Red R-Caine gives the subject the ability to use Hellish Rebuke for one hour (3 spell slots.) Each time this is used, roll a D20. On a roll of 5 or lower, roll on the Surge table.
##### Blue (Rare)
Blue R-Caine gives the subject the ability to use an 11th level Ray of Frost (3d8) for one hour (2 spell slots/uses.) Each time this is used, roll a D20. On a roll of 5 or lower, roll on the Surge table.
##### Yellow (Very Rare)
"An energizing jolt of electricity surges throughout the body instantly. The body feels revitalized and powerful. The magic of lightning jumps between the fingers."
Yellow R-Caine gives the subject the ability to use Call Lightning for one hour (2 slots.) Each time this is used, roll a D20. On a roll of 10 or lower, roll on the Surge table.
##### "The Bad Stuff" (Uncommon)
"An uncontrollable wave of energy drives into the core of the body. The flesh feels like it may rip apart at any moment. The magics of lightning, ice, and fire battle for control throughout the body."
"The Bad Stuff", mixed R-Caine, gives the subject the ability to use Call Lightning, Ray of Frost (11th lvl), and Hellish Rebuke for one hour (2 slots.) Upon using an action to ingest “The Bad Stuff” and/or use of any of the spells, roll a D20. On a roll of 10 or lower, roll on the Surge table. On a 1 the subject explodes, falling to 0 hit points and is knocked unconscious with a failed Death save.
\pagebreakNum
> #### Surges
> You can use certain tables for certain chaotic sorcerers for the surges. However, I would also recommend checking out [Magical Mishaps](https://www.dmsguild.com/product/272933/Magical-Mishaps-100-New-Wild-Magic-Surges), which I use in my games. You can also use the Giggle Water table which is found later in this document. This will give much milder effects.
### Using the Elements
For all strands the subject may choose to expend a spell slot to empower their melee weapon with the corresponding element on a melee attack. They may choose to do this after they hit a creature with a melee weapon attack, but before the results of that attack are revealed. Red does an additional 2d6 fire damage on hit, blue does an additional 3d6 cold damage on hit, and yellow does an additional 4d6 lightning damage on hit. Expending a spell slot causes the appropriate roll for a Wild Magic Surge. Using the "Bad Stuff" causes the element and damage to be random, roll a d12: 1-4 is fire (2d6), 5-8 is cold (3d6), and 9-12 is lightning (4d6).
### Chaotic-er Surges
Using another dose of R-Caine before the effect is over does stack (increasing granted spell slots and spells available), but increases the chance of a Chaotic Surge by the amount listed (i.e. two doses of Red makes the chance 1-10, a dose of Red and a dose of Yellow makes the chance 1-15, and two doses of Yellow makes it an automatic roll on the Surge table.) Taking another dose extends the effect of both doses by another hour. Taking three doses of any strand within one hour of each other counts as "The Bad Stuff" for purposes of a risk of explosion.
### Addiction
R. Caine is highly addictive. Using one dose requires a Constitution saving throw (DC 5) after each long rest for three days. If a creature does not require long rests this occurs every 24 hours. If the creature fails the saving throw they become addicted. Becoming addicted requires the user to ingest a dose of R-Caine within 3 days or suffer from withdrawal. Using another dose increases the DC by 5 for each extra dose. This stacks when doses are used within 3 days of each other (i.e. using one dose makes it a DC 5, using another dose within 3 days makes it a DC 10, using another dose within three days of the second dose makes it a DC 15.) The DC level for addiction decreases by 5 every three days that the creature does not fail its saving throw or use any more doses.
\columnbreak
### Withdrawal
When a creature is addicted and stops using R-Caine, it begins to suffer from withdrawal. The effects of withdrawal are worse if more than one dose was used within the last six days. When suffering withdrawal after one dose, the subject suffers one level of exhaustion. After two doses, withdrawal results in the user suffering two levels of exhaustion and is considered poisoned for 1d4 days. Suffering from withdrawal after three or more doses causes the subject to become incapacitated for 1d4 days, as well as, suffering from 3 levels of exhaustion and being poisoned for 1d4 days after recovering from being incapacitated. Withdrawal can be avoided if they succeed on the initial constitution saving throw, or they take one dose of R-Caine within 3 days of becoming addicted.
| # of Doses (used within the last 6 days) | Effects of Withdrawal |
|:---:|:-----------:|
| 1 | 1 Level of Exhaustion |
| 2 | 2 Levels of Exhaustion and poisoned for 1d4 days |
| 3 or more | Subject is incapacitated for 1d4 days. When they awake they suffer from 3 levels of exhaustion and are considered to be poisoned for 1d4 days. |
### Getting Sober
A greater restoration spell can cure the effects of active addiction and withdrawal, but the stacks of possible addiction remain (i.e. if currently addicted and cured with greater restoration the subject no longer needs a dose to avoid withdrawal, but must make the Constitution saving throw after each long rest.) The DC level for addiction decreases by 5 every three days. Once the DC level is 0 the creature is no longer addicted.
> #### Notes on R-Caine and Addiction
> As said before, this can be a trigger for some for understandable reasons. You can easily scrap all of the addiction mechanics using the notes I made before.
>
>It can also go the other way though. You can up the ante and remove the ability for Greater Restoration to remove withdrawal effects. It is a magical drug after all. If you do this, I would recommend increasing the power of the item further by allowing more flexibility in its use. This can include further spells useable or providing resistance to the element of the strand.
\pagebreakNum
## Other Items!
That was a lot on R-Caine, so now onto the other items I have! Some of these are marked with SRD, they are copied for your convenience here.
### Bag of Holding (SRD)
Wondrous item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a *bag of holding* inside an extradimensional space created by a *handy haversack, portable hole*, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
### Broomba
Wondrous item, common
A creature may use its action to speak the broom's command word. The broom then works diligently to sweep the area around it in a 15 foot radius.
### Friis Amulet
Wondrous item, common (requires attunement)
This amulet, a gold necklace with a bear head pendant, belongs to Crosby Friis. The pendant has the following properties; While wearing this amulet, you are hidden from divination magic. You can’t be targeted by such magic or perceived through magical scrying sensors. This is done at the cost of health to the wearer. The wearer must make a DC 13 Wisdom saving throw. On a failed save, the wearer takes 2d4 psychic damage and half of that on a successful save.
> #### Adventure Notes
> Crosby is unaware of this effect as he received the amulet from his father who failed to mention it to him.
\columnbreak
### Glitterbomb
Wondrous item, common
This small cylindrical object is packed to the brim with bright, shiny glitter. A creature can use its action to throw the Glitterbomb up to 30 feet. Upon hitting a creature or object the Glitterbomb explodes spraying glitter in a 10 foot radius sphere. The glitter causes creatures to stand out until removed. Creatures covered in glitter have disadvantage on Dexterity (Stealth) checks. It can use its action and ten minutes to remove the glitter. The glitter might be found in the bottom of the creature's bag a few months later, but there is no longer enough to cause disadvantage.
### Goggles of Night (SRD)
Wondrous item, uncommon
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.
### Immovable Rod (SRD)
Rod, uncommon
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
### Javelin of Lightning (SRD)
Weapon (javelin), uncommon
This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.
The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.
\pagebreakNum
### Mirror of Mockery
Wondrous item, Uncommon
This mirror mocks anyone that looks into the mirror to see their reflection. Any creature that looks in the mirror must make a DC 13 Wisdom Saving throw or take 1d4 damage and have disadvantage on their next attack or ability check roll. Creatures without eyesight are incapable of looking in the mirror and automatically succeed. Invisible creatures do not activate the mirror. Creatures must stare deep into their own reflection for the mirror to work. As such, the mirror is impractical for combat, unless the creature willingly looks into the mirror as an action.
### Potion of Waterbreathing (SRD)
Potion, uncommon
You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.
### Quake Sphere
Wondrous item, common
This is a silver sphere the size of a coconut. The bearer of the sphere can use its action to press a square button on the top, causing a wave of energy that shakes the ground in a 15 foot radius sphere. This is enough to cause small objects to move about, and make creatures unsteady. Anyone within the radius must succeed on a DC 7 Dexterity saving throw or be knocked prone.
### Ring of Mind Shielding (SRD)
Ring, uncommon (requires attunement)
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.
You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.
### Robe of Useful Items (SRD)
Wondrous item, uncommon
This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.
The robe has two of each of the following patches:
* Dagger
* Bullseye lantern (filled and lit)
* Steel mirror
* 10-foot pole
* Hempen rope (50 feet, coiled)
* Sack
In addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly.
| d100 | Patch |
|:---:|:-----------:|
| 01-08 | Bag of 100 gp |
| 09-15 | Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp |
| 16-22 | Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself |
| 23-30 | 10 gems worth 100 gp each |
| 31-44 | Wooden ladder (24 feet long) |
| 45-51 | A riding horse with saddle bags |
| 52-59 | Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you |
| 60-68 | 4 potions of healing |
| 69-75 | Rowboat (12 feet long) |
| 76-83 | Spell scroll containing one spell of 1st to 3rd level |
| 84-90 | 2 mastiffs |
| 91-96 | Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach |
| 97-00 | Portable ram |
### Security Mirror
Wondrous item, rare
A creature can use its action to speak the command word and activate this mirror. While activated it can capture the image of anyone that enters the room and looks toward the mirror. This lasts until the command word is said again. An image of creatures seen can be shown in the mirror later using the command word.
### Self-Cleaning Flatware
Wondrous item, common
This flatware has been magically enchanted to remain clean. After being dirtied the flatware will instantaneously clean itself. Minor problem with slow eaters though, sometimes the flatware will magic away their food before they've finished eating.
\pagebreakNum
### Super Bouncy Ball
Wondrous item, common
The rubber ball is a magical bouncy ball with 100% bounce efficiency. It takes a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to catch the ball. A DC 10 Intelligence check can lower the DC by 5 if a creature observes the ball's movements for at least five minutes.
### Versatile Leather Armor
Armor (leather), Uncommon
This armor is extremely small and crafted as one piece, but it is capable of stretching to fit up to a Large humanoid. It functions as studded leather armor and is considered magical in nature.
### Giggle Water
When a creature drinks this clear, sweet smelling liquid they roll on the Wild Magic Surge table listed below. A creature can have two of these effects active at a time. If a creature drinks the Giggle Water while already having two effects the oldest previous effect ends and is replaced with the new effect.
| d100 | Minor Wild Magic Effects |
|:---:|:-----------:|
| 1 | Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. This effect lasts for one hour. |
| 2 | You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. |
| 3 | Your skin turns a vibrant shade of blue. A remove curse spell can end this effect otherwise it changes back after 24 hours. |
| 4 | An eye appears on your forehead for the next minute. |
| 5 | Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. This effect lasts for one hour. |
| 6 | You turn into a potted plant until the start of your next turn in combat, otherwise this effect lasts one minute. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. |
| 7 | You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth. |
| 8 | Your hair falls out but grows back within 1 hour. |
| 9 | For the next minute, you must shout when you speak. |
| 10 | Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. |
| 11 | You are surrounded by faint, ethereal music for the next minute. |
| 12 | Daisies start growing in your hair, they can be plucked but will slowly grow back. This can be removed with a remove curse spell otherwise the effect lasts for one hour. |
| d100 | Minor Wild Magic Effects |
|:---:|:-----------:|
| 13 | For the next minute every second sentence you say must rhyme with the previous sentence. |
| 14 | You can't speak for the next minute, whenever you try, pink petals fall out of your mouth |
| 15 | For the next hour, you gain the ability to speak with plants as if you had cast speak with plants. |
| 16 | Your eyes begin to change color with your mood, they become red if you're angry, blue if you're sad, green if you're happy, and otherwise are orange. The remove curse spell removes this effect otherwise it lasts for one hour. |
| 17 | For the next minute you become invisible, but every other creature becomes invisible to you. |
| 18 | You grow a beard made of leaves. Shaving removes this effect. |
| 19 | You grow wooden antlers, they fall off after one hour. |
| 20 | Your skin turns a vibrant shade of green. A remove curse spell removes this effect otherwise the effect lasts for one hour. |
| 21 | Your skin becomes completely translucent and your veins start faintly growing blue. A remove curse spell removes this effect otherwise the effect lasts for one hour. |
| 22 | Breadcrumbs appear behind you wherever you walk for one hour. |
| 23 | Flower petals start falling from the sky for the next minute centered on your location. |
| 24 | Flowers start spontaneously blooming within a 30 ft radius of you for the next hour. |
| 25 | The clothes you are currently wearing turn bright pink for one hour. |
| 26 | You shed a dim blue light within a 10 foot radius (even when invisible) for the next hour. |
| 27 | You become extremely happy and filled with boundless enthusiasm for the next hour, no matter what. |
| 28 | Tears start falling from your eyes for the next hour. They are not accompanied by any emotional change. |
| 29 | You start dancing for one minute as if under the effect of Irresistible Dance. |
| 30 | The clothes you are wearing become incredibly fancy and regal looking and start sparkling for one hour. |
| 31 | You smell like lavender for 1d6 hours. |
| 32 | All of your movements leave color trails for the next minute. |
| 33 | Your jump distance becomes tripled for the next minute. |
| 34 | Your cranium becomes transparent for the next minute and your brain begins to glow green. A remove curse spell removes this effect. |
| 35 | You can no longer speak, but must sing whatever you say for the next 1d6 hours. |
| 36 | Harmless bright sparks erupt from the casters hands. |
\pagebreakNum
| d100 | Minor Wild Magic Effects |
|:---:|:-----------:|
| 37 | You can only speak beast speech for the next minute. |
| 38| You repeat everything you say twice for 1 hour, you repeat everything you say twice for 1 hour. |
| 39 | .minute 1 for backwards speak must You |
| 40 | The tip of your nose glows bright red for an hour. |
| 41 | Your butt flashes yellow on and off for 1 minute. |
| 42| You can't speak a deliberate lie for the next minute. You are aware of this effect and can thus avoid answering questions to which you would normally respond with a lie. You can be evasive in your answers as long as it remains within the boundaries of the truth. |
| 43 | You can't speak a deliberate truth for the next minute. You are aware of this effect and can thus avoid answering questions to which you would normally respond with a truth. You can be evasive in your answers as long as it remains within the boundaries of the deception. |
| 44 | You fall asleep for 1d4 minutes. And may only be awakened early by a kiss from your true love. |
| 45 | You become very hungry for bugs and gain a frog mouth for an hour. |
| 46 | Steam pours from your ears with an accompanying whistling noise. |
| 47 | Thou must speaketh in a strange vernacular as if thou livest in Ye Old England (speak like you were in a Shakespeare play). |
| 48 | For the next 1d10 hours, a tiny celestial and fiend perch on your right and left shoulders, constantly advising you to perform various acts of good or evil. |
| 49 | 8 spectral goats appear in a ring centered on you. They remain adjacent to you at all times, moving as you do. They have an AC of 10 with 1 HP. When they are destroyed, they explode in a puff of smoke and sparkles. |
| 50 | Your mouth and navel trade places, and you grow a fabulous mustache & beard around both.The Remove Curse spell can remove this effect otherwise it lasts for 1 hour. |
| 51 | For 1 hour, you hover an inch off the ground. You can otherwise move normal, but you don't touch the ground. |
| 52 | Anything you eat or drink for 2d12 hours afterwards tastes like blueberries and stains your tongue purple. |
| 53 | Your hair starts to smell like roses and slowly begins to turn red. This effect ends when you next wash your hair. |
| 54 | Any water that touches your body for the next 1d4 days turns your skin blue. If you dry your skin it returns to its normal shade. |
| 55 | You gain a tattoo of a smiley face the size of a gold coin somewhere on your body. Immediately after you look at it it moves to another random location on your body. It disappears if you don't look at it or for it for 1 day. |
| 56 | For the next 1d10 days you know how to say "to drink" in a language understood by whoever you talk to. |
| d100 | Minor Wild Magic Effects |
|:---:|:-----------:|
| 57 | For the next 2d12 hours your hair changes to a random color every hour, starting by changing at the beginning of this effect. |
| 58 | You grow a thick unibrow, which lasts for 1d6 hours before falling off. Shaving it causes this effect to end. |
| 59 | Any bags you are holding shrink to the size of an apple. You may use an action to retrieve any items from the bag similar to a Bag of Holding, though the interior capacity of the bag remains the same. The items retain their normal size and properties. This effect ends after 2d12 hours. |
| 60 | For the next hour you only speak in third person. If you already speak in third person you now must speak in first person. |
| 61 | For the next 1d4 hours other creatures regard and perceive you as the opposite gender (or a random gender if nonbinary). Your gender does not change and you perceive no changes. |
| 62 | You have uncontrollable gas for the next ten minutes. |
| 63 | An illusion of a grand feast appears in front of you. You are unaware that this is an illusion. Any attempt to interact with the feast causes it to disappear in a cloud of smoke, with a sound of laughter. |
| 64 | A dog suddenly appears near you. It immediately urinates on you and bolts away. This dog disappears after 6 minutes, the urine does not. |
| 65 | The sound of poorly played bagpipes can be heard within a 15' radius of you for the next ten minutes. |
| 66 | A very whiny disembodied voice can be heard commenting on your actions for the next hour within a 15' radius of you. |
| 67 | For the next minute steam shoots out of your ears. |
| 68 | For the next ten minutes, your speech is accompanied by smoke rings coming from your mouth. |
| 69 | A spotlight from the ceiling or the sky follows you for the next ten minutes. |
| 70 | For the next ten minutes your surface thoughts appear on your forehead as a shifting tattoo written in Common. |
| 71 | For the next hour you forget everyone's name. |
| 72 | Teleport 1000 feet upwards immediately. If you are falling at the end of your next turn (or six seconds) you teleport back to where you began. If there is no available space 1000 feet upwards this effect does not occur. |
| 73 | For the next hour you leave behind two sets of footprints wherever you walk. |
| 74 | For the next ten minutes a tiny rain cloud hovers directly over you raining constantly. |
| 75 | For the next hour all the clothes you are wearing become skintight. This has no effect on mobility. |
| 76 | Roll on the Reincarnate table. For the next hour you appear to be that race to yourself and those around you. This does not effect racial bonuses. |
| 77 | For the next ten minutes you smell strongly of vinegar. |
\pagebreakNum
| d100 | Minor Wild Magic Effects |
|:---:|:-----------:|
| 78 | For the next 1d4 hours, your shadows dances while no one is looking directly at it. |
| 79 | Your hair changes color based on your mood. This effect ends when next you wash your hair. The remove curse spell can also end this effect. |
| 80 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice for the next 1d4 hours. |
| 81 | Your head becomes invisible for the next hour. You can still hear everything around you but no one can hear you or see your head. |
| 82 | When you try to speak your voice is instead the sound of a beautiful songbird. You can whistle any song you like to try to convey information to those around you. The effect lasts for an hour. |
| 83 | Your arms become very long and taffy-like, stretching to the floor for 1d4 hours. They are useable and have no ill effect on your combat or reach but look very out of control and silly, like one of those balloon guys outside a car dealership. |
| 84 | For the next 1d4 hours your gait is extremely odd, taking large steps followed by skips, marches, twirls, etc. There is very little pattern to it. It has no effect on your speed or stealth but is extremely noticeable. |
| 85 | For the next minute your body swells until you are completely spherical. As the spell comes to an end you are left with saggy extra skin that takes another 1d4 minutes to shrink back to normal. Your clothes are mostly unharmed but if you have buttons/clasps they mostly explode open. |
| 86 | For the next hour a grumpy disembodied voice follows you around and slings personal insults at you for the duration. |
| 87 | For the next 24 hours your hair and clothes billow as though being blown by a strong wind. The effect is more heroic looking than caught in a tornado-looking. |
| 88 | For the next 1d4 hours you believe you are wearing an incredibly elegant ball gown, one that is slightly bulky and very expensive. Any time someone tries to tell you that you are NOT wearing an elegant ball gown you only hear “That is truly an amazingly elegant ball gown you’re wearing”. |
| 89 | You are transformed into a frog. You are able to talk in a croaking voice and if you are a magic user you can still cast spells. The spell ends if you take any damage or after 1 hour. |
| 90 | Whenever you speak for the next 1d4 hours a loud clap of thunder and flash of lightning occur after you finish your thought, as if to ominously emphasize whatever you just said. This can be heard from 300 feet away. |
| 91 | You see dead people. For the next 24 hours you see ghosts wandering around that only you can see and talk with but cannot physically interact with. They don’t know they’re dead. Except the ones your party killed. They know. |
| 92 | You sprout large chicken wings that do not allow you to fly and flap quite vigorously, causing feathers to scatter wherever you go. They seem to grow through your clothes or armor without damaging them. This lasts for 1d4 hours. |
| d100 | Minor Wild Magic Effects |
|:---:|:-----------:|
| 93 | You repeat everything the creature closest to you says for the next 10 minutes. You are still able to speak as well. |
| 94 | You now think you are the nearest intelligent creature to you when this takes effect. You will vigorously argue that you are the real [insert name] and match their mannerisms for the next 1d4+1 minutes. |
| 95 | You exchange consciousness with the nearest friendly creature for 10 minutes you assume the race, class, and features of the friendly creature and they do the same. |
| 96 | You treat a trinket that you own or small object near you as your “precious” and act like greedy little halfling, protecting it for the next 1d4 minutes. |
| 97 | For the next 10 minutes you follow up everything you say with a shrug and a cutesie sounding “I’m the [insert class], gotta love me!” |
| 98 | You speak in a demonic voice for the next 10 minutes. |
| 99 | You speak with a squeaky, high pitched accent for the next 10 minutes. |
| 100 | Nothing happens. But the DM acts like something very interesting just occurred. |
\pagebreakNum
# Appendix C: Creatures
This section contains all the critters you may run into on this adventure. Many of these can be found within the System Reference Document and are copied here for your convenience.
___
> ## Frost Giant
>*Huge giant, neutral evil*
> ___
> - **Armor Class** 15 (patchwork armor)
> - **Hit Points** 138 (12d12 + 60)
> - **Speed** 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|23 (+6)|9 (-1)|21 (+5)|9 (-1)|10 (+0)|12 (+1)|
>___
> - **Saving Throws** Con +8, Wis +3, Cha +4
> - **Skills** Athletics +9, Perception +3
> - **Damage Immunities** cold
> - **Senses** passive Perception 13
> - **Languages** Giant
> - **Challenge** 8 (3,900 XP)
> ___
>
> ### Actions
> Multiattack. The giant makes two greataxe attacks.
>
> ***Greataxe***. *Melee Weapon Attack*: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage.
>
> ***Rock***. *Ranged Weapon Attack*: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
___
> ## Mechanical Servant
>*Medium Construct, Unaligned*
> ___
> - **Armor Class** 12 (natural armor)
> - **Hit Points** 40 (5d8+18)
> - **Speed** 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|20 (+5)|10 (+0)|16 (+3)|6 (-2)|13 (+1)|7 (-2)|
___
>___
> - **Damage Immunities** poison
> - **Condition Immunities** charmed, poisoned
> - **Senses** blindsense 15 ft., passive Perception 11
> - **Languages** understands the languages of its creator but can't speak
> - **Challenge** 2 (450 XP)
> ___
>
> ### Actions
> ***Multiattack.*** The mechanical servant makes two attacks: one with its slam and one with its slash.
>
> ***Slam.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 9 (1d8 + 5) bludgeoning damage.
>
> ***Slash.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 12 (2d6 + 5) bludgeoning damage.
___
> ## Succubus/Incubus
>*Medium fiend (shapechanger), neutral evil*
> ___
> - **Armor Class** 15 (natural armor)
> - **Hit Points** 66 (12d8 + 12)
> - **Speed** 30 ft., fly 60 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|8 (-1)|17 (+3)|13 (+1)|15 (+2)|12 (+1)|20 (+5)|
>___
> - **Skills** Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7
> - **Damage Resistances** cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks
> - **Senses** darkvision 60 ft., passive Perception 15
> - **Languages** Abyssal, Common, Infernal, telepathy 60 ft.
> - **Challenge** 4 (1,100 XP)
> ___
>
> ***Telepathic Bond.*** The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don’t even need to be on the same plane of existence.
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___
>
> ***Shapechanger.*** The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
> ### Actions
>
> ***Claw*** ***(Fiend Form Only).*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
>
> ***Charm***. One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend’s verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend’s Charm for the next 24 hours. The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.
>
> ***Draining Kiss***. The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
>
> ***Etherealness***. The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.
___
> ## Thug
>*Medium humanoid (any race), any non-good alignment*
> ___
> - **Armor Class** 11 (leather armor)
> - **Hit Points** 32 (5d8 + 10)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|15 (+2)|11 (+0)|14 (+2)|10 (+0)|10 (+0)|11 (+0)|
>___
> - **Skills** Intimidation +2
> - **Senses** passive Perception 10
> - **Languages** any one language (usually Common)
> - **Challenge** 1/2 (100 XP)
> ___
> ***Pack Tactics.*** The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't incapacitated.
> ### Actions
> ***Multiattack***. The thug makes two melee attacks.
>
> ***Mace***. *Melee Weapon Attack*: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.
>
> ***Heavy Crossbow***. *Ranged Weapon Attack*: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
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___
> ## Veteran
>*Medium humanoid (any race), any alignment*
> ___
> - **Armor Class** 17 (splint)
> - **Hit Points** 58 (9d8 +18)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|13 (+1)|14 (+2)|10 (+0)|11 (+0)|10 (+0)|
>___
> - **Skills** Athletics +5, Perception +2
> - **Senses** passive Perception 12
> - **Languages** any one language (usually Common)
> - **Challenge** 3 (700 XP)
> ___
>
> ### Actions
> ***Multiattack***. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.
>
> ***Longsword***. *Melee Weapon Attack*: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
>
> ***Shortsword***. *Melee Weapon Attack*: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
>
> ***Heavy Crossbow***. *Ranged Weapon Attack*: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
\pagebreakNum
# Appendix D: Maps
I have attached my personal maps for this adventure. They are... less than ideal quality I'll admit. Plan on remedying that though! Just as soon as I can pull my map making software out and shake out the dust. For now, I hope these will do or at least inspire you to make some maps of your own to work from. Check in again in the future for some updated and much nicer looking maps.
### The Kobold's Lair
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### The Bizarre Shop of Wonders and The Winking Gnoll