Slightly pointy.

Crocodile (1/2)

Beast (nature)


  • 1d10 Crocodile Teeth. 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into dice.
Appendix I | Ape - Crocodile

Death Dog (1)

Monstrosity (nature)


  • 1 Death Dog Hide. Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into a cloak that requires attunement, and grants resistance to cold damage. In extreme heat (DMG pg. 110), a creature wearing the cloak rolls Constitution saving throws to avoid exhaustion with disadvantage. Curse: While attuned to the cloak, a creature takes 1d4 poison damage upon the completion of a long rest.

Deer (0)

Beast (nature)


  • 1 Deer Pelt. No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.

Dire Wolf (1)

Beast (nature)


  • 1 Dire Wolf Hide. Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage. In extreme heat (DMG pg. 110), a creature wearing the cloak rolls Constitution saving throws to avoid exhaustion with disadvantage.

Draft Horse (1/4)

Beast (nature)


  • 1d4 Hooves. Acts as a hammer. Can be carefully crafted (jeweler’s tools) into 1d6 dice.

Eagle (0)

Beast (nature)


  • 1d4 Eagle Feathers. No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows.

Elephant (4)

Beast (nature)


  • 1 Elephant Hide. Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage. In extreme heat (DMG pg. 110), a creature wearing the cloak rolls Constitution saving throws to avoid exhaustion with disadvantage.
  • 2d4 Elephant Toes. No immediate use. Can be carefully crafted (jeweler’s tools) into dice.
  • 1d2 Tusks. Sell for a high price. Can be carefully crafted (jeweler's tools) into a small ivory item, worth 10 times its normal price.

Elk (1/4)

Beast (nature)


  • 1 Antler. No immediate use. Can be consecrated (no crafting required) into a druidic focus by a druid.

Flying Snake (1/8)

Beast (nature)


  • 1d4 Snake Feathers. No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows.

Frog (0)

Beast (nature)


  • 1 Frog Leg. No immediate use. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.

Giant Ape (7)

Beast (nature)


  • 1 Giant Ape Hide. Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage. In extreme heat (DMG pg. 110), a creature wearing the cloak rolls Constitution saving throws to avoid exhaustion with disadvantage.
  • 2d4 Giant Ape Fingers. No immediate use. Acts as a trophy among hunters and adventurers.
  • 1 Giant Ape Skull. no immediate use. Can be carefully crafted (smith’s tools) into a helmet that grants +1 to Intimidation checks while worn.
  • 2 Giant Ape Fangs. acts as a druidic focus. Can be crafted (leatherworker’s tools) into a dagger.

Giant Badger (1/4)

Beast (nature)


  • 1 Giant Badger Hide. Acts as a blanket. Can be crafted (leatherworker’s tools) into a cloak.

Giant Bat (1/4)

Beast (nature)


  • 1 Giant Bat Hide. Acts as a blanket. Can be crafted (leatherworker’s tools) into a cloak.

Giant Boar (2)

Beast (nature)


  • 1 Giant Boar Hide. Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage. In extreme heat (DMG pg. 110), a creature wearing the cloak rolls Constitution saving throws to avoid exhaustion with disadvantage.

Giant Centipede (1/4)

Beast (nature)


  • 1d100 Centipede Legs. Acts as dagger. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.

Giant Constrictor Snake (2)

Beast (nature)


  • 2 Snake Skin. No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.
Appendix I | Death Dog - Giant Constrictor Snake

Giant Crab (1/8)

Beast (nature)


  • 1 Giant Crab Claw. Acts as a dagger. Can be mastercrafted (jeweler’s tools) into a musical instrument.

Giant Crocodile (5)

Beast (nature)


  • 4d10 Crocodile Teeth. 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into dice.
  • 1 Crocodile Hide. Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage. In extreme heat (DMG pg. 110), a creature wearing the cloak rolls Constitution saving throws to avoid exhaustion with disadvantage.

Giant Eagle (1)

Beast (nature)


  • 1d10 Giant Eagle Feathers. No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows.

Giant Elk (2)

Beast (nature)


  • 1 Giant Elk Hide. Acts as a blanket. Can be crafted (leatherworker’s tools) into a cloak.
  • 1 Giant Antler. No immediate use. Can be consecrated (no crafting required) into a druidic focus by a druid.

Giant Fire Beetle (0)

Beast (nature)


  • 1 Vial of Fire Beetle blood. Glows faintly for 1d6 days. Flammable.

Giant Frog (1/4)

Beast (nature)


  • 1 Giant Frog Leg. Acts as a club. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.

Giant Goat (1/2)

Beast (nature)


  • 1 Giant Goat Hide. Acts as a blanket. Can be crafted (leatherworker’s tools) into a cloak.

Giant Hyena (1)

Beast (nature)


  • 1 Giant Hyena Hide. Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage. In extreme heat (DMG pg. 110), a creature wearing the cloak rolls Constitution saving throws to avoid exhaustion with disadvantage.

Giant Lizard (1/4)

Beast (nature)


  • 1 Giant Lizard Tail. Acts as a whip. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.

Giant Octopus (1)

Beast (nature)


  • 1d8 Giant Tentacle. Acts as a whip. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.

Giant Owl (1/4)

Beast (nature)


  • 1d8 Giant Owl Feathers. No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows.

Giant Poisonous Snake (1/4)

Beast (nature)


  • 1d6 Poisonous Snake Skin. No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a poisoned water skin (contains 1 dose of basic poison instead of water).
  • 1 Vial of Serpent Venom. Acts as basic poison (PHB pg. 153) but deals 3d6 poison damage upon taking effect.

Giant Rat (1/8)

Beast (nature)


  • 1 Giant Rat Hide. Acts as a blanket. Can be crafted (leatherworker’s tools) into a cloak.

Giant Scorpion (3)

Beast (nature)


  • 2 Giant Scorpion Claw. Acts as a dagger. Can be mastercrafted (jeweler’s tools) into a musical instrument.
  • 1 Giant Scorpion Stinger. Acts as a dagger that deals +1d6 poison damage.

Giant Sea Horse (1/2)

Beast (nature)


  • 1 Giant Sea Horse Tail. Acts as a whip. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.

Giant Shark (5)

Beast (nature)


  • 3d10 Shark Teeth. 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into dice.
  • 2 Shark Fin. No immediate use. Can be crafted (cook’s utensils) into a delicious soup.

Giant Spider (1)

Beast (nature)


  • 1 Web Sac. When held, can cast Web one time before running dry.
Appendix I | Giant Crab - Giant Spider

Giant Toad (1)

Beast (nature)


  • 1 Giant Toad Leg. Acts as a club. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.

Giant Vulture (1)

Beast (nature)


  • 1d8 Giant Vulture Feathers. No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows.

Giant Wasp (1/2)

Beast (nature)


  • 1 Giant Wasp Stinger. Acts as a dagger. Can be crafted (alchemist’s supplies) into basic poison.

Giant Weasel (1/8)

Beast (nature)


  • 1 Giant Weasel Hide. Acts as a blanket. Can be crafted (leatherworker’s tools) into a cloak.

Giant Wolf Spider (1/4)

Beast (nature)


  • 1d4 Giant Spider Legs. Acts as a club.

Goat (0)

Beast (nature)


  • 1 Goat Pelt. No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.

Hawk (0)

Beast (nature)


  • 1d4 Hawk Feathers. No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows.

Hunter Shark (2)

Beast (nature)


  • 1d10 Shark Teeth. 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into dice.
  • 1 Shark Fin. No immediate use. Can be crafted (cook’s utensils) into a delicious soup.

Hyena (0)

Beast (nature)


  • 1 Hyena Pelt. No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.

Jackal (0)

Beast (nature)


  • 1 Jackal Pelt. No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.

Killer Whale (3)

Beast (nature)


  • 2d10 Killer Whale Teeth. 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into dice.
  • 1 Killer Whale Hide. Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage. In extreme heat (DMG pg. 110), a creature wearing the cloak rolls Constitution saving throws to avoid exhaustion with disadvantage.

Lion (1)

Beast (nature)


  • 1 Lion Hide. Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage. In extreme heat (DMG pg. 110), a creature wearing the cloak rolls Constitution saving throws to avoid exhaustion with disadvantage.

Lizard (0)

Beast (nature)


  • 1 Lizard Tail. No immediate use. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.

Mammoth (6)

Beast (nature)


  • 3 Mammoth Hide. Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage. In extreme heat (DMG pg. 110), a creature wearing the cloak rolls Constitution saving throws to avoid exhaustion with disadvantage.
  • 2 Mammoth Tusks. Acts as a club. Can be carefully crafted (jeweler's tools) into a small ivory item, worth 10 times its normal price.
  • 1 Mammoth Heart. No immediate use. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.

Mastiff (1/8)

Beast (nature)


  • 1 Mastiff Hide. Acts as a blanket. 2 hides can be crafted (leatherworker’s tools) into a cloak.

Mule (1/8)

Beast (nature)


  • 1 Mule Hide. Acts as a blanket. 2 hides can be crafted (leatherworker’s tools) into a cloak.

Octopus (0)

Beast (nature)


  • 1 Tentacle. No immediate use. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.
Appendix I | Giant Toad - Octopus

Owl (0)

Beast (nature)


  • 1d4 owl feathers. No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows.

Panther (1/4)

Beast (nature)


  • 1 Panther Hide. Acts as a blanket. 2 hides can be crafted (leatherworker’s tools) into a cloak.

Phase Spider (3)

Monstrosity (nature)


  • 1d8 Phase Spider Eyes. A creature holding the eye can use it to cast Blink. The eye disappears after the spell is cast.
  • 1d8 Phase Spider Legs. Acts as a flail. If an attack roll results in a critical failure, the leg disappears and the attack fails.
  • 1 Web Sac. Can cast Web once, then runs dry.

Poisonous Snake (1/8)

Beast (nature)


  • 1 Poisonous Snake Skin. No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a poisoned water skin (contains 1 dose of basic poison instead of water).

Polar Bear (2)

Beast (nature)


  • 1 Polar Bear Hide. Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage. In extreme heat (DMG pg. 110), a creature wearing the cloak rolls Constitution saving throws to avoid exhaustion with disadvantage.
  • 1d8 Polar Bear Teeth. 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into dice.

Pony (1/8)

Beast (nature)


  • 1 Pony Hide. No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.

Quipper (0)

Beast (nature)


  • 1 Quipper Jaw. No immediate use. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.

Rat (0)

Beast (nature)


  • 1 Rat Pelt. No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.

Raven (0)

Beast (nature)


  • 1d4 Raven Feathers. No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows.

Reef Shark (1/2)

Beast (nature)


  • 1d8 Shark Teeth. 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into dice.

Rhinoceros (2)

Beast (nature)


  • 1 Rhino Hide. Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage. In extreme heat (DMG pg. 110), a creature wearing the cloak rolls Constitution saving throws to avoid exhaustion with disadvantage.
  • 1 Rhino Horn. Acts as a club. Can be carefully crafted (alchemist’s supplies) into a potion of healing.

Riding Horse (1/4)

Beast (nature)


  • 1 Horse Hide. Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage. In extreme heat (DMG pg. 110), a creature wearing the cloak rolls Constitution saving throws to avoid exhaustion with disadvantage.

Saber-Toothed Tiger (2)

Beast (nature)


  • 1 Saber-Toothed Tiger Hide. Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage. In extreme heat (DMG pg. 110), a creature wearing the cloak rolls Constitution saving throws to avoid exhaustion with disadvantage.
  • 1d2 Saber-Toothed Tiger Fang. Acts as dagger. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.

Scorpion (0)

Beast (nature)


  • 1 Scorpion Carapace. No immediate use. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.

Sea Horse (0)

Beast (nature)


  • 1 Sea Horse Tail. No immediate use. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.
Appendix I | Owl - Sea Horse

Spider (0)

Beast (nature)


  • 1 spider carapace. No immediate use. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.

Swarm of Bats (1/4)

Beast (nature)


  • 1d20 Bat Pelt. No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.

Swarm of Insects (1/2)

Beast (nature)


  • 1d20 items based on type of insect (see other entries).

Swarm of Poisonous Snakes (2)

Beast (nature)


  • 2d20 Poisonous Snake Skin. No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a poisoned water skin (contains 1 dose of basic poison instead of water).

Swarm of Quippers (1)

Beast (nature)


  • 1d20 Quipper Jaw. No immediate use. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.

Swarm of Rats (1/4)

Beast (nature)


  • 1d20 Rat Pelt. No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.

Swarm of Ravens (1/4)

Beast (nature)


  • 1d20 Raven Feathers. No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows.

Tiger (1)

Beast (nature)


  • 1 Tiger Hide. Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage.

Vulture (0)

Beast (nature)


  • 1d4 Vulture Feathers. No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows.

Warhorse (1/2)

Beast (nature)


  • 1 Horse Hide. No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.

Weasel (0)

Beast (nature)


  • 1 Weasel Pelt. No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.

Winter Wolf (3)

Monstrosity (nature)


  • 1 Winter Wolf Hide. Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into a cloak that grants resistance to cold damage. In extreme heat (DMG pg. 110), a creature wearing the cloak rolls Constitution saving throws to avoid exhaustion with disadvantage.
  • 1d4 Winter Wolf Teeth. 20 teeth act as a bag of caltrops. Can be carefully crafted (jeweler’s tools) into dice that grant advantage on checks made to determine the outcome to a dice game in cold weather.
  • 1 Winter Wolf Heart. No immediate use. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.

Wolf (1/4)

Beast (nature)


  • 1 Wolf Hide. Acts as a blanket. 2 hides can be crafted (leatherworker’s tools) into a cloak.

Worg (1/2)

Monstrosity (nature)


  • 1 Worg Hide. Acts as a blanket. Can be crafted (leatherworker’s tools) into a cloak.
Appendix I | Sea Horse - Worg

Appendix II: NPCs

Acolyte (1/4)

Humanoid (survival)


  • 1 Tattered Club
  • 1 Holy Book of the Acolyte’s order

Archmage (12)

Humanoid (survival)


  • 1 Tattered Dagger
  • 1 Spellcasting component pouch
  • 2d4 Healing Potions
  • 1 Arcane Focus
  • 3d4 books (useless)
  • 1 Spellbook. Contains 2 random spells of 5th level or less that can be copied by a wizard
  • 1d4-1 Skill Books. Contain knowledge concerning a certain skill and topic that the Archmage was interested in. For example: History (Lords of the Land). Using the book for 5 minutes is equivalent on rolling a 15 on the related skill
  • 2 Flasks of Alchemist’s Fire
  • 1 Map to a nearby Archmage tower

Assassin (8)

Humanoid (survival)


  • 1 Set of Tattered Studded Leather
  • 2 Tattered Shortswords
  • 1 Tattered Light Crossbow
  • 1 Set of Thieves' Tools
  • 3 Vials of Standard Poison
  • 1 Briefing. a short description of the mission of the assassin. Purposefully vague.
  • 1 Hit List. a list of past or future targets of the assassin
  • 1 Contact list. a list of places to hide out or find work in the closest civilization
  • 1 Keepsake. a trinket or letter revealing the reason the assassin chooses to kill

Bandit (1/8)

Humanoid (survival)


  • 1 Set of Tattered Leather Armor
  • 1 Tattered Scimitar
  • 1 Tattered Light Crossbow
  • 1 Bandit Code. a password or symbol that allows entrance to certain circles

Bandit Captain (2)

Humanoid (survival)


  • 1 Set of Tattered Studded Leather
  • 1 Tattered Scimitar
  • 2 Tattered Daggers
  • 1 Bandit Code. a password or symbol that allows entrance to certain circles
  • 1 Captain’s Cloak. Acts as a cloak, grants +1 to Persuasion checks towards Bandits

Berserker (2)

Humanoid (survival)


  • 1 Set of Tattered Hide Armor
  • 1 Tattered Greataxe
  • 1 Tribal Token. a small totem that can act as a druidic spell focus
  • 1 Pouch of Incense. As an action, can be inhaled to grant all attacks to be made with advantage for 1 hour. During this time, all attack rolls made against you are made with advantage.

Commoner (0)

Humanoid (survival)


  • 1 set of Tattered Clothing
  • 1 Tattered Club Usually takes the form of a cane, shoe, or other common object.

Cultist (1/8)

Humanoid (survival)


  • 1 Set of Tattered Leather Armor
  • 1 Tattered Scimitar
  • 1 Cultist’s Book. Contains lore and dogma of the cult

Cult Fanatic (2)

Humanoid (survival)


  • 1 Set of Tattered Leather Armor
  • 1 Tattered Dagger
  • 1 Cultist’s Book. Contains lore and dogma of the cult
  • 1 Spellcasting Component Pouch

Druid (2)

Humanoid (survival)


  • 1 Tattered Quarterstaff
  • 1 Spellcasting Component Pouch
  • 1 Tribal Token. a small totem that can act as a druidic spell focus

Gladiator (5)

Humanoid (survival)


  • 1 Tattered Spear
  • 1 Set of Tattered Studded Leather Armor
  • 1d2 Warrior’s Marks. a scrap of skin with a tattoo on it that can be used to prove the identity of the foe.
  • 1 Shield of Glory. acts as a shield. Displays the symbol of a wealthy patron or champion fighter who owns the gladiator, and grants advantage on Charisma (Deception) checks made to convince others the owner of the shield is associated with the symbol's owner.
  • 3 Admirer’s Tokens. trinkets from fans who wished to bestow a gift to the gladiator
Appendix II | Acolyte - Gladiator

Guard (1/8)

Humanoid (survival)


  • 1 Tattered Spear
  • 1 Tattered Chain Shirt
  • 1 Tattered Shield
  • 1 coil of rope. just long enough to bind the hands of a humanoid.

Knight (3)

Humanoid (survival)


  • 1 Set of Tattered Plate Mail
  • 1 Tattered Greatsword
  • 1 Tattered Heavy Crossbow
  • 1d2 Warrior’s Marks. a scrap of skin with a tattoo on it that can be used to prove the identity of the foe.
  • 1 Lord’s Crest. A small token of the ruling lord which can prove fealty to the land, and grants advantage on Charisma (Deception) checks made to convince others the owner of the crest is associated with the ruling lord.
  • 1 Admirer’s token. a trinket from a person who wished to thank the knight for their service

Mage (6)

Humanoid (survival)


  • 1 Tattered Dagger
  • 1 Spellcasting Component Pouch
  • 1d4 Healing Potions
  • 1 Arcane Focus
  • 1d4 Books (useless)
  • 1 Spellbook. Contains 1 random spell of 3rd level or less that can be copied by a wizard
  • 1 Flask of Alchemist’s Fire

Noble (1/8)

Humanoid (survival)


  • 1 Tattered Breastplate
  • 1 Tattered Rapier
  • 1 Insignia of Nobility (usually a ring or amulet). very valuable but easily traceable

Priest (2)

Humanoid (survival)


  • 1 Tattered Chain Shirt
  • 1 Tattered Mace
  • 1 Holy Book of the Priest’s order
  • 1 Spellcasting Component Pouch

Scout (1/2)

Humanoid (survival)


  • 1 Set of Tattered Leather Armor
  • 1 Tattered Shortsword
  • 1 Tattered Longbow
  • 1 Briefing. a short description of the mission of the scout. Purposefully vague.

Spy (1)

Humanoid (survival)


  • 1 Tattered Shortsword
  • 1 Tattered Hand Crossbow
  • 1 Set of Thieves’ Tools
  • 1 Briefing. a short description of the mission of the spy. Purposefully vague.

Thug (1/2)

Humanoid (survival)


  • 1 Set of Tattered Leather Armor
  • 1 Tattered Mace
  • 1 Tattered Heavy Crossbow
  • 1 Keepsake. a trinket or letter revealing the reason the thug needed money

Tribal Warrior (1/8)

Humanoid (survival)


  • 1 Set of Tattered Hide Armor
  • 1 Tattered Spear
  • 1 Tribal Token. a small totem that can act as a druidic spell focus

Veteran (3)

Humanoid (survival)


  • 1 Set of Tattered Splint Armor
  • 1 Tattered Longsword
  • 1 Tattered Shortsword
  • 1 Tattered Heavy Crossbow 1d2 Warrior’s Marks. a scrap of skin with a tattoo on it that can be used to prove the identity of the foe.
  • 1 Healer's Kit
  • 1 Keepsake. a trinket or letter revealing the reason the veteran chooses to fight.
Appendix II | Guard - Veteran

Appendix III: Crafting Index

Abjuration
  • Cyclops Eye (careful)
  • Shambling Mound Root-Stem (master)
  • Heart of the Tarrasque (master)
  • Vampire Heart (master)
  • Heart of the Yugoloth (master)
Alchemist’s Supplies/Herbalism Kit
  • Aarakocra Feathers
  • Vial of Ectoplasm
    • Banshee
    • Demilich
    • Shadow Demon
    • Ghost
    • Specter
    • Will-o'-wisp
    • Wraith
  • Basilisk Stomach (master)
  • Death Tyrant Skull (careful)
  • Strong Bugbear Heart
  • Cambion Horns
  • Centaur Hooves
  • Chimera Claws
  • Cloaker Blood
  • Cloaker Eyes
  • Cyclops Heart (careful)
  • Demilich Teeth (careful)
  • Foul Ichor (master)
    • Jackalwere
  • Barlgura Tusks (careful)
  • Glabrezu Claws (careful)
  • Goristro Horns (master)
  • Hezrou Spines (master)
  • Demon Snake Tail (master)
    • Lizardfolk King/Queen
  • Marilith Head (master)
  • Vrock Eyes
  • Demon Spider Legs (master)
  • Erinyes Feathers (master)
  • Imp Wings (master)
  • Doppelganger Brain (careful)
  • Motes of Shadow (master)
  • Black Dragon Tail (master)
  • Blue Dragon Tail (master)
  • Green Dragon Tail (master)
  • Red Dragon Tail (master)
  • White Dragon Tail (master)
  • Ancient Brass Dragon Sleep Salve(master)
  • Ancient Bronze Dragon Repulsion Salve(master)
  • Ancient Copper Dragon Slowing Salve(master)
  • Ancient Gold Dragon Weakening Salve(master)
  • Ancient Silver Dragon Paralyzing Salve(master)
  • Drider Legs
  • Drider Eyes
  • Dryad Heart (master)
  • Duergar Head (careful)
  • Duergar Head (master)
  • Eye of the Empyrean (master)
  • Ettin Heart (careful)
  • Motes of Green Flame
  • Fomorian Stomach Lining (careful)
  • Cloud Giant Heart (careful)
  • Fire Giant Heart (careful)
  • Frost Giant Heart (careful)
  • Hill Giant Heart (careful)
  • Stone Giant Heart (careful)
  • Storm Giant Heart (careful)
  • Gorgon Stomach (master)
  • Grell Beak (careful)
  • Hell Hound Teeth (careful)
  • Strong Hobgoblin Heart (careful)
  • Kraken Eyes (master)
  • Lizardfolk Heart of Semuanya (careful)
  • Minotaur Horns (master)
    • Minotaur Skeleton
  • Heart of the Mummy (master)
  • Naga Bones
  • Nothic Eye (careful)
  • Oni Eyes (master)
  • Ochre Jelly (careful)
  • Orc Left Eye of Fury
  • Orc War Chief’s Head (careful)
  • Adult Remorhaz Heat Gland (master)
  • Young Remorhaz Heat Gland (master)
  • Remorhaz Antennae (careful)
  • Roper Eye
  • Roper Eye (careful)
  • Sahuagin Fin
  • Sahuagin Baron Heart (master)
  • Shambling Mound Vines
  • Eyes of the Sphinx (master)
  • Gullet of the Tarrasque (master)
  • Tarrasque Stomach Acid (master)
  • Claws of the Tarrasque (master)
  • Troll Blood (careful)
  • Umber Hulk Antennae (careful)
  • Unicorn Hooves (master)
  • Arcanaloth Eyes (master)
  • Rhino Horn (careful)
Alchemist’s Supplies/Poisoner’s Kit
  • Aboleth Mucous (careful)
  • Ankheg Acid
  • Crawler Tentacles
  • Cockatrice Venom (careful)
  • Barlgura Tusks (careful)
  • Glabrezu Claws (careful)
  • Hezrou Stench Glands (careful)
  • Ancient Black Dragon Acid Pouch (master)
  • Ancient Blue Dragon Lightning Organ (master)
  • Ancient Green Dragon Poison Lung (master)
  • Ancient Red Dragon Fire Sac (master)
  • Ancient White Dragon Ice Gland (master)
  • Brass Dragon Tail (master)
  • Ancient Brass Dragon Fire Sac (master)
  • Bronze Dragon Tail (master)
  • Ancient Bronze Dragon Lightning Organ (master)
  • Copper Dragon Tail (master)
  • Ancient Copper Dragon Acid Pouch (master)
  • Gold Dragon Tail (master)
  • Ancient Gold Dragon Fire Sac (master)
  • Silver Dragon Tail (master)
  • Ancient Silver Dragon Ice Gland (master)
  • Flumph Tentacles
  • Eyes of the Mummy Lord (master)
  • Vampire Dust (careful)
  • Vampire Fangs (master)
  • Giant Wasp
Brewer’s Supplies
  • Gas Spore Malt (careful)
  • Shrieker Malt (careful)
  • Violet Fungus Malt (careful)
  • Myconid Malt (careful)
  • Sovereign Malt (careful)
Calligrapher’s Supplies
  • Drider Spinneret
  • Griffon Feathers
  • Harpy Feathers
  • Hippogriff Feathers
  • Kenku Feathers
  • Owlbear Feathers
  • Pegasus Feathers
  • Peryton Feathers
  • Stirge Stinger
  • Blood Hawk Feathers
  • Eagle Feathers
  • Snake Feathers
  • Giant Eagle Feathers
  • Giant Owl Feathers
  • Giant Vulture Feathers
  • Hawk Feathers
  • Owl Feathers
  • Raven Feathers
  • Vulture Feathers
Carpenter’s Tools
  • Hands of the Empyrean (careful)
  • Kraken Skull (master)
  • Kraken Ribcage (master)
  • Purple Worm Teeth (careful)
  • Tail of the Tarrasque (master)
  • Horns of the Tarrasque (master)
Appendix III | Abjuration - Carpenter's Tools
Conjuration
  • Azer Heart (careful)
  • Beholder Eyestalks (master)
  • Kraken Hearts (master)
  • Sphinx Feathers (master)
  • Heart of the Androsphinx (master)
  • Ribcage of the Tarrasque (master)
  • Wisp of Shadow (careful)
    • Shadow
    • Vampire
    • Wight
    • Wraith
Cook’s Utensils
  • Remorhaz Legs (careful)
  • Slaad Liver (careful)
  • Tail of the Tarrasque (master)
  • Shark Fin
Divination
  • Mind Flayer Brain (careful)
  • Nothic Eye (master)
  • Otyugh Eyestalk (careful)
  • Rakshasa Hands (master)
  • Roc Heart (careful)
  • Heart of the Gynosphinx (master)
  • Eyes of the Tarrasque (master)
  • Vampire Hand (careful)
  • Xorn Eye
  • Nycaloth Horns (careful)
Enchantment
  • Nalfeshnee Tusks (careful)
  • Horns of the Tarrasque (master)
  • Umber Hulk Eyes (careful)
  • Vampire Eyes (careful)
Evocation
  • Dragon Turtle Steam Organ (master)
  • Heart of Wind (master)
    • Air Elemental
    • Invisible Stalker
  • Heart of Stone (master)
    • Earth Elemental
    • Galeb Duhr
    • Xorn
  • Heart of Fire (master)
    • Fire Elemental
  • Heart of Waves (master)
    • Water Elemental
    • Water Weird
  • Beard Hairs of the Storm Giant (master)
  • Mummy Lord Dust (master)
Illusion
  • Cloaker Wing (master)
  • Displacer Beast Paws (careful)
  • Arcanaloth Hide (master)
Jeweler’s Tools
  • Aboleth Teeth (careful)
  • Death Knight Bones
  • Goristro Teeth (careful)
  • Devil Eyes (master)
  • Devil Teeth (careful)
  • Blue Dragon Eyes (master)
  • Red Dragon Eyes (master)
  • Gold Dragon Eyes (master)
  • Silver Dragon Eyes (master)
  • Dragon Turtle Eyes (master)
  • Fomorian Evil Eye (careful)
  • Hell Hound Teeth (careful)
  • Manticore Teeth (careful)
  • Nightmare Hooves (careful)
  • Pegasus Hooves (careful)
  • Rakshasa Fangs (careful)
  • Rakshasa Eyes (master)
  • Roper Teeth (careful)
  • Red Slaad Claws (master)
  • Troll Teeth (careful)
  • Ultroloth Eyes (master)
  • Crocodile Teeth (careful)
  • Hooves (careful)
  • Elephant Toes (careful)
  • Tusks (careful)
  • Giant Crab Claw (master)
  • Giant Scorpion Claw (master)
  • Shark Teeth (careful)
  • Killer Whale Teeth (careful)
  • Mammoth Tusks (careful)
  • Polar Bear Teeth (careful)
  • Winter Wolf Teeth (careful)
Leatherworker’s Tools
  • Aboleth Tail (careful)
  • Aboleth Hide (master)
  • Aboleth’s Bladder (master)
  • Behir Hide (master)
  • Behir Tail (careful)
  • Spectator Hide (master)
  • Bullywug Bladder
  • Cambion Wing (master)
  • Cloaker Head (careful)
  • Couatl Hide (careful)
  • Chasme Head (careful)
  • Goristro Hide (master)
  • Nalfeshnee Hide (master)
  • Vrock Hide (master)
  • Barbed Devil Hide (careful)
  • Bone Devil Hide (master)
  • Bone Devil Wings (careful)
  • Pit Fiend Hide (master)
  • Dinosaur Hide (careful)
  • Plesiosaurus Bladder
  • Tattered Pteranodon Wings (careful)
  • Displacer Beast Tentacles (master)
  • Displacer Beast Hide (master)
  • Black Dragon Wing (master)
  • Black Dragon Hide (master)
  • Blue Dragon Wing (master)
  • Blue Dragon Hide (master)
  • Green Dragon Wing (master)
  • Green Dragon Hide (master)
  • Red Dragon Wing (master)
  • Red Dragon Hide (master)
  • White Dragon Wing (master)
  • White Dragon Hide (master)
  • Brass Dragon Wing (master)
  • Brass Dragon Hide (master)
  • Bronze Dragon Wing (master)
  • Bronze Dragon Hide (master)
  • Copper Dragon Wing (master)
  • Copper Dragon Hide (master)
  • Gold Dragon Wing (master)
  • Gold Dragon Hide (master)
  • Silver Dragon Wing (master)
  • Silver Dragon Hide (master)
  • Dragon Turtle Hide (master)
  • Hands of the Empyrean (careful)
  • Faerie Dragon Wings (master)
  • Deep Gnome Hide
  • Grick Hide
  • Grimlock Hide
  • Hell Hound Hide (careful)
  • Hippogriff Pelt
  • Hippogriff Pelt (careful)
  • Hydra Heads (careful)
  • Kraken Hide (careful)
  • Kuo-Toa Hide (careful)
  • Lizardfolk Hide (careful)
  • Manticore Wings
  • Merfolk Hide (careful)
  • Merrow Hide (careful)
  • Minotaur Hide
  • Owlbear Hide
  • Piercer Hide
  • Purple Worm Stomach Lining
  • Purple Worm Stomach Lining (careful)
  • Quaggoth Hide (careful)
  • Rakshasa Pelt (master)
  • Remorhaz Stomach
  • Remorhaz Stomach (careful)
  • Roc Feathers (master)
  • Roper Hide (careful)
  • Hand of a Sahuagin Baron (careful)
  • Salamander Hide (master)
  • Death Slaad Hide (master)
  • Throat of the Sphinx (careful)
  • Sphinx Pelt (careful)
  • Succubus/Incubus Wings (careful)
  • Gullet of the Tarrasque (master)
  • Unicorn Pelt (master)
  • Wyvern Wings (master)
  • Yeti Hide
  • Yeti Throat
  • Snake Skin
    • Yuan-Ti
  • Snake Skin (careful)
    • Yuan-Ti
  • Nycaloth Wings (careful)
  • Ape Hide
  • Baboon Pelt
  • Baboon Pelt (careful)
  • Bat Pelt
  • Bat Pelt (careful)
  • Black Bear Hide
  • Blink Dog Hide
  • Boar Hide
    • Wereboar
  • Brown Bear Hide (careful)
    • Werebear
  • Camel Hide
  • Cat Pelt
  • Cat Pelt (careful)
  • Death Dog Hide (careful)
  • Deer Pelt
  • Deer Pelt (careful)
Appendix III | Conjuration - Leatherworker's Tools
Leatherworker’s Tools (cont.)
  • Dire Wolf Hide (careful)
  • Elephant Hide (careful)
  • Giant Ape Hide (careful)
  • Giant Ape Fangs
  • Giant Badger Hide
  • Giant Bat Hide
  • Giant Boar Hide (careful)
  • Crocodile Hide (careful)
  • Giant Elk Hide
  • Giant Goat Hide
  • Giant Hyena Hide (careful)
  • Poisonous Snake Skin
  • Poisonous Snake Skin (careful)
  • Giant Rat Hide
  • Giant Weasel
  • Goat Pelt
  • Goat Pelt (careful)
  • Hyena Pelt
  • Hyena Pelt (careful)
  • Jackal Pelt
  • Jackal Pelt (careful)
  • Killer Whale Hide (careful)
  • Lion Hide (careful)
  • Mammoth Hide (careful)
  • Mastiff Hide
  • Mule Hide
  • Panther Hide
  • Polar Bear Hide (careful)
  • Pony Hide
  • Pony Hide (careful)
  • Rat Pelt
    • Wererat
  • Rat Pelt (careful)
  • Rhino Hide (careful)
  • Horse Hide
  • Horse Hide (careful)
    • Tiger Hide (careful)
  • Weretiger
  • Weasel Pelt
  • Weasel Pelt (careful)
  • Winter Wolf Pelt (careful)
  • Wolf Hide
    • Werewolf
  • Worg Hide
Mason’s Tools
  • Gargoyle Wings (master)
  • Kraken Ribcage (master)
  • Ribcage of the Tarrasque (master)
Necromancy
  • Bones of the Lich (careful)
  • Revenant Heart (careful)
  • Ribcage of the Tarrasque (master)
Smith’s Tools
  • Aboleth Tentacles (master)
  • Ankheg Claw (careful)
  • Basilisk Fang
  • Behir Claws (master)
  • Behir Fangs
  • Beholder Eye (master)
  • Bulette Head Plate (careful)
  • Bulette Claws
  • Chuul Carapace (careful)
  • Chuul Pincers (master)
  • Glabrezu Carapace (master)
  • Bone Devil Skull (master)
  • Ice Devil Carapace (master)
  • Pit Fiend Head (master)
  • Spined Devil Spines (careful)
  • Dinosaur Claw
  • Knobbed Tail (carefully)
  • Triceratops Horns (careful)
  • Tyrannosaurus Skull (master)
  • Ancient Black Dragon Skull (master)
  • Black Dragon Claws (master)
  • Black Dragon Scales (master)
  • Ancient Black Dragon Horns (master)
  • Adult Black Dragon Skull (master)
  • Adult Black Dragon Horns (master)
  • Ancient Blue Dragon Skull (master)
  • Blue Dragon Claws (master)
  • Blue Dragon Scales (master)
  • Ancient Blue Dragon Horn (master)
  • Adult Blue Dragon Skull (master)
  • Adult Blue Dragon Horn (master)
  • Ancient Green Dragon Skull (master)
  • Green Dragon Claws (master)
  • Green Dragon Scales (master)
  • Green Dragon Spines (master)
  • Adult Green Dragon Skull (master)
  • Ancient Red Dragon Skull (master)
  • Red Dragon Claws (master)
  • Red Dragon Scales (master)
  • Ancient Red Dragon Horns (master)
  • Adult Red Dragon Skull (master)
  • Adult Red Dragon Horns (master)
  • Young Red Dragon Horns (master)
  • Ancient White Dragon Skull (master)
  • White Dragon Claws (master)
  • White Dragon Scales (master)
  • Ancient White Dragon Frond (master)
  • Adult White Dragon Skull (master)
  • Adult White Dragon Frond (master)
  • Ancient Brass Dragon Skull (master)
  • Brass Dragon Claws (master)
  • Brass Dragon Scales (master)
  • Ancient Brass Dragon Frill (master)
  • Adult Brass Dragon Skull (master)
  • Adult Brass Dragon Frill (master)
  • Ancient Bronze Dragon Skull (master)
  • Bronze Dragon Claws (master)
  • Bronze Dragon Scales (master)
  • Ancient Bronze Dragon Horns (master)
  • Adult Bronze Dragon Skull (master)
  • Adult Bronze Dragon Horns (master)
  • Young Bronze Dragon Horns (master)
  • Ancient Copper Dragon Skull (master)
  • Copper Dragon Claws (master)
  • Copper Dragon Scales (master)
  • Ancient Copper Dragon Frond (master)
  • Adult Copper Dragon Skull (master)
  • Adult Copper Dragon Frond (master)
  • Ancient Gold Dragon Skull (master)
  • Gold Dragon Claws (master)
  • Gold Dragon Scales (master)
  • Gold Dragon Fins (master)
  • Adult Gold Dragon Skull (master)
  • Ancient Silver Dragon Skull (master)
  • Silver Dragon Claws (master)
  • Silver Dragon Scales (master)
  • Silver Dragon Fins (master)
  • Adult Silver Dragon Skull (master)
  • Dragon Turtle Claws (master)
  • Dragon Turtle Shell Fragments (master)
  • Titan’s Skull (master)
  • Gorgon Hide (master)
  • Gorgon Skull (careful)
  • Grick Beak (careful)
  • Hook Horror Carapace (careful)
  • Kraken Scales (master)
  • Naga Scales (careful)
  • Nothic Claws (master)
  • Purple Worm Teeth (careful)
  • Purple Worm Scales (master)
  • Adult Remorhaz Carapace
  • Young Remorhaz Carapace
  • Roc Beak (careful)
  • Sahuagin Baron Head (careful)
  • Bones of the Tarrasque (master)
  • Scales of the Tarrasque (master)
  • Teeth of the Tarrasque (master)
  • Umber Hulk Claws (careful)
  • Umber Hulk Carapace (careful)
  • Wyvern Scales (master)
  • Mezzoloth Shell (careful)
  • Giant Ape Skull (careful)
Appendix III | Leatherworker's Tools - Smith's Tools
Tinker’s Tools
  • Cog of Primus (master)
  • Gyro of Primus (master)
Transmutation
  • Animate Carpet Patch (master)
  • Dracolich Bone (master)
  • Demonic Jewelry
  • Clumps of Golem Clay (master)
  • Flesh Golem Limbs (master)
  • Hunks of Golem Iron (master)
  • Golem Stones (master)
  • Homunculus Clay (careful)
  • Mandrake Root (careful)
  • Hydra Heart (master)
  • Medusa Heart (master)
  • Ogre Heart (master)
  • Otyugh Stomach (careful)
  • Rakshasa Tongue (master)
  • Roc Eye (careful)
  • Hag’s Soul Stone (careful)
  • Wisp of Shadow (master)
    • Shadow
    • Vampire
    • Wight
  • Succubus/Incubus Heart (master)
  • Skull of the Tarrasque (master)
  • Yeti Eyes (careful)
Weaver’s Tools
  • Bulette Tendon (careful)
  • Divine Hair
  • Mane of the Sphinx (master)
  • Strands of Hair from a Unicorn’s Mane (master)
Woodcarver’s Tools
  • Ancient Black Dragon Skull (master)
  • Adult Black Dragon Skull (master)
  • Ancient Blue Dragon Skull (master)
  • Adult Blue Dragon Skull (master)
  • Ancient Green Dragon Skull (master)
  • Adult Green Dragon Skull (master)
  • Ancient Red Dragon Skull (master)
  • Adult Red Dragon Skull (master)
  • Ancient White Dragon Skull (master)
  • Adult White Dragon Skull (master)
  • Ancient Brass Dragon Skull (master)
  • Adult Brass Dragon Skull (master)
  • Ancient Bronze Dragon Skull (master)
  • Adult Bronze Dragon Skull (master)
  • Ancient Copper Dragon Skull (master)
  • Adult Copper Dragon Skull (master)
  • Ancient Gold Dragon Skull (master)
  • Adult Gold Dragon Skull (master)
  • Ancient Silver Dragon Skull (master)
  • Adult Silver Dragon Skull (master)
  • Griffon Feathers (careful)
  • Hippogriff Feathers (careful)
  • Kenku Feathers (careful)
  • Kraken Teeth (careful)
  • Owlbear Feathers (careful)
  • Pegasus Feathers (careful)
  • Peryton Feathers (careful)
  • Satyr’s Horn (careful)
  • Skull of the Tarrasque (master)
  • Branches
    • Treant
    • Awakened Tree
  • Blood Hawk Feathers
  • Eagle Feathers (careful)
  • Snake Feathers (careful)
  • Giant Eagle Feathers (careful)
  • Giant Eagle Feathers (careful)
  • Giant Vulture Feathers (careful)
  • Hawk Feathers (careful)
  • Owl Feathers (careful)
  • Raven Feathers (careful)
  • Vulture Feathers (careful)
Appendix III | Tinker's Tools - Woodcarver's Tools

Chapter 5: Magical Miscellany

Magic is one of the great hallmarks of D&D. Some of the most notable, memorable, and influential powerhouses of the multiverse wield the power of magic to do their bidding wherever they may be. From them, it trickles down in power to scale to the great spellcasters and novices of the arcane arts. In some cases, that magic is condensed and given shape into what are known as magical items. This chapter first presents new spells for player characters and monsters to use, followed by a long collection of new magic items they can wield.

Spells

This section contains new spells that the DM may add to a campaign, making them available to player character and monster spellcasters alike. The Spells table lists the new spells, ordering them by level. The table also notes the school of magic of a spell, whether it requires concentration, whether it bears the ritual tag, and which classes have access to it.

If you'd like to use any of these spells, talk to your DM, who may allow some, all, or none of them.

Spells
Level Spell School Conc. Ritual Class
0 Dark Bolt (MrEonCastle) Illusion No No Sorcerer, Warlock, Worldbuilder
0 Hardening (MrEonCastle) Transmutation No No Druid, Sorcerer, Wizard
0 Pet Rock (yolo_zombie) Transmutation No No Artificer, Wizard, Worldbuilder
1st Al-Shur's Far-Reaching Grasp Conjuration Yes No Bard, Sorcerer, Warlock, Wizard, Worldbuilder
1st Bloodhound (MrEonCastle) Divination No No Druid, Ranger
1st Find Worldly Ally Conjuration No Yes Worldbuilder
2nd Omen of Peril (MrEonCastle) Divination No No Bard, Cleric, Druid, Ranger, Worldbuilder
2nd Taylor's Link Conjuration No No Artificer, Sorcerer, Wizard, Worldbuilder
2nd Updraft (MrEonCastle) Evocation No No Bard, Druid, Ranger, Sorcerer, Wizard
3rd Allegro (Vin) Transmutation Yes No Bard
3rd Dance of the Unicorn (MrEonCastle) Abjuration Yes No Bard, Cleric, Druid, Paladin
3rd Indigo's Retribution Strike (Laney A.) Necromancy Yes No Paladin, Sorcerer, Warlock, Wizard, Worldbuilder
4th Orb of Acid (MrEonCastle) Evocation No No Artificer, Sorcerer, Wizard, Worldbuilder
4th Shooting Star (Vin) Evocation No No Druid, Ranger, Sorcerer, Wizard, Worldbuilder
4th Transfigure (Vin) Transmutation Yes No Druid, Wizard, Worldbuilder
5th Entomb (Vin) Conjuration Yes No Artificer, Bard, Cleric, Warlock, Worldbuilder
5th Form of Hadar (Vin) Evocation Yes No Warlock
5th Monstrous Shape (Vin) Transmutation Yes No Sorcerer, Warlock, Wizard, Worldbuilder
6th Investiture of Death (Vin) Transmutation Yes No Druid, Sorcerer, Warlock, Wizard
6th Investiture of Life (Vin) Transmutation Yes No Druid, Sorcerer, Warlock, Wizard
6th Kakashi's Mayo Blessing (Saint) Evocation Yes No Cleric, Wizard, Worldbuilder
7th Avasculate (Cullyn B.) Necromancy No No Cleric, Warlock, Wizard
7th Create Revenant (Vin) Necromancy No No Cleric, Warlock, Wizard
7th Visage of the Deity (MrEonCastle) Transmutation Yes No Cleric, Warlock, Worldbuilder
8th Arcane Singularity (Cullyn B.) Conjuration No No Bard, Warlock, Wizard, Worldbuilder
8th Blackfire (Vin) Necromancy Yes No Cleric, Sorcerer, Warlock, Wizard
8th Brain Spider (MrEonCastle) Divination Yes No Bard, Wizard
9th Elemental Swarm (Casey C. and Scott G.) Conjuration No No Druid, Sorcerer, Wizard, Worldbuilder
9th Luck's Eldritch Wrath (Saint) Evocation No No Warlock, Wizard, Worldbuilder
9th Lythrana's Last Resort (Conner T.) Illusion Yes No Cleric, Druid, Wizard, Worldbuilder
CHAPTER 5 | MAGICAL MISCELLANY

Allegro

3rd level transmutation


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (a tail feather from a bird of prey)
  • Duration: Concentration, up to 10 minutes

This spell grants astonishing speed to you and your companions. Choose up to six creatures that you can see within range. For the duration, you and each creature chosen can take the Dash action as a bonus action.

Al-Shur's Far-Reaching Grasp

1st-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (the bone of any creature)
  • Duration: Concentration, 1 minute

A solid, yet transparent, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 120 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can make attacks. Make a ranged spell attack for the hand. On a hit, the hand does 1d4 + your spellcasting ability modifier points of bludgeoning damage.

Arcane Singularity

8th-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (A black pearl worth at least 500gp, which the spell consumes)
  • Duration: 1 minute

You tear a hole in the boundaries between the planes at a point you can see, opening a rift to the Ever-Changing Chaos of Limbo. All creatures within 40 feet of the rift at the start of their turn must make a Strength saving throw or be pulled 10 feet towards the center of the rift. At the DM's discretion, it may attempt a Dexterity saving throw instead if there is something nearby it can hold on to. If it does so and succeeds, it is unaffected by the pull until it lets go of whatever it is holding or the rift closes. If a creature is pulled into the center, it must make a Charisma saving throw or be banished into Limbo. While there, it can attempt to come back through the rift by making a Charisma ability check. If the rift closes and it has not managed to get back through, it is stuck there forever unless it finds another means of returning. Moving away from the rift costs double movement, as if it were difficult terrain.

Avasculate

7th-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

Choose one creature you can see within range. That creature must make a Constitution saving throw. On a failure, it takes 10d10 necrotic damage and is stunned until the start of its next turn as its blood is forcibly purged from its body.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, increase the necrotic damage by 2d10 per spell level.

Blackfire

8th-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a pinch of ash from an immolated vampire)
  • Duration: Concentration, up to 1 minute

You exhale black flame toward a creature of your choice within range. Make a ranged spell attack. If you hit, the target becomes engulfed in numbing black flame and becomes poisoned. The target must make a successful Constitution saving throw at the end of each turn for the duration, or gain 1 level of exhaustion on each failure. If the targets makes three successful Constitution saves, the fire goes out and the target is no longer poisoned.

Any creature that starts their turn within 5 feet of the creature under the effects of blackfire must make a Dexterity saving throw or be engulfed in blackfire as well.

Anyone killed by blackfire is reduced to a shriveled withered corpse.

Bloodhound

1st-level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: 1 hour

A white film slips over your vision. Strangely, your eyes seem more focused and you note barely perceptible traces of passage that you had missed before.

You can make Survival checks made to track creatures and Perception checks to spot said creatures with advantage. This spell also magically identifies the creature types that have recently passed through the area.

CHAPTER 5 | MAGICAL MISCELLANY

Brain Spider

8th-level divination


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (A dead spider of any size or type)
  • Duration: Concentration, up to 1 hour

You choose 8 creatures within range that you have seen at least once before. The selected creatures must make a Wisdom saving throw. The creatures make this check with disadvantage if you know their names. However, if they know your name, they have advantage on the save instead of disadvantage, even if you know their names. On a success, the creature resists all effects of this spell and are immune to this spell for 8 hours.

Creatures that fail the save have their thoughts magically opened to your control. As an action, you can eavesdrop on the thoughts of each of the creatures you selected, hearing:

  • A creature's surface thoughts.
  • Individual trains of thought in whatever order you desire.
  • The thoughts and memories of one creature of the group in detail.

Once per round, if you do not perform a detailed study of one creature's mind, you can use your action to implant a suggestion (PH 279) in the mind of any one of the affected creatures. The creature can make another Wisdom saving throw to resist the suggestion. On a success, the creature resists the suggestion and cannot be suggested the same course of action again for the duration of the spell.

Creatures under the effect of this spell are not implicitly aware of it.

Create Revenant

7th-level necromancy


  • Casting Time: 10 minutes
  • Range: 10 feet
  • Components: V, S, M (one black onyx stone worth 250 gp, which becomes the heart of the revenant)
  • Duration: Instantaneous

You raise one corpse of a Medium or smaller humanoid as a revenant under your temporary influence. (The DM has game statistics for revenants).

Once raised, the revenant is friendly to you and your companions for 24 hours and it obeys any verbal commands that you issue to it, after which it stops obeying any command you have given it.

When you cast this spell, you must choose one unfriendly creature within 6 miles of you to be the target of the revenants vengeance. If you do not choose a target, the revenant instead targets the creature most closely related to it's demise. If it would target you or your companions, the revenant must make a Wisdom saving throw against your spell save DC. On a success the revenant becomes hostile to you or your companions, otherwise it follows your commands for 24 hours, at which point it becomes hostile to you or your companions.

If you don't issue any commands to the revenant and the target of the revenants vengeance is within 120 feet of it, the revenant spends its turn moving toward that creature and attacking it if it is within range, otherwise it defends itself from hostile creatures.

If you cast this spell while you already have a revenant under your control from a prior casting of this spell, the previous spell ends and the existing revenant leaves your service as described above.

When this spell ends the revenant is not immediately hostile to you unless your actions or your companions actions during its life or during the 24 hours it was under your control would lead it to become hostile towards you.

Once a corpse has been the subject of this cannot be transformed into a revenant again by this spell for 100 years.

In most cases I find tampering with the dead to be acts of unholy that should be met with swift justice, but there are always exceptions to a rule. No matter what Vroger may argue in terms of a spirit finding peace, bringing back a vengeful spirit of the dead to kill someone or commit some other act is unnatural and unfair to the spirits of the departed. Beyond that, the gods of the dead get frustrated when their promised souls slip between their fingers so easily.

Xandelar

CHAPTER 5 | MAGICAL MISCELLANY

Dance of the Unicorn

3rd-level abjuration


  • Casting Time: 1 action
  • Range: Self (20-foot radius)
  • Components: V, M (a unicorn's tail hair)
  • Duration: Concentration, up to 1 minute

You surround yourself with a purifying, swirling mist that washes the air clean of smoke, dust, and poisons. Nonmagical contaminants, including inhaled poisons, are automatically negated within the cloud. Further, any debris in the air which hinders visibility contained in the area of the spell is cleared away.

Dark Bolt

Illusion cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You hurl a bolt of shadowed fire at a creature. Make a ranged spell attack. On a hit, the creature takes 1d4 fire and 1d4 psychic damage, and the area centered around the creature is illuminated with dim light in a 10 foot radius. This spell's damage increases by 1d4 for both the fire and psychic damage dealt when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Elemental Swarm

9th-level conjuration


  • Casting Time: 10 minutes
  • Range: 100 feet
  • Components: V, S
  • Duration: 4 hours

This spell opens a portal to an Elemental Plane and summons elementals from it. Choose air, earth, fire, or water. When the spell is complete, 2d4 elementals of the chosen type appear. Ten minutes later, 1d4 elemental myrmidons appear. Ten minutes after that, one genie appears.

Once these creatures appear, they serve you for the duration of the spell. The elementals obey you explicitly and never attack you, even if someone else manages to gain control over them. You do not need to concentrate to maintain control over the elementals. You can dismiss them singularly or in groups at any time.

Believe it or not, the first ever Xandelar helped create this spell. Given their good standing across the elemental planes, they allowed for select casters to learn how to call on the greatest of their might in times of need.

Vroger

Entomb

5th-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a lock worth at least 100 gp)
  • Duration: Concentration, up to 1 minute

You choose a Large or smaller creature within range to magically construct a tomb around, keeping them trapped inside its walls. The target must make a Strength saving throw. On a failure, the target is locked inside and impaled by a multitude of spikes taking 4d12 piercing damage. At the end of each of its turns the target repeats the saving throw. It takes 4d12 piercing damage on a failed save and remains trapped within the tomb. On any success, the tomb shatters apart and fades away, freeing the target. While trapped in the tomb the creature has total cover, is restrained, and can't move or escape by any means other than teleportation.

If the spell lasts for the full duration, or the target trapped within dies, the tomb becomes a permanent structure. A dispel magic or similar spell or effect can end the spell. The tomb has 50 hit points, 20 AC, immunity to poison and psychic damage, and resistance to all other damage except force.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for each slot level above 5th.

Entomb. A good spell for restraining enemies and hurting them while you're at it. Would suggest standing at the ready once the spell wears off or if they fall unconscious if they are a special target to heal, however. As the name would suggest, being bound up in this spell is quite constricting.

Xandelar

CHAPTER 5 | MAGICAL MISCELLANY

Find Worldly Ally

1tst-level conjuration (ritual)


  • Casting Time: 1 hour
  • Range: 10 feet
  • Components: V, S, M (10 gp worth of materials from the planet or plane that must be consumed by the focus of the worlds)
  • Duration: Instantaneous

You gain the service of a creature from a planet or plane of your choice. The CR for the creature must be 0 or 1/8 and it cannot be a humanoid. Appearing in an unoccupied space within range, the creature has the exact statistics of the chosen form.

The creature acts independently of you, but it always obeys your commands. The creature is sympathetic towards your goals as a worldbuilder and will follow out your goals regardless of its personal desires. In combat, it rolls its own initiative and acts on its own turn. The creature can attack and take other actions as normal.

When the creature drops to 0 hit points, it dies immediately. Casting the spell again does not revive the original creature, but you can summon another similar creature.

While this creature is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your creature's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the creature has. During this time, you are deaf and blind with regard to your own senses.

As an action, you can temporarily dismiss the creature. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. Also, you can dismiss the creature to its home plane of existence or world and have it collect information or supplies while there for you. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

You can't have more than one worldly ally at a time. If you cast this spell while you already have a worldly ally, you dismiss the worldly ally and can freely pick another.

I had a worldbuilder friend of mine teach me how to summon a flumph to be my friend! The flumph was very shy and scared to see me, but we get along swimmingly. Sir Slimy and I make for quite the dynamic duo, you know! Throw in Xandelar, and we're the terrific trio!

Vroger

Form of Hadar

5th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

You gain eight legs of darkness, increasing your walking speed to 80 feet and allowing you to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. Additionally, you can use your action to make a single attack against up to four creatures within 15 feet of you with your shadowy legs. Make an attack roll using your spellcasting ability. On a hit, a creature takes 6d6 necrotic damage.

Your legs of darkness are not fully corporeal, allowing you to still fall prone or move into a location you otherwise would be able to enter.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you gain an additional leg and 10 feet of walking speed for every slot level above 5th.

Hardening

Transmutation cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 round

Until the start of your next turn, you harden yourself in a rock-like casing, gaining 1d10 temporary hit points. These hit points go away at the start of your next turn. The temporary hit points increase by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Indigo's Retribution Strike

3rd-level necromancy


  • Casting Time: 1 reaction
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

After taking damage from another creature's attack, you can use your reaction to curse this creature for the duration. Any melee weapon attacks that you make against this creature have advantage, and any successful hit deals an additional 2d6 points of necrotic damage to the target.

Additionally, if one of your attacks reduces the target to 0 hit points, you regain 2d6 hit points.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage and healing increases by 1d6 for every two slot levels above 3rd.

Indigo and I are well acquainted enough. They work for Fenmarel Mestarine, quite the reclusive god, but I have heard that he has been going out more recently believe it or not.

Xandelar

CHAPTER 5 | MAGICAL MISCELLANY

Investiture of Death

6th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Shadowy tendrils surround your body, granting you advantage on stealth checks and allowing you to take the Hide action when in dim light even if you aren't lightly or heavily obscured. Until the spell ends you gain the following benefits.

  • You are immune to necrotic damage and have resistance to radiant damage.
  • You have advantage on saving throws from undead creatures, and undead creatures have disadvantage on attack rolls against you.
  • As a bonus action you can make a melee spell attack against a creature, dealing 4d10 necrotic damage on a hit. If you kill a creature with this effect you regain hit points equal to the damage dealt.

Investiture of Life

6th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Divine light spills forth from your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. Until the spell ends you gain the following benefits.

  • You are immune to radiant damage and have resistance to necrotic damage.
  • Any creature within 10 ft. of you regains the maximum number of hit points possible from any healing.
  • As an action you can choose a number of creatures equal to your spellcasting ability modifier that are within 30 ft. of you to regain 2d8 + your spellcasting ability modifier hit points. This effect cannot heal a creature past half their maximum hit points.

Kakashi's Mayo Blessing

6th-level evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You touch one willing creature. The next attack that they make ignores any resistances and/or damage immunities. Additionally, that hit does an additional 4d8 force damage.

I have seen Xandelar tense, I have seen Xandelar confused. I have seen Xandelar angry, I have seen Xandelar brood. As far as I can remember, I have only seen Xandelar get scared once, and it was when the name Kakashi was mentioned.

Vroger

Luck's Eldritch Wrath

9th-level evocation


  • Casting Time: 1 action
  • Range: 1 mile
  • Components: V, S
  • Duration: Instantaneous

Dark fists of eldritch energy covered in frost and flames plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 10d8 force damage, 10d6 fire damage, and 10d8 cold damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one burst is affected multiple times. The spell damages objects in the area and has a 50/50 chance to either ignite flammable objects tjat aren't being worn or carried or freeze them.

Lythrana's Last Resort

9th-level illusion


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

Four illusory duplicates of yourself appear at points you choose within range. Each duplicate has HP equal to your maximum, but none of your armor or equipment. A duplicate's AC equals 10 + your Dexterity modifier.

Each duplicate takes a turn immediately before yours. Duplicates are able to cast spells by expending your spell slots, including spells that require concentration. Duplicates can cause physical damage and attack with an unarmed strike or weapon attack if they acquire a weapon.

Although the duplicates are indistinguishable from you and feel real, a creature can use its action to make an Intelligence check against your spell save DC to determine if a specific duplicate is illusory. The creature makes this check with disadvantage if it has been damaged by the duplicate or affected by one of the duplicate's spells. On a success, the creature has advantage on attacks targeting that duplicate and the duplicate's non-magical attacks against that creature do no damage.

You may switch your senses to a duplicate's senses at will, but become blind and deaf to your own when you do so. Casting this spell and splitting your consciousness in this manner is extremely draining. You have 25% chance of gaining a level of exhaustion when this spell ends. If you have less than half of your HP remaining when you cast the spell, you have a 50% chance instead. After you are exhausted in this manner, you take another level of exhaustion each time you cast a spell of 5th-level or higher.

While maintaining concentration on this spell, you are unable to take actions or reactions, though you may use your movement on your turn.

CHAPTER 5 | MAGICAL MISCELLANY

Monstrous Shape

5th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (an apple seed)
  • Duration: Concentration, up to 1 minute

With your touch, you transform a willing creature into a monstrosity of your choice. The chosen monstrosity must be one of challenge rating 4 or lower, such as the Owlbear or Yeti. If the new form's challenge rating is greater than the target's (or the target's level, if it doesn't have a challenge rating) the spell fails.

The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen monstrosity. It retains its alignment and personality.

The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form.

As long as the excess damage doesn't reduce the creature’s normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech unless its new form has the capability to do so.

The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.

Omen of Peril

2nd-level divination


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

Based on an assessment of your immediate surroundings and chosen path of travel, you receive one of three visions that reflect the next hour's journey: safety, peril, or great danger.

  • Safety: You aren't in any immediate danger. If you continue on your present course (or remain where you are if you have been stationary for some time before casting the spell), you will face no significant monsters, traps, or other challenges for the next hour or so.
  • Peril: You will face challenges typical of an adventure: difficult but not overwhelming monsters, dangerous traps, and other hazards for the next hour or so.
  • Great Danger: Your very life is at grave risk. You will likely face powerful foes or deadly traps in the next hour.

The exact form that an omen of peril takes depends on whether you worship a specific deity, venerate nature as a druid, or simply uphold abstract principles. A druid might see a white dove for safety, a dark cloud obscuring the sun for peril, and a forest fire for great danger. A cleric of Fharlanghn might get a vision of a straight road for safety, a crossroads for peril, and a washed-out bridge for great danger.

Omen of peril. A unique spell with a function similar to augury, but much faster. Trade off is that it is only applicable in more constrained conditions than augury is. Suggest using when it you need a simple guess of what the path ahead will be like.

Xandelar

Orb of Acid

4th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a drop of acid)
  • Duration: Instantaneous

An orb of acid shoots out from you at its target. Make a ranged spell attack. On a hit, you deal 6d12 points of acid damage. A creature struck by the orb must also make a Constitution saving throw or become poisoned by the acid's noxious fumes for 1 round.

I am a gold dragon, so I don't spit out acid. My friend Sendriss, on the other hand, is a copper dragon. She likes to spit out acid wherever she goes and cause all sorts of trouble, but only in good fun. That good fun, however, is usually only for her sake.

Vroger

CHAPTER 5 | MAGICAL MISCELLANY

Pet Rock

Transmutation cantrip


  • Casting Time: 10 minutes
  • Range: touch
  • Components: V, S, M (a rock*)
  • Duration: 24 hours unless recast

You pick up a rock no larger than a 1 foot cube* and whisper to it encouragingly, after doing so it becomes magically animated for the duration. The Pet Rock innately knows your location and has tremor sense to 30ft.

You may command your Pet Rock verbally as an action on each of your turns to slide, roll or wobble up to 30ft including jumping up to 5ft, though if you don’t it will simply follow you eagerly.

Your Pet Rock cannot talk but people hae reported their pet rocks growling, squeaking, and purring.

The Rocks counts as a construct with an armour class of 15 and hitpoints, Strength score and Dexterity score each equal to your Spell Save DC, in addition it has resistance to all damage but thunder and force and immunity to poison and psychic damage as well as the Charmed, Exhaustion, Frightened, Paralyzed, Petrified, and Poisoned conditions. It automatically fails saving throws and ability checks against any other effects and conditions except for athletics.

Your Pet Rock cannot attack or take the help action but counts as an ally and can move or shove in combat.

You can only have one Pet Rock at any time, and attempting to create another will result in your previous one dying of sadness.

The Pet Rock's maximum size increases when you reach 5th level (3 ft cube), 11th level (5 ft cube), and 17th level (10 ft cube). When recast at higher levels, the Pet Rock may grow if you wish as per the maximum size increase.

I am the proud owner of a pet rock companion. I have had it since I was but a child, and we have grown only stronger together, Vroger with us.

Xandelar

Shooting Star

4th-level evocation


  • Casting Time: 1 action
  • Range: Self (120-foot line)
  • Components: S
  • Duration: Instantaneous

You create a bolt of energy in the form of a glowing star that streaks forth from your fingers, effecting creatures in a 120-foot line originating from you. Each creature must make a Strength Saving throw or take 4d8 radiant and 4d8 bludgeoning damage and fall prone. On a successful save, the creature takes half as much damage and doesn't fall prone.

A successful save also blocks the spell, preventing it from effecting creatures behind the succeeding target.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage or the radiant damage (your choice) increases by 1d8 for each slot level above 5th.

Transfigure

4th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a moth's wing)
  • Duration: Concentration, up to 1 hour

You improve your current form, modifying it to suit your needs. Choose two of the following options below, the effects of which last for the duration of the spell.

Adaptive Camouflage. As long as you remain stationary and take no actions, you gain a +10 bonus on Dexterity (Stealth) checks. You cannot benefit from other forms of camouflage while under this effect.

Carapace. A protective hardened carapace forms around your body. Your base AC becomes 13 + your spellcasting ability modifier. If you don any armor, the effect ends.

Climate Adaptation. You acclimate yourself to the current environment in some way, such as growing thick or insulating fur. Extreme Heat, Extreme Cold, Frigid Water, and High Altitude have no effect on you. You also have resistance to cold and fire damage.

Blindsight. You develop the ability to perceive your surroundings without relying on sight, through heightened hearing, smell, echolocation, or some other method. For the duration, you have blindsight out to a range of 30 feet.

Tetrabrachius. You grow two arm-like appendages that can appear however you like. For the duration you can take the Use an Object action as a bonus action, can grapple two more creatures at once than your form normally allows, and have advantage on strength checks used to climb.

Viscous Form. Your insides become pliable and slippery, taking on an ooze-like aspect. Enemies that attempt to grapple you have disadvantage, and you can squeeze through spaces that are large enough for creatures two size categories below your own.

The spell ends early if you take the form of another creature. You can also end the spell early as an action.

Updraft

2nd-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

Rushing air conjures underneath you, propelling you upward. You move directly up 60 feet, and then gently float back down to the ground at a rate of 60 feet per round. At any point during your descent, you can move up to 5 feet laterally.

At Higher Levels. For each spell slot above 2nd, you fly upward an additional 30 feet.

Hate to say it, but it must suck not having wings so you can just fly wherever you need to, huh? I know that I like my wings quite a lot.

Vroger

Visage of the Deity

7th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You take on many qualities of a celestial or fiendish creature, as follows.

  • You take on a shining, metallic appearance (good alignment) or a more fearsome appearance (evil alignment).
  • You gain the ability to smite evil (good alignment) or good (evil alignment) once per turn. You can add half your level to your damage rolls against foes of an opposite alignment to you (good for evil, and evil for good).
  • You gain darkvision out to 60 feet. If you already have darkvision, the range increases by an additional 30 feet.
  • You gain resistance to radiant and necrotic damage.

I wonder what the effects of this spell would have on myself, given that I already emulate many traits of celestials given my constant contact with members of The Triad.

Xandelar

Magic Items

This section presents magic items that can be introduced into any campaign. Here you'll find items of all rarities, including artifacts. Some of the items in this section represent a new type of wondrous item: magic masks.

Magic Items
Rarity Item Attunement
Common Aci Feather (Basalt) No
Common Book of Book Eating (Basalt) No
Common Cape of the Duckling (Basalt) No
Common Decadent Spoon (Basalt) No
Common Glove of Nurgaal (Basalt) No
Common Gown Lumai (Basalt) No
Common Iados Sand (Basalt) No
Common Mask of Emotions Yes
Common Wildrune Globe (Basalt) No
Common Zalt Salt (Basalt) No
Uncommon Amulet of Noble Influence Yes
Uncommon+ Armband of Magic Resistance (D&D Wiki) Yes
Uncommon Mask of Screaming Yes
Uncommon Ostia Yes
Uncommon Porto Yes
Uncommon Ranger's Cloak (D&D Wiki) Yes
Uncommon Ring of the Goat (D&D Wiki) Yes
Uncommon Staff of the Warhorse Yes
Uncommon Wand of Identification No
Uncommon Wardstone (D&D Wiki) Yes
Rare Armor of Mount Protection (D&D Wiki) Yes
Rare Axe of the Hunter (D&D Wiki) Yes
Rare+ Blade of the Arcanist (D&D Wiki) Yes
Rare Candida Yes
Rare Eye of the Nothic (D&D Wiki) No
Rare Flamestrider Boots Yes
Rare Mask of Speaking Yes
Rare Palestrina Yes
Rare Pick of Digging (D&D Wiki) No
Rare Ring of Keys (D&D Wiki) Yes

The Magic Items table lists all the magic items in this chapter and notes the rarity of each one. The table also indicates whether an item requires attunement. All the items use the magic items rules in the Dungeon Master's Guide.


Rarity Item Attunement
Very Rare Albano Yes
Very Rare Angel Armor Yes
Very Rare Cloak of Darkness Yes
Very Rare Dragon Mask Yes
Very Rare Gabii Yes
Very Rare Horn of Unyielding (D&D Wiki) No
Very Rare Piercing Edge Yes
Very Rare Prism Cloak (D&D Wiki) Yes
Very Rare Staff of Illusion (D&D Wiki) Yes
Very Rare Summoner's Wand Yes
Legendary Abducala Yes
Legendary Archbishop's Robes (D&D Wiki) Yes
Legendary Brand of Hell (Sean) Yes
Legendary Devil Dagger (CaelReader) Yes
Legendary Ethereal Staff (D&D Wiki) Yes
Legendary Frostheart (emulca) Yes
Legendary Pillar of the Earth (CaelReader) Yes
Legendary Ring of the Warrior (D&D Wiki) Yes
Legendary Surtur's Helm (GM Binder) Yes
Legendary Wyrmform Scale Mail (GM Binder) Yes
Artifact Codex of Infinite Planes (Casey C. and Scott G.) Yes
Artifact Frozen Blade of Levistus (D&D Wiki) Yes
Artifact Hrymsyr Yes
Artifact Ruby Heart of Mephistopheles (Sean) Yes
Artifact Ruby Rod of Asmodeus (D&D Wiki) Yes
Artifact Shield of Torm (D&D Wiki) Yes
Artifact Sword of Bahamut (D&D Wiki) Yes
Artifact Tear of Ilmater (lbierworth) Yes
Artifact Velletri Yes
Artifact Xandelar's Oathblade Yes
CHAPTER 5 | MAGICAL MISCELLANY

Magic Item Descriptions

The following magic items are presented in alphabetical order.

Abducala

Weapon (lance), legendary (requires attunement by a creature of lawful alignment that uphold the concept of freedom)

Forged by one of the last known Urdunnir to help combat against the tides of slavery in Velaria, this lance is an expertly crafted and balanced weapon emblazoned with the . While only wieldable by those fair of heart, Abducala, or "freedom" as translated into the common tongue, warmly welcomes new wielders of its power.

You gain a +3 bonus to attack and damage rolls made with this magic weapon. The lightweight crafting of this weapon negates the special properties of the weapon. It has the following additional properties.

Righteous Fury. Whenever you or an ally within 60 feet of you strikes down a creature opposing you in combat, the lance bleeds with righteous fury and grows stronger. The bonus to the attack and damage rolls of Abducala increases by an amount equal to the CR of the creature with the highest CR slain. This bonus fades after 24 hours. As long as this temporary bonus lasts and you keep Abducala in hand, you have advantage on attack rolls, saving throws, and ability checks.

Chain Breaker. While you hold the weapon, you can detect the direction of the nearest acts of enslavement. You also can't be charmed or frightened.

Abducala can cast the spirit guardians spell at 5th level on you once per day. It will ask you before it casts the spell if you wish for the spell to be cast and maintains concentration on it so you don't have to. The save DC for the spell is 15.

Sentience. Abducala is a sentient weapon of lawful good alignment, with an Intelligence of 16, a Wisdom of 12, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet.

The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Celestial, and Infernal. It can also speak with celestials on other planes, using telepathy to involve its wielder in the conversation.

Personality. Abducala speaks in a soft yet commanding tone, as a great military leader would speak to their immediate subordinates.

The lance's purpose is to rid the world of slavery and all institutions which may propagate it. It wishes to travel to other planes and rid them of slavers and the like. Conflict arises if the wielder fails to actively prevent the enslavement of others or further the weapon's objectives in the world.

Abducala has ties to the royal aasimar family which had it crafted, the House of Visold. It has a nostalgic attachement for the member of that house which first wielded it, Lady Visold the Great, and holds her memory as the very standard for what it wishes to accomplish.

The lance bears a secret doubt about its goals. For all of the boons it has granted to is past users, slavery still persists, and Abducala fears that its goals may be too large of a task for anyone to see to completion.

Aci Feather

Wondrous item, common

While wearing this feather, you can use a bonus action to make your hair billow dramatically.

Albano

Weapon (rapier), very rare (requires attunement)

You gain a +2 bonus to attack and damage rolls made with this magical rapier.

The sword has 3 charges. While holding it, you can use an action and expend 1 charge to sap the life from a foe to heal yourself. Make a melee weapon attack. On a hit, you regain a number of hit points equal to the damage that you deal.

The rapier regains 1d3 expended charges daily at dawn.

Amulet of Noble Influence

Wondrous item, uncommon (requires attunement)

While you wear this amulet, you always hold yourself regally with the fine training of only the highest of nobles. You also have advantage on Charisma (Persuasion) and Wisdom (Insight) checks that rely on talking with nobles.

Angel Armor

Armor (plate), very rare (requires attunement)

While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Celestial. In addition, the armor's radiance turns unarmed strikes with your hands into magic weapons that deal radiant damage, with a +1 bonus to attack and damage rolls and a damage die of 1d8.

Curse. While wearing the armor, you have disadvantage on attack rolls against celestials and on saving throws against their spells and special abilities.

Archbishop's Robes

Wondrous item, legendary (requires attunement by a cleric)

The robes of an archbishop are only awarded to those few clerics who attain the rank of archbishop in their monastic order. Through many years of prayer and training, an archbishop finds enlightenment enough to transcend mortal bonds.

This elegant garment is made from exquisite cloth of white and yellow and adorned with golden runes. While wearing these magic robes, you gain these benefits:

  • If you aren't wearing armor, your base Armor Class is 14 + your Dexterity modifier.
  • The robes shed bright light in a 15-foot radius and dim light for an additional 15 feet.
  • You gain proficiency in the Religion skill, and if you already have proficiency in it, your proficiency bonus is doubled for any Intelligence (Religion) check you make.
  • Your spell save DC and spell attack bonus each increase by 2.
CHAPTER 5 | MAGICAL MISCELLANY

Armband of Magic Resistance, +1, +2, +3, or +4

Wondrous item, uncommon (+1), rare (+2), very rare (+3), or legendary (+4) (requires attunement)

An iron (uncommon), sliver (rare), gold (very rare), or platinum (legendary) armband that gives the wearer some semblance of protection from magic. The armband has glyphs carved onto the band that look magical in nature. You gain a bonus to saving throws made against magic while wearing this magical armband, which is determined by its rarity.

Armor of Mount Protection

Armor (any armor), rare (requires attunement)

This armor is adorned with various inscriptions of mounted humanoids and various other small signs for protection. You have a +1 bonus to your AC while you wear this armor.

Shared Protection. While worn by you, your mount gains a protective aura around them. Your mount's AC is equal to your AC while you wear this piece of armor unless their AC is higher.

Rejuvenating Shield. When you start your turn on a mount, the mount gains 10 temporary hit points until the start of your next turn.

Axe of the Hunt

Weapon (any axe), rare (requires attunement)

You gain a +1 bonus to attack rolls and damage rolls with this magic weapon. This weapon's heavy wooden haft is covered in Dwarvish lettering inlaid with gold. It reads "In the midst of the hunt, I am dominant."

Whenever you make a successful melee attack against a creature with this weapon, you may choose to make that creature your sworn enemy. If you do, you deal an additional 1d6 weapon damage to the target whenever you hit it with a weapon attack. This effect lasts until the target drops to 0 hit points, you dismiss it with a bonus action, or 1 hour has passed. You cannot have more than one sworn enemy at a time. Once you have named three enemies your sworn enemy with this weapon, you cannot use the effect again until the next dawn.

Blade of the Arcanist, +1, +2, or +3

Weapon (any sword), rare (+1), very rare (+2), or legendary (+3) (requires attunement by a spellcaster)

This sword has unusual runes carved on either side of the blade, and its hilt is covered in a string of mystic symbols that glow faintly when the sword is held by a spellcaster. This sword can be used as a spellcasting focus for your spells. You have a bonus to attack and damage rolls made with this magic weapon, and an equal bonus to spell attack rolls. The bonus is determined by the weapon’s rarity. You are considered proficient with this sword even if you would normally lack proficiency with the sword.

Book of Book Eating

Wondrous item, common

By laying printed material inside the pages of this book and closing it, the printed material disappears and whatever was written on it appears printed in the magic book.

Brand of Hell

Wondrous item, legendary (requires attunement by a creature of evil alignment)

A brand of hell is a symbol of the bearer winning the respect of a specific archdevil of Baator, gaining boons under their name. Nine such brands exist, one for each layer of Baator: Avernus, Dis, Minauros, Phlegethos, Stygia, Malbolge, Maladomini, Cania, and Nessus. Each brand is specially crafted and gifted by an archdevil of the respective layer and gifted to a creature: it is impossible for a creature to take the brand of another creature and attune to it. The following table lists the spells common to all brands, as well as the spells specific to each one.

Spellcasting. You can use an action to call upon the power of the brand and cast one of its spells. Once the brand has been used to cast a spell, it can't be used to cast that spell again until the next dawn. Spells cast through the brand don't require any costly material components. The spells use your spellcasting ability and spell save DC. Spells that deal fire damage cast from the brand ignore resistance.

Skill Empowerement. Each brand also grants its bearer a bonus to specific skills equal to their proficiency bonus.

Archdevil's Chosen One. While attuned to any brand, devils of a CR lower than or equal to your total character level will not attempt to charm, trick, or harm you in any way. You command respect near equal to an archdevil themself when dealing with lower devils.

Curse. Once you attune to a cursed brand, you can't un-attune from it unless you are targeted by a wish-empowered remove curse spell. Once you unattune from one specific brand, you can never again attune to it. While attuned to this brand, you have disadvantage on attack rolls against devils and on saving throws against their spells and special abilities.

The following table lists the spells and skill bonus common to all brands, as well as the spells and skill bonus specific to each one.

CHAPTER 5 | MAGICAL MISCELLANY
Brand Skill Bonus Spells
All Religion Fireball (5th level), immolation, investiture of flame, wall of fire
Brand of Avernus Intimidation Death ward, forcecage, power word stun
Brand of Cania Arcana Delayed blast fireball, fire shield, incendiary cloud
Brand of Dis Perception Mind blank, otiluke's resilient sphere, simulacrum
Brand of Maladomini Stealth Demiplane, invisibility (4th level), sequester
Brand of Malbolge Sleight of Hand Greater invisibility, maddening darkness, project image
Brand of Minauros Insight Feeblemind, polymorph, power word pain
Brand of Nessus Deception Glibness, illusory dragon, ice storm
Brand of Phlegethos Persuasion Charm monster, dominate monster, dominate person (7th level)
Brand of Stygia Acrobatics Infernal calling, reverse gravity, summon fiend (8th level, devil only)

Have you not found it odd, reader, how the likes of Xanathar and Natasha have neglected to include information about the boons of the archdevils? I already know that they do not want to sell out any benefactors to them, but I have no qualms doing so, for I have never and shall never ally myself with the likes of a devil. I list their boons here so you may better prepare yourself against foes which may use them.

Xandelar

Candida

Ring, rare (requires attunement)

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast zone of truth.

You can also use an action to speak the ring's command word. When you do so, creatures that you can hear and see within 30 feet of you are outlined with a colored aura that only you can see and interpret. The colors you see are mildly representative of their nature. For 1 minute, you can tell when if what a creature speaks is truthful, deceitful, or a mixture of both.

Ah, the ring of Candida. What a lovely saint they were. I loved playing chess with them, they were quite difficult to beat.

Vroger

Cape of the Duckling

Wondrous item, common

This bright yellow cape never gets wet and sheds water with ease. While wearing this cape, your swim speed increases by 5 feet.

Cloak of Darkness

Wondrous item, very rare (requires attunement)

This silky garment is made of a color so dark that it can become hard to look at for extended periods of time. While wearing it, you gain the following benefits:

  • You have resistance to necrotic damage.
  • While shrouded in dim light or darkness, you can freely move anywhere. If you are in the air and suddenly put into bright light, you fall.
  • You have darkvision out to a range of 120 feet and can see through magical darkness.
  • have advantage on Dexterity (Stealth) checks while in dim light or in the dark.
  • You can use an action to cast the greater invisibility spell on yourself. Once used, this property of the cloak can't be used again until the next dawn.

Codex of Infinite Planes

Wondrous item, artifact (requires attunement)

The Codex of Infinite Planes is an ancient text said to have been penned by the lords of creation at the beginning of time and recounts histories lost to the minds of mortals. The Codex is massive in size and scope, and no mortal can ever hope to read it in its entirety. No matter how many pages are turned, another always remains.

Random Properties. The Codex has the following randomly determined properties:

  • 2 minor beneficial properties
  • 2 major beneficial properties
  • 2 minor detrimental properties
  • 2 major detrimental properties

Price of Knowledge. Anyone opening the Codex for the first time must make a DC 20 Constitution saving throw, being utterly annihilated on a failure and taking 35 (10d6) force damage on a success. Those who survive can peruse its pages and learn its powers, though not without risk. Each day spent studying the Codex allows the reader to make a DC 23 Intelligence (Arcana) check to learn one of its powers (choose the power learned randomly; lower the DC by 1 per additional day spent reading until a power is learned). However, each day of study also forces the reader to make a Wisdom saving throw with a DC of 20 + 1 per day of study to avoid being driven indefinitely mad (DMG 260). A character who reads from the Codex for more than 99 weeks is automatically consumed by the power of the book and dies instantly. Such a character cannot be raised or returned to life, even by a wish; only a god’s magic can restore such a creature to life.

Enhanced Spellcasting. The powers of the Codex of Infinite Planes are as follows: astral projection, banishment, elemental swarm, gate, planar ally, planar binding, and plane shift. Each is usable at will by the owner of the Codex, assuming that they have learned how to access the power. The Codex of Infinite Planes has spell save DCs of 25 and a spell attack bonus of +17; while attuned to the Codex these values replace your spell save DC and spell attack bonus unless yours are already greater. Activating any power requires both a Concentration check and a DC 20 Intelligence (Arcana) check. Any failure on either check indicates a catastrophe befalls the user (roll on the table below for the effect). A character can incur only one catastrophe per power use, even if they fail both checks. Additionally, the codex can act as an arcane focus.

Infinite Knowledge. While attuned to the Codex of Infinite Planes, you can find any information you desire from any plane of existence. Doing so requires you to make a DC 20 Intelligence (Arcana) check. On a failed check, the reader's mind is assaulted and they gain a long-term madness (DMG 260), otherwise they find what it is they were searching for.

Increased Intelligence. After you gain one of the Enhanced Spellcasting features from the Codex of Infinite Planes, your Intelligence score increases by 2, to a maximum of 24. You can't gain this benefit from the codex more than once.

Planar Lore. You can reference the Codex of Infinite Planes whenever you make an Intelligence check to recall information about some aspect of the planes, such as lore about its inhabitants. When you do so, double your proficiency bonus on that check.

Destroying the Codex. It is rumored that the Codex of Infinite Planes can't be destroyed as long as there remains a plane in existence. While pages can be torn from the Codex, any information contained on those pages finds its way back into the book eventually.

1d4 Catastrophe
1 Natural Fury: An earthquake spell centered on the reader strikes every round for 1 minute, and an intensified storm of vengeance spell is centered and targeted on the reader.
2 Fiendish Vengeance: A gate opens and 1d3 + 1 balor demons, pit fiends, or similar evil outsiders immediately step through and attempt to destroy the owner of the Codex.
3 Ultimate Imprisonment: Reader’s soul is captured in a random gem somewhere on the plane while his or her body is entombed beneath the earth (as imprisonment).
4 Death: The reader is subject to a disintegration spell. This repeats every round for 10 rounds or until the reader is dead.

I know many a soul who would kill to have even but a glimpse into this text. It would be remiss of me to neglect saying that even I was once tempted by the power this ancient codex offers. Thankfully, Vroger pulled me aside before I could do anything, and we locked it away in a secret vault.

Xandelar

Decadent Spoon

Wondrous item, common

This lavishly-styled spoon makes any food eaten with it taste a bit better than it would otherwise.

Devil Dagger

Weapon (dagger), legendary (requires attunement)

A blade forged in the fires of hell to serve as a reward for the most loyal servants of a pit fiend. You gain a +3 bonus to attack and damage rolls made with this magic weapon, and it deals an extra 4d4 fire damage. While holding the dagger, you are immune to fire damage and resistant to damage from celestials and demons, and your movement speed is doubled.

You can cast the infernal calling spell at-will, and the devil becomes friendly to you upon its arrival. Any hit you score against a celestial or demon using the dagger is a critical hit.

Curse. The devil dagger confers great power upon its wielder, but hell always exacts its price. If you are reduced to 0 hitpoints while attuned to the dagger, you die, and your soul is immediately siphoned into the clutches of a powerful devil of the DM's choice. You cannot be restored to life until the devil is slain, except by the power of a wish spell.

CHAPTER 5 | MAGICAL MISCELLANY

Dragon Mask

Wondrous item, very rare (requires attunement)

This magical mask has 3 charges. While attuned and wearing the mask on your face, you can use your action to expend a charge to exhale draconic energy from the mouth of the mask. The damage type depends on which mask you have. Creatures within the area of the effect must make a saving throw, taking 10d6 damage on a failed save and half on a success.

The mask regains 1d3 expended charges daily at dawn.

Dragon Damage Breath Weapon
Black Acid 5 by 60 ft. line (Dex. save)
Blue Lightning 5 by 60 ft. line (Dex. save)
Brass Fire 5 by 60 ft. line (Dex. save)
Bronze Lightning 5 by 60 ft. line (Dex. save)
Copper Acid 30-foot cone (Dex. save)
Gold Fire 30-foot cone (Dex. save)
Green Poison 30-foot cone (Con. save)
Red Fire 30-foot cone (Dex. save)
Silver Cold 30-foot cone (Con. save)
White Cold 30-foot cone (Con. save)

Ethereal Staff

Staff, legendary (requires attunement)

A staff forged from the very makings of the ethereal plane. While wielding the staff, you gain the following benefits:

Ethereal Transport. You can teleport to and from the ethereal plane, as if the target of plane shift. In addition, you can call this staff onto your person at any time, as long as you are attuned and it is not on a different plane of existence as you.

Ethereal Sight. You gain truesight out to 60 feet.

Ethereal Knowledge. Your Intelligence and Wisdom scores are 19 while you are attuned to this staff, unless they are higher. If your Intelligence or Wisdom score is greater than 19, you may instead change the score modification to a skill of your choice.

Ethereal Magic. You can cast mage hand and minor illusion at will. In addition, you can cast see invisibility once per day. These do not require a sell slot or material components.

Eye of the Nothic

Wondrous item, rare

A nothic eyeball, encased in a glass orb. While you hold this item, you can see through walls and see invisible creatures and objects. This effect can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Flamestrider Boots

Wondrous item, rare (requires attunement)

These steel-capped boots are heavy and feel cool to the touch. While you wear them, you gain the following benefits:

  • You have resistance to fire damage.
  • You ignore difficult terrain created by sand or on mountains.
  • You can tolerate temperatures as high as 150 degrees Fahrenheit without any additional Protection. If you wear clothes made to combat heat, you can tolerate temperatures as high as 200 degrees Fahrenheit.

Frostheart

Armor (plate), legendary (requires attunement)

While wearing this magical plate, you gain a +3 bonus to AC, you are immune to cold damage, and you and everything you wear and carry don't suffer any ill effects from extreme cold. In addition, each creature of your choice that starts its turn within 15 feet of you must make a DC 18 Constitution saving throw. On a failed save, the creature's speed is halved and it has disadvantage on its Dexterity saving throw until the start of its next turn.

Being too cool is much nicer than being too hot. I can heat myself up if I get too cold, but I can't cool myself down too well if I get too hot.

Vroger

Frozen Blade of Levistus

Weapon (rapier), artifact (requires attunement by a creature with the Brand of Stygia)

This weapon has been touched by Levistus himself, ruler of Stygia, and imbued with the soul of one of his devil servants. The blade of the weapon seems as if it's made of ice, though it's just as strong as steel. The hilt, pommel, and guard are made of wrought iron, and the handle is wrapped in simple black cord.

Given that Levistus is encased in ice and trapped in Stygia, he exerts his dominion over his layer of Baator through his various powerful servants, granting them boons in exchange for fealty. The Frozen Blade of Levistus was one such boon, containing the spirit of a great devil strategist inside it to aid the wielder in battle.

The Frozen Blade of Levistus is a magic, sentient rapier that grants a +3 bonus to attack and damage rolls made with it. It scores a critical hit on a roll of 19 or 20, and deals an extra 2d8 piercing damage to celestials.

Whenever the sword is drawn for the first time in a day, its wielder must make a DC 15 Constitution saving throw. On a successful save, the wielder takes 3d6 cold damage. On a failed save, the wielder is subjected to the flesh to stone spell, but instead of turning to stone the creature is slowly turned into any icy statue.

Random Properties. The Frozen Blade of Levistus has the following random properties:

  • 2 minor beneficial properties
  • 1 major beneficial property
  • 2 minor detrimental properties
  • 1 major detrimental property

Guard of Levistus. While the sword is on your person, you gain temporary hit points equal to your level at the start of every combat. In addition, whenever you are subject to a saving throw, you can transfer some or all of the attack bonus of the sword to the save instead. The adjusted bonuses remain in effect until the start of your next turn.

Spells. While the sword is on your person, you can use an action to cast one of the following spells (save DC 18) from it: cone of cold, symbol, or wall of ice. Once you use the sword to cast a spell, you can't cast that same spell again from it until the next dawn.

Sentience. The Frozen Blade of Levistus is a sentient lawful evil weapon with an Intelligence of 16, a Wisdom of 14, and a Charisma of 17. It has hearing and darkvision out to a range of 120 feet.

The weapon communicates telepathically with its wielder and can speak, read, and understand Infernal.

Personality. The sword's purpose is to carry out the goals of Levistus and his champion. It provides advice and wise council to its wielder, as long as they strive to carry out the will of Levistus.

The Frozen Blade of Levistus is wary of other archdevils, as the sword fears that they may try to claim Stygia from Levistus while he is frozen, subverting any expectations from Asmodeus. The swrod's wariness of the other archdevils eventually becomes a worry of its wielder.

Destroying the Sword. A creature may present the sword to an archdevil of Baator other than Levistus for it to be destroyed. However, the archdevil must be ruler of a level lower than Stygia (Malbolge, Maladomini, Cania, Nessus).

Gabii

Weapon (maul), very rare (requires attunement)

When you hit with an attack using this magic maul, the target takes an extra 2d6 necrotic damage. In addition, while you hold the maul, you are immune to disease.

As an action, you can touch a willing creature with this maul and expunge any poisons or diseases afflicting them as an action. Once you use this property, you can't do so again until you finish a long rest.

Glove of Nurgaal

Wondrous item, common

As an action, you can tap the sharpened tip of one finger of this glove on a piece of paper three times. Until you remove the glove, it will function as a quill with an infinite supply of ink.

Gown Lumai

Wondrous item, common

This pale blue dress glows softly while under moonlight.

Horn of Unyielding

Wondrous item, very rare

This horn was used by many warriors known and unknown throughout history. When it sounds, it echoes across the battlefield, your allies feel the spirits of those mighty heroes urging them to fight.

You can use an action to blow this horn, which emits a command that is audible 600 feet away. Each creature you choose that can hear the horn gains the following benefits for 1 minute:

  • An affected creature has advantage on saving throws against being charmed or frightened.
  • On each of its turns, an affected creature may use a bonus action to make a single weapon attack.
  • On each of its turns, an affected creature may use a bonus action to move up to half its speed toward a hostile creature.

The horn cannot be used in this way again until the next dawn.

CHAPTER 5 | MAGICAL MISCELLANY

Hrymsyr

Weapon (greataxe), artifact (requires attunement)

A weapon designed and crafted by the combined efforts of the fire giant patron Surtur and the dwarf god of the forge Moradin, the greataxe Hrymsyr was a gift to the human warrior Hrym as a boon from Surtur. Originally crafted to slay ice giants which were invading the world of Velaria on the material plane, its power has only be stoked further with the users that followed Hrym.

Many centuries after the death of Hrym, the greataxe found its way into the possession of Ignatz, a Peacekeeper who battled against the God's Eye, a group hellbent on destroying reality itself, and won. By Ignatz's hand, the axe now also contains the blessing of the frost giant patron Thrym.

Magic Weapon. Hrymsyr is a magic greataxe that grants a +3 bonus to attack and damage rolls made with it. It deals an extra 2d12 slashing damage to any creature that is size Large or larger. The weapon also functions as a flame tongue, a frost brand, and a dwarven thrower.

Random Properties. Hrymsyr has the following random properties:

  • 2 minor beneficial property
  • 1 major beneficial property
  • 2 minor detrimental property

Spells. The greataxe has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you wield the greataxe, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: cone of cold (3 charges), counterspell (1 charge), fireball (5th-level version, 2 charges), or guardian of faith (2 charges).

You can also use an action to cast the detect evil and good spell from the greataxe without using any charges.

Malleable. As an action, you can speak the first command phrase "No enemy escapes me" in Dwarvish or Giant. The greataxe then morphs itself into a heavy crossbow. This weapon does not need ammunition as it magically creates its bolts, and you ignore the loading property of the heavy crossbow while wielding Hrymsyr.

Destroying the Axe. Hrymsyr can only be destroyed by putting the weapon through its creation process but in reverse order. The secret to the weapon's creation is kept between Surtur and Moradin.

Iados Sand

Wondrous item, common

This silvery sand removes any rust and blemishes from a kit of armor once it is poured over the armor.

Ah, Iados sand. Brings back old memories of my training before I became Xandelar. Having to make sure all of the sand got over every blemish before inspection, I'll never forget the scent.

Xandelar

Mask of Emotions

Wondrous item, common (requires attunement)

This full-face mask sits tightly over the face of the user, hiding any distinguishing features of their actual face from view. While wearing the mask, the user can have the blank mask warp into a theater emotion mask. The lips of the mask can move or remain stationary depending on what the user wishes.

If the user remains attuned to the object for 1 year, the attunement drops and the mask replaces the face of the user. The user can change the face of the mask to display their face, though.

Mask of Screaming

Wondrous item, uncommon (requires attunement)

This mask has 5 charges. You can expend charges to cast the following spells while wearing the mask: shatter (2 charges) or thunderwave (1 charge). In addition, you can cast the thaumaturgy cantrip at will while wearing the mask, as well as the minor illusion cantrip if the illusion is auditory in nature.

This mask regains 1d4 + 1 expended charges daily at dawn.

Mask of Speaking

Wondrous item, rare (requires attunement)

This mask has 7 charges. You can expend charges to cast the following spells while wearing the mask: command (1 charge), comprehend languages (1 charge), enthrall (2 charges), sending (3 charges), speak with animals (1 charge), speak with plants (3 charges), suggestion (2 charges), or tongues (3 charges) . In addition, you can cast the message cantrip at will while wearing the mask.

The wand regains 1d6 + 1 expended charges daily at dawn.

Ostia

Weapon (hand crossbow), uncommon (requires attunement)

This hand crossbow is a magic weapon. It has 5 charges. While you carry it, you can use an action and expend 1 charge to cast acid arrow. The hand crossbow regains 1d4 + 1 expended charges daily at dawn.

Palestrina

Wondrous item, rare (requires attunement)

This tiny object looks like a tarrasque. It has 3 charges. As an action, you can speak the item's command word and expend 1 charge. For the next 10 minutes, you have tremorsense out to 120 feet when you are in contact with the object.

This item regains 1d3 expended charges daily at dawn.

Pick of Digging

Weapon (war pick), rare

You have a +1 bonus to attack and damage rolls with this magic war pick. In addition, you can use it to burrow through natural rock at half your land speed.

CHAPTER 5 | MAGICAL MISCELLANY

Piercing Edge

Weapon (any martial melee weapon which deals piercing damage), very rare (requires attunement)

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

If there is a creature within 5 feet of the creature you target, you can use your bonus action to shove this weapon through their space, or body, and make a single weapon attack against the other creature, taking the space of the originally targeted creature. If you landed a hit on the first creature and choose to pierce through them, that target takes an extra 14 piercing damage.

Pillar of the Earth

Weapon (greatclub), legendary (requires attunement by a creature with Strength 21 or higher)

Hewn from primordial granite, this immense pillar is imbued with the power of earth. Ancient brass handholds allow it to be wielded only by the strongest of creatures. You gain a +3 bonus to attack and damage rolls made with this magic weapon, and it deals an extra 2d8 bludgeoning damage.

Once per turn when you hit a creature with the club, they must succeed on a DC 18 Strength saving throw or be knocked prone and stunned until the end of their next turn.

The club has 12 charges, and regains 1d6 charges each day at dawn. While holding the club you can cast the following spells: earth tremor (1 charge), earthen grasp (2 charges), erupting earth (3 charges), stone shape (4 charges), wall of stone (5 charges), bones of the earth (6 charges), earthquake (8 charges).

As an action you can spend 8 charges and slam the club into the ground causing an echoing quake through the ground in a 30-foot radius around you. Each hostile creature touching the ground in the radius takes 4d8 thunder damage. For each other hostile creature within 5 feet of a target, it takes an additional 1d8 thunder damage.

As an action you can spend 6 charges and raise a wall of stone in a line 5 feet wide and 40 feet long. The wall is 10 feet high and immune to all damage, crumbling into dust after 1 minute. Each creature within 5 feet of the wall when it appears must succeed on a DC 18 Constitution saving throw or be stunned until the end of their next turn.

Porto

Armor (half plate), uncommon (requires attunement)

This set of armor resembles half plate, but is made of woven lacquered wood that smells faintly of the earth. While wearing this armor you can transport yourself immediately to the tree from which this armor was made, as if under the effect of transport via plants. Once you use this feature, you cannot do so again until you complete a long rest.

Prism Cloak

Wondrous item, very rare (requires attunement)

While not worn, one side of this cloak appears darker than darkest night, while the other faintly glows with a multicolored view of distant stars and galaxies.

While you are attuned to and wearing this cloak, you gain the following magical benefits:

  • You gain a +1 bonus to your AC, to all saving throws, and to Charisma checks.
  • You have a fly speed of 40 feet.
  • You can cast invisibility on yourself once, and the cloak regains use of this property at dawn.
  • You can cast prismatic spray, but immediately after you do, the cloak's multicolored side fades to black, and the cloak loses all of its magical properties until dawn.

Ranger's Cloak

Wondrous item, uncommon (requires attunement)

While wearing this cloak, you can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Additionally, you can take attempt to hide or disengage as a bonus action in the same locations.

Ring of Keys

Ring, rare (requires attunement)

This golden ring appears nonmagical at first glance. While wearing it, you can use your action to touch an object and speak the command word to cast knock on the touched object.

Ring of the Goat

Ring, uncommon (requires attunement)

This ring appears to be made out of cast iron, with curled horns resembling a goat's made out of marble coming out of the front. While wearing this ring when attuned, you are able to eat any and all organic materials as if it were nutritious food. This is including, but not limited to, leather, leaves, wood, hay, corpses, paper, and cloth. One pound of material is equivalent to one day of rations.

You also gain immunity from being poisoned by eating noxious food. This does not protect you from being grossed out, however. Rotten food still tastes rotten, leather still tastes like leather.

Ring of the Warrior

Ring, legendary (requires attunement)

Whenever you take the attack action on your turn while wearing this ring, the number of attacks you can make increases by two.

CHAPTER 5 | MAGICAL MISCELLANY

Ruby Heart of Mephistopheles

Wondrous item, artifact (requires attunement)

The Ruby Heart of Mephistopheles is said to be an exact imprinting of the will and personality of the archdevil lording over Cania, Mephistopheles. The Ruby Heart of Mephistopheles magically changes size to better fill the heart of its user, requiring that its wielder sacrifice their heart for its power. Supposedly the heart can create avatars of Mephistopheles on other planes of existence which he can inhabit as necessary.

Any creature besides Mephistopheles or a follower blessed by him that tries to attune the heart must make a DC 17 Constitution saving throw. On a successful save the creature takes 6d10 psychic damage. On a failed save, the creature dies and their soul is sent to Hell for all eternity. Only a wish spell or Divine Intervention feature can free them. Once you attune this item, your alignment shifts to lawful evil. Attuning to this item requires that you sacrifice your heart to have it replaced by the Ruby Heart of Mephistopheles. Once a creature attunes to the heart, it cannot remove its attunement by normal means without dying.

Random Properties. The Ruby Heart of Mephistopheles has the following random properties:

  • 1 minor beneficial property
  • 1 major beneficial property
  • 1 minor detrimental property

The detrimental properties of the heart are suppressed while it is attuned to Mephistopheles himself or a follower gifted the Brand of Cania.

Wondrous Item. The Ruby Heart of Mephistopheles is a wondrous item that grants a +3 bonus to saving throws made while attuned. The heart also functions as a brazier of commanding fire elementals, a candle of invocation (resets every day at dawn), and an ioun stone of mastery.

Master of Monsters. You can use an action to thrum the heartbeats of the Ruby Heart of Mephistopheles to break the independence of monsters and other creatures to subjugate them to your will. Target a creature that you can see within 120 feet of you. If the CR of the creature is less than or equal to your character level, it is immediately dominated by you for 1 hour, as if under the effect of dominate monster. This power overrides any creature's charm immunity. If the creature has a CR greater than your character level, you instead treat this feature like casting dominate monster. The heart maintains concentration on the domination so you do not have to (spell save DC 19).

Once you use this property of the heart, you cannot do so again until you complete a long rest.

Canian Lightning. The heart has 3 charges. As an action, you can expend a charge to shoot bolts of corrupted lightning, like those from the skies of Cania, down onto your enemies. You can cast lightning bolt by expending a charge, and it deals an additional 2d6 thunder damage and 10d6 fire damage.

The heart regains all expended charges once you complete a long rest.

Curse of Cania. The heart bears a curse, or blessing, to its wielder. Devils within 1 mile of the heart are immune to banishment attempts.

Sentience. The Ruby Heart of Mephistopheles is a sentient lawful evil item with an Intelligence of 18, Wisdom 12, and Charisma of 18. It has hearing and darkvision out to a range of 120 feet. The rod communicates telepathically, in hushed whispers on the wind, with it’s wielder. It can speak, read, and understand Infernal, Celestial, and Common.

Personality. The purpose of the heart is to enact the will of Mephistopheles over the world, as it is but a copy of Mephistopheles himself. The Heart demands the subjugation of other creatures so that one day Mephistopheles can take the 7th layer of Hell from Baalzelbul and, eventually, overthrow Asmodeus. The wielder of the heart must command many subjects under them and never let the oppotyunity to rule over others go to waste. Conflict arises if the wielder fails to actively expand their holdings and control to aid Mephistopheles.

As the Heart is but a copy of Mephistopheles himself, it is always immediately subservient to him.

Destroying the Ruby Heart. The Heart is known to be near indestructable, especially while it inhabits an avatar of Mephistopheles or the lord of Cania himself. If Mephistopheles is killed for good or the heart is scratched by Asmodues, ruler of Baator, the heart can be destroyed with an instrument of absolute good: such as the Book of Exalted Deeds or Talisman of Pure Good.

CHAPTER 5 | MAGICAL MISCELLANY

Ruby Rod of Asmodeus

Wondrous item, artifact (requires attunement)

The Ruby Rod of Asmodeus, as evil as it’s creator, is none other than the Lord of Nessus’ personal implement. Asmodeus rarely lets the Rod leave his side, but when his does it’s to advance some complex political plot, suss out traitors, or tempt and corrupt powerful souls. The Rod magically changes size to better conform to the grip of its user. This depraved artifact has the names of every god good etched on it backwards. Supposedly the rod grants the wielder complete dominion over Hell.

Any creature besides Asmodeus or a follower blessed by him that tries to attune the rod must make a DC 17 Constitution saving throw. On a successful save the creature takes 6d10 psychic damage. On a failed save, the creature dies and their soul is sent to Hell for all eternity. Only a wish spell or Divine Intervention feature can free them. Once you attune this item, your alignment shifts to lawful evil. In the hands of one who is attuned to it, the rod can be wielded as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod deals an additional 3d10 force damage on a hit.

Random Properties. The Ruby Rod of Asmodeus has the following random properties:

  • 2 minor beneficial properties
  • 1 major beneficial property
  • 2 minor detrimental properties
  • 1 major detrimental property

The detrimental properties of the rod are suppressed while the wand is attuned to Asmodeus himself or a follower gifted the Brand of Nessus.

Protection. You gain a +3 bonus to your Armor Class while holding the rod.

Spells. The rod has 7 charges. While holding it you can expend some of its charges to cast one of the following spells (spell save DC 19, +10 to hit) from it; you can increase the spell slot level by one for each additional charge you expend: acid arrow (3rd-level version, 1 charge), command (1 charge), cone of cold (3 charges), counterspell (2 charges), eldritch blast (17th level, 0 charges), inflict wounds (3rd-level version, 1 charge), lightning bolt (1 charge), or wall of force (3 charges). The rod regains 1d4 + 3 expended charges each day at dawn. While attuned to the rod, Asmodeus or a follower blessed by him can cast each of the rod’s spells using 2 fewer charges (minimum of 0). Additionally, the rod can act as an arcane focus.

Command Fealty. You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way.

Once you use this property of the rod, you can't use it until the next dawn. If Asmodeus himself is attuned to the rod, this property of the wand instead has a recharge of 6.

Reverie of Nessus. As an action, you can encase yourself in a protective barrier which heals you and stops enemies from attacking you. This barrier acts as a 9th level globe of invulnerability. The Reverie of Nessus lasts for three rounds. In the first round, the wielder is automatically purged of any unwanted enchantments. In the second round, the wielder is purged of any diseases, poisons, or physical maladies (including lost body parts). In the third round, the wielder is healed to full hit points and feels as though they just rested a full day, regaining spells and class abilities accordingly.

Once you use this property of the rod, you can't use it until the next dawn.

Sentience. The Ruby Rod of Asmodeus is a sentient lawful evil item with an Intelligence of 18, Wisdom 12, and Charisma of 20. It has hearing and darkvision out to a range of 120 feet. The rod communicates telepathically, in baleful whispers, with it’s wielder. It can speak, read, and understand Infernal, Celestial, and Common.

Personality. The Rod's purpose is to corrupt the universe, and everything therein, into it’s most evil form; so that Asmodeus may gain dominion over it. To that end, the Rod pretends to be polite and helpful; offering aid, insight, and strength to anyone who wields it. Over time, It tries to nudge the wielder into committing more and more depraved acts, so that before they know it, their soul is lost to damnation. The Rod is wholly subservient to Asmodeus, yet it will feign devotion to its current wielder making grandiose promises that it has no intention of fulfilling, such as vowing to help its user overthrow Asmodeus.

Destroying the Ruby Rod. While Asmodeus yet lives, the Ruby Rod is utterly indestructible. If Asmodeus is killed for good, the rod can be destroyed by taking it into an antimagic field or dead magic zone and destroying it as one would any mundane scepter.

CHAPTER 5 | MAGICAL MISCELLANY

Shield of Torm

Armor (shield), artifact (requires attunement)

Long ago in lands long since past, a war was fought between mortals and devils. Many men and women lived and died to protect their faith against the onslaught of fiends and demons. One of these religions was that of Torm, god of justice and war. Torm saw the carnage that was taking place and decided to create a weapon so powerful that it would tip the scale of the war, thus he created his legendary shield and imbued it with his power and influence.

Only a creature following Torm or upholding his tenets that is attuned to the shield can wield it. Once the shield is equipped, the attuned creature must spend 80 hours training with the shield to comprehend all of its functions and the responsibility of wielding it. Other creatures which attempt to copy your method of training gain no insight as to your style of fighting.

The boons granted by the Shield of Torm last only as long as you strive to uphold the tenets of Torm and see to the good will of others. If you act in direct contradiction to the tenets of the faith in Torm, you lose all the benefits granted by the shield.

The Shield of Torm is a +3 magic shield. This shield can magically transform into a gauntlet as a bonus action, with the user still benefitting from the AC bonus from the magic shield.

Random Properties The Shield of Torm has the following random properties:

  • 2 minor beneficial properties
  • 2 major beneficial property

Spells. The shield has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the shield, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: blur (2 charges), death ward (3 charges), otiluke's resilient sphere (3 charges), sanctuary (1 charge), shield of faith (1 charge), or warding bond (2 charges). Any concentration requirements needed from these spells are overlooked when you expend charges to cast them.

You can also use an action to cast the mage armor spell from the shield without using any charges.

Increased Strength. After you have trained with the shield, your Strength score increases by 2, to a maximum of 24. You can't gain this benefit from the book more than once.

Destroying the Shield. The Shield of Torm is the manifest icon of Torm, and has been closely guarded and cared for by Torm and his followers. It is theorized that the Book of Vile Darkness contains a ritual which can utterly destroy the shield.

Torm is a sight to behold in battle. His weapons gleam with holy radiance, and he moves like the wind in the sky.

Vroger

Staff of Illusion

Wand, very rare (requires attunement)

Once attuned and held the staff never appears to be in the owner's hand. It may or may not mimic the actions of the wielder. It can often appear as a different item.

The staff has 20 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: color spray (1 charge), mirror image (2 charges), hypnotic pattern (3 charges), or phantasmal killer (4 charges).

In addition the staff of illusion can "carry" up to 3 major image spells. The carried spells move with the staff without costing the wielder or the caster any actions. While carried by the staff the spells always appear as gems despite the staff's current appearance. It takes one action and uses one charge to pick up a major image spell with the staff. It takes one action and one charge to remove a major image from the staff. Once removed a major image spell will then appear exactly as it did before it was attached to the staff. The wielder of the staff may place the illusion anywhere within the limits of the spell.

The staff regains 1d8 + 2 minus the number of stored major image spells expended charges daily at dawn, thus it is possible that a staff fully laden with images might gain no charges. If you expend the last charge, roll a d20. On a 1, the staff drops to the ground, disappears like a heat mirage, and is destroyed.

Staff of the Warhorse

Staff, uncommon (requires attunement)

You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a warhorse (see the Monster Manual for statistics) under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the warhorse.

On your turn, you can mentally command the warhorse if it is within 60 feet of you and you aren't incapacitated. You decide what action the warhorse takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.

If the warhorse is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the warhorse reverts to staff form before losing all its hit points, it regains all of them.

Summoner's Wand

Wand, very rare (requires attunement)

This wand has 7 charges. While holding it, you can use an action to expend charges to cast one of the following spells from it: summon aberration (3 charges), summon beast (1 charge), summon construct (3 charges), summon elemental (3 charges), summon fey (2 charges), or summon shadowspawn (2 charges).

The wand regains 1d4 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

CHAPTER 5 | MAGICAL MISCELLANY

Surtur's Helm

Wand, legendary (requires attunement)

This horned iron helmet is constantly hot to the touch. While wearing it, you gain +1 bonus to your AC, you have immunity to fire damage, your weapon attacks deal 1d10 additional fire damage, and when you cast a spell that deals fire damage, you can add your spellcasting ability modifier to the damage roll.

As an action, you can undergo a terrible transformation, becoming a demonic creature of fire and lava. Any equipment you are wearing or carrying transforms with you. While transformed, you gain the following benefits:

  • Your size becomes Large.
  • Your Strength score becomes 24 (+7).
  • You gain 100 temporary hit points.
  • Any creature that ends its turn within 5 feet of you or hits you with a melee attack takes 2d8 fire damage.
  • A giant, molten maul forms in your hand. This maul deals bludgeoning damage equal to 3d6 + your Strength modifier, as well as an extra 2d6 fire damage.
  • You can cast fireball as an action.

This transformation lasts for 1 hour or until your temporary hit points are reduced to 0. Once this transformation ends, Surtur's helm becomes nonmagical until you finish a long rest.

Sword of Bahamut

Weapon (longsword), artifact (requires attunement by a creature of good or neutral alignment)

The Sword of Bahamut is an ancient blade created by Torm as an aid to Bahamut, the god of justice. When a powerful sorceress attempted to seize the power to control and manipulate time for herself by imprisoning dragons who commanded time manipulating abilities, Bahamut called on a hero for aid. Using mithril and the breath of Bahamut, Torm forged the Sword of Bahamut which the hero used to strike down the sorceress. Since then, the Sword of Bahamut has acted as a powerful tool that can slay evil.

The Sword of Bahamut is a magic weapon that grants a +3 bonus to attack and damage rolls made with it.

Random Properties. The Sword of Bahamut has the following random properties:

  • 2 minor beneficial properties
  • 1 major beneficial property

Evil's Bane. While attuned to the sword, you deal an extra 4d6 radiant damage to fiends, undead, and creatures of the evil alignment.

Beam of Light. While attuned to the sword, when you are at half of your health or more, you can spend your action to shoot a beam of light from the sword that has a range of 30 feet. The beam deals 2d8 radiant damage on a hit.

Bahamut's Light. The Sword of Bahamut is a sentient lawful good weapon with an Intelligence of 16, a Wisdom of 14, and a Charisma of 20. It has hearing and darkvision out to a range of 120 feet. The weapon can speak, read, and understand Common and Draconic. The sword can communicate with its wielder telepathically. While attuned to the sword, once per day, you can call upon the spirit of the sword. The spirit will appear within 5 feet of the blade, in an unoccupied space. The spirit can answer a single question that requires a DC 20 or lower Intelligence check to succeed on. After, the spirit returns to the blade and cannot be called on again until dawn of the next day.

Personality. The Sword of Bahamut, like the god of justice, particularly detests acts of evil and injustice, and wishes to remove the world of their taint. As long as the wielder of the sword has plans to keep fair peace in the world and enact justce, the sword names them Justicar of Bahamut and allows them full access to its power.

CHAPTER 5 | MAGICAL MISCELLANY

Tear of Ilmater

Wondrous item, artifact (requires attunement)

The Tear of Ilmater is said to have fallen from the Ilmater’s own eye when first witnessing the horrors that sentient races were willing to commit upon each other. It has shown up many times throughout the history of the Forgotten Realms, but seldom in the hands of its followers.

While a valuable gemstone and powerful artifact, it is nearly useless in the hands of those who do not follow the path of the crying god, for anyone who touches the gem is said to share the suffering of the god himself. Those not of his clergy seldom survive the process.

One of the few who did was said to have been a powerful barbarian who slew many innocent people to possess the gem, wanting to take it for its power and the wealth it could mean for him. While he survived touching it, barely, he never touched a weapon again. It power is said to be of divine peace, in spite of the blood that has been shed in its name.

Creatures attempting to attune to the Tear of Ilmater take 40d6 force damage if they do not follow the path of Ilmater and have not taken a pilgrimage in his name, as the creature is subjugated to the pains of the very world. Otherwise, they take 20d6 force damage as their familiarity and understanding of the suffering in the world has prepared them for this moment. A creature reduced to 0 hit points by this damage disappears and is destroyed, leaving its possesssions behind.

Random Properties The Tear of Ilmater has the following random properties:

  • 2 minor beneficial properties
  • 1 major beneficial property
  • 3 minor detrimental properties
  • 1 major detrimental property

Increased Constitution. After you attune to the object, your Constitution score increases by 2, to a maximum of 24. You can't gain this benefit from the tear more than once.

Heal the Downtrodden. Once you've come to understand the purpose of the Tear of Ilmater, any spell you cast which replenishes hit points counts as a spell slot of one higher level, and the amount of hit points regained is always maximized.

Bolster the Weary. As an action, you can heal a creature that you can see within 120 feet of you an amount of hit points equal to your hit point maximum.

Once you use this feature, you can't do so again until you complete a long rest.

Aversion to Violence. While you are attuned to the Tear of Ilmater, attending to violence goes against your very nature. You cannot wield any weapon nor deal any damage to other creatures.

Destroying the Tear. As long as there is sufferring, the Tear of Ilmater will live on as a symbol of the pain Ilmater feels. However, casting the tear into the River Lethe renders the tear powerless for 1d100 years.

Velletri

Weapon (longbow), artifact (requires attunement)

The personal weapon of the great hunter Dyoggar, Velletri, or "promise" as translated into the common tongue, is a wondrous bow forged from many a wondrous creature. As the tale goes, Dyoggar fashioned the bow by hand from a branch of wood from the top of Yggdrasil, hewn the wood with a tooth shard from the tarrasque, fashioned the bowstring from adamantine in the Earthheart Forge, and inlayed the bow and grip with purified gold and five dragon scale shards from each head of Tiamat, with whom he once did battle against.

Velletri is a testament to Dyoggar's title, god of the hunt, created specifically to combat godlike beings. Wielding the longbow, Dyoggar could stand on even ground with the gods of the realms and rose to godhood himself as a consequence, earning respect for his might, hunting prowess, and keen wisdom. Dyoggar left Velletri behind to his followers so that they may one day rise to his height if they can prove their strength in the hunt.

The most revered and closely-guarded artifact of the Rangers of Dyoggar, the longbow is kept safely in a constantly guarded location. Velletri chooses a wielder only when it recognizes someone who can stand on the same level of Dyoggar, someone who has the ability to one day ascend to godhood.

Magic Weapon. Velletri is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. Velletri requires no ammunition, as it magically fashions blue arrows of light whenever the bowstring is pulled back. The bow also functions as a belt of fire giant strength, an oathbow, and a sun blade.

Random Properties. The longbow has the following randomly determined properties:

  • 2 minor beneficial properties
  • 1 major beneficial property
  • 2 minor detrimental properties

Conjure Animals. If you are holding the bow, you can use your action to cast the conjure animals spell at 5th-level from it, summoning the creatures of the woods to your aid. You can't use this property again until the next dawn.

Of the Wilderness. You can use an action to touch the bow to a plant and cast the teleport spell from the bow. If your intended destination is in the wild, there is no chance of a mishap or arriving somewhere unexpected. You can't use this property again until 3 days have passed.

God of the Hunt. Wielders of Velletri must make an effort to hunt the greatest, most fiersome of foes and creatures and slay them. To that end, Dyoggar blessed the bow with a great power to slay the mightiest of foes. As a bonus action, you mutter an ancient incantation against a creature that you can see. For 1 minute, during each round of combat, you can designate one arrow you fire from Velletri to be an arrow of slaying, specifically made to slay the targeted creature.

Once you use this feature, you can't use it again until 1 week has passed or you enter combat against a creature with a CR that is higher than that of the creature which was previously under the effect of this feature.

Destroying the Longbow. The only way to destroy the bow is to place it between the titanic gears of Mechanus, the planar antithesis to Dyoggar. The bow will slowly be pulverized between the gears.

Wand of Identification

Wand, uncommon

This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the identify spell from it. The wand regains 1d3 expended charges daily at dawn.

Wardstone

Wondrous item, uncommon

This item is a small, semiprecious stone, carved with a simple arcane sigil. The stone is supernaturally tough, and very difficult to damage.

So long as the stone is carried somewhere on your person, the first time you drop to 0 hit points as a result of taking damage, you instead drop to 1 hit point, and the stone shatters.

Wildrune Globe

Wondrous item, common

This fist-sized globe is home to several very tiny jellyfish, kept alive and well by runes. It can be used as a spellcasting focus for druids and rangers.

CHAPTER 5 | MAGICAL MISCELLANY

Wyrmform Scale Mail

Armor (scale mail), legendary (requires attunement)

Wyrmform scale mail is to dragon scale mail as dragon scale mail is to mundane scale mail. Imbued with the spirit of a dragon, this suit of armour can bestow upon its wearer the might and ferocity of the world's most legendary and powerful predator.

While wearing this armour, you gain a +2 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table).

Additionally, you can use a bonus action to undergo a transformation, causing horns to grow from your forehead, your nails to lengthen into claws, and dragon wings to sprout from your back (the armour adapts around them). This transformation lasts for 10 minutes. While transformed in such a way, your unarmed strikes deal slashing damage equal to 1d8 + your Strength modifier, you gain a flying speed of 40 feet, and you can use your action to make a breath weapon attack that deals damage equal to 6d6 + your level (DC 8 + your Constitution modifier + your proficiency bonus). The damage types is the same as what the armour gives you resistance to (see the table). Once you use this breath weapon, you can't use it again until you next transform. You can only transform in this way once per long rest.

Lastly, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armour. This special action can't be used again until the next dawn.

Resistance and Breath Weapon
Dragon Resistance Breath Weapon
Black Acid 5 by 60 ft. line (Dex. save)
Blue Lightning 5 by 60 ft. line (Dex. save)
Brass Fire 5 by 60 ft. line (Dex. save)
Bronze Lightning 5 by 60 ft. line (Dex. save)
Copper Acid 30-foot cone (Dex. save)
Gold Fire 30-foot cone (Dex. save)
Green Poison 30-foot cone (Con. save)
Red Fire 30-foot cone (Dex. save)
Silver Cold 30-foot cone (Con. save)
White Cold 30-foot cone (Con. save)

The oathblade. A sacred weapon passed down through generation after generation of grand knight commanders, at current in my possession. It is an honor beyond words to be able to hold the blade in my hands and take up the legacy of all those before me to do good.

Xandelar

Xandelar's Oathblade

Weapon (greatsword), artifact (requires attunement by a cleric, paladin, warlock, or worldbuilder)

Xandelar's Oathblade is the current name of a weapon that has long been passed down the line of leaders of the Order of the Nimbus, a holy order of guardians that serve directly under The Triad in the astral dominion of Celestia. Answering directly to the gods Tyr, Ilmater, Torm, and occasionally Bahamut, the Order of the Nimbus is the most highly-organized mortal planar defenders of justice, compassion, and duty in the universe. Xandelar's Oathblade is a weapon crafted from each member of The Triad: the metal provided and blessed by Ilmater, smelted by Bahamut, molded by Tyr, and sharpened by Torm. When the next wielder of Xandelar's Oathblade takes up the sword, they forego their given name and take on the name Xandelar, awarded the title Grand Knight Commander. From there on, Xandelar's Oathblade is used as an instrument of Celestia.

Wielders of Xandelar's Oathblade lose their sense of touch when they take up the blade and, consequently, leadership of the Order of the Nimbus: they trade that sense for the ability to perceive vibrations through the ground instead. Wielders of the blade often trade away their innate senses and for another blessed version: foregoing mortal temptations of the body trains the soul in holy matters.

Magic Weapon. Xandelar's Oathblade is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. The sword also functions as a constantly-acttive Palestrina, a scimitar of speed, and a vorpal sword.

Random Properties. The sword has the following randomly determined properties:

  • 2 minor beneficial properties
  • 2 major beneficial properties

You have the following determined minor detrimental property: while attuned to the artifact, your appearance changes to take characteristics of the original Xandelar without changing the creature's sex.

Blade of Celestia. Whenever you hit a creature with this weapon, your weapon attacks deal an additional 2d8 radiant damage against the target.

Spells. While the sword is on your person, you can use an action to cast one of the following spells (save DC 19) from it: conjure celestial, heal, or summon celestial. Once you use the sword to cast a spell, you can't cast that spell again from it until the next dawn.

Link to the Triad. While holding the sword, you can use an action to cast the plane shift spell. If the target of the spell is the hall of the Order of the Nibmbus on Celestia, you travel to that location with no complications. Once you use this feature, you can't do so again until you complete a long rest.

Destroying the Oathblade. If Xandelar's Oathblade is brought to a balor of the same strength or greater than Axithar, the balor who had Tyr killed during the invasion of the House of the Triad, they can break the weapon in two.

Zalt Salt

Wondrous item, common

A small handful of these crystals magically salt and pepper food to perfection.

CHAPTER 5 | MAGICAL MISCELLANY

Worldbuilder Spell List

Cantrips (0 Level)
  • Blade Ward
  • Booming Blade
  • Dark Bolt
  • Green-Flame Blade
  • Guidance
  • Lightning Lure
  • Mold Earth
  • Pet Rock
  • Sword Burst
  • True Strike
  • Word of Radiance
1st Level
  • Al-Shur's Far-Reaching Grasp
  • Bane
  • Catapult
  • Cause Fear
  • Command
  • Compelled Dual
  • Comprehend Languages
  • Detect Magic
  • Earth Tremor
  • Ensnaring Strike
  • Expeditious Retreat
  • False Life
  • Find Worldly Ally
  • Hunter's Mark
  • Identify
  • Illusory Script
  • Jump
  • Purify Food and Drink
  • Shield
  • Shield of Faith
  • Thunderwave
  • Witch Bolt
2nd Level
  • Aganazzar's Scorcher
  • Augury
  • Cloud of Daggers
  • Crown of Madness
  • Darkness
  • Dragon's Breath
  • Earthbind
  • Enhance Ability
  • Enlarge/Reduce
  • Flame Blade
  • Hold Person
  • Levitate
  • Magic Weapon
  • Maximilian's Earthen Grasp
  • Misty Step
  • Omen of Peril
  • Scorching Ray
  • Shadow Blade
  • Taylor's Link
3rd Level
  • Bestow Curse
  • Conjure Barrage
  • Counterspell
  • Crusader's Mantle
  • Dispel Magic
  • Elemental Weapon
  • Enemies Abound
  • Erupting Earth
  • Flame Arrows
  • Fly
  • Haste
  • Indigo's Retribution Strike
  • Intellect Fortress
  • Leomund's Tiny Hut
  • Lightning Arrow
  • Meld into Stone
  • Melf's Minute Meteors
  • Protection from Energy
  • Slow
  • Spirit Shroud
  • Summon Fey
  • Summon Shadowspawn
  • Summon Lesser Demon
  • Thunder Step
  • Tidal Wave
  • Tongues
  • Wall of Sand
  • Wall of Water
  • Water Breathing
  • Water Walk
  • Wind Wall
4th Level
  • Banishment
  • Confusion
  • Conjure Minor Elementals
  • Conjure Woodland Beings
  • Control Water
  • Dimension Door
  • Elemental Bane
  • Fabricate
  • Fire Shield
  • Hallucinatory Terrain
  • Mordenkainen's Faithful Hound
  • Orb of Acid
  • Shooting Star
  • Stone Shape
  • Stone Skin
  • Summon Aberration
  • Summon Construct
  • Summon Elemental
  • Summon Greater Demon
  • Transfigure
  • Wall of Fire
  • Watery Sphere
5th Level
  • Animate Objects
  • Commune with Nature
  • Conjure Elemental
  • Conjure Volley
  • Contact Other Plane
  • Control Winds
  • Creation
  • Dominate Person
  • Entomb
  • Geas
  • Hold Monster
  • Immolation
  • Infernal Calling
  • Legend Lore
  • Maelstrom
  • Monstrous Shape
  • Plia's Mystic Harpoon
  • Planar Binding
  • Rary's Telepathic Bond
  • Steel Wind Strike
  • Summon Celestial
  • Swift Quiver
  • Transmute Rock
  • Wall of Force
  • Wall of Stone
6th Level
  • Arcane Gate
  • Blade Barrier
  • Bones of the Earth
  • Conjure Fey
  • Drawmij's Instant Summons
  • Flesh to Stone
  • Globe of Invulnerability
  • Investiture of Flame
  • Investiture of Ice
  • Investiture of Stone
  • Investiture of Wind
  • Kakashi's Mayo Blessing
  • Mental Prison
  • Move Earth
  • Planar Ally
  • Scatter
  • Soul Cage
  • Summon Fiend
  • Tasha's Otherworldly Guise
  • Wind Walk
7th Level
  • Conjure Celestial
  • Crown of Stars
  • Dream of the Blue Veil
  • Etherealness
  • Fire Storm
  • Forcecage
  • Mirage Arcane
  • Mordenkainen’s Sword
  • Plane Shift
  • Teleport
  • Visage of the Deity
  • Whirlwind
8th Level
  • Antimagic Field
  • Arcane Singularity
  • Control Weather
  • Demiplane
  • Dominate Monster
  • Earthquake
  • Incendiary Cloud
  • Maddening Darkness
  • Mind Blank
  • Power Word Stun
  • Telepathy
  • Tsunami
9th Level
  • Astral Projection
  • Elemental Swarm
  • Gate
  • Imprisonment
  • Invulnerability
  • Luck's Eldritch Wrath
  • Lythrana's Last Resort
  • Prismatic Wall
  • Storm of Vengeance
  • Wish
CHAPTER 5 | SPELLS

Appendix A: Monsters

Some abilities featured in this text require stat blocks for creatures not listed in any official D&D 5e source books. To that end, the creature stat blocks for the demodands by Goober4473 used in the worldbuilder class are given here.



Demodand: Farastu

Medium fiend, neutral evil


  • Armor Class 16 (natural armor)
  • Hit Points 161 (17d8 + 85)
  • Speed 30ft.

STR DEX CON INT WIS CHA
20 (+5) 13 (+1) 20 (+5) 8 (-1) 12 (+1) 16 (+3)

  • Saving Throws Con +9, Cha +7
  • Skills Athletics +9, Intimidation +7, Stealth +10
  • Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons
  • Damage Immunities acid, poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 11
  • Languages all
  • Challenge 11 (7200 XP)

Adhesive. When a creature misses the farastu with a melee weapon attack, the farastu catches the weapon. The attacker must succeed on a DC 17 Strength saving throw, or the weapon becomes stuck to the farastu. If the weapon's wielder can't or won't let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can't be used. A creature can pull the weapon free by taking an action to make a DC 17 Strength check and succeeding. In addition, creatures have disadvantage on attempts to break free of the farastu’s grapples.

Magic Resistance. The farastu has advantage on saves against spells and other magical effects.

Reckless. At the start of its turn, the farastu can gain advantage on all of its attack rolls that turn, but attacks against it have advantage until the start of its next turn.

Innate Spellcasting. The farastu’s innate spellcasting ability is Charisma (save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components.

At will: detect magic, freedom of movement, invisibility (self only)

1/day each: dispel magic

Actions

Multiattack. The farastu makes three attacks; one with its bite and two with its claws.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit 13 (2d8 + 5) piercing damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit 11 (2d6 + 5) slashing damage. The farastu can forgo dealing damage and instead grapple the target (escape DC 19).

APPENDIX A | MONSTERS


Demodand: Kelubar

Large fiend, neutral evil


  • Armor Class 17 (natural armor)
  • Hit Points 189 (18d10 + 90)
  • Speed 30ft., fly 60 ft.

STR DEX CON INT WIS CHA
22 (+6) 13 (+1) 20 (+5) 14 (+2) 15 (+2) 18 (+4)

  • Saving Throws Dex +6, Con +10, Wis +7, Cha +9
  • Skills Insight +7, Intimidation +9, Stealth +6
  • Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons
  • Damage Immunities acid, poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 12
  • Languages all
  • Challenge 13 (10,000 XP)

Acidic Slime. The kelubar adds 2d6 acid damage to the damage of its melee attacks (already added below). A creature grappling or grappled by the kelubar takes 2d6 acid damage at the start of the creature’s turn.

Magic Resistance. The kelubar has advantage on saves against spells and other magical effects.

Stench. Any creature other than a demodand starts its turn within 5 feet of the kelubar must succeed on a DC 18 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all kelubar for 1 hour.

Innate Spellcasting. The kelubar’s innate spellcasting ability is Charisma (save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components.

At will: detect magic, freedom of movement, invisibility (self only)

2/day each: dispel magic

Actions

Multiattack. The kelubar makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit 16 (2d10 + 6) piercing damage plus 6 (2d6) acid damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit 14 (2d8 + 6) slashing damage plus 6 (2d6) acid damage.



Demodand: Shator

Large fiend, neutral evil


  • Armor Class 19 (natural armor)
  • Hit Points 230 (20d10 + 120)
  • Speed 20 ft., fly 60 ft.

STR DEX CON INT WIS CHA
24 (+7) 15 (+2) 22 (+6) 16 (+3) 16 (+3) 21 (+5)

  • Saving Throws Con +11, Wis +8, Cha +10
  • Skills Insight +7, Intimidation +9, Religion +8
  • Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons
  • Damage Immunities acid, poison
  • Condition Immunities charmed, frightened, poisoned
  • Senses truesight 120 ft., passive Perception 13
  • Languages all
  • Challenge 16 (15,000 XP)

Magic Resistance. The shator has advantage on saves against spells and other magical effects.

Innate Spellcasting. The shator’s innate spellcasting ability is Charisma (save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components.

At will: detect magic, freedom of movement, vitriolic sphere, invisibility (self only)

1/day each: cloudkill, confusion, mass suggestion

3/day each: dispel magic

Actions

Multiattack. The shator makes three attacks; one with its bite and two with its polearm.

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit 23 (4d8 + 7) piercing damage and the target must make a DC 19 Constitution saving throw. On a failed save, the target is paralyzed for one minute. It can repeat the save at the end of each of tis turns, ending the effect for itself on a successful save.

Polearm. Melee Weapon Attack: +2 to hit, reach 10 ft., one target. Hit 17 (2d10 + 7) slashing damage.

APPENDIX A | MONSTERS
Image Citations

Page 2 Images: Yuxiang Fang - Shield

Page 3 Images: gugu-troll - Gold Dragon

Page 5 Images: Kekai Kotaki - Warrior at Rest

Page 6 Images: ALRadeck - Alchemical

Page 10 Images: Arman Arkopian - Tactical

Page 11 Images: Concept Art House - Alchemical

Page 24 Images: scatterarrow - Human

Page 29 Images: Lazy Eggzy - Dragonborn mage

Page 30 Images: Primordial Squid - Eye Glow

Page 31 Images: BeastLands - Big Deer

Page 32 Images: Kekai Kotaki - Flying Lion Creature

Page 35 Images: Kekai Kotaki - Landscape

Page 36 Images: Aaron Miller - Party and Map

Page 39 Images: Owl Studio - Artificer and Arms

Page 42 Images: Frost Llamzon - PotGC Barbarian; Wallup - Background

Page 43 Images: Marko-Djurdjevic - Defender Barbarian

Page 44 Images: Akeiron - Angry Barbarian

Page 45 Images: Benlo - Happy Bard

Page 46 Images: Iromonik - Frog Bard

Page 47 Images: Tsunami-Sand - Fate cleric

Page 48 Images: alexandrswiftblade - Warforged Stars

Page 49 Images: uesp - Clerics at Temple

Page 50 Images: WingBuffet - Druid and Bunny

Page 51 Images: nsliney - Kobold Druid

Page 52 Images: Bill Washington - Elf Druid

Page 53 Images: chazillah - Fighter; Siana Dimitrova - Battle

Page 55 Images: yigitkoroglu - Dark Knight

Page 56 Images: ARC - Spellbreaker

Page 58 Images: sandara - Red Dragon 2

Page 59 Images: Rondinelle - Monk

Page 60 Images: qmdjdj - Bow Knight

Page 61 Images: Daniel Dos Santos - Paladin and Rose

Page 63 Images: Jarrod Hopper - Ranger 1

Page 64 Images: Skiorh - Ranger 2

Page 65 Images: Brontide Art - Skill Sealer

Page 66 Images: gugu-troll - Elf Rogue

Page 67 Images: Piotr Leszczyński - Loxodon rogue

Page 69 Images: Rulin Liu - Frost Sorcerer

Page 70 Images: Fantasy Pics Inc - Aboleth

Page 72 Images: Elle-H - Warlock

Page 73 Images: J R Coffron - Wizard and Cauldron

Page 74 Images: mihmihmal - Mayo

Page 75 Images: Dopaprime - Yawning Portal Feast

Page 76 Images: Ryan Pancoast - Apefolk

Page 77 Images: Ancorgil - Bullywug

Page 78 Images: Junowski - Camelfolk

Page 79 Images: liberator590 - Farspawn

Page 81 Images: Alexander Puchkov - Geitlan

Page 83 Images: Yngvar Asplund (2012). The Sundered Path, p. 9. Paizo Publishing, LLC. - Ratfolk

Page 85 Images: sandara - Artist

Page 87 Images: Rift - Bartender

Page 88 Images: Un Lee - Basic Soldier

Page 90 Images: Melissa Krautheim - Letter

Page 94 Images: Miguel Regodon - Lore Keeper

Page 95 Images: Joon Ahn - Walking around big spire

Page 96 Images: Hydra Monster II, by Velinov - Hydra

Page 197 Images: Leesha Hannigan - Brain Spider

Page 198 Images: Phlip627 - Elemental Swarm

Page 201 Images: shilesque - Omen

Page 202 Images: Dopaprime - Link Spell

Page 203 Images: ClintCearley - Visage of the Deity

Page 206 Images: Wizards of the Coast - Symbol of Asmodeus

Page 207 Images: Mikedeangelo - Ring

Page 209 Images: Fantasy Pics Inc - Frozen Armor

Page 210 Images: Polyvore - Horn

Page 213 Images: Robin D. Laws, Robert J. Schwalb (December 2006). Fiendish Codex II: Tyrants of the Nine Hells. Edited by Chris Thomasson, Gary Sarli, Penny Williams. (Wizards of the Coast), p. 154. ISBN 978-0-7869-3940-4. - Mephistopheles

Page 214 Images: Wizards of the Coast - Ruby Rod

Page 216 Images: Aikurisu - Bahamut Blade

Page 217 Images: Vicarrie - Cleric of Ilmater

Page 218 Images: Mathildaw - Velletri Bow

Other Credits

A significant portion of this work was completed by either mimicking or copying text from the Player's Handbook, the Dungeon Master's Guide, Xanathar's Guide to Everything, and Tasha's Cauldron of Everything.

Many other ideas and homebrew projects were taken from the internet, a fair portion repurposed from D&D Wiki. I have linked every applicable material to its original source to the best of my ability. If there are any issues, please reach out to me so I can correct them as soon as possible!

Xandelar's Oath of Everything is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

The Tenets of

Faith are Yours

to Uphold!

The Grand Knight Commander Xandelar, leader of the Order of the Nimbus, watches over all beings who may threaten the peace he strives to maintain on Mount Celestia, as well as those creatures that may prove useful to his order as defenders of purity.

Assembled here are a set of new rules and story options for all the character classes in all published DUNGEONS AND DRAGONS fifth edition rulebooks and adventures, including 3 new classes and over fourty new subclasses. The book also presents new spells for both player characters and monsters.

Scattered amongst the expansion material, Xandelar and his dragon companion Vroger provide commentary on things that catch their interest. Many pray to catch Xandelar's interest and gain the favor of his order, and many more pray to never gain his interest at all!

Cover & Back Cover Art: Kekai Kotaki

 

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