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Author

Kheldul

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Kheldul

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Dungeoneer.com

Style and Inspiration

The Homebrewery

Excellence and Stability

D&DBeyond


New or Changed Spells by Class

2
Class Spells
3
Subclass Spells

Alchemist

3rd Level

Arcane Trickster

1st Level
3rd Level

Artificer

1st Level
2nd Level
3rd Level

Battle Smith

1st Level

Circle of Dreams

3rd Level

Circle of Spores

1st Level

Circle of the Land

3rd Level

Circle of the Land (Arctic)

1st Level

Circle of the Land (Coast)

1st Level

Circle of the Moon

1st Level

College of Creation

3rd Level

College of Glamour

1st Level

College of Lore

1st Level

College of Spirits

1st Level
3rd Level

College of Swords

2nd Level

College of Whispers

1st Level

Death Domain

3rd Level

Eldritch Knight

1st Level

Fey Wanderer

2nd Level

Forge Domain

2nd Level
3rd Level

Grave Domain

3rd Level

Knowledge Domain

1st Level

Life Domain

1st Level

Light Domain

2nd Level

Nature Domain

2nd Level
5th Level

Oath of Conquest

3rd Level

Oath of Glory

3rd Level

Oath of Vengeance

1st Level

Oath of the Ancients

1st Level

Oath of the Open Sea

1st Level

Oathbreaker

3rd Level

Order Domain

3rd Level

School of Enchantment

3rd Level

School of Necromancy

3rd Level

Shadow Magic

3rd Level

The Archfey

3rd Level

The Genie

2nd Level

The Great Old One

3rd Level

The Hexblade

2nd Level

The Undead

3rd Level

The Undying

3rd Level

Trickery Domain

1st Level
3rd Level

War Domain

1st Level

Spell Descriptions

Spell Descriptions
4

Allure

3rd-level enchantment


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M
  • Duration: Concentration 1 Hour

You touch a creature and enchant it with an indescribable allure increasing all Charisma-based skills and spellcasting. For the duration, the target has a +4 to its Charisma score adding +2 to its Charisma-based skill checks. In addition it has advantage on all Charisma-based checks and Charisma-based DC saving throws it imposes.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you increase the target's Charisma by an additional +2 for each slot level 3rd.

Animate Doll

2nd-level transmutation


  • Casting Time: 1 action
  • Range: Touch 120 ft
  • Components: V, S, M (doll to be animated of 200gp value)
  • Duration: Concentration 1 Hour

You are able to animate and puppet a specially prepared doll. The doll must be between 10-14" tall and of at least 200gp value. Any equipment the doll possesses must be included in its preparation. The animated doll is exceptionally nimble and fast. When animated, it springs to life and obeys your commands and uses the animated doll stat block.

The doll is an ally to you and your companions. It is a creature and may take actions. In combat, the doll shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

When the doll is reduced to 0 hit points it falls inert and the spell ends. When this happens it must be repaired before being animated again. This may be done during a short or long rest. A mending spell will restore it completely.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you may animate one additional doll for every level.


Animated Doll

Construct


  • Armor Class 12 + your spell proficiency modifier (quickness)
  • Hit Points 25 + your spell proficiency modifier
  • Speed 30 ft.; climb 30 ft.; swim 30 ft.
  • Senses darkvision 30 ft., passive perception 12
  • Languages speaks the languages you speak

STR DEX CON INT WIS CHA
8 (-1)18 (+4)16 (+3)6 (−2)6 (-2)14 (+2)

  • Armor Class 12 + your spell proficiency modifier (quickness)
  • Hit Points 25 + your spell proficiency modifier
  • Speed 30 ft.; climb 30 ft.; swim 30 ft.
  • Senses darkvision 30 ft., passive Perception 12
  • Languages speaks the languages you speak
  • Challenge -- Proficiency Bonus equals your bonus

Nimble Jaunt. The doll does not provoke opportunity attacks when it moves into or out of an enemy's reach.

Built for Performance. The doll has an Acrobatics skill of 12 and a Performance skill of 14.

Breathing. The animated doll does not require air and is unaffected by gas or choking attacks.

Actions

Multiattack. The animated doll may make two piercing poke attacks against a target.

Poke. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + your spell proficiency modifier piercing damage.



Spell Descriptions
5

Awaken Tree

5th-level enchantment


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a tree of huge size or greater)
  • Duration: 10 Minutes

You awaken the true spirit within a tree. The tree must be at least 50 years of age and huge or greater in size. The animated tree is an ally to you and your companions. In combat, it shares your initiative count, but takes its turn immediately after yours. Over the course of one round it visibly animates and will take its first action after your next turn. It obeys your verbal commands (no action required by you). If you don't issue any, it takes its [Tooltip Not Found] action but may use its move to avoid danger. The awakened tree has a trunk and root system which occupy a 10x10 area. Two of its attacks have a reach of 15 ft.

The animated tree uses the Awakened Tree stat block. The awakened tree falls to the ground when it drops to 0 hit points. When the spell ends it initially appears frozen but within a round it appears to be a normal inanimate tree.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration of the awakened tree is extended. When casting this as a 6th level spell the duration is one hour. When casting this as a 7th level spell the duration is eight hours. When casting this as a 8th level spell the duration is one day. When casting this as a 9th level spell, the duration is one week.


Awakened Tree

Plant


  • Armor Class 11 + the level of the spell (natural armor)
  • Hit Points 80 + 10 for each spell level
  • Speed 30 ft.
  • Damage Vulnerabilities fire
  • Damage Resistances bludgeoning, piercing
  • Condition Immunities the awakened tree can not be made prone and is immune to being charmed, frightened, or grappled.
  • Senses And Knowledge passive perception 13, nature 15, history 18
  • Languages common, druidic, elvish, sylvan

STR DEX CON INT WIS CHA
23 (+6)8 (-1)21 (+5)12 (+1)16 (+3)12 (+1)

  • Armor Class 11 + the level of the spell (natural armor)
  • Hit Points 80 + 10 for each spell level
  • Speed 30 ft.
  • Damage Vulnerabilities Fire
  • Damage Resistances Bludgeoning, Piercing
  • Condition Immunities the awakened tree can not be made Prone and is immune to being Charmed, Frightened, or Grappled.
  • Senses and Knowledge passive Perception 13, Nature 15, History 18
  • Languages Common, Druidic, Elvish, Sylvan
  • Challenge -- Proficiency Bonus equals your bonus

Actions

Multiattack (offensive). The awakened tree may make two attacks a round:

  • Trip Attack. The tree makes a Melee Attack with its roots: your spell attack modifier to hit, to one target within its extended 15 ft. reach. On hit the target must make a Dexterity save against your spell DC or fall Prone.
  • Whip Attack. The tree makes a Melee Attack with its long branches: your spell attack modifier to hit, to one target within its extended 15 ft. reach. Hit: 2d6 + 6 + the spell's level in slashing damage.
  • Slam Attack. The tree makes a Melee Attack with its heaviest branches: your spell attack modifier to hit, to one target within close 5 ft. reach. Hit: 2d10 + 6 + the spell's level in bludgeoning damage.
  • Steadfast (defensive). The awakened tree may take root and increases its resilience. Its armor class increases by an additional 4 and it is immobile and not susceptible to any non-willing physical or magical movement.



    Spell Descriptions
    6

    Bludgeoning Plant

    2nd-level transmutation


    • Casting Time: 1 action
    • Range: 60 ft
    • Components: V, S, M (a leaf)
    • Duration: Instantaneous

    You cause a plant of from the tiniest size to the largest tree to temporarily grow to support an immense limb and swing out at a target in range. The plant must be in spell range and has a reach of 10'. Make a melee spell attack against the target. If the attack hits, the target takes 4d6 bludgeoning damage. If the target is a creature of large size or smaller you may also attempt to push that creature 15 feet in any direction subject to a Dexterity saving throw.

    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d6 for each slot level above 2nd.

    Chilling Fingers

    1st-level evocation


    • Casting Time: 1 action
    • Range: Self (15 ft )
    • Components: V, S
    • Duration: Instantaneous

    As you extend your hands in an arc with thumbs touching and fingers spread, ten small cyclones of chilling frost lance out from your outstretched fingertips. Every creature in a 15-foot cone must make a Dexterity saving throw. Creatures take 3d6 cold damage on failed saves and have their speed reduced by 10 feet until the start of your next turn. On successful saves the creatures take half as much damage and their speed is not reduced.

    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

    Chiton Body

    1st-level transmutation


    • Casting Time: 1 action
    • Range: Self
    • Components: V, S, M (a piece of cured leather)
    • Duration: 8 Hours

    When casting this spell upon yourself you lose any benefit to wearing armor. You rapidly develop hundreds of tough, small, mineralized scales arrayed in overlapping shell plates over your torso, arms, and legs. These plates are the same color as your skin. You may wear loose clothing over them. The scales are highly flexible and protective natural armor. Your base AC becomes 14 + your Dexterity modifier (max of 2). The spell ends after the duration, upon a successful dispel, if you don other armor, or if you dismiss the spell as an action.

    Divine Protection

    4th-level abjuration


    • Casting Time: 1 reaction
    • Range: 60 ft
    • Components: V, S, M
    • Duration: 1 Round

    As a reaction, the caster calls forth the protective aid from a divinity. At the selected location, the air shimmers with a golden hue. A large unmoving 10' radius protective dome immediately manifests itself. All creatures within the blessed area have advantage on saving throws of any form and receive a bonus +6 to their armor class while in the area for the duration.

    The blessed area persists for one full round.

    Ghoulish Delight

    3rd-level necromancy


    • Casting Time: 1 action
    • Range: 60 ft (15 ft )
    • Components: V, S, M (one pound of humanoid remains)
    • Duration: Concentration 1 Minute

    In a demonic booming voice you call forth a roaring vortex of fiendish distorted spirits. These tortured spirits of the dead whip around the affected area for the spell's duration. The spirits are ghostly white, intangible, and invulnerable. The affected area is a vortex-like cylinder 15' radius and 40' tall.

    Creatures within the affected area must make a Wisdom saving throw. On a failed save, the swiping spirits inflict 3d8 necrotic damage and cause the creature to become frightened of you until the end of their next turn. On a successful save, the creature takes half as much damage and is not frightened.

    Until the spell ends, the affected area remains in place. Any creatures who move into or end their turn within the area must make a Wisdom saving throw and are subject to its effects.

    The material component* of the spell is consumed in the process.

    At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every spell slot level above 3rd.


    Spell Descriptions
    7

    Light Blade

    2nd-level evocation


    • Casting Time: 1 bonus action
    • Range: Self
    • Components: V, S, M (must not be in complete darkness)
    • Duration: Concentration 1 Minute

    You capture sharp rays of light to forge a sword or dagger of brilliant golden light in your hand. This magic weapon lasts until the spell ends. It has the weapon properties associated with its weapon type. It deals a searing 2d8 radiant damage regardless of its weapon type. You are immediately proficient with it. The weapon illuminates the area around you with full light to 30' radius and an additional 30' radius to dim light if less illuminated.

    If you drop the weapon or throw it, it dissipates at the end of your turn. You may cause the sword to disappear as a free action. While the spell persists, you can use a bonus action to cause the blade to reappear in your hand. When casting the spell or causing it to reappear in your hand you determine the weapon type from the following options:

    For the purpose of any weapon-related cantrips, the light blade is a melee weapon worth at least 1sp.

    At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

    Marinette Person

    3rd-level enchantment


    • Casting Time: 1 action
    • Range: 60 ft
    • Components: V, S, M (a length of string)
    • Duration: Concentration 1 Minute

    As an action, you exert comical control of a humanoid's movements and/or actions. If the target succeeds on an initial Wisdom save there is no effect. On a failed save the target is charmed by you for the duration. A successful DC10 perception check from an observer will reveal that the target is being manipulated.

    On the target person's turn you may use your reaction to either exert control over their movement or action. Each such controlled movement or action is subject to a new Wisdom saving throw. If the movement or action would involve self-harm then the saving throw is done with advantage. If the target succeeds on this saving throw, nothing happens to them in this round but the condition is still in effect for the duration. As long as the spell is in effect and charm remains present, you may attempt to control them on subsequent rounds using your reaction even if they succeeded on a secondary saving throw. The target may be directed in these ways:

    You cannot cause the target to cast spells, use consumable or on-use magic items, or vocalize. The target person is able to use their movement, action, bonus action, and reaction as normal as long as it is not directed by you.

    Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

    At Higher Levels. For every two levels you cast this spell, you may exert control over one additional target. Successfully affected targets will be charmed for the duration but you will still only have one reaction to apply against one target per round.

    Overtime

    3rd-level enchantment


    • Casting Time: 1 action ritual
    • Range: Touch
    • Components: V, S, M (an hourglass of 100g value which is not consumed)
    • Duration: 8 Hours

    This spell allows one touched creature to perform tasks of a single profession five times as fast. The profession is tied to a tool or skill proficiency. Observers of the individual will marvel at the extreme coordination of the individual. While they are not moving with unnatural speed, they are operating with unnatural efficiency without any wasted movement or delay.

    The enchanted creature may choose to benefit from this spell for one round or up to eight hours. Each increment of time is considered five times as beneficial so one eight hour day would be considered forty hours of work.

    Phantasmal Pain

    2nd-level illusion


    • Casting Time: 1 action
    • Range: 120 ft
    • Components: V, S
    • Duration: Concentration 1 Minute

    A creature of your choice that you can see within range suddenly is overwhelmed by incapacitating pain, if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone and becomes incapacitated for the duration. A creature with an Intelligence score of 4 or less isn't affected. The most common phantasmal pain in humanoids is a blinding white back pain where movement makes the pain even worse.

    If the creature takes a movement action while affected (e.g., crawling or standing) the target takes 2d8 psychic damage.

    At the end of each of its turns, the target creature makes another Wisdom saving throw. On a failure, they are left incapacitated and fall prone. On a success, the spell ends and the manifested pain completely fades.

    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage when the creature moves increases by 1d8 for each slot level above 3rd.


    Spell Descriptions
    8

    Repulse

    1st-level transmutation


    • Casting Time: 1 action
    • Range: 30 ft (10 ft )
    • Components: V, S, M (a fingernail, tooth, or bit of humanoid excrement)
    • Duration: Concentration 1 Minute

    You make yourself or a target creature unquestionably repulsive to an extreme. The creature becomes foul in appearance and their putrid odor overwhelms. Humanoids within 10' of the affected creature must make a Constitution saving throw at the start of their turn or when they come within 10' of the creature. On a failed Constitution save they fall to their knees and are fully nauseated with watering eyes and a heaving stomach. They are considered prone. On a successful Constitution saving throw they are unaffected and will not be affected for this spell duration.

    You may cast this on yourself or another creature within 30'. When casting this upon an unwilling creature, the target receives an initial Charisma saving throw. On a successful Charisma saving throw the target is unaffected. On a failed saving throw, the target is affected for the duration. At the end of each of its turns, the target can make another Charisma saving throw. On a success, the spell ends. The affected creature's skill proficiencies based on Charisma are at disadvantage. (Spellcasting and saving throws are unaffected.) Unwilling creatures are initially oblivious to their appearance and odor.

    Resist Elements

    1st-level abjuration


    • Casting Time: 1 reaction *
    • Range: Self
    • Components: S
    • Duration: 1 Round

    The spell dissipates some of the incoming energy, lessening its effect on you. You have resistance to the triggering damage type until the end of your next turn.

    Shimmer Step

    1st-level conjuration


    • Casting Time: 1 bonus action
    • Range: Self
    • Components: V
    • Duration: Instantaneous

    Briefly surrounded by a shimmering mist, you teleport up to 10 feet to an unoccupied space that you can see.

    Tracker's Mark

    1st-level divination


    • Casting Time: 1 action
    • Range: 90 ft
    • Components: V, S
    • Duration: Concentration 1 Hour

    You choose a creature you can see within range and open the awareness of the world to that quarry. For the spell duration, all things inform you of the direction and general distance of the creature. You cannot be surprised by the creature. You can mentally see the creature and are not affected by blindness, darkness, or invisibility in relation to the creature for the duration. If the creature leaves the current plane of existence the spell ends.

    At Higher Levels. When you cast this spell using a spell slot of 2nd or 3rd level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 4th level or higher, you can maintain your concentration on the spell for up to 24 hours.

    Vicious Taunting

    1st-level enchantment


    • Casting Time: 1 bonus action
    • Range: Self 30 ft (20 ft )
    • Components: V
    • Duration: Instantaneous 1 Minute

    You unleash a barrage of taunting insults laced with potent enchantments at all enemy creatures around you. All creatures you designate within range must succeed on a Wisdom saving throw or have disadvantage on their next melee, ranged, or spell attack against against anyone other than you.

    This effect lasts until the creature makes one attack or one minute, whichever occurs first. Targets are subject to this effect if they can hear you -- they do not need to understand your language.


    Magic Items

    Magic Items
    10

    Angdain Craftsman Hammer, +1

    Weapon (light hammer), rare


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

    When using this light hammer to forge arms or armor with your smith's tools you have Expertise.

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

    Angdain Craftsman Hammer, +1Angdain Craftsman Hammer, +1

    Angmegil Heavy Shortsword, +2

    Weapon (shortsword), rare


    At rest, this magical shortsword is peculiarly heavy weighing the same as a greatsword. It is inscribed in exquisite detail with runes smaller than imaginable. As one of the final steps of its magical rune-forging process it was reduced in size. When wielded, the runes collectively shimmer in a light red radiance creating dim light in a 15' radius.

    You gain a +2 bonus to attack and damage rolls made with this magic weapon. The sword has the both the finesse and versatile weapon properties. It may be used one-handed (1d6+2 piercing or slashing damage) or two-handed (2d6+2 piercing or slashing damage).

    Additionally, when you hit a large, huge, or gargantuan creature with this weapon, the runes flare and cause extra 2d6 searing radiant damage. This damage cannot be restored by regeneration for at least one hour.

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

    Arcanist Hand Crossbow, +1

    Weapon (crossbow, hand), rare (requires attunement)


    This magic hand crossbow fires bolts of which are magically conjured by the device. The wielder ignores the loading weapon property. It does not require, nor can it accept ammunition. Three times per day (resetting at dawn) you may use a bonus action and make an Arcane Bolt attack.

    Arcane Bolt. As a bonus action, you cause your crossbow to conjure a bolt which explodes with arcane energy upon impact. Make a normal ranged attack against a creature or target. On a hit, the target takes normal attack damage. Additionally that creature and every creature within 5' radius must make a DC15 dexterity save or take 3d12 force damage on a failed save, or half on a successful save. On a miss, the dungeon master will determine where the arcane bolt impacts.

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

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

    Arcanist Heavy Crossbow, +1

    Weapon (crossbow, heavy), rare (requires attunement)


    This magic heavy crossbow fires bolts of which are magically conjured by the device. The wielder ignores the loading weapon property. It does not require, nor can it accept ammunition. Three times per day (resetting at dawn) you may use a bonus action and make an Arcane Bolt attack.

    Arcane Bolt. As a bonus action, you cause your crossbow to conjure a bolt which explodes with arcane energy upon impact. Make a normal ranged attack against a creature or target. On a hit, the target takes normal attack damage. Additionally that creature and every creature within 5' radius must make a DC15 dexterity save or take 3d12 force damage on a failed save, or half on a successful save. On a miss, the dungeon master will determine where the arcane bolt impacts.

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

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


    Magic Items
    11

    Bracers of the Hazardous

    Wondrous Item, very rare (requires attunement)


    These steel wiry bracers are always slightly cool to the touch. They seem to move and are difficult to focus on. They may be worn by anyone but may not be worn beneath full armor coving the arms or gauntleted hands. While you are attuned and wearing the bracers you may choose to use your reaction to activate one of the bracer's features if you are attacked, suffer damage, or make a saving throw for any reason. You may choose one effect per reaction as long as the bracers have the required charges:

    Charge Cost

    Effect

    Wild (d8)

    2

    Resist Elements. The ability diffuses some of the incoming energy, lessening its effect on you. You have resistance to the triggering damage type until the end of your next turn.

    This may only be applied to an event which caused elemental damage damage to you. If this was chosen randomly and is not applicable, then nothing happens.

    1

    3

    Absorb Elements. The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

    This may only be applied to an event which caused elemental damage damage to you. If this was chosen randomly and is not applicable, then nothing happens.

    2

    4

    Shimmer Step. You are briefly surrounded by a silvery mist and teleport up to 10 feet to an unoccupied space that you can see just before the attack or other triggering action is made. If the triggering action was an attack the attacker may choose to not use their attack or may choose to attack you at your new location if they are able.

    3

    6

    Misty Step. Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see just before the attack or other triggering action is made. If the triggering action was an attack the attacker may choose to not use their attack or may choose to attack you at your new location if they are able.

    4

    4

    Shield. An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.

    5

    2

    Hellish Rebuke. You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

    This may only be applied to the creature who attacked you during your reaction. If this was chosen randomly and is not applicable, then nothing happens.

    6

    6

    Counterspell. You attempt to interrupt a creature in the process of casting a spell. This may only be applied to the creature you used your reaction on. If this is chosen randomly and is not applicable, then nothing happens.

    If the creature you are reacting to is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, roll 2d4 + 12 as an ability check. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

    7

    (may not be chosen)

    Loss of Charges. The bracers lose all their charges. This may only occur as part of a Wild Save or a Reckless Save. If this was chosen randomly as part of a Reckless Save any other randomly chosen effects still occur.

    8

    1

    Wild Save. You roll once using the wild result column (d8) and use the effect for the cost of 1 charge.

    n/a

    2

    Reckless Save. You roll three times using the wild result column (d8) and use the three effects for the cost of 2 charges.

    n/a

    The bracers may store up to 8 charges. They regain 1d6+2 charges every morning at dawn.

    Bracers of the HazardousBracers of the Hazardous


    Magic Items
    12

    Brush of Immaculate Cleanliness

    Wondrous Item, common


    This small brush is two inches wide and three inches long with an ornate silver knobbed handle. It itself is always clean and dry no matter what it comes into contact with. When the brush is swept across an object, garment, or surface a five foot square region of it is immediately cleaned in a single stroke. This behavior is similar to the spell prestidigitation. It will clean and dry but will not remove on-going causes of uncleanliness.

    Brush of Immaculate CleanlinessBrush of Immaculate Cleanliness

    Bullseye Lantern of Darkness

    Wondrous Item, rare


    This lantern requires oil and is lit normally. Because of its tricky nature it requires two rounds to light by non-magical means. It will operate for 6 hours on 1 pint of oil. As an action, the operator may close or open the bullseye lantern. When it burns it, this bullseye lantern sheds thick, magical, and complete darkness in a 60-foot cone chosen by its operator. Light also becomes dim in a 60-foot radius. The lantern requires one hand to carry. As a bonus action, the operator may precisely decide where the cone of darkness falls.

    This lantern will envelop normal and magical light sources but not extinguish them. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. A dispel magic spell cast on the lantern itself will cause a popping sound and extinguish it until the next day. If the lantern oil runs out or its fire is extinguished by some means (e.g., water, wind, Control Flames, Prestidigitation, etc.) then its magical effect immediately dissipates and must be lit again.

    Centaur Scale Mail, +2

    Armor (scale mail), very rare


    This scale mail armor is made for Centaurs. It is similar to horse barding but requires an armorer to modify for use by a horse. It has a base 16 AC (standard 14 +2 magical bonus) plus a Dex modifier (max 2). The wearer has disadvantage on stealth checks.

    This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

    Dagger of Enervation

    Weapon (dagger), legendary (requires attunement by a humanoid and does not require proficiency. Constructs and undead may not attune. A full hour attunement will add one level of exhaustion. Attunement may be stopped prior to the hour and no exhaustion will be imposed.)


    When you hit a creature that is not undead or a construct with this magic weapon, the target must save versus Constitution DC17. On a failed save the target takes an extra 2d8 necrotic damage. You also gain 3d4 temporary hit points. On a successful Constitution save, the target takes only half damage and you gain 1d8 temporary hit points.

    When you critically hit a creature with an attack roll that is not undead or a construct with this magic weapon, the target must additionally make a separate Constitution DC17 save or suffer one level of exhaustion. If that additional save is missed, you also remove one level of exhaustion if applicable. Exhaustion levels applied by this magic weapon last 24 hours from the time they are applied and are entirely removed by a long rest or a Lesser Restoration or Greater Restoration spell.

    Note: If the dagger is thrown or otherwise not in physical contact with its attuned attacker then only the damage and potential exhaustion levels are imposed on the target and no benefits are transferred to the attacker.

    The steel dagger is 17 inches long of small width and a small bronze handguard. The blade appears to be oiled with a shifting to shades of green and purple but is dry and cold.

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

    Dagger of EnervationDagger of Enervation


    Magic Items
    13

    Figurine of Telling

    Wondrous Item, varies (requires attunement)


    The Figurine of Telling is a class of magical items created in a similar style by different creators improving upon each others designs. The common properties do vary but start from the same base concept. The figurine is of a humanoid and approximately nine inches tall. It will appear to be made of delicate china or stone but it is immune to non-magical damage. If the figurine communicates it may do so by gesturing with its arm and hand, by speaking in its voice similar to a magic mouth spell, or both. The eyes of the figurine will normally move and will focus upon an observer. The figurine does not have a soul or intelligence but may be created in a way to be believed it does. Each item has a different appearance. Carved into its base is the name of the depicted figure. Also engraved on its bottom is a magical mark of its creator. If found randomly, the figurine will be of one of the following each with its own characteristics.

    Each item requires attunement. The item may be activated once per day and recovers its ability at dawn. Auras with a duration emanate from the figurine. If the figurine is moved during its duration that aura also moves. A Dispel Magic spell cast upon it will always cancel its effect if active and render the figurine unusable until the next dawn.

    1d12FormRarityFigurine ActionFeatures
    1Acrobats, Amanda and ChristineUncommonOnly gestures.Emits a 50' radius aura for ten minutes. All persons within the aura gain a +10 to their Acrobatics skill checks.
    2Truthsayer, ReneeUncommonOnly speech.Emits a Zone of Truth aura for ten minutes with a DC18 Charisma saving throw. Upon detecting a lie (from a failed save) it immediately speaks "Lie" in the common language.
    3Musician, NareeUncommonOnly rhythmic gestures.Emits a 50' radius aura for thirty minutes. All persons within the aura gain a +10 to their musical Performance skill checks.
    4Thespian, Jamie
    UncommonA soft hum.Emits a 50' radius aura for ten minutes. All persons within the radius gain a +10 to all Performance skill checks.
    5Engineer, CarinUncommonGestures and speech.Similar to the Find Traps spell but its duration is ten minutes. The figurine will point, gesture, and explain the nature of any traps in its line of sight.
    6Whisperer, AntoinetteUncommonOnly speech.The figurine may be asked one question similar to the Augury spell. It will speak the omen in the same language the question is asked and the response is audible to all persons within 15'.
    7Animal Lover, LunareiUncommonGestures and speech.The figurine may be asked one question about the location of any beast within 50 miles. It may be a specific beast or category of beast, or of specific characteristics. It will report the nearest, and largest population and will provide a +10 Animal Handling bonus for that beast. If a beast of that type dies within the figurine's line of sight within a week, tears roll from its eyes and it will not function for two weeks.
    8Arcanist, JennetteUncommonOnly gestures.Upon invoking the figurine, it will provide helpful information about the presence of magic for thirty minutes. It will respond with gestures to inquiries about the presence of magic in any locations in its line of sight. Its capability is similar to the Detect Magic spell. However, it will only point at the magical object or area. It may be asked to restrict its observation to specific schools of magic.
    9Traveler, AlexandraRareGestures and speech.When invoked, the Traveler figurine will provide encyclopedia quality answers to three area questions similar those provided by the Commune with Nature spell.
    10Spy, LexineRareOnly head gestures.The Spy figurine may be used to answer three questions with a yes or no answer similar to the Commune spell. The figurine will nod its head yes or no or tilt its head to the side if it is unsure.
    11Foreteller, EleanoreVery RareOnly speech.The Foreteller figurine is imbued with supernatural insight. It will answer one question from its attuned creature per day similar to the Divination spell.
    12True Path, SusanneVery RareOnly gestures.Similar to the Find the Path spell the True Path figurine will always point the attuned creature toward the expressed destination. This effect lasts all day.
    Figurine of TellingFigurine of Telling


    Magic Items
    14

    Footsoldier's Dagger

    Weapon (dagger), common


    This magical weapon does not provide attack or damage bonuses. When you rest your hand on the pommel you gain a +2 to your passive perception skill and you can tolerate temperatures as low as 10 degrees Fahrenheit without any additional protection.

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

    Footsoldier's DaggerFootsoldier's Dagger

    Fire-Ensorcelled Spellbook

    Wondrous Item, uncommon


    While closed this appears to be a normal spellbook. When opened all its writings are in small script whose ink burns as magical fire rising two inches off the otherwise normal parchment. It is a magical flame and will burns similar to flames from coals. It is both difficult to look and alluring similar to a very interesting camp fire. It will cause damage to vision over time. Attempting to use the spellbook without deactivating the magical ward will cause damage to sight. The damage is not immediate and a creature must decide to press forward with the effort. A successful DC15 Constitution save will allow a Wizard to learn or cast a spell from the spellbook but will result in two hours of being Blinded. A failed save will result in one week of being Blinded. A Lesser Restoration will negate any Blinded condition caused by this ward.

    Touching the flames will cause 1 hit point of damage or 2d4 points of damage if the creature cannot withdraw.

    The ward may be neutralized in several ways. First, a creature may utter it's magical passphrase. Doing so will reduce the flames to mere wisps until the tome is closed. Second, if the creature using the spellbook has their name listed as the current owner on the inside back of the cover then they will be identified by the tome and the flames will automatically reduce themselves to mere wisps upon opening the book. The third manner of neutralizing the book is with a Dispel Magic spell. This is a DC 15 check using your spellcasting ability. A successful dispel will eliminate the warding for 24 hours. And the final manner is to apply water to the page. The spellbook is not damaged, but the flames are quenched for 10 minutes. This may be repeated while reading the spellbook.

    New spells inscribed by the owner will become magically enflamed. No special inks or charcoals are required. Simply writing a new owner name on the inside cover will establish ownership.

    An Identify spell will reveal the spellbook's passphase and its manner of establishing its current owner. An Arcana skill check of DC20 will reveal the method of deactivating the ward with water and owner name. If the spellbook ward is neutralized in any manner, a (daily repeatable) Arcana DC10 check will reveal its ownership mechanism if not already known.

    The spellbook may be used as a makeshift light source and is treated similar to a continual light source with 30' radius of light and an additional 30' radius of dim light.

    A found Fire-Warded Spellbook has a similar selection of spells as a normal spellbook suitable for a level ten Wizard or higher.

    Fire-Ensorcelled SpellbookFire-Ensorcelled Spellbook


    Magic Items
    15

    Helm of Protected Breathing

    Wondrous Item, uncommon


    This full helm is made of leather and steel. It has a breathing apparatus from and lenses for the eyes. The helm covers the entire head but may be donned as an action. It is magical and protects the wearer from natural and magical effects which affect dangerous breathing. While wearing the protected creature is not affected by poison clouds, gases, choking, or magical spell effects from spells such as Poison Spray, Ray of Sickness, Stinking Cloud, and even CloudKill.

    While wearing the mask a creature suffers substantial penalties. The wearer is at disadvantage at perception checks and initiative rolls.

    Helm of Protected BreathingHelm of Protected Breathing

    Longsword Focus

    Weapon (longsword), common (requires attunement)


    Similar to a Druid's wooden staff, this longsword is specially designed to act as an arcane focus for a sorcerer, warlock or wizard. The weapon radiates magic but does not allow the wielder to hit creatures only hit by magical weapons and does not confer any bonus to hit or damage.

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

    Mordenkainen's Tiny Camp Figurine

    Wondrous Item, rare (requires attunement)


    Mordenkainen's tiny camp figurine resembles a magical snow globe of a winter camp protected by a magical dome. It is small enough to fit in a medium pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 30 feet of you, the figurine becomes a small camp with a fire and ten bedrolls. The area is protected by a 10' radius transparent dome of force. The camp protects its occupants from all forms of weather, unpleasant temperature, and has its own magically purified air and ventilation. The camp fire is natural and may be extinguished.

    Initially only the person speaking the command word may enter the campground. They may then invite up to nine other creatures into the space. These identified individuals may pass into and out of the dome protecting the camp without notice. Creatures not allowed access are blocked by the transparent impenetrable force. The dome may be destroyed by a Disintegrate spell. The dome and camp itself are anchored to the ground and in other ways it operates similar to a Tiny Hut spell. Attacks and spells may not pass through the dome of the camp but light may.

    If the space where the camp would appear is occupied by other creatures or objects, or if there isn't enough space for the camp then nothing occurs.

    The camp lasts for up to ten hours, or when the command word is spoken again, or if the person who created the camp leaves the dome for more than one hour. At which time the camp fire, bedrolls, and dome disappear and the tiny camp figurine appears at the center of the camp. Once the camp returns to its figurine form it cannot be used again until eight hours elapse.

    Mordenkainen's Tiny Camp FigurineMordenkainen's Tiny Camp Figurine

    Pitcher of Hot and Cold

    Wondrous Item, uncommon


    Any liquid substance may be put into this silver-plated, insulated pitcher. Using one of the invocation words will cause the liquid to instantly become very hot. The other invocation word will cause the liquid to become very cold. Hot is a few degrees below boiling and suitable for tea or rustic coffee. Cold is just a few degrees above freezing and ideal for a refreshing beverage. In most circumstances, neither temperature may be used as a weapon. The pitcher holds one gallon of liquid. Using the invocation word and pouring the liquid requires one full round.


    Magic Items
    16

    Potion of Blind Rage

    Potion, uncommon


    This potion comes in a small wooden bottle with a cork top. It contains 1d10 doses of a bitter dark brown liquid.

    Ingesting a dose puts the imbiber in a state of confused rage for 2d4+2 rounds unless they save vs WIS DC15. A creature may always choose to fail a save. While affected they gain the following benefits:

    • The creature becomes resistant to bludgeoning, piercing, and slashing damage if they were not already resistant or immune.
    • The creature gains unnatural Strength and adds +2 to their melee weapon attack and damage rolls using Strength.
    • The creature gains advantage on Strength checks and Strength saving throws.

    They also suffer the following detriments:

    • They are not in direct control of their actions and must follow these conditions.
    • They are unable to maintain concentration of spells or cast new spells.
    • While affected the creature is confused and attacks the nearest creature with a melee weapon attack. If no weapon is available they will use improvised weapons or grapple.
    • Every turn they are under the effects of this potion, they must consult the following table.
    d10Behavior
    1The creature howls in its loudest voice and uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. Beyond this movement, the creature doesn't take an action this turn.
    2-3The creature turns its rage upon itself. They take their full action assault themselves with bludgeoning damage. The creature takes 1d6+1 damage beyond their resistance.
    4-8The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature moves to another creature within range. If no other creatures are within range, they move towards the closest perceived creature.
    9-10The creature can move and take actions and bonus actions how it chooses. It must roll on this table again in the following round until the effects no longer apply.

    The effects of this potion end early if the creature is knocked unconscious, if they are successfully enchanted with Calm Emotions, or otherwise have no eligible targets to attack.

    Potion of Elation

    Potion, uncommon


    This potion comes in a small green glass bottle with a screw top. It contains 1d10 doses of a smooth slippery liquid.

    Ingesting a dose puts the imbiber in a state of euphoria for 1d4+1 hours unless they save vs. CON DC10. A creature may always choose to fail a save. On a successful save the creature is placed into a state of euphoria for 2d4 rounds. While affected the creature must roll on the following table:

    d10Behavior
    1-2The creature falls into a fitful unproductive sleep for the remainder of the effect of the potion. They cannot be awoken short of using a Lesser Restoration spell.
    3-4The creature believes they have developed demi-god-like powers. All skill checks are actually at disadvantage however the creature believes they are successful or dismisses the result as unimportant. Additionally, all saving throws are at disadvantage. This condition will last half the remaining duration of the effect of the potion. At that time roll again on this table.
    5-6The creature is glib and exuberant. They will automatically succeed on Charisma saving throws but will automatically fail any Wisdom saving throws. This effect persists for the full remaining duration of the potion effect.
    7-8One perceived and close creature is randomly selected. That creature is the focus of intense admiration and adoration by the imbiber of the potion. They move to the creature and greet them warmly as a close personal friend. That creature benefits from the effects of a charm person against the imbiber of the potion. This lasts for up to one hour or the remaining duration of the potion's effects, whichever is shorter. If this effect ends and the potion has a remaining duration roll again.
    9The creature gains 10 temporary hit points for the duration of the effect. Roll again ignoring this result.
    10The creature must save vs. WIS DC15 or take 2d6 psychic damage or 1d6 on a successful save. Roll again ignoring this result.


    The effects of this potion end early if the creature is knocked unconscious, dies, or is the recipient of a protection from poison, lesser restoration, or greater restoration spell.

    Potion of ElationPotion of Elation


    Magic Items
    17

    Potion of Iron Skin

    Potion, rare


    Shards of this shiny reddish-gray substance adhere to the outside of its container. The potion has three doses. It may be consumed in one action allowing a Medium or smaller creature to immediately transform their skin into iron for one hour. This duration may not be shortened.

    While transformed the creature weighs 65 pounds heavier than normal. They also have an armor class of 18 (as plate) but they do receive their full dexterity modifier. While this is similar to a Potion of Invulnerability, it does not confer any immunities or resistances. It does not provide the ability to breathe under water. The transformed creature is however appropriately vulnerable to rust-monster attacks.

    Wearing other armor (beyond a shield) provides no benefit but may limit dexterity modifiers as normal.

    Putty of Mending

    Wondrous Item, common


    This small four ounce glass jar contains magical putty. Application of the putty on any hard or soft surface repairs or rejoins the item similar to the mending spell. The putty is not consumed when used and may be rolled back up and reclaimed. The glass jar is not magical. However it never appears to stay broken.

    Ring of Elementary Cantrips

    Ring, common (requires attunement by a creature capable of casting elemental cantrips)


    This ring allows the wearer to shift the damage type of any damaging cantrips cast to a different damage type for the following damage types: Fire, Cold, Lightning, Poison, Acid, and Thunder. Any secondary effects and saves remain unchanged in their type. For cantrips with secondary effects the spell will visually display both as the new damage type and as the original.

    Ring of Focused Power

    Ring, very rare (requires attunement)


    While attuned to this magical ring the wearer's ability to cast spells is sharpened and focused. All of your spell casting is much more difficult to interrupt with Counterspell. For the purposes of Counterspell, against the wearer's casting, all spells including those of third level and lower, are subject to a DC of 19 instead of a normal “DC equals 10 + the spell's level”.

    The second power this magical ring bestows upon its wearer is the ability to make their spells more powerful. The attuned wearer may choose to use one or more charges to increase the spell level of a cast spell. The caster uses their spell slot normally and then may increase that with charges without needing to use or normally be able to cast the spell at a higher level. A caster may also normally cast a spell at an increased level and then increase it further with this ring. If a spell gains no benefit from being cast at a higher level, no charges are expended and no benefits are conferred.

    To increase a spell level by one level, one charge is consumed. To increase a spell casting level by two, two charges are expended. To increase a spell casting level by three, four charges are consumed.

    This ring can carry up to six charges. When found, it contains 1d6 charges. It gains 1d4+1 charges after a long rest.

    Rings of Shared Thought

    Ring, rare (requires attunement by a creatures with intelligence scores of 3 or more)


    The Rings of Shared Thought are always created as a pair. When slipped on a finger they slowly adjust to the size of the wearer while they attune. While worn by attuned the creatures they have the following abilities:

    1. Telepathic Communication. The creatures may communicate telepathically as a free action. They do not need to have a common language. Communication is possible over any distance but it may not extend to different planes of existence. Communication must be actively pursued similar to speaking to someone however this communication is more intimate. This communication may not be blocked except by removing the ring.
    2. Sensory Manifestation. As an action, either creature may experience senses through the other creature. This extends to sight, hearing, smell, touch, and taste. They are not in control the other creature but may observe all senses. While taking this action the target creature is aware of the other sensing creature. The sensing creature may not move or take any other actions. Their own senses are dulled and the action ends if they or the sensory target take any damage.
    3. Sensory Bond. If either wearer receives any damage the other is immediately aware of the injury, its severity, and type of injury.
    4. Probe Thoughts. Either wearer is able use an ability of the ring similar to Detect Thoughts. This action may be used once per day. Its range is unlimited within the same plane of existence. Its target is limited to the other wearer.
    5. Find Pair. Once per short rest a wearer of one ring may attempt to find its paired ring. This may be done regardless of that paired ring's attunement or equipped status. The action is similar to Locate Object except its distance is unlimited within the same plane of existence.

    The rings are most commonly not found as a pair and their particular abilities will not be revealed without an identify spell or a helpful creature wearing the paired ring.

    Rings of Shared ThoughtRings of Shared Thought


    Magic Items
    18

    Elvish Scale Mail, +2

    Armor (scale mail), very rare


    This medium armor comes with a helm. Elvish Scale Mail is an extremely light and flexible. This armor imposes no disadvantage on Dexterity (Stealth) checks. It has a Strength requirement of 8.

    While wearing this armor, you gain a +2 bonus to AC, you have advantage on saving throws against charms.

    This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

    Elvish Scale Mail, +2Elvish Scale Mail, +2

    Shortsword Focus

    Weapon (shortsword), common


    Similar to a Druid's wooden staff, this shortsword is specially designed to act as an arcane focus for a sorcerer, warlock or wizard. The weapon radiates magic but does not allow the wielder to hit creatures only hit by magical weapons and does not confer any bonus to hit or damage.

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

    Sleeping Potion

    Potion, uncommon


    A cool five inch metal tube with a stopper contains a cloudy white and clear liquid. It contains six doses.

    Consuming a dose causes the creature to fall into a deep slumber for one hour within 1d4 rounds unless they save vs CON DC15. Creatures may always choose to fail their save. The creature may be awoken by damage or any other creature spending one round to awaken them. After awaking from an interrupted sleep the creature is at disadvantage for all saves for 2d4 rounds.

    Creatures who sleep for a full hour from this potion gain the benefit of a Long Rest.

    Spell Scroll of the Light Blade (2nd Level)

    Scroll, uncommon


    A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.

    If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 12. On a failed check, the spell disappears from the scroll with no other effect.

    This scroll contains a 2nd level spell. The spell's saving throw DC is 13 and attack bonus is +5.

    A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 12. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

    Talisman of the Tutelari

    Wondrous Item, uncommon (requires attunement)


    This item is a large piece of jewelry which hangs from a heavy silver chain. The talisman is silver, approximately 1/2" thick, and occupies the space of a palm. It depicts a skull and winds of rebirth. If you are an evil cleric or paladin, you can use the talisman as a holy symbol.

    The talisman grants resistance to poison and requires attunement.


    Magic Items
    19

    The Butler's Purse

    Wondrous Item, rare (requires attunement)


    This purse consists of two items which are inherently linked. Powerful wizards can provide their staff with sufficient funds for any form of purchase in a secure fashion. A change purse affixed with an obvious but small magic ward is used by a trusted member of a household for an errand. Upon opening the small purse with a simple and discreet passphrase (e.g., “Let me see”), one may retrieve an amount of coin sized objects sixty-four times in volume than what should be the capacity of the purse. This is not an extra-dimensional space. The purse appears to be a small Pouch, modestly-sized (4” tall, 4” across, and 1” front-to-back). It always weighs one pound. When reaching into the purse, one is actually reaching into a 4” high, 16” wide, 16” deep magical coffer at a remote safe location. Turning the purse side to side will jostle the items in the magical coffer. Turning the purse upside down will empty the contents of the magical coffer out the purse. You may look inside the purse and see items in the coffer. Items do not spring to your hand at will.

    The coffer connected to the purse may be filled with whatever is deemed necessary or prudent. It may be filled with coins, gems, candy, beans, or anything one might place in a purse. Liquid could be stored but will be a mess. Sharp items could damage the purse upon removal. Some larger items (e.g., a dagger in a scabbard) could be placed in the coffer and retrieved through the purse. The coffer may be emptied at any time. The coffer may be refilled at any time. Items placed in the coffer are accessible to the purse. Items placed in the purse are really placed in the coffer. The purse will not operate if the lid of the coffer is open or opened.

    The coffer itself is finely milled rosewood with a soft purple velvet lining. It has interior hinges which allow the top to open. Inside the top is a small gold plaque with the warning, “Never place the magiked purse inside this coffer.” The coffer is secured by an impressively large padlock with no visible keyways. The rosewood is impregnated with a magical force making it immune to physical or magical damage. The padlock is opened by a different passphrase known to the owner.

    An Identify spell will disclose a purse's passphrase. If also in one's possession, a separate Identify spell will disclose the coffer passphrase. A Dispel Magic spell affecting the purse will cause it to not operate for one hour and all connections are blocked. Dispel Magic has no effect on the coffer. A Knock spell will not break either item's powerful warding.

    The purse requires attunement as a security measure. Attunement does not confer knowledge of either passphrase nor the location or nature of the coffer. The coffer does not require attunement. Additional wards may be in place on or around the magical coffer depending on the owner and what they store in it.

    Presuming every coin is one ounce these are the dimensions of a single coin:

    Coin Type (18 karat)Diameter and Height of a Single CoinCoins per Cubic Inch, StackedCoins per Cubic Inch, Loose
    Copper1-1/4" x 0.073" 3.763-1/3
    Silver1-1/2" x 3/32" 4.744
    Gold1-1/2" x 0.118" 8.778
    Platinum1-1/4" x 0.065" 9.859

    If the magic coffer is full then the purse will be shown as full and can receive no more. This is important to note when used by tax collectors. If every coin in the coffer was the same type and the coffer was entirely full, the following table shows the quantity and weight of the contents.

    What Can Fit In The CofferMaximum Number of Coins in CofferWeight of Coins (lbs.)
    If all coins are Copper3,409213
    If all coins are Silver4,096256
    If all coins are Gold8,192512
    If all coins are Platinum9,216576

    A randomly found purse will typically only have a note and address within it promising a large reward for its safe return.

    The Butler's PurseThe Butler's Purse

    The Caretaker's Maul, +1

    Weapon (maul), very rare (requires attunement)


    This magical weapon provides a +1 to attack and damage rolls.

    On any successful attack against Undead creatures of challenge rating 2 or lower, the wielder of the Caretaker's Maul may expend a charge. The Undead target must then make a DC15 CON saving throw or be stunned until the end of the attacker's next turn.

    When you roll a critical success on your attack roll with this magic weapon against an Undead creature of any challenge rating, the target must make a DC15 CON saving throw or be stunned until the end of the attacker's next turn. This does not require expending a charge.

    The Caretaker's Maul may have up to 10 charges and recovers up to 1d6+4 charges each long rest.

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


    Magic Items
    20

    The Death Mist Morningstar, +2

    Weapon (morningstar), very rare (requires attunement)


    This +2 magic weapon personifies the spirit (Daimona in some cultures) of the death-mist. Upon any strike with the Morningstar, a small cloud of dark decay can be visually perceived (Perception check DC 13) emanating from the head of the weapon. On a successful attack the mist does an extra 1d8 necrotic damage. Additionally, the target must succeed on a DC15 Constitution saving throw or become Poisoned for up to one minute. While it is affected in this way, the creature suffers disadvantage on all its attack and ability checks.

    At the end its turn an affected creature may make subsequent DC15 Constitution saving throws to end the Poisoned condition. If a creature uses their action wiping and cleansing themselves (or cast the cantrip Prestidigitation) from the decaying particles they remove the Poisoned condition.

    Creatures resistant or immune to poison damage types are both considered immune to this weapon's Poisoned effect.

    If the wielder of this weapon takes any form of Radiant damage then the magic Morningstar loses its extra necrotic damage component and its ability to inflict the Poisoned until the end of the wielder's next turn. It is still a magic +2 weapon.

    After the attuned wielder has this weapon in their possession for one week, they gain resistance to Poison damage. If they unattune they immediately lose this resistance. If they already have resistance to Poison (e.g., Dwarven Resilience) then they gain no further resistance.

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

    Wand of Fire

    Wand, rare (requires attunement by a spellcaster)


    This wand is 18 inches long and appears to be a small hardened branch pulled from a fire. If you are not attuned to it holding it in your glove-less hand will cause one point of damage per turn. You must be able to cast at least one first level spell and you must be attuned to the wand to use it.

    The wand has up to 7 charges. You can use your action to cast one of the following spells from the wand expending the associated number of charges:

    • Pyrotechnics (1 charge expended per use, CON Save DC12)
    • Aganazzar's Scorcher (3 charges per use, DEX save DC15)
    • Scorching Ray (may create 1 to 4 rays of fire expending one charge per ray, each with a +4 ranged spell attack)

    Additionally for no expended charges, the wielder may use their action to:

    • Cause the wand to ignite and be used as a Torch. It provides light in a 20' radius and dim light in an additional 20' radius. The fire is normal and may set things alight. The wand may be extinguished as a bonus action.
    • Cast Create Bonfire (no charges expended per use, DEX save DC12).

    The wand regains 1d4 +3 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 20, the wand regains 1d6 +1 charges immediately. On a 1, the wand crumbles in half and is destroyed.

    Wand of FireWand of Fire


    Magic Items
    21

    Wand of Sonic Malaise

    Wand, rare (requires attunement by a Spellcaster)


    This wand has 10 charges. This wand is normally used in a secret manner outside of combat. While holding it, you can use an action to expend 1 of its charges to make a ranged spell attack on a creature you can see within 30 feet of you. If the target is wearing a metal helm (generally medium or heavy armor) they must succeed a DC 10 Constitution saving throw or suffer a -4 to Perception skill checks until they take a long rest. If the target does not currently have a metal helm on or is otherwise in light or no armor, they must succeed on a DC 15 Constitution saving throw. A Lesser Restoration or Greater Restoration spell will also remove this effect.

    If the target has Resistance to Psychic or Thunder damage types they have Advantage on saving throws for the effect. If the target has Immunity to Psychic or Thunder damage then the target suffers no effect whatsoever and does not even perceive the attack.

    Subsequent attacks made with the wand have the same ranged magic attack and saving throws but have compounding effects on the target if they still are affected from previous attacks:

    • a second successful attack and failed save will cause the -4 to Perception skill checks to be permanent (although a Lesser Restoration or Greater Restoration spell will remove this effect)
    • a third successful attack and failed save will cause the target to suffer one level of Exhaustion until they take a Long Rest
    • a fourth successful attack and failed save while the target is suffering Exhaustion from this item will make the Exhaustion permanent (until removed by magical means)

    After an attack the target does not necessarily realize anything has occurred. In order to know they were attacked in some way, the target should make a Perception skill check DC 15 and deduct their modifier from their roll. A successful skill check will reveal a noted ringing in the ears, a mild feeling of being out of place, uneasiness, mild illness, and slight hearing loss in one ear - especially if the attack was successful with a failed save. If a target is affected by compounding attacks, the target will be aware of their condition and will have a strong desire to move away from their current location even if they have not perceived they were a victim of an attack. Resistance to Psychic or Thunder damage does not provide Advantage on Perception skill checks. Immunity to Psychic or Thunder damage makes a target oblivious to being attacked unless it is done in a visibly obvious fashion.

    Attacks with the wand do not require verbal utterances or somatic movements. Attacks with the wand are not effected by non-metal substances or barriers less than five inches thick, and do not provide any cover. Used covertly, its wielder must make a contested Sleight of Hand or Stealth skill check vs Perception if the target becomes aware of an issue.

    The wand is 16 inches long and made of fine steel. The wand has a blue crystal visibly housed within its narrow body. At its pointing-end, the steel ends in a two-pronged fork.

    The wand regains 1d6 + 1 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.

    Wand of Sonic MalaiseWand of Sonic Malaise


    Magic Items
    22

    Book of Extended Trust

    Wondrous Item, very rare (requires attunement)


    This book is 16" tall, 10" wide, and 5" thick. It weighs 15 lbs. It has a large silver and gold clasp which is not locked but requires one action to open. It contains hundreds of delicate pages. On each page is an exquisitely decorated sketch of either a silver trinket, amulet, or talisman. Next to these are names of people. All of the the pictures are unique. While the attuned person is holding the book they may touch one of the pictures in the book. Immediately after doing so the sketch wavers and is replaced by a real view of the object or the person holding the object. Moving the book allows the observer to change the viewpoint.

    An identify spell will reveal the invocation phrase to allow the attuned creature to add items to the book. Adding an item to the book requires one hour with the silver item (which must be at least 10 silver pieces in value). Inscribing the scryable item consumes 100gp of inks and magical ingredients. A newly discovered book will contain 4d100 scryable items.

    Items or effects which block the scrying spell will block this magic item. In the case of contested scrying this item imparts a DC 20 but does not allow for any other modifiers to increase that DC value.

    Book of Extended TrustBook of Extended Trust

    Warhammer of Thunder, +1

    Weapon (warhammer), rare (requires attunement by a humanoid with a minimum Strength of 16.)


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

    The weapon also has two abilities requiring charges to use:

    Thunderous Strike. As an action costing five charges, the wielder strikes the ground with thunderous force inflicting damage to all creatures in either a 5 foot radius originating from you or in a 15 foot cone in the direction you strike. Creatures in the affected area must make a DC15 Constitution saving throw. On a failed save, a creature takes 4d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and is not moved.

    Unsecured objects that are entirely within the area of effect are automatically pushed 10 feet away from you by the spell's effect. The Thunderous Strike ability emits a thunderous boom easily audible to 300 feet.

    Crackling Smite. As a bonus action costing two charges, the wielder may smite a creature or target they successfully hit with this magic weapon using the attack action. The warhammer crackles with thunder and rings with a smite which is audible within 300 feet of you. The Crackling Smite deals an extra 2d6 thunder damage to the target and if the target is a creature, it must succeed on a DC15 Strength saving throw or be knocked prone.

    The warhammer regains 1d6 + 1 expended charges daily at dawn up to a maximum of eight charges. If you expend the warhammer's last charge it temporarily loses its magical attack and damage bonus until the next dawn.

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

    Warhammer of Thunder, +1Warhammer of Thunder, +1


    Darkwood Monsters

    Darkwood Monsters
    23
    The following monsters may be encountered in the Darkwood campaign.

    Crying Bear

    Crying bears are highly intelligent. They are highly evolved omnivores but have adapted to a more carnivorous protein-rich diet using their crying lure. They survive almost exclusively using guile and surprise with most prey being scavenger beasts. They are not naturally aggressive to humanoids but will attack immediately any creature which responds to their crying lure.



    Crying Bear

    Large beast , unaligned


    • Armor Class 11 (Natural Armor)
    • Hit Points 34 (4d10 + 12)
    • Speed 40 ft., climb 30 ft.

    STR DEX CON INT WIS CHA
    19(+4)10(+0)16(+3)5(-3)13(+1)7(-2)

    • Skills Perception +3
    • Senses Passive Perception 13
    • Languages --
    • Challenge 3 (700 XP)
    • Proficiency Bonus +2

    Crying Lure. At will, the bear may make sounds very similar (Wisdom DC 12) to its choice of a crying humanoid child or wounded animal. These may range from loud, painful wails to soft whimpering. The sounds are made to lure scavenger prey to be killed. These however also may lure humanoids.

    Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.

    Actions

    Bear Hug. As an action, the bear may make a grapple attack. On a successful grapple, the target will also take an additional 7 (1d6 + 4) bludgeoning damage and then may be targeted with a Grappled Bite bonus action.

    Multiattack. As an action, the bear may make two attacks: one with its bite and one with its claws.

    Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

    Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

    Bonus Actions

    As a bonus action, the bear may make a bite attack against a creature it has successfully grappled or continues to have grappled.

    Grappled Bite. Melee Weapon Attack: +10 to hit, one grappled target. Hit: 10 (1d8 + 6) piercing damage.



    Darkwood Monsters
    24

    Howling Skull

    Dark blue flames and mad, echoing laughter surround an undead Howling Skull. This disembodied floating skull blasts foes with dreadful spells from its eyes called up from the dark recesses of its memory.

    Howling SkullHowling Skull


    Howling Skull

    Tiny undead , neutral evil


    • Armor Class 13
    • Hit Points 20 (9d4 + 18)
    • Speed 0 ft., fly 20 ft.

    STR DEX CON INT WIS CHA
    1(-5)8(-1)10(+0)14(+2)10(+0)8(-1)

    • Skills Arcana +4, Perception +3
    • Damage Resistances Fire, Necrotic
    • Damage Immunities Poison
    • Condition Immunities Charmed, Frightened, Grappled, Poisoned, Prone
    • Senses Darkvision 60 ft., Passive Perception 12
    • Languages Abyssal, Common, Infernal
    • Challenge 2 (450 XP)
    • Proficiency Bonus +2

    Illumination and Perception. The flameskull sheds dim blue light in a 15-foot radius. It has Darkvision to 60 feet. It has skill in Perception (+3) and Arcana (+4).

    Resistance and Immunities. The flameskull is resistant to necrotic and fire damage. It is immune to poison damage. It may not be grappled or made prone. It cannot be charmed or frightened.

    Rejuvenation. If the flameskull is destroyed, it regains all its hit points in 1 hour unless holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them.

    Spellcasting. The flameskull is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +3 to hit with spell attacks). It requires no somatic or material components to cast its spells. The flameskull has the following wizard spells prepared:

    Cantrip (at will): Chill Touch

    1st level (4 slots): Witch Bolt, Shield

    2nd level (2 slots): Shatter

    Actions

    Howling Alert. The howling skull briefly sheds bright light in a 30-foot radius and dim light in an additional 30-foot radius until the beginning of its next turn. It also howls loudly in a fashion audible to creatures within 500 feet. It will frequently use this as its first action in an encounter to signal undead allies.

    Multiattack. The howling skull uses Vicious Howl twice. It may only do this against targets within the same 90-degree facing.

    Vicious Howl. Ranged Spell Attack: +3 to hit, range 30 ft., one target. Hit: 6 (2d6) thunder damage.

    Shriek of the Dead. Each creature in a 15-foot cube centered around the Howling Skull must make a Constitution DC 13 saving throw. On a failed save, a creature takes 10 (2d10) necrotic damage. On a successful save, the creature takes 5 (1d10) damage.



    Darkwood Monsters
    25

    Forsaken Tutelari

    The Tutelari are intended to be protectors. The Forsaken Tutelari have only painful memories of their past life. They are tortured souls. They may follow simple orders of their master but they will often forget those commands. Forsaken Tutelari are failed Liminal Tutelari. Their bodies are diseased corpses which take decades to rot. They are not conscious but wild with anger.


    Forsaken Tutelari

    Medium undead , neutral evil


    • Armor Class 12
    • Hit Points 20 (5d8)
    • Speed 30 ft.

    STR DEX CON INT WIS CHA
    13(+1)10(+0)10(+0)4(-3)4(-3)4(-3)

    • Damage Resistances Necrotic, Psychic
    • Damage Immunities Poison
    • Condition Immunities Charmed, Exhaustion, Poisoned, Unconscious
    • Senses Darkvision 60 ft., Passive Perception 8
    • Languages Abyssal, Common, Infernal
    • Challenge 1/2 (100 XP)
    • Proficiency Bonus +2

    Actions

    Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage. The target must succeed on a DC 12 Constitution saving throw or become poisoned for 1d4 rounds.

    Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d4) bludgeoning damage.


    Revered Tutelari

    The Tutelari are protectors with extremely limited memories of their past life. They will follow simple orders of their master. Revered Tutelari are aged and skeletal. They are darkened with a fire ritual which somehow does not shatter their bones. They wear cloth robes. There is a gracefulness to their movements. They are susceptible to bludgeoning weapons. They make little sound while moving and are dark in color so they have natural Stealth in dark or dim light.


    Revered Tutelari

    Medium undead , lawful evil


    • Armor Class 11 Cloth Robe
    • Hit Points 13 (2d8 + 4)
    • Speed 25 ft.

    STR DEX CON INT WIS CHA
    10(+0)14(+2)15(+2)6(-2)8(-1)5(-3)

    • Skills Stealth +14
    • Damage Vulnerabilities Bludgeoning
    • Damage Immunities Poison
    • Condition Immunities Exhaustion, Poisoned
    • Senses Darkvision 60 ft., Passive Perception 9
    • Languages Understands all languages it knew in life but can't speak
    • Challenge 1/4 (50 XP)
    • Proficiency Bonus +2

    Actions

    Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 1) piercing damage.



    Darkwood Monsters
    26

    Revered Tutelari, Armored

    The Tutelari are protectors with extremely limited memories of their past life. They will follow simple orders of their master. Revered Tutelari are aged and skeletal. They are darkened with a fire ritual which somehow does not shatter their bones. Armored revered Tutelari are carefully equipped in padded partial chain and carry a shortsword and light crossbow. There is a gracefulness to their movements. They are susceptible to bludgeoning weapons. They make little sound while moving and are dark in color so they have natural Stealth in dark or dim light.


    Revered Tutelari, Armored

    Medium undead , lawful evil


    • Armor Class 14 (Chain Mail Fragments Carefully Arranged)
    • Hit Points 13 (2d8 + 4)
    • Speed 25 ft.

    STR DEX CON INT WIS CHA
    10(+0)14(+2)15(+2)6(-2)8(-1)5(-3)

    • Skills Stealth +12
    • Damage Vulnerabilities Bludgeoning
    • Damage Immunities Poison
    • Condition Immunities Exhaustion, Poisoned
    • Senses Darkvision 60 ft., Passive Perception 9
    • Languages Understands all languages it knew in life but can't speak
    • Challenge 1/2 (100 XP)
    • Proficiency Bonus +2

    Actions

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

    Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d8) piercing damage.


    Shadow Stirge

    This horrid monster is cloaked in magical shadow and difficult to realize it is even there but for the absence of something which should be there. It is a cross between a large bat and an oversized mosquito. Its legs end in sharp pincers, and its long, needle-like proboscis slashes the air as it seeks to feed on the blood of living creatures.


    Shadow Stirge

    Tiny beast , unaligned


    • Armor Class 16 (Natural Armor)
    • Hit Points 2 (1d4)
    • Speed 10 ft., fly 40 ft.

    STR DEX CON INT WIS CHA
    4(-3)16(+3)11(+0)2(-4)8(-1)6(-2)

    • Skills Stealth +17
    • Senses Darkvision 60 ft., Passive Perception 9
    • Languages --
    • Challenge 1/2 (100 XP)
    • Proficiency Bonus +2

    Emanate Shadow. Always present. The shadow stirge is cloaked in shadow encompassing all adjacent spaces five feet from it. Any spaces which are brightly lit become dimly lit. Any spaces which were dimly lit become darkness. This shadow is magical in origin but is weak. Darkvision and normal light sources behave normally with it. Dim light or darkness may present conditions on skill checks and attack rolls respectively.

    Actions

    Cloak of Shadow. If the shadow stirge has not moved during its turn it may use its action to hide with +4 to its Stealth check.

    Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 (1d4 + 3) hit points due to blood loss.

    The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.



    Darkwood Monsters
    27

    Smilodon

    The smilodon and its subspecies, smilodon populator is a very large tiger with saber-long teeth.

    SmilodonSmilodon

    Smilodon

    Large beast , unaligned


    • Armor Class 16 Natural Armor
    • Hit Points 118 (16d12 + 14)
    • Speed 50 ft., The smilodon may only run for one minute before returning to a walk for two turns.

    STR DEX CON INT WIS CHA
    22(+6)16(+3)18(+4)3(-4)14(+2)10(+0)

    • Skills Perception +8, Stealth +4
    • Senses Passive Perception 18
    • Languages --
    • Challenge 7 (2,900 XP)
    • Proficiency Bonus +3

    Keen Smell. The smilodon has advantage on Wisdom (Perception) checks that rely on smell.

    Pounce. If the smilodon moves at least 20 feet straight toward a creature of medium size or smaller and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the smilodon can make one bite attack against it as a bonus action.

    Actions

    Multiattack. The smilodon makes three attacks: one with its bite and two with its claws. If the target is prone, the dire smilodon can make one bite attack against its target as a bonus action.

    Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (9d8 + 12) piercing damage.

    Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (5d8 + 8) slashing damage.



    Additional Races

    Additional Races
    28
    • https://www.dndbeyond.com/races/630549-half-dryad
    • https://www.dndbeyond.com/races/627819-liminal-tutelari