The Expanded Crafter
A Forenote on Aetherion Energy
This supplemental Guide is meant to be used in conjunction In this document, several mentions of a damage
with The Complete Crafter made by AeronDrake. The type known as "Aetherion" are made, this is a type
items in this module are meant to reflect more exotic that is not typical in most senses as it works
materials that are potentially harder to find, but with a higher differently than most forms of damage:
payoff for item creation.
Aetherion Thought to be the spiritual twin of
Some of the materials in this guide are also either Force damage, Aetherion is, in simplisitc terms,
replacement materials, or updated versions of them in order soul energy. Where Force damage shreds and
to grant a broader potential for both magical and nonmagical tears down matter at the molecular level,
creations - and their unit costs reflect their new forms. Any Aetherion damage only targets souls and spirits
updated materials are still used to craft the recommended and destroys them, rendering most bodies
items in the original document, but with potential for either completely innert and "empty" No form of
improvements, or completely different items altogether. resistance, immunity, or vulnurability exists for
such damage.....that is known.
Some materials may also be presented as innately magical,
without the need of further enchantment. This means that All constructs of an artificial nature - not
while the materials exhibit magical properties, they are not including those powered by a soul or similar
affected by dead magic zones or antimgaical effects. spiritual power source - are immune to the effects
of Aetherion, as they do not possess the "material"
Example: Adamantium in this guide is listed as magical in that is affected by this damage type.
nature, granting it a +1 magical bonus to attack and damage,
and a +1 bonus to AC. This means that, even within the In addition, this supplemental guide also delves into more
confines of an antimagical effect, these innate abilities items, weapons, and armor available to the characters that
remain - as they are fundamental traits of the material itself. may appear in different D&D books.
This goes the same for all other materials, even ones that
deal elemental damage. Only the magical effects applied to This is to reflect foreign lands as well as technological
the items AFTER enchanting are affected by magical developments.
nullification.
Of course, as with all rules and guidelines in D&D, it is
ultimately up to the DM to decide if these rules apply - or
even if these materials exist on your world.
If appropriate, pick a monster or a location that is a
thematic fit for the item to be crafted. For example, creating a
DURING ADVENTURES AND TRAVELS, A mariner's armor might require the essence of a water weird.
character can collect and harvest a series of Crafting a staff of charming might require the cooperation of
materials and objects to craft common and a specific arcanaloth, who will help only if the characters
special equipment. This supplement expands complete a task for it. Making a staff of power might hinge on
the following crafting rules, which can also be acquiring a piece of an ancient stone that was once touched
found in the Xanatar's Guide to Everything. by the god of magic–a stone now guarded by a suspicious
androsphinx.
Following the rules in the previous Guide, these tables In addition to facing a specific creature, creating an item
expand upon the original tables, including more challenge comes with a gold piece cost covering other materials, tools,
ratings for creatures for materials, another level of rarity, and and so on, based on the item's rarity. Those values, as well as
more options for tool uses. the time a character needs to work in order to complete the
item, are shown on the Magic Item Crafting Time and Cost
Tool Uses Items table. Halve the listed price and creation time for any
Acids, Oils, Perfumes consumable items.
Proficiency Potions, Antitoxins, Drugs
Alchemist's Supplies Rings, Circlets, Necklaces Magic Item Crafting Time and Cost
Herbalism Kit Leather Armor, Boots, Gloves
Jeweler's Tools Poisons, Toxins, Drugs Item Rarity Workweeks* Cost*
Leatherworker's Tools Armor, Weapons, Shields
Poisoner's Kit Common 1 50 gp
Smith's Tools Guns, Clockwork
Tinker's Tools Cloaks, Robes Uncommon 2 200 gp
Weaver's Tools
Woodcarver's Tools Masks, Shields, Focuses Rare 10 2,000 gp
Very Rare 25 20,000 gp
Legendary 50 100,000 gp
Mythical/Artifact 100 500,000+ gp
*Halved for a consumable item like a potion, scroll or
talisman. Items may also be crafted several times faster if
The Magic Item Ingredients table suggests the challenge created by a superior craftsman - such as a Fire Giant Smith,
rating of a creature that the characters need to face to a Demonic Craftsman, or even a Deity.
acquire the materials for an item. Note that facing a creature To complete a magic item, a character also needs whatever
does not necessarily mean that the characters must collect tool proficiency is appropriate, as for crafting a nonmagical
items from its corpse. Rather, the creature might guard a object, or proficiency in the Arcana skill.
location or a resource that the characters need to access to.
If all the above requirements are met, the result of the
process is a magic item of the desired sort.
Magic Item Ingredients CR Range
1-3
Item Rarity 4-8
Common
Uncommon 9 - 12
Rare 13 - 18
Very Rare 19 - 24
Legendary 25 - 30+
Mythical/Artifact
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Minor Medium Major Talisman Spell Cost
A talisman is a single-use magic item similar to a potion or a - 81-85 21- Tortoise Warding Bond 600gp
wand. It can be triggered once before it loses its magical 30 Shell
power. A talisman can hold a spell of up to 3rd level, and any
character can activate the spell. Most talismans are beneficial - 86-90 31- Green Lesser 600gp
to the user. Talismans with offensive capabilities are all but 40 Acorn Restoration
unheard of.
- 91-95 41- Shadow Nondetection 600gp
Most talismans are crafted by enchanters, mystics, or 50 Mask
shaman, and sold at temples, shrines, or holy sites.
- 96-100 51- White Clairvoyance 600gp
A typical talisman is a small item of jewelry made from 60 Acorn
various natural materials: bone, feathers, shells, dried plants,
and the like. Talismans are rarely larger than a holy symbol, - - 61- Chromatic Meld into 600gp
and have no appreciable weight. 70 Stone Stone
The form of a talisman is often a clue to its function. A - - 71- Goldfish Water 600gp
tortoise shell, for example, is obviously protective in nature. 80 Scale Breathing
Talismans can be identified as any other magic items. All
talismans are activated by using an action, and the talisman - - 81- Lizard's Tail Remove 600gp
crumbles to dust or ash after it is used. 85 Disease
To generate talismans randomly, roll a D100 on the - - 86- Mirrored Invisibility 900gp
Talismans table. 90 Mask
- - 91- Origami Gust of Wind 900gp
95 Fan
Cost - - 96- Origami Haste 900gp
99 Hawk
Minor Medium Major Talisman Spell
01- - - Bone Shield Sanctuary 75gp - - 100 Incense of - 1,200gp
10 Focus
11- - - Heron Expeditious 75gp Brooch of Plenty This talisman provides its user with
20 Feather Retreat sufficient nourishment for one day’s sustenance. it also
enhances the user’s rest, so that sleeping for 4 hours provides
21- - - Golden Leaf Pass Without a 75gp all the benefits of 8 hours of sleep. It crumbles to dust 24
30 Trace hours after activation. (Crafting a brooch of plenty takes 1
day.)
31- - - Gray Mask Disguise Self 75gp
40 Black Fan When activated, a black fan talisman surrounds
the user in an aura of power and mystery. This aura inspires a
41- - - Paper Fog Cloud 75gp measure of both fear and awe in people the user interacts
50 Umbrella with, giving the user advantage on Charisma checks for 1
hour. The talisman must be worn visibly on the user’s
51- 01-20 - Brooch of - 150gp clothing for the duration of the effect. It crumbles into ash at
60 Plenty the end of the hour. (Crafting a black fan takes 2 days.)
61- 21-30 - Black Fan - 150gp Incense of Focus A spellcaster who burns this incense at
70 the end of a long rest gains an additional spell slot of 1st, 2nd,
3rd, or 4th level. The spell slot you gain, must be of a level you
71- 31-40 - Bone Key Knock 150gp already have spell slots for. Roll a d4 to determine the spell
80 level. (Crafting an incense of focus takes 3 days.)
81- 41-50 - Chickadee Levitate 300gp
90 Feather
91- 51-55 - Mirror Shard Mirror Image 300gp Crafting a talisman requires materials worth half it's listed
95 value in gold (mostly what the talisman looks like), as well as
proficiency in the Arcana skill and must provide any material
96- 56-60 - Gray Misty Step 300gp components required for the casting of the spell. The
100 Pendant Talisman must reflect it's intended use in some way, usually
with it's appearance. Moreover, the character must have the
- 61-65 - Black Mask Darkness 300gp spell prepared, or it must be among the character's known
spells, in order to create the talisman.
- 66-70 - Silent Bell Silence 300gp
Crafting any talisman takes an amount of days equal to it's
- 71-75 01- Silvered Leaf Speak with 300gp spell slot level.
10 Plants
- 76-80 11- Silvered Speak with 300gp
20 Tooth Dead
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With effort and focus, a person with the time on their hands This blue liquid is created using the essence of magic
can brew useful potions typically found in the world. As they extracted from alchemical ingredients. When you drink this
are all forms of a restoration potion, they all follow the basic potion, you gain a number of points you can use to regain
alchemical formula; and therefore, can all be brewed through spell slots you already used (or recover Ki points equal to the
the same methods. So as long as an alchemist knows how to points shown). The number of points depends on the potion's
make a potion of healing, they can make a mana or stamina rarity, as shown in the mana potions table.
potion as well - so long as he has the correct ingredients.
Mana Potions Rarity Points
These 3 potion types fall into a special category for item Common 1d4 + 1
crafting, separate from other magic items. A character who Type Uncommon 2d4 + 2
has proficiency with the herbalism kit or alchemist's supplies Mana 3d4 + 3
can create these potions. The times and costs for doing so Greater Mana Rare 4d4 + 4
are summarized on the Restoration Potion Creation table. Superior Mana Very Rare 5d4 + 5
Supreme Mana Legendary
Restoration Potions Creation Extreme Mana
Type Rarity Time Cost
25 gp
Base Common 1 Day 100 gp In the following table you can see how many points you
1,000 gp need to spend for recovering a spell slot. When you use the
Greater Uncommon 1 Workweek 10,000 gp potion, you must distribute the points immediately. You can
100,000 gp recover any number of used spell slots if you have enough
Superior Rare 2 Workweeks points to do so, and every point left is lost.
Supreme Very Rare 3 Workweeks
Extreme Legendary 4 Workweeks Spell Slot Point Cost
1st 2
2nd 3
3rd 5
One of the most commonly seen potion types, You regain hit 4th 6
points when you drink this potion. The number of hit points 5th 7
depends on the potion’s rarity, as shown in the Healing 6th 9
Potions table. Whatever its potency, the potion’s red liquid 7th 10
glimmers when agitated. 8th 11
9th 13
Healing Potions Rarity HP regained
Common 2d4 + 2 (Mana potions cannot restore High level spell slots, ie: 10th
Type Uncommon 4d4 + 4 - 12th level, as those are only regained through special
Healing 8d4 + 8 circumstances.)
Greater Healing Rare
Superior Healing Very Rare 10d4 + 20
Supreme Healing Legendary 20d4 + 50
Extreme Healing
This yellow-orange liquid is created from the flow of energy.
When you drink this potion, it restores used abilities,
depending on the class of whoever drinks it. Such as Action
surges for fighters, Rages for barbarians, Bardic Inspirations
for bards, Channel Divinities for clerics/paladins, and similar.
Stamina Potions
Type Rarity Ability points regained
1
Stamina Common 2
3
Greater Stamina Uncommon 4
5
Superior Stamina Rare
Supreme Stamina Very Rare
Extreme Stamina Legendary
If restored to full, you also gain 1 more use of the ability for
12 hours, and then it is lost.
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With time and patience, a spellcaster can transfer a spell to a Creature parts are mostly used as alchemical materials and
scroll, creating a spell scroll. for creating armor and weapons. Others take some of the
creature parts as trophies and decorations for their armor
Resources. Scribing a spell scroll takes an amount of time and houses.
and money related to the level of the spell the character
wants to scribe, as shown in the Spell Scroll Costs table. In When characters hunt down or finds a dead creature they
addition, the character must have proficiency in the Arcana can attempt to harvest some parts for crafting and surviving.
skill and must provide any material components required for Since creatures and monsters varies in type and rarity, the
the casting of the spell. Moreover, the character must have the characters must make a specific ability check. The Extracting
spell prepared, or it must be among the character's known Creature Parts table shows which ability check a character
spells, in order to scribe a scroll of that spell. must make to extract some parts from a creature. The DC for
harvesting a part equals to 12 plus half the creature
If the scribed spell is a cantrip, the version of the scroll challenge rating (creatures with a challenge rating lower than
works as if the caster were 1st level. 2 don't add it to the DC).
High Magic spells levels 10 - 12th, are under DM's Extracting Creature Parts Ability
discretion on whether they will include access to such godly Check
magics. If so, examples of such can be found from Kirbysag's Creature Type
Compendium Arcana , and Blacklight85's Solar Aberration, construct, dragon, elemental, Arcana
Compendium Supplement. ooze
Beast, giant, humanoid, monstrosity, plant Nature
It is also up to the DM to determine the spell Save DC and Celestial, fey, fiend, undead Religion
attack bonus to High Magic spell scrolls - keeping in mind
their extreme power.
Spell Scroll Costs
Spell Level Time Cost
15 gp
Cantrip 1 Day 25 gp The number of checks a character can make depends of
250 gp the size of the creature. Every harvest check takes 1 hour to
1st 1 Day 500 gp complete, even if the character fails the roll. Each successful
2,500 gp check gives the character a number of units which can be
2nd 3 Days 5,000 gp used for crafting new pieces of equipment, objects, and other
15,000 gp kind of gear.
3rd 1 Workweek 25,000 gp
50,500 gp The DM determines the number of checks the party can
4th 2 Workweeks 250,000 gp make for each part they want to harvest.
5th 4 Workweeks The DM also decides the amount of units a character get,
but the number of units cannot exceed the maximum shown
6th 8 Workweeks in the table below.
7th 16 Workweeks
8th 32 Workweeks Creature Size Maximum Checks Max Units per Check
Tiny 1 1/4 unit
9th 48 Workweeks Small 2 1/2 unit
Medium 3 1 unit
10th 80 Workweeks 750,000 gp Large 4 2 units
11th 128 Workweeks 1,000,000 gp Huge 5 3 units
12th 200 Workweeks 2,500,000 gp Gargantuan 6 4 units
Colossal 7 5 units
Titanic 8 6 units
For example, characters can make multiple checks for
harvesting various units of scales from a large red dragon,
but they can make only one check for harvesting the heart
(which gives only 1 unit instead of two). Some units may also
have been destroyed from fighting the creature.
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The value of each harvested unit goes from 1% to 50% of the There're also other materials which are not ores or
experience of the creature - with the exception of truly gemstones - mainly woods - which can be also used to craft
mythical creatures being an astronomical 100% value. The weapons, armor, and other kind of items and gear. Plants and
harvested parts of common creatures have a value of 1% of Herbs are mostly used for creating alchemical mixtures,
the creature's experience, while the rarer creature's parts cooking, and in some cases for creating dyes for painting.
value is close to 50% of the creature's experience. You can
determine the values of each extracted part in the following Wood - For collecting Wood materials, a character needs
table. to make a Strength (Athletics) or a Dexterity check,
depending on the material (DC 15). On a success, the
CR Creature Rarity Unit Value character collects a number of units equal to 2d4 + its
6 or less Common 1% of the creature exp. Constitution modifier (minimum 1).
7 - 12 5% of the creature exp. For example, if a character wants to collect some units of
13 - 18 Uncommon 10% of the creature exp. kirinwood, he must make a Strength (Athletics) check to cut
19 - 24 Rare 25% of the creature exp. down the tree with an axe and get the material. On a success,
25 - 29 50% of the creature exp. the character collects a number of kirinwood units equals to
30+ Very Rare 100% of the creature exp. 2d4 + its Constitution modifier.
Legendary
Mythical Plants & Herbs - To gather plants, herbs and other
similar resources the character must success a DC 15
As examples, if a character harvest one unit of feathers Intelligence (Nature) check. On a success, the character
from a hippogriff (CR 1), the value of the feather unit will be collects a number of units equal to 2d4 + its Intelligence
1% of the base experience (200 exp), which is 2 gp. modifier (minimum 1 unit).
The time used for gathering woods, plants and herbs
A unit of pseudodragon's scales is worth 5 sp (CR 1/4), and equals to 1 hour for each check, and you can make a
a unit of an adult blue dragon's scales is worth 1,500 gp (CR number of checks per day equal to your Intelligence
16). modifier (minimum 1).
1 Unit of a the scales of a Tarrasque (CR 30+) would be an
astronomical 155,000 gp - a price truly worthy of the shed
scales of the World Eater. It's up to the DM to determine if collected materials can be
sold (and in some cases, bought). The value of each unit
depends of the material. For more information about special
In addition to the materials a character can collect from materials and values, read the material description section of
creatures, there are plenty of other sources for gathering raw this supplement.
materials for crafting and other uses. These materials are
divided in metals (like orichalcum and adamantium), stones Killing, Chilling, & Filling
& crystals (like coral and animite), woods (like kirinwood
and livingwood) and plants and herbs. If characters wants to keep some creature parts for
later use, they need to maintain the parts in a
chilled place to avoid decomposition. Check the
Bag of Colding later in this supplement.
Metals, Stones & Crystals are minerals - the earthen
materials used for making armor, weapons, and when using Later in this module, the material known as
exotic materials, those pieces of gear gain special qualities. "Creature Essence" is mentioned - these "Essence
salts" are essential in crafting items of a specified
Minerals - To extract minerals, a character must use a creature's type - such as Giant Slaying, or Dragon
miner's pick - or similar tool - and make a Strength slaying items, and similar. In order to extract
(athletics) check. The DC for extracting ores is always 15. essence salts from a creature, one may utilize
On a success, the character collects a number of ore units what's known as an "Essence Extraction Device"
equal to 2d4 + its Constitution modifier (minimum 1 unit). which is also mentioned later.
If needed, the character must make an Intelligence
(Nature) check first to find a vein or a place where the ores or
crystals are abundant.
The time used for extracting minerals equals to 1 day
of downtime activity. This represents all the time the
character uses to find and extract the materials.
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Lakes, Rivers and Ocean Rarity
Common
In the following section you can find a list of 1d20 Name Common
materials, their unit value and properties. Some of Common
this materials might have other special features. For 1-5 Twilight wormwood Uncommon
example, an armor made with dragon bones could
grant you resistance to the dragon's breath weapon 6 - 10 Blue herb Rare
damage type. Very Rare
Unless the materials are used for crafting magic 11 - 15 Mandrake root
items, a piece of gear crafted with any of these materials is Rarity
non-magical - even when some of the features they grant are 16 - 18 Aniseed sap Common
magical. Additionally, these materials are listed in order of Common
rarity and price - according to their categories. 19 Kreet paste Common
Uncommon
20 Chromatic mud
Rare
In the following tables you can see examples of plants for Forests & Woodlands Very Rare
various environments. When a character succeeds a roll to
gather plants and herbs, the DM can chose one of the 1d20 Name
following plants or roll a d20 to determine it randomly. You
can read more information about each plant in the material 1-5 Twilight wormwood
description section.
6 - 10 Drojos ivy
11 - 15 Ellond scrub
Arctic & Tundra 16 - 18 Blood herb
1d20 Name Rarity 19 Thunderleaf
Common
1-5 Blue herb Common 20 Wisp stems
Common
6 - 10 Drojos ivy Uncommon
11 - 15 Ucre bramble Rare
Very Rare
16 - 18 White poppy
19 Kreet paste
20 Angel bloom
Caves & Subterranean Rarity
Common
1d20 Name Common
Common
1-5 Twilight wormwood Uncommon
6 - 10 Blue herb Rare
Very Rare
11 - 15 Mandrake root
16 - 18 Abyss flower
19 Kasuni juice
20 Blackleaf rose
Deserts & Arid
1d20 Name Rarity
Common
1-5 Drojos ivy Common
Common
6 - 10 Ellond scrub Uncommon
11 - 15 Ucre bramble Rare
Very Rare
16 - 18 Dried ephedra
19 Olina petals
20 Ebrium fungus
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Mountains & Steppes Supernatural
1d20 Name Rarity 1d20 Name Rarity
Common Rare
1-5 Drojos ivy Common 1-2 Viping Vitalis Rare
Common Rare
6 - 10 Ellond scrub Uncommon 3- 4 Kirin's Fang Rare
Rare
11 - 15 Mandrake root Rare 5-6 Nightcall Bloom Rare
Very Rare Rare
16 - 18 Ash chives 7-8 Xeni Leaves Very Rare
Rarity Very Rare
19 Kasuni juice Common 9 - 10 Olus Veritis Very Rare
Common Very Rare
20 Dragontongue petals Common 11 - 12 Spriteball Petals Very Rare
Uncommon Legendary
Plains & Hills 13 - 14 Lamurma Bell
Rare
1d20 Name Very Rare 15 Ironhand
1-5 Ellond scrub Rarity 16 Silverstem
Common
6 - 10 Mandrake root Common 17 Annam's Finger*
Common
11 - 15 Ucre bramble Uncommon 18 Tenser's Thorn
16 - 18 Aniseed sap Rare 19 Pargen Vine
Very Rare
19 Lunar nectar 20 Black Lotus
20 Dragontongue petals
Swamps & Wetlands *Annam's Finger Roll Chart
1d20 Name Annam's Finger is the name given to the berries found on this
gnarled blooming root, which can be distilled into potions of
1-5 Twilight wormwood giant strength - mentioned later.
6 - 10 Blue herb This is the Roll chart for what concentration of Annam's
Finger you may harvest:
11 - 15 Ucre bramble
Roll a D6
16 - 18 Frenn moss
1-2 Brown Berries - hill giant
19 Ecire laurel 3 Grey Berries - frost/stone giant
4 Red Berries - fire giant
20 Spineflower berries 5 White Berries - cloud giant
6 Violet Berries - storm giant
Supernatural Herbs
When characters go to a regional area that is
especially supernatural or magically potent, at
times the local plant life is also just as affected.
For instance, if a nexus of magic exists in an
isolated pocket of a particularly dense forest, not
only do the characters roll on the "forest &
woodlands" table, but they also roll on the
"Supernatural" table to see what incredibly rare
plants or herbs they find and harvest - which
cannot normally be found - and usually only in very
small amounts.
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Unlike the lists for metals, stones, crystals, and woods -
plants and herbs are sorted in alphabetical order. A dark red herb found in forests, with a similar shape to the
blue herb.
Unit value: 5 gp
A dark pink flower with a thorny stem used to create poisons. Alchemy: Used to craft potions of poison.
Unit value: 10 gp
Alchemy: Used to craft the poison called malice.
A medicinal dark blue herb that grows in almost every terrain
near water sources like rivers and lakes.
This tiny white yellow flower is found in mountains near
rocks and stones. Unit value: 5 gp
Alchemy: Used to craft base restoration potions (ie: potion
Unit value: 40 gp of healing, potion of mana, potion of stamina).
Alchemy: Used to craft potions of flying.
This rare mud can be found near oceans, and it reflects the
These tiny, multicolored berries are found inside flowers that light from any light source, glowing faintly.
bloom on rare twisted, and gnarled roots.
Unit value: 40 gp
Unit value: 150 gp Alchemy: Used to craft oils of sharpness.
Alchemy: Used to craft potions of giant strength.
These golden petals are spicy when eaten, giving a similar
This amber like fluid is known for its resistance against cold. effect as drinking firewater.
Unit value: 10 gp
Alchemy: Used to craft potions of cold resistance. Unit value: 10 gp
Alchemy: Used to craft potions of dragon's breath.
This plant grow in clumps from underground bulbs and
produce round, hollow gray leaves. A brown shrub found in warm arid regions which has tiny
scale-like leaves.
Unit value: 10 gp
Alchemy: Used to craft the poison called burnt othur Unit value: 10 gp
fumes. Alchemy: Used to craft potions of fire resistance.
This blood red rose have a black stem with small reddish A purple climbing or ground-creeping woody plant used by
thorns. animals and humanoids as natural ropes in jungles and
forests.
Unit value: 40 gp
Alchemy: Used to craft the poison called midnight tears. Unit value: 5 gp
Alchemy: Used to craft potions of climbing.
A violet-black, silky, lotus flower that radiates a slight warmth
from within. Faint multichromatic colors can be seen glowing This brown fungus is known by its strong odor and potent
on it's undersides - and small motes of colorful starlight poison when dried and grinded.
dance around it. This flower is mythically rare.
Unit value: 40 gp
Unit value: priceless Alchemy: Used to craft the poison called torpor.
Alchemy: Used to craft potions of Unleashed Potential.
10
An aromatic evergreen shrub with green, glabrous leaves that This Deep, blood red flower has an inner violet center that
grows in swamps. contains a light sensitive airbag - when night descends, the
flower opens and lets out a low howling sound.
Unit value: 20 gp
Alchemy: Used to craft potions of poison resistance. Unit value: 40 gp
Alchemy: Used to craft potions of wrath.
A dried looking woody plant which is smaller than a tree and
has several main stems arising at or near the ground. These pink petals have small bright red dots, known for its
venomous properties.
Unit value: 5 gp
Alchemy: Used to craft alchemist's fire Unit value: 20 gp
Alchemy: Used to craft the poison called pale tincture.
A blue gray moss that grows in swamps and marshes.
Unit value: 10 gp These bright green, semi metallic, leaves grow in ivy bunches
Alchemy: Used to craft the poison called essence of ether. and have tiny serrated edges.
Unit value: 40 gp
Alchemy: Used to craft the poison called truth serum.
A slate grey flower with vaguely hand-shaped petals
encircling a bright blue center.
Unit value: 100 gp A thick, metallic gold vine with blooming pink flowers. It
Alchemy: Used to craft potions of heroism. exhibits an extremely sweet smell.
Unit value: 200 gp
Alchemy: Used to craft phials of resurrection.
A white dense liquid extracted from the spherical flower of a
Kasuni plant.
Unit value: 20 gp Small, sharp silver grass blades that are incredibly rigid,
Alchemy: Used to craft oils of slipperiness. when they scrape against themselves in the wind, they
produce slight screeching.
Unit value: 100 gp
A yellowish, bone colored, oblong berry that grows on sets of Alchemy: Used to craft potions of glibness.
yellow vines. Gives off a vaguely meaty smell.
Unit value: 20 gp
Alchemy: Use to craft potions of primal savagery. Small purple brown berries that grows in the center of the
spineflower, a rare plant with sharp petals and a stem filled
with spines.
A thick viscous fluid extracted from a Kreet mushroom, found Unit value: 40 gp
in humid cold places. Alchemy: Used to craft potions of superior restoration (ie:
potion of superior healing, potion of superior mana, potion of
Unit value: 20 gp superior stamina).
Alchemy: Used to craft potions of greater restoration (ie:
potion of greater healing, potion of greater mana, potion of
greater stamina).
These ball-shaped masses of colorful flowery petals are a
favorite amongst the smaller feyfolk, as they are hollow inside
the ball shaped flower.
A bright violet, conical shaped flower bloom that gives off a
faint, low humming sound. Unit value: 75 gp
Alchemy: Used to craft oils of etherealness.
Unit value: 40 gp
Alchemy: Used to craft potions of haste.
These ghastly, pale blue shrubs have ghost-white thorns on
their stalks - the shrub glows in the dark.
The nectar from this white tiny flower can only be harvested
under moonlight. Unit value: 150 gp
Alchemy: Used to craft potions of prowess.
Unit value: 20 gp
Alchemy: Used to craft potions of force resistance.
These yellow leaves are soft to touch and known for gliding
around their trees on their own accord after falling off.
This root have small air bags inside of it, and when the root is
squished the air sounds like screams for a few seconds. Unit value: 20 gp
Alchemy: Used to craft potions of flying.
Unit value: 10 gp
Alchemy: Used to craft potions of thunder resistance.
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Additional Potions
A purple gray fibrous plant with straight stems, growing up to Later in this module are the aforementioned potions that have
3 feet tall. The leaves are spirally arranged, and they're known not been seen in any D&D book thus far. Such as the "potion
for their poisonous properties. of primal savagery", "potion of wrath", "phial of resurrection",
"potion of glibness", "potion of prowess", and the ultimate
Unit value: 5 gp "potion of unleashed potential".
Alchemy: Used to craft basic poison vials.
A white rough tangled prickly shrub with thorny stems that
grows in almost every plain, no matter the temperature.
Unit value: 5 gp
Alchemy: Used to craft potions of radiant resistance.
A collection of red-hued, moss-like ivy that hangs from trees,
rock sides, and other surfaces.
Unit value: 75 gp
Alchemy: Used to craft potions of supreme restoration (ie:
potion of supreme healing, potion of supreme mana, potion of
supreme stamina).
This tiny flower looks like a bright blue dandelion seed head.
Even though it looks pretty, the stem is the only usable part
for alchemical concoctions.
Unit value: 40 gp
Alchemy: Used to craft potions of vitality.
A beautiful white flower that grows up to 4 feet tall and
consists of 5 petals, giving it a small star-like shape.
Unit value: 10 gp
Alchemy: Used to craft potions of growth, and potions of
diminution.
Dark grey trees with Sage green leaves, these seemigly
haunted trees look in a constant state of autumnal death - the
leaves decay rapidly when shed from the branches within a
few days - leaving a smokey vapor in their wake.
Unit value: 40 gp
Alchemy: Used to craft potions of gaseous form.
More art than science?
The plants and herbs listed are attributed to crating
most forms of potions and poisons that are
available in game. However, some methods of
creating potions may require multiple differing
ingredients - as per DM's discretion:
Perhaps the "Extreme Restoration Potion", with
no obvious ingredient listed, would require a
unit of each ingredient that made up it's lesser
forms, namely: blue herb, kreet paste,
spineflower berries, and viping vitalis.
A "Potion of Invulnerability" may require a unit
of each other resistance potion's ingredients.
Even a "Resurrection Draught" may require the
ingredients of an "Extreme Restoration potion"
to be combined with Pargen Vine.
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Creature materials are used mainly for clothing and armor, as
hides and leathers aren't utilized for crafting weapons. Hippogriffs, Rocs, giant eagles and other flying creatures
have beautiful, multicolored feathers used to show their
majesty.
A series of bones joined together, mostly used by shamans Unit value: Determined by the creature's CR.
and wildlings. Armor: While wearing clothing or any non-metallic armor
made with monster feathers, you gain a +3 bonus to Wisdom
Unit value: Determined by the creature's CR. (Animal Handling) checks you make.
Weapon: Replaces the metal and wood; gain +1 to their
damage rolls.
Armor: Replaces the metal. While wearing a medium or
heavy armor (non hide) made with bones, you gain a +3 Scales harvested from creatures, with a variety of colors,
bonus to Charisma (Intimidation) checks you make. shapes and sizes.
Unit value: Determined by the creature's CR.
Armor: Replaces the metal. Used to craft a scale mail, or
These flexible shells of chitinous creatures such as giant similarly scaled, armor.
crabs or remorhaz are used to craft armors, known to be
lighter than metallic armors.
Unit value: 100 gp This sage-brown hide is harvested from bog and marshland
Armor: Replaces the metal. While wearing a medium creatures.
armor (non hide) made with chitin, the armor's dexterity
bonus increases by 1. Unit value: 250 gp
Heavy armors made with chitin reduce the Strength Armor: While wearing clothing or a hide/leather armor
requirement by 1. made with illkalic hide, acid damage you take is reduced by 3.
All creatures are different, but they're grouped up in types This white-grey hide is harvested from tundra and cold area
which determines their fundamental natures. These items creatures.
are generally referred to as "salts" for the sake of simplicity
(ie: fire salts - for fire elementals, dragon salts - for dragons, Unit Value: 250 gp
etc.) Armor: While wearing clothing or a hide/leather armor
made with solstini hide, cold damage you take is reduced by
Unit value: Determined by the creature's CR. 3.
Weapon: Can be used to craft specific slaying weapons
such as weapons of dragon or giant slaying.
Other: Can be used to craft specific potions, alchemical
concoctions, and magic items such as a brazier of This brown-orange hide is harvested from desert and dry
commanding elementals area creatures.
Essence Salts Unit value: 250 gp
Armor: While wearing clothing or a hide/leather armor
All creatures are divided in various types, and characters can made with ellond hide, fire damage you take is reduced by 3.
extract a unit of that essence using an essence extraction
device - each creature can only grant 1 unit of essence salts.
Essence salts come in a variety of forms - and there is This indigo blue hide is harvested from coastal and oceanic
almost always a salt type for each type of creature. Below are a area creatures.
few examples of common essence salts - but your DM may
have others in mind: Unit value: 250 gp
Armor: While wearing clothing or a hide/leather armor
Ignan salts - fire elementals made with zetic hide, lightning damage you take is reduced
Aquan salts - water elementals by 3.
Terran salts - earth elementals
Auran salts - air elementals
Draco salts - dragons
Jotun salts - giants This stale stone-grey hide is harvested from mountainous and
Sinister salts - undead, cursed and shadowfell creatures elevated area creatures.
Jovial salts - fey, supernatural and feywild creatures
Profane salts - infernal creatures Unit value: 250 gp
Hallowed salts - celestial creatures Armor: While wearing clothing or a hide/leather armor
Psudon salts - aberration creatures made with Dinakond hide, thunder damage you take is
reduced by 3.
This splotched sickly green and black hide is harvested from
especially poisonous environmental creatures.
Unit value: 250 gp
Armor: While wearing clothing or a hide/leather armor
made with Thoxx hide, thunder damage you take is reduced
by 3.
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This brightly pale, and slightly metallic, cream colored hide is This rare, seemingly opalescent hide, is harvested from
harvested from celestial and similar creatures. creatures of a supernatural origin - typically those affected or
mutated by exceptionally magical energies. It is difficult to
General: All Stellar hide items are ritualistically magical in find a creature that exhibits such mutations - and harder to
nature - weapons, armor, and items are considered magical extract from said creature.
for overcoming resistance and immunity.
General: All Mysterid hide items are magical in nature,
Unit value: 500 gp weapons gain a +1 magical bonus to attack and damage rolls,
Armor: While wearing clothing or a hide/leather armor and armor gains a +1 to it's AC.
made with stellar hide, radiant damage you take is reduced
by 3. Unit value: 750 gp
Armor: While wearing clothing or a hide/leather armor
made with mysterid hide, force damage you take is reduced
by 3.
This deep, almost pitch black, dark hide is harvested from
infernal and similar creatures.
General: All Shadow hide items are ritualistically magical The bones left over from falled titans, such as Astral
in nature - weapons, armor, and items are considered magical Dreadnoughts, Atropals, Empyreans, Krakens, Tarrasques,
for overcoming resistance and immunity. and other legendary creatures of Godly construction. These
bones carry inside them residual divine energies from the
Unit value: 500 gp Titans they once were a part of, and therefore, still retain
Armor: While wearing clothing or a hide/leather armor massive power.
made with shadow hide, necrotic damage you take is reduced
by 3. Titan Ivory is rediculously rare to come across, as killing a
Titan will no doubt be an achievement of monumental
proportions - doing so, and then harvesting it's bones would
yield extreme renown and reward. Therefore it's value is too
This slick grey, mottled purple hide is harvested from astronomical to state.
abberations and particularly psychic creatures.
Titan's Ivory has all effects of Bone, with it's own
General: All Paranic hide items are magical in nature, abilities as well:
weapons gain a +1 magical bonus to attack and damage rolls,
and armor gains a +1 to it's AC. General: All Titan's Ivory items are highly magical in
nature, weapons gain a +2 magical bonus to attack and
Unit value: 750 gp damage rolls, and armor gains a +2 to it's AC.
Armor: While wearing clothing or a hide/leather armor
made with paranic hide, psychic damage you take is reduced All Titan's Ivory items bestow Advantage to all Charisma
by 3. (Intimidation) and Charisma (Persuassion) checks the wearer
makes.
Other uses for hides?
Weapons: The crit range for Titan's Ivory weapons is
As stated earlier, hides and leathers aren't increased by 1 - regardless of what your current crit range is.
traditionally used for crafting weapons; however, if
your DM allows it, hides used in the Armor and Shields: Once per dawn, bestows upon it's
construction/hilting of weapons may add an wearer temporary hit points equal to 2x one of the creature's
additional effect: hit dice. These temporary hit points last until the next dawn.
(ex: a barbarian with d12 hit dice, rolls a 6 on one, therefore;
+3 (elemental damage) to their damage rolls. - gains 12 temporary hp till next dawn.)
based on the damage type the hide usually
protects against.
14
A natural deterrent against most supernatural beings, Some
monsters are susceptible to silvered weapons, so cautious
A sturdy metal overall, iron is inferior to steel in practical adventurers invest extra coin to plate their weapons with
regards. Any item made with iron will cost less than a steel alchemical silver. Created by the process of transmuting lead
equivalent, but will be slightly less effective. into silver, this is why it maintains some form of magical
properties without having to be enhanced by further magical
Unit Cost: Half it's normal steel cost in gold. effects.
General: All items made of Iron have the DC of strength
checks made to break them reduced by 1. (as compared to Unit Cost: 100 gp
steel items of the same make.) Weapons: Count as a magical weapon for the purposes of
Weapons, traps, and other metallic creations: Gain -1 to overcoming resistances and immunities.
their damage rolls (to a minimum of 1 damage) Armor and Shields: You impose disadvantage on attacks
Armor and Shields: Gain -1 to their AC value. from creatures hurt by silver.
The ubiquitous choice for smiths, crafters, and handymen Appearing to be mundane iron, but exhibits a faint blue sheen
when arming a soldier or warrior, or even preparing tools and when exposed to magical light. Cold Iron is mundane iron
items. Strong and durable, smiths can always put their trust worked entirely without heat, being fashioned exclusively
in steel. while cold and with slight ritualistic magics, this process,
however, does not make the cold iron magical - but does
Unit Cost: As per standard cost. make it particularly effective against the Fey folk.
General: All items made with steel follow the same rules
as their Player's Handbook equivalent as well as any special Unit Cost: 250 gp
rules granted by a Trait crafted into the item. Weapons: When you hit a fey creature with a Cold iron
weapon, you can reroll the damage and use either result.
Armor and Shields: Grants a +1 bonus to any saving
throws made against attacks or spells made by undead
creatures. Additionally, while a creature is donned with an
item of Cold Iron, they have advantage against being charmed
or magically put to sleep.
A form of iron that is mottled purple and with a red sheen
when exposed to magical light. Typically found near
extremely calm or untouched lakes, rivers, or other natural
water sources. Something about the nature of this metal
seems to bring out calm contemptment in living creatures. It
is often used to make holy symbols or sacred objects. The
nature of this metal makes it particularly effective to combat
undead.
Unit Cost: 250 gp
Weapons: When you hit an undead creature with a Diolode
weapon, you can reroll the damage and use either result.
Armor and Shields: Grants a +1 bonus to any saving
throws made against attacks or spells made by undead
creatures. Additionally, a creature donned with an item of
Diolode on their corpse cannot be turned into undead unless
the item is removed, and only 6 hours after removing it.
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A deep, metallic sickly green, Caustinite is an acidic metal, A matte bronzen steel while cold, Feverus is a constantly hot
sometimes in mass quantities, it can dissolve itself from metal that appears as heated iron. Always putting off heat
being overly acidic. Found typically under ancient bogs and with a faint red glow, this metal is typically found in barren
swamplands near volcanic vents, this metal is difficult to magma fields, volcanoes, and other consistently hot areas;
handle. especially where lavaflow is common.
Unit Cost: 500 gp Unit Cost: 500 gp
Weapons: Deals an extra 1d6 Acid damage on strike. Weapons: Deal an extra 1d6 Fire damage on strike.
Armor and Shields: Reduce the amount of damage done Armor and Shields: Reduce the amount of damage done
by sources of acid by 1d6. by sources of fire by 1d6.
Bearing the color of sky blue silver, Cryrium is an unnaturally A semi-metallic blackened blue metal with a purple sheen,
cold metal that consistently gathers a layer of frost on it's Fulmenar is an energized metal that, at times, discharges
surface. Found in the most remote and desolately cold and static and electrical pulses. Typically found in mountain tops
frozen tundras where ice and snow have fallen for centuries and coastal crags where storms rage and the force of the
untouched. tides and lightning push their way into the surrounding ore.
Unit Cost: 500 gp Unit Cost: 500 gp
Weapons: Deal an extra 1d6 Cold damage on strike. Weapons: Deal an extra 1d6 Lightning damage on strike.
Armor and Shields: Reduce the amount of damage done Armor and Shields: Reduce the amount of damage done
by sources of cold by 1d6. by sources of lightning by 1d6.
A deep, mirrored gray metal with a pinkish hue, Tonitius is
seemingly normal in it's function, yet, when it is struck, or
strikes another surface, it reverberates loudly with a
deafening tone. This metal is found in deep canyons and
craters where rockslides, avalanches, and tumultuous
earthquakes are very common.
Unit Cost: 500 gp
Weapons: Deal an extra 1d6 Thunder damage on strike.
Armor and Shields: Reduce the amount of damage done
by sources of thunder by 1d6.
A russet brown metal with specks of green throughout its
surface, Morghite is a fume-producing and noxious
substance. It gives off a toxic, nauseating smell that makes it
difficult to mine, but not difficult to find. Found normally in
old jungle caves and locations where toxic substances are
highly common such as extremely old sewers.
Unit Cost: 500 gp
Weapons: Deal an extra 1d6 Poison damage on strike.
Armor and Shields: Reduce the amount of damage done
by sources of poison by 1d6.
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A beautiful silvery metal commonly used by the elves and Also known as "Sky gold", this silvery-gold metal is as strong
dwarves. It is said to be as light as a feather, and stronger as steel, and appears to glimmer with a holy aura. Found in
than steel. Mithral is a unique metal in its low weight and the tallest mountains that pierce the sky, or in places touched
high ductility, making it difficult to manipulate properly if you by the heavens. Favored by churches, holy groups, and some
are not careful. monestaries for it's innate "anti-evil" abilities, Aururium is
particularly effective in combating fiendish beings, as it
Unit Cost: 500 gp seems to burn with even the slightest touch.
General: All Mithral items weigh half their normal weight.
Weapons: A weapon with the Light property weighs nothing if Unit Cost: 750 gp
crafted with mithral and gains Finesse. All weapons with General: All Aurorium items are ritualistically magical in
neither the Light nor the Heavy property gains the Light nature - weapons, armor, and items are considered magical
property if crafted with mithral A weapon with the Heavy for overcoming resistance and immunity.
property loses the Heavy property if crafted with mithral. Weapons: When you hit a fiendish creature with an
Armor: Requires no Strength requirement. Heavy Armor Aurorium weapon, you can reroll the damage and use either
made from Mithral counts as Medium Armor for armor result. An Aurorium weapon deals an extra 1d6 Radiant
proficiencies, and Medium Armor counts as Light Armor for damage on strike.
armor proficiencies. Additionally, medium armor made of Armor and Shields: Grants a +1 bonus to any saving
mithral allows the user to add a max of +3 from their throws made against attacks or spells made by fiendish
Dexterity Modifier to their AC, instead of +2. While wearing creatures. Additionally, a creature donned with an item of
Mithral armor, you don’t suffer disadvantage on Dexterity Aurorium emits bright light for 5 feet -and dim light for an
(stealth) checks, even if the armor would normally impose additional 5 feet - but can snuff this light as an Action.
disadvantage. Reduce the amount of damage done by sources of radiant
Shields: made from mithral gain the light property (and by 1d6.
therefore may be used in two-weapon fighting.) In addition, so
long as the wearer is conscious and can see/hear/sense a
threat, the wearer adds the AC bonus of their shield to their
Dexterity saving throws.
Other: Mithral ammunition can be fired out to the long
range of the weapon it is fired from without suffering
disadvantage.
Found within rare veins down in the depths of the Underdark
or near areas afflicted by the Hells, Umbrium is typically
found in drow and duergar societies, and favored amongst
devilish or demonic groups. Ruddy Brown when found as ore,
umbrium turns a dark fiery red when heated and cools to a
copperish black. It has a draining property on living
creatures, and a particularly negative effect upon celestial
beings.
Unit Cost: 750 gp
General: All Umbrium items are ritualistically magical in
nature - weapons, armor, and items are considered magical
for overcoming resistance and immunity.
Weapons: When you hit a celestial creature with an
Umbrium weapon, you can reroll the damage and use either
result. An Umbrium weapon deals an extra 1d6 Necrotic
damage on strike.
Armor and Shields: Grants a +1 bonus to any saving
throws made against attacks or spells made by celestial
creatures. Additionally, a creature donned with an item of
Umbrium has advantage on stealth checks in lightly obscured
areas (such as shadows, fog, or mist).
Reduce the amount of damage done by sources of necrotic
by 1d6.
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A lithe and springy, brilliantly mirrored, silver metal. This A Bronze orange metal with a blood red sheen, typically
metal is highly sought after for it's capability to store and found in high pressure locations such as deep beneath
redirect both potential and kinetic energies. Found in strange, volcanoes or deep under water in volcanic trenches. This
twisted metal veins beneath very old great battles or metal exhibits a high capability to "warp" gravity and natural
tragedies. It's ability to disrupt entropic energies makes it energies around it innately, exhibiting a forceful aura. It is
ideal to fight elemental beings. highly difficult to craft due to it's resistance to pressure and
force.
Unit Cost: 750 gp
General: All Entropium items are ritualistically magical in Unit Cost: 1,000 gp
nature - weapons, armor, and items are considered magical General: All Orichalcum items are magical in nature,
for overcoming resistance and immunity. weapons gain a +1 magical bonus to attack and damage rolls,
All Entropium items seek to become whole again if ever and armor gains a +1 to it's AC.
seperated. If ever broken, an entropium item will mend Weapons: An Orichalcum weapon deals an extra 1d6
themselves. Force damage on strike. Additionally, whenever you critically
Weapons: When you hit an elemental creature with an hit with an Orichalcum weapon, reroll the damage roll and
Entropium weapon, you can reroll the damage and use either keep the higher of the two results.
result. Deals a damage die higher than it's typical die (ex: Armor and Shields: Reduce the damage dealt to you by all
scimitar: deals 1d6 typically, now deals 1d8). sources by 1d10. Additionally, critical attacks against you re-
Armor and Shields: Grants a +1 bonus to any saving roll the damage dice, taking the lower damage result.
throws made against attacks or spells made by elemental Reduce the amount of damage done by sources of force by
creatures. 1d6.
Also known as "Quicksilver", Ferroplasma is a a psychically
ionized, semi-liquid metallic-plasma that typically only the
gith species know how to process and manipulate to the
fullest. Generally found in the astral plane in the fray of
psychic storms in the form of silvery hail, and very rarely:
found in liquid pools on floating remains of petrified dead
gods. Most gith set up psionic nets on ships and in the astral
plane to collect ferroplasma as psychic storms pass through -
as harvesting it from the remains of dead gods can impose
the wrath of the Guardian of the Vestiges: Anubis.
Unit Cost: 750 gp
General: All Ferroplasma items are magical in nature,
weapons gain a +1 magical bonus to attack and damage rolls,
and armor gains a +1 to it's AC. Ferroplasma items are
always under the “Metamorphic” item effect, as their
structure is constantly shifting.
Weapons: When you hit an abberation creature with a
Ferroplasma weapon, you can reroll the damage and use
either result. A Ferroplasma weapon deals an extra 1d6
Psychic damage on strike. Additionally, When you roll a
critical hit with a quicksilver weapon against a target in an
astral body (as with the astral projection spell), you can cut
the silvery cord that tethers the target to its material body,
instead of dealing damage.
Armor and Shields: Grants a +1 bonus to any saving
throws made against attacks or spells made by abberation
creatures. Additionally, a creature donned with armor of
ferroplasma is immune to all silvery cord damage.
Reduce the amount of damage done by sources of psychic
by 1d6.
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Also known as "Voidstone" or "Magebane", despite being Said to be the strongest substance in the realms, It's smokey
inherently magical itself, this pitch black metal can and opalescent silver surface exhibits a greenish sheen in
temporarily nullify creatures from the weave - it is thought light. Adamantium is found in rare mineral veins deep within
that the material "absorbs" the creature's magic. Finimagus the world, or in meteorites that have come from other planets.
has been used often to make prisons and shackles for
spellcasters. Simply touching the metal is not enough to Unit Cost: 2,000 gp
trigger the effects, so a mount with barding made of General: All Adamantium items are magical in nature,
finimagus won't affect the rider. Found very rarely in weapons gain a +1 magical bonus to attack and damage rolls,
mountaintops and caves where the ethereal plane touches, and armor gains a +1 to it's AC.
and where heavy magical prescences reside. All Adamantium items weigh twice their normal weight,
have twice the number of hit points, and are considered
Unit Cost: 1,000 gp Indestructible - except when hit with another indestructible
General: All Finimagus items are magical in nature, item, it is then counted as having an additional +5 to any
weapons gain a +1 magical bonus to attack and damage rolls, Strength check made to break them.
and armor gains a +1 to it's AC. Weapons: When hitting a non-indestructible object, deal
All Wielded or worn items made of finimagus render the damage equal to max critical damage.
user unable to cast or concentrate on spells. Any spell that is Armor and Shields: Cancels any critical hit, making it a
currently being maintained by a creature who draws such a normal hit. (If a adamantium weapon was used against a
weapon or dons such an armor end immediately. The same adamantium armor, it becomes possible to land critical hits.)
also applies to creature bound (ie: chains, manacles,
shackles) or trapped by (ie: hunting trap) items made of
finimagus.
Weapons: When dealing damage to a spellcaster, imposes Also known in some circles as "Godsbane"; rumored to be
disadvantage on all saving throws to maintain concentration. adamantium from the far realms beyond the multiverse, this
Additionally, creatures hit by finimagus weapons must make adamntium mined from very rare, green-tailed meteroites is
a DC 13 Wisdom save or have their lowest spell slot especially vibrant green in color with a white sheen, and is
expended, so long as they have spellslots. approached with much skepticism. Considered forbidden,
Armor and Shields: Grants the wearer advantage against taboo, and at times, even cursed by most religious or occult
all spells and magical effects. Additionally, any attempts to institutions for it’s inherent harmful effects against the outer
scry you while wearing finimagus armor are nulled. powers.
Viridium is so mythically rare, that it's even more rare to
find a craftsmen or entity that can forge and shape it...or is
even willing to - considering it's properties. Therefore, the
cost is so astronomically vast, that it's not worth stating. It
should be noted, that even carrying a piece of Viridium is
enough to pique the interest and potential ire of many an
entity.
Viridium has all effects of adamantium, with it's own
abilities as well:
General: All Viridium items are highly magical in nature,
weapons gain a +2 magical bonus to attack and damage rolls,
and armor gains a +2 to it's AC. All Viridium Items are
considered to be innate "Anathemas", meaning that they
naturally are considered agents of depowerment towards
deities and other godly beings. When a deity is in the
presence of a Viridium item, it's Divine Rank drops by 1 point
until the item is removed from their presence.
Weapons: Deals an extra 1d6 Aetherion damage on strike.
When you hit any outsider creature with a Viridium weapon,
you can reroll the damage and use either result. Weapons
made with Viridium deal 2x Aetherion damage to outsiders of
all types, or creatures considered planar outsiders, including
deities. (abberations, celestials, elementals, fey, fiends,
undead, and divine)
Armor and Shields: made of Viridium grant a +2 bonus to
any saving throws made against attacks or spells made by any
outsider creatures. Armor made with Viridium grants
resisitance to bludgeoning, piercing, and slashing damage, as
well as Aetherion damage - known to be one of the only ways
to counteract Aetherion energy's infamous unblockable
damage capabilities.
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A light blue, glass-like crystal known for creating quick,
precise weapons - found in highly elevated areas; such as
Mostly used by sea and waterborne creatures to create their mountains, cliffs, and canyons.
weapons and armors.
Unit value: 250 gp
Unit value: 100 gp Weapon: You can use your Dexterity modifier for attacks
Weapons: Any melee weapon made with coral doesn't have and damage made with an aerocrystal weapon - regardless of
disadvantage on the attacks rolls while underwater. the weapon's weight or type.
Armor: Replaces the metal. While wearing a medium or Armor: Replaces the metal. While wearing a medium or
heavy armor (non hide) made with coral, you speed while heavy armor (non hide) made with aerocrystal, increases the
swimming increases by 10 feet. Dexterity bonus to AC by 1.
Volcanic glass created from cooled magma or lava, it ranges A dark, opaque gray-blue crystal that is found in the deepest
in colors from black to deep purple shades. Well known for and frozen layers of the hells. Often seen wielded or worn by
it's durability, as well as it's incredible sharpness and ability to devils and demons alike, for it's icy dark presence forbodes
pierce, slash, and even bludgeon with it's sharp angled doom.
structure. Found exclusively in old volcanic areas where
lavaflow was once common. Unit Cost: 750 gp
General: All Stygianite items are ritualistically magical in
Unit Cost: 250 gp nature - weapons, armor, and items are considered magical
Weapons: Deals an extra die of damage on strike - for overcoming resistance and immunity.
regardless of whether it does bludgeoning, piercing or All items made of Stygianite naturally snuff all light
slashing damage, as obsidian's light and angled nature sources within a 10 foot radius.
imposes harder strikes. Weapons: When making a melee attack, you can choose to
Armor and Shields: Deals 1d6 piercing damage to any replace the damage type of the attack with necrotic damage.
creatures that attempt to grapple, physically restrain, or grab Armor and Shields: When a creature of Good alignment
you. ends their turn within 5 ft of you, the evil creature takes 1d6
necrotic damage. This includes if the wearer is Good aligned,
or if a creature is bound in Stygianite.
An alloy made from alchemically melted pearls and
combining it with high quality steel, the result is a semi-
metallic, glossy cream-like pink to yellow, stone. This makes A beautiful, luminous white-silver crystal that is said to
beautiful, elegant, and often fairly pricey items, that combines originate in the upper most layers of the heavens. It is often
the strength of steel with the awe of the ocean. associated with angels and other celestial beings, and it is
rare for the crystal to be seen anywhere besides in their
Unit Cost: 250 gp service.
Weapons: Gains an additional +1 to hit, if the wielder had
moved with their swim speed during their last turn. Unit Cost: 750 gp
Armor and Shields: Allows the user to utilize their normal General: All Celystine items are ritualistically magical in
speed as their swim speed in water. nature - weapons, armor, and items are considered magical
for overcoming resistance and immunity.
All items made of Celystine naturally give off bright light in
a 10 foot radius.
Weapons: When making a melee attack, you can choose to
replace the damage type of the attack with radiant damage.
Armor and Shields: When a creature of Evil alignment
ends their turn within 5 ft of you, the evil creature takes 1d6
radiant damage. This includes if the wearer is Evil aligned, or
if a creature is bound in Celystine.
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The Soul Within the Gem
Dendriticite is a strange, barely luminescent, semi-living Pieces of animite, whether they be weapons,
crystal that comes in shades of deep purple to blood red - and armor, shields, or simple objects can each hold a
pulses lightly with an inner glow. Found in some of the soul within itself. The table below dictates the
deepest caverns in the underdark, this crystal has a tendancy "estimated" value of a particular soul based on it's
to seemingly "eat" blood, it also has a natural inclination for Hit Dice Value - the value may increase or decrease
"self-offense" to ensure it recieves blood to grow further as a depending on the buyer/appraiser in question....for
mass. Despite not being a truly living being in any sense, it's what could truly be the value of a living soul?
thirst for bloodshed is both literal & palpable.
Hit Dice Soul "Type" Estimated Value
Unit Cost: 750 gp
General: All Dendriticite items are ritualistically magical in 1-2 Lost Soul 200 gp
nature - weapons, armor, and items are considered magical
for overcoming resistance and immunity. 3-4 Wanderer's Soul 400 gp
Weapons: Deals an additional 1d6 bludgeoning, piercing,
or slashing damage, as the crystal naturally moves to draw 5-6 Adventurer's Soul 800 gp
blood to feed itself. Additionally, once a day you may spend 1
minute feeding the Dendricite weapon blood to satiate it's 7-8 Nameless Soldier's Soul 1,000 gp
hunger - upon doing so, it's additional damage increases to
2d6, and it gains the Reach property for the next 10 minutes 9-10 Warrior's Soul 2,000 gp
as it's structure grows.
Armor and Shields: Whenever the wearer takes over 20 11-12 Brave Warrior's Soul 4,000 gp
HP of damage in one turn, the Dendricite extends spikey
growths that explode outwards dealing 1d10 piercing 13-14 Knight's Soul 6,000 gp
damage to all creatures within a 10 foot radius centered on
the wearer. Additionally, once a day, if you are at anywhere 15-16 Proud Knight's Soul 8,000 gp
between 1 - 10 HP, you gain +3 AC as the Dendricite cluster
feeds on your shed blood and thickens. 17-18 Hero's Soul 10,000 gp
19-20 Great Hero's Soul 25,000 gp
Also known as "Soul Gem", Animite is unlike most other 21-22 Lord's Soul 40,000 gp
stones and crystals. Ranging in color from soft pinks, to light
blues, to purples and blacks - this crystal yearns for magic 23-24 Mighty Lord's Soul 55,000 gp
and the inherent energies of souls and spirits. Found deep
underground where magic has flowed heavily, these crystals 25-26 Guardian's Soul 70,000 gp
can be found in clusters feeding off the excess energies from
spells and magical effects, and sometimes if one gets close 27-28 Grand Guardian's Soul 85,000 gp
enough, faint humming can be heard from within the crystals.
When heated to a high temperature, animite becomes 29-30 Ascended Soul 100,000 gp
malleable and ductile without being brittle - much like metal -
and if superheated, it becomes a highly explosive white-hot Souls of creatures above 30 Hit Dice are
liquid. An expert craftsman can form the crystal before it considered too powerful to be contained within a
cools back to it's crystalline structure, holding its new shape. piece of animite, or may need special
circumstances and magics in order to trap them -
Unit Cost: 1,000 gp these souls are obviously incredible, and thus,
General: All Animite items are magical in nature, weapons nearly priceless.
gain a +1 magical bonus to attack and damage rolls, and
armor gains a +1 to it's AC. Animite pieces with souls within them can be
All items made of Animite may be used as a spellfocus with used to cover the cost of materials for both spells
a +2 to the wielder's spell save DC - from simple objects such and crafting equal to their estimated value - so long
as rings and amulets, to shields, weapons and armor. These as the craftsman knows how to utilize it without
focuses count towards holy, arcane, druidic, psionic, and all leveling himself, his whole structure and the
other spellfocuses. Additionally, Animite objects are always surrounding area.*
capable of housing a soul within it as per the "Soul cage"
spell and similar effects. *Explosive Working Conditions
Weapons: Can naturally cast "Soul Cage" upon a creature
killed with it. This can only be done once per day, and only if Animite becomes a white hot liquid when super heated, and
there is a "vacant" animite piece nearby. this liquid becomes highly unstable and destructive. When a
Armor and Shields: Grants their wearer advantage on all piece of animite housing a soul within it is melted, the
saving throws made to maintain concentration for spells. enregies are also released.
Liquid animite deals 1 force (+ 1 aetherion damage - if a
soul was within it) per second when touched, if ever brought
into contact with any form of volatile magic damage, it will
explode into a 20 foot radius, dealing 2d20 Force damage (+
2d20 Aetherion damage - if a soul was within it) per gallon.
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This bright, luminously glowing green stone is an enigma, A
living mineral with a latent psionic frequency all it's own - this
stone slowly converts dirt, mud, and stone in contact with it
into more of itself; presumably through some form of virus-
like regeneration, which then forms a vast network that
begins to expand deep underground. Long a mystery to many
scholars, sages, and mystics - they speculate it arrived to this
world thousands of centuries ago when it fell from the stars.
This living mineral forms a complex lattice in host materials -
typically stone or similar earthen substances - and possesses
only the barest glimmers of thought and cognition.
Chlorophyte turns its residual psionic powers to suit the
intentions of any intelligent beings in physical contact with it.
A creature in physical contact with a network of chlorophyte
can make use of its limited psionic properties.
Unit Cost: 2,000 gp
General: All Chlorophyte items are magical in nature,
weapons gain a +1 magical bonus to attack and damage rolls,
and armor gains a +1 to it's AC.
When the creature performs a skill check while
holding/wearing chlorophyte or performs a tool check using a
tool made of chlorophyte: The creature’s proficiency is
doubled, or it adds its proficiency bonus if it is not proficient.
Weapons: When making an attack against a creature and
miss the attack, you still deal damage equal to twice your
proficiency bonus. The damage caused is due to the
chlorophyte guiding your strike to do residual damage.
Additionally, chlorophyte weapons allow the wielder to make
an additional attack during their attack action - as the
chlorophyte reads your movement and intentions.
Armor and Shields: When you take a hit, ignore the
amount of damage equal to twice your proficiency bonus. The
damage prevented is due to the chlorophyte moving/blocking
for you on your behalf. Additionally, chlorophyte armor grants
an additional 20 feet of movement to the wearer - as the
chlorophyte follows your mental pathway.
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This supernatural, and extremely mythical stone is semi-
opaque, exhibiting a plethora of multichromatic colors on it's
surface, and seen within the stone itself is a sheen of misty
purple and silver motes of starlight reminscent of the Astral
Plane. This stone can only be found in one place naturally:
The Petrified corpses of Dead Gods in the Astral Sea. The
stone can only be harvested off of the remains of the gods,
and not from the remnant bits that fill the Astral Void - as
once it has been seperated from the main body, it begins to
loose it's innate power over time. Therefore, mining it from
the petrified husks is the only assured way to get it - but
extremely dangerous due to the possibility of provoking the
wrath of the Guardian of the Vestiges: Anubis.
Godstone is so dangerously rare - as surviving long enough
to harvest it from a god-corpse and escaping Anubis' wrath
are both highly unlikely. Therefore it's value is too
astronomical to state. It has been known to be an essential
material in successfully ascending a mortal being to godhood
in some occult rituals.
General: All Godstone items are highly magical in nature,
weapons gain a +2 magical bonus to attack and damage rolls,
and armor gains a +2 to it's AC.
All items made of Godstone exhibit a strange tendancy to
act on their own in times of extreme duress. When a creature
attempts to use an item made of Godstone to accomplish an
extraordinary feat; such as make an impossible shot, survive
an extremely powerful blow, or pick an unnaturally difficult
lock, the item may choose to have the creature roll a 20 on
the skill check, attack roll, or saving throw. This effect can't
occur more than once a week. (The decision to activate this
property is controlled by the DM, it generally triggers in
moments of narrative climax or drama.)
Weapons: Creatures reduced to 0 HP instantly fail 1 death
saving throw. Additionally, creatures killed with a Godstone
weapon cannot be ressurrected by anything short of a wish
spell.
Armor and Shields: Grants the wearer/wielder
continuous effects of the "protection from evil and good"
spell. Additionally, once a day, the wearer can utilize the
godstone's power to cast "Dispel Evil and good" without
maintaining concentration.
23
Living wood can be of any kind of wood, but is mostly found
in the Feywild. It is a magically wet-green hardwood that does
The standard form of lumber ranging anywhere between ash, not die when cut down or shaped; may contain the spirits of
ebony, oak, teak, yew, and more. Each have their own regional dryads or fey. As strong as mithril.
uses, but ultimately, are all merely the husks of the trees they
were once a piece of. Unit Value: 750 gp
General: All Livingwood items are magical in nature,
Unit value: Half it's normal steel cost in gold. weapons gain a +1 magical bonus to attack and damage rolls,
Armor: Replaces the metal of any medium or heavy armor. and armor gains a +1 to it's AC.
Armor and Shields: Replaces the metal of any medium or All Livingwood items let the user know which way is east
heavy armor, and shields. and west, and when it is day or night - by blooming flowers
during daytime, and entering Nyctinasty (the process through
which flowers close) during night. Additionally, all
Livingwood items count as spellcasting foucses, and have the
A Supernaturally tough, resilient wood, found in remote capabilty to cast "Goodberry" at will.
areas, and is as strong as steel. Named after a Mythical Weapons: Replaces the metal of weapons. Additionally,
Creature said to have gifted it to humanity. attacks against creatures who possess the Etherealness
ability or the Incorporeal Movement ability are made with
Unit Value: 250 gp Advantage.
General: All Kirinwood items are ritualistically magical in Armor and Shields: Replaces the metal of any medium or
nature - weapons, armor, and items are considered magical heavy armor, and shields. When worn, livingwood armor does
for overcoming resistance and immunity. not impose disadvantage on stealth checks.
All Kirinwood items are immune to dissolving from all
damage types except force. This does not translate to
immunity or resistance for the wielder.
Weapons: Replaces the metal of weapons. Deals an The wood of the fabled world tree. This version of living
additional 3 points of weapon damage on strike. wood appears as simple ash wood from a distance, but upon
Armor and Shields: Replaces the metal of any medium or closer inspection, it's true nature is evident: The wood seems
heavy armor, and shields. Ignores 3 points of damage when to shift and morph between several differing forms of tree
hit. wood, and seems to breathe on it's own.
Yggdraswood is so unbelievably rare, that just being able to
locate a world tree on a world is a legendary feat in itself
This deep, cyan-blue wood has a natural connection with the (there is one world tree on every world where magic exists - it
weave, seemingly infused with the essence of spirits that have remains hidden through magical means), being able to coax
perished near it's soil. the tree itself into somehow shedding a living section of it is
supremely mythical. Therefore it's value is too astronomical
Unit value: 500 gp to state.
General: All Aetherwood items are ritualistically magical
in nature - weapons, armor, and items are considered magical Yggdraswood has all effects of livingwood, with it's own
for overcoming resistance and immunity. abilities as well:
Weapons: Replaces the metal of weapons. When targeted
by a spell attack or similar magical effect, you gain a +3 General: All Yggdraswood items are highly magical in
"Parry" AC bonus to the attack. nature, weapons gain a +2 magical bonus to attack and
Armor and Shields: Replaces the metal of any medium or damage rolls, and armor gains a +2 to it's AC.
heavy armor. While wearing an Aetherwood armor, you gain a
+3 bonus to concentration checks to maintain a spell. All Yggdraswood items bestow upon the wearer the
constant effects of the "Tongues" spell
Weapons: So long as you hold the weapon, you may cast
the "Green-Flame Blade" cantrip, with no material
components, equal to your level of cantrip scaling.
Armor and Shields: While donned in Yggdraswood armor,
or wielding a Yggdraswood shield, it heals the wearer by 1d6
per round, even stiffling bleeding. Additionally, you become
Immune to disease and poison while donned in Yggdraswood.
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As adventurers travel, they may come across Many of these armors are variants of preexisting forms -
strange and foreign lands, filled with their own Mainly to reflect certain settings.
types of creatures, customs, denizens, magics,
weapons, and more. It's clear that while some Leather Coat (Hide Variant)
items a universally known, there are bound to A thick, lightweight, long leather jacket that helps protect
be some that aren't so widespread in use. the wearer, if not particularly well. Covers the arms, chest,
This section expands upon the original and back, and has sections that drape down over the legs -
weapons and items found with the Players Handbook, DM nearly touching the ground. Sometimes has a hood.
Guide, and Xanathar's Guide to Everything. Brigandine Armor (Chain Shirt variant)
Brigandine armor consists of a coat of leather plates, each
It also pulls items from other sources of D&D, such as from plate consisting of leather with a strip of steel inside it. It is
the Heroes of the Orient Guide, and many other homebrew essentially a light form of splint mail, and is quite common in
sources. coastal culture. Favored amongst pirates.
Wood Mail (Scale Mail variant)
Many of these items are also in the original source books, Overlapping Wooden plates bound together by heavy cord
but are listed alongside other versions of themselves. and rope. A favorite amongst druids and barbarians of the
wilds.
Ringed Tunic (Breastplate variant)
A Ringed Tunic consists of a set of lightweight metal rings
sewn onto a thick coat of durable leather - the rings are
focused around the chest, shoulders and neck.
These two new cloaks can be of use to any adventurer Lamellar Armor (Half Plate variant)
without having any armor proficiency. Lamellar Armor consists of thick, lacquered rawhide
pieces with metal plates sewn on - all tied together to form a
Dueling cloak. cuirass and skirt.
Although worn, the wearer can hold the cloak in his/her off- Scaled Plate
hand to use it for defense. You can spend a bonus action to A set of light, overlapping metal scales - each bound to an
hold the cloak with one of your hands to gain the AC bonus underlay of thick cloth and leather. The scales are tied down
(you can't use a shield, a two-handed weapon or any object to the wearer in such a way as to move as they do, providing
with that hand while holding the cloak). You can only wear it defense, mobility, and stealth.
with light, medium, or no armor.
Reinforced cloak.
A cloak with some metalic plates or scales around the top
and the shoulders that grants some protection, used Many of these armors are variants of preexisting forms -
commonly by nobility, traveling merchants and wizards. You Mainly to reflect certain settings.
can only wear it with light, medium, or no armor
Ringed cloak. Banded Mail
A cloak with heavy metal rings sewed in between 2 layers Armor with light, horizontal strips of laminated metal sewn
of heavy fabric, these cloaks are incredibly heavy - and loud, over a backing of a chain shirt. Still less effective than chain
but as a result, allow superior protection for those willing to mail. This suit includes gauntlets.
pay. You can only wear it with light, medium, or no armor. Segmented Cuirass (Splint variant)
Also called pigeon-breast plate, is a full suit of armor - with
a leather coat of large metal plates that extend over the legs
of the wearer, and a breastplate that covers the chest. Also
Many of these armors are variants of preexisting forms - includes lightly metal plated gauntlets and boots.
Mainly to reflect certain settings. Great Armor (Plate variant)
Found almost exclusively in the eastern lands, this version
Cord Armor (Padded Variant) of plate armor consists of a corselet (covering the chest,
Cord armor consists of ropelike fibers woven and knotted shoulders and back), large rectangular shoulder plates, an
into a thick, tough fabric. It is typically found among more apron of large plates covering the thighs and knees, shin
barbaric cultures or in places where leather is scarce. guards, wrist plates, and a helmet with a facial mask.
Bark Armor (Leather Variant) Fortress Plate
This Armor is crafted from the bark of trees and treated to A massive closed suit of heavily plated armor that protects
prevent it from becoming brittle over time, and is commonly the wearer with it's sheer bulk. Made of extremly thick,
used by druids. It includes arms, legs, chest, and back overlapping metal plates. Grants resistance to all nonmagical
protection. May sometimes include a helment resembling a bludgeoning, piercing, and slashing damage.
round straw hat. Comes with a shield which is fastened onto the breastplate.
Reinforced Leather As a bonus action, you can remove and carry this shield.
Leather armor that has been reinforced with metal ribbing While using the shield, the armor's AC is 18, but you gain the
and braces underneath the leather itself - granting the best +2 benefit of carrying a shield.
protection light armor can grant. Typically used by high
ranking guards or militia.
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There are multiple variations of shields, however, amongst
the many types, 3 distinct versions can be seen.
Buckler (variant - Heater shield)
A small metal shield is worn strapped to your forearm. You
can wield a weapon in the same hand of the buckler, but you
have a -1 penalty on attack and damage rolls with the weapon
in that hand.
Shield (variant - Kite shield)
The standard version of a shield, made from wood or metal
and is carried in one hand.
Tower Shield (variant - Great shield)
A massive shield nearly as tall as a human. Wearing this
shield reduces your speed by 5 feet. Small creatures cannot
gain the AC bonus from wearing this shield. You cannot use
your shield hand for anything else. Any attack made with a
tower shield gains a +1 to attack and damage rolls due to it's
sheer size and weight.
Armor Variant Cost Armor Class (AC) Strength Stealth Weight
Armor ─ 10 gp +1 — — 3 lb.
Clothing ─ 25 gp +1 ─ ─ 5 lb.
Dueling Cloak ─ 75 gp +2 Str 13 Disadvantage 15 lb.
Reinforced Cloak
Ringed Cloak Cord 5 gp 11 + Dex Modifier — Disadvantage 8 lb.
Light Armor Bark 15 gp 11 + Dex Modifier — — 10 lb.
Padded 45 gp 12 + Dex Modifier ─ ─ 13 lb.
Leather ─ 1,250 gp 13 + Dex Modifier ─ ─ 15 lb.
Studded Leather ─
Reinforced Leather
Medium Armor Leather Coat 10 gp 12 + Dex Modifier (max 2) — — 12 lb.
Hide Brigandine 50 gp 13 + Dex Modifier (max 2) ─ ─ 20 lb.
Chain Shirt Wood Mail 50 gp 14 + Dex Modifier (max 2) ─ Disadvantage 45 lb.
Scale Mail Ringed Tunic 400 gp 14 + Dex Modifier (max 2) — — 20 lb.
Breastplate Lamellar 750 gp 15 + Dex Modifier (max 2) — Disadvantage 40 lb.
Half Plate 2,500 gp 16 + Dex Modifier (max 2) ─ ─ 20 lb.
Scaled Plate ─
Heavy Armor
Ring Mail ─ 30 gp 14 — Disadvantage 40 lb.
Banded Mail
Chain Mail ─ 50 gp 15 — Disadvantage 45 lb.
Splint
Plate ─ 75 gp 16 Str 13 Disadvantage 55 lb.
Fortress Plate
Shield Segmented Cuirass 200 gp 17 Str 15 Disadvantage 60 lb.
Buckler
Shield Great Armor 1,500 gp 18 Str 15 Disadvantage 65 lb.
Tower Shield
─ 5,000 gp 20 Str 17 Disadvantage 100 lb.
Heater Shield 5 gp +1 — — 4 lb.
Kite Shield 10 gp +2 ─ ─ 6 lb.
Great Shield 50 gp +3 Str 15 Disadvantage 15 lb.
26
Switch When a weapon has this property, it has a
mechanism crafted into it to transform it from one version to
another. You can use your bonus action to change the weapon
Whenever you gain proficiency with a listed weapon, you may form to another.
choose to trade you proficiency with two Martial weapons for
a proficiency in one exotic weapon or firearm of your choice. Disarming A weapon with the disarming property is
You may also include Simple weapons in this trade, with two specially designed to disarm an opponent. They often have
Simple weapon proficiencies being considered the equivalent hooks, curved blades, angled spikes, or wrapping chains.
of one Martial weapon.
If you are proficient with a disarming weapon, you add your
Abilities, class features, feats or benefits that allow you to proficiency bonus to disarm checks while wielding it.
gain proficiency with a single weapon of your choice may
choose an exotic weapon. Disarming Mechanic
As per the optional rule for disarming found in the
Some weapons listed here have special properties, which are DM's handbook (pg. 271):
explained below.
A creature can use a weapon attack to knock a
Concealed This weapon is not initially obvious, and may weapon or another item from a target's grasp. The
be easily hidden or disguised as something else. A person attacker makes an attack roll contested by the
attempting to locate the presence of this weapon must target's Strength (Athletics) check or Dexterity
succeed on an Intelligence (Investigation) check opposed by a (Acrobatics) check. If the attacker wins the contest,
Dexterity (Stealth) or Charisma (Deception) on the part of the the attack causes no damage or other ill effect, but
character with the weapon equipped. Attacks with this the defender drops the item.The attacker has
weapon against creatures aware of you - yet unaware of the disadvantage on its attack roll if the target is
weapon's presence - are made with advantage. holding the item with two or more hands. The
target has advantage on its ability check if it is
Disarm Immune Any weapon that carries this property larger than the attacking creature, or disadvantage
may not unwillingly be removed from your grasp while you if it is smaller.
remain conscious.
Double Weapon A weapon with this property may be
wielded as one weapon, or as two separate weapons both These weapon properties apply exclusively to the firearms in
considered to be light. When wielded as one weapon, the the section to come. It should be noted that all firearms are
weapon may still be one or two-handed, depending on its nonmagical in functionality, and unless they are enchanted
other properties. A weapon with this property lists two sets of pieces of weaponry, they are unaffected by antimagic and
damage dice with it, the first for the main hand of this similar effects - with the exclusion of magical ammunition.
weapon, the second for the off-hand, and damage on both
sides of a double weapon is the same as were it wielded as a Reload A firearm may be shot a number of times equal to
single weapon. Held as two weapons, one hand or the other its Reload score before it must be reloaded by using either an
may have additional properties, listed alongside their action or a bonus action. You must have one free hand to
respective damage dice. Properties and magical reload a firearm — although you could use your free action to
enhancements on the weapon (aside from two-handed) apply stow a weapon in your other hand before reloading.
to both halves of the double weapon, as well.
Scatter Make simultaneous attack rolls against all
Grappling If a weapon has this property, an attack made creatures in a 30-foot cone. Hits against targets adjacent to
with this weapon against an enemy in range of the weapon or you deal double damage.
within the weapon's reach may be instead made as a grapple,
dealing no damage. The grapple may be made and
maintained with a weapon attack rather than a Strength
(Athletics) check. If the weapon is ranged, the target's
Strength (Athletics) or Dexterity (Acrobatics) checks to
escape the grapple are made against the number set by the
wielder's initial check, instead of a contested roll. Only one
grapple may be made or maintained by a single character at
any one time.
Returning When a thrown weapon also carrying the
returning property is thrown as part of an attack, it returns to
its wielder at the end of their turn. The character must use
their object interaction to catch the returning weapon, or it
returns to the ground at the character's feet. When throwing
a returning weapon, you can choose not to have it return in
order to add (+5/+10) to it's short and long range,
respectively.
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Melee Weapons
Weapon Variant Cost Damage Weight Properties
Simple Melee Weapons
Club Tonfa 1 sp 1d4 bludgeoning 2 lb. Light
Dagger Tanto 5 gp 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60)
Greatclub Tetsubo 5 gp 1d8 bludgeoning 10 lb. Two-handed
*Gauntlet Knuckles 6 gp 1d4 bludgeoning 2 lb. Disarm Immune, light
Handaxe Ono 2 gp 1d6 slashing 2 lb. Light, thrown (range 20/60)
Javelin Uchi-ne 5 sp 1d6 piercing 2 lb. Thrown (30/120)
Light Hammer ─ 2 gp 1d4 bludgeoning 2lb. Light, thrown (range 20/60)
Mace 5 sp 1d6 bludgeoning 4 lb. —
Kanabo
Quarterstaff Bo 2 sp 1d6 bludgeoning 4 lb. Versatile (1d8)
*Scythe ─ 5 gp 1d8 slashing 5 lb. Reach, two-handed
Sickle Kama 20 sp 1d4 slashing 2 lb. Light
Spear Yari 1 gp 1d6 piercing 3 lb. Thrown (20/60), versatile (1d8)
Martial Melee Weapons
Battleaxe Masakari 10 gp 1d8 slashing 4 lb. Versatile (1d10)
*Claw Punch Dagger 8 gp 1d6 slashing 2 lb. Disarm Immune, finesse, light
Flail
Nunchaku 10 gp 1d8 bludgeoning 2 lb. ─
Glaive Naginata 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed
Greataxe ─ 30 gp 1d12 slashing 7 lb. Heavy, two-handed
*Greatspear ─ 40 gp 2d6 piercing 6 lb. Heavy, reach, thrown (20/60), two-handed
Greatsword Nodachi 50 gp 2d6 slashing 6 lb. Heavy, two-handed
Halberd Kamayari 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed
Lance Umayari 10 gp 1d12 piercing 6 lb. Reach, special
Longsword Katana 15 gp 1d8 slashing 3 lb. Versatile (1d10)
Maul ─ 10 gp 2d6 bludgeoning 10 lb. Heavy, two-handed
Morningstar ─ 15 gp 1d8 piercing 4 lb. ─
Pike Nagaeyari 5 gp 1d10 piercing 18 lb. Heavy, reach, two-handed
Rapier Saber (slashing) 25 gp 1d8 piercing 2 lb. Finesse
Scimitar Wakizashi 25 gp 1d6 slashing 3 lb. Finesse, light
Shortsword Ninja-to 10 gp 1d6 piercing 2 lb. Finesse, light
Trident Magariyari 5 gp 1d6 piercing 4 lb. Thrown (range 20/60), versatile (1d8)
Warpick Kawa 5 gp 1d8 piercing 2 lb. ─
Warhammer ─ 15 gp 1d8 bludgeoning 2 lb. Versatile (1d10)
Whip ─ 2 gp 1d4 slashing 3 lb. Finesse, reach
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Ranged Weapons
Weapon Variant Cost Damage Weight Properties
Simple Ranged Weapons ─ 25 gp 1d8 piercing 5 lb. Ammo. (range 80/320), loading, two-handed
Crossbow, Light
Dart Shuriken 5 cp 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60)
*Dart, Sleeping ─ 1 sp 1d4 piercing 1/2 lb. Finesse, thrown (range 20/60)
Shortbow Hankyu 25 gp 1d6 piercing 2 lb. Ammo. (range 80/320), two-handed
Sling
*Grappling Hook ─ 1 sp 1d4 bludgeoning 1/4 lb. Ammo. (range 30/120)
─ 2 gp 1d4 piercing 4 lb. Grappling, thrown (20/60)
Martial Ranged Weapons ─ 10 gp 1 piercing 1 lb. Ammo. (range 25/100), loading
Blowgun ─ 75 gp 1d6 piercing 3 lb. Ammo. (range 30/120), light, loading
Crossbow, Hand ─ 50 gp 1d10 piercing 18 lb. Ammo. (range 100/400), heavy, loading, two-handed
Crossbow, Heavy
*Greatbow Yumi 70 gp 1d12 piercing 10 lb. Ammo. (range 200/800), heavy, special, two-handed
Longbow Daikyu 50 gp 1d8 piercing 2 lb. Ammo. (range 150/600), heavy, two-handed
Net ─ 1 gp — 3 lb Special, thrown (range 5/15)
Exotic Weapons
Weapon Cost Damage Weight Properties
Exotic Melee Weapons
Bladed Fan 20 gp 1d6 slashing 1 lb. Concealed, finesse, light
Chain, Spiked 30 gp 2d4 piercing 10 lb. Double Weapon (1d4/1d4), grappling, heavy, reach, two-handed
Chakram 15 gp 1d4 slashing 2 lb. Finesse, light, returning, thrown (range 15/30)
Dagger, Boot-Toe 15 gp 1d4 piercing 1 lb. Concealed, finesse, special
Dagger, Wrist 50 gp 1d4 piercing 1 lb. Ammo. (range 30/120), Concealed, finesse, light, loading, switch
Garrote 1 gp 1d4 slashing 3 lb. Finesse, Light, Special, Two-handed
Jian Shortsword 30 gp 2d4 slashing 3 lb. Finesse, special
Khopesh Blade 20 gp 2d4 slashing 3 lb. Disarming, light
Kusari-Gama 10 gp 1d6 slashing 3 lb. Double weapon (1d6/1d4 reach), finesse, grappling
Sword, Cane 20 gp 1d6 slashing 3 lb. Concealed, finesse
Sword, Two-Bladed 30 gp 2d6 slashing 8 lb. Double weapon (1d6/1d6), heavy, two-handed
Exotic Ranged Weapons
Atlatl 5 gp 2d4 piercing 2 lb. Ammo. (range 120/480), loading, special, thrown
Bola 1 gp 1d4 bludgeoning 2 lb. Grappling, light, thrown (20/60)
Boomerang 3 gp 1d6 bludgeoning 2 lb. Finesse, light, returning, thrown (30/120)
Crossbow, Bladed 75 gp 1d8 piercing 19 lb. Ammo. (range 80/320), heavy, loading, switch, two-handed
Crossbow, 100 gp 1d6 piercing 19 lb. Ammo (range 30/120), heavy, reload 6, two-handed
Repeating
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Firearms
Weapon Cost Damage Weight Properties
Firearm Melee Weapons
Bayonet 5 gp 1d6 piercing 1 lb. Versatile (1d8), special
Sawtooth Blade 15 gp 1d8 slashing 3 lb. Versatile (1d10), special
Firearm Ranged Weapons
——Gunpowder Firearms——
Flintlock Pistol 150 gp 1d8 piercing 2 lb. Range (15/60), reload 1, light, loading
Pistol 250 gp 1d10 piercing 3 lb. Range (30/90), reload 2, light, loading
Revolver 2,000 gp 2d8 piercing 3 lb. Range (40/120), reload 6, light
Howdah Pistol 2,500 gp 2d10 piercing 4 lb. Range (60/200), reload 1
Musket 750 gp 1d12 piercing 10 lb. Range (40/120), reload 1, two-handed, loading
Shotgun 1,250 gp 2d8 piercing 7 lb. Range (15/30), reload 2, scatter, two-handed
Hunting Rifle 3,000 gp 2d10 piercing 9 lb. Range (100/400), reload 1, two-handed
Sniper Rifle 5,000 gp 2d12 piercing 15 lb. Range (150/600), reload 1, two-handed
——Steambolt Firearms——
Steambolt Pistol 3,000 gp 3d8 piercing 5 lb. Range (60/200), reload 2, special
Steambolt Carbine 4,500 gp 3d10 piercing 10 lb. Heavy, range (150/600), reload 3, two-handed, special
Steambolt Blunderbuss 6,000 gp 4d6 piercing 12 lb. Heavy, range (30/60), reload 1, scatter, two-handed, special
Steambolt Longrifle 7,500 gp 3d12 piercing 25 lb. Heavy, range (300/1200), reload 3, two-handed, Special
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Descriptions for new simple melee weapons with the special Descriptions for the new exotic melee weapons and their
property. special properties.
Gauntlet (vairant - knuckles). A metal glove that allows Bladed Fan. This weapon appears to the untrained eye as
you to punch and damage your enemies. When you make an nothing more than a hand fan. In fact, the vanes of the fan are
unarmed strike, you deal the gauntlet damage instead. You crafted from steel, and the tips are needle-sharp; very suitable
can't use the gauntlet to attack if you're holding something in for stabbing, and often used by geisha who operate as spies.
that hand.
Spiked Chain. A spiked chain is a length of metal chain
Scythe. A piece of equipment normally used by farmers, whose last few links on each end are enlarged and enhanced
now refitted for battle purposes. When you make an attack with spikes. The length and size of links should be
with the Scythe, you can choose to attack up to three proportional to the size of the wielder for best performance.
creatures that are in line and at 5 feet of you. If you do so, you At the half-way point of the chain and/or the midpoints of the
need to roll for each creature, and all the rolls are made with two halves, a link of the chain is often replaced with a ring for
disadvantage. grasping.
Chakram. The chakram is a throwing disk or quoit about 1
foot in diameter, with a sharpened outer rim. It is exceedingly
Descriptions for new simple ranged weapons with the special rare to find, and even harder to find a wielder trained in it.
property.
Dagger, Boot-toe. You wield this weapon without the use
Dart, Sleeping. A dart with a small glass vial filled with of a hand, instead using the foot the dagger is affixed to. You
sleeping liquid that is released when it enters into a may only make one attack on your turn when attacking with
creature's body. When you hit a creature with this dart, roll this weapon.
4d4. This is the total hit points you affect. After dealing the
dart damage, if the creature have equal or less hit points than Dagger, Wrist. A fine weapon made for Assassins and
the total, the creature falls unconscious for 1 hour or until the Marauders to execute their operations with the utmost
sleeper takes damage, or someone uses an action to shake or stealth, this weapon is attached to the arm of the person
slap the sleeper awake. You must keep the dart in the which keeps it hidden from plain sight. It uses a spring
creature's body, otherwise it awakes after 1 minute. When loaded dagger and dartgun as it's main armaments.
you hit a creature, the glass vial is shattered to release the
liquid. This Weapon has 2 forms:
Dagger form (melee). - While utilizing this weapon in this
Grappling Hook. A 4 pron hook attached to a rope that is form, you deal 1d4 piercing damage on a hit.
typically used for climbing and scaling tall objects or Dart form (ranged). - While utilizing this weapon in this
obstacles. Can be used as a low-damage weapon to impose form, you deal 1d4 piercing damage on a hit.
the "grappling" property on a creature. Garrote. A Garrote is nothing more than a thin wire,
usually with a handle on either side. While not effective in
When tied to the end of a rope, a grappling hook can open combat, a successful attack with a garrote grapples a
secure the rope to a battlement, window ledge, tree limb, or target, the target continues to take the weapon’s damage each
other protrusion - allows a climbing speed equal to half your round while grappled. A target grappled by a garrote must
walking speed while utilizing it. make a constitution save against your attack roll each round,
subtracting the total damage dealt by the garrote from their
save. After three successive failures, the target falls
unconscious.
Descriptions for new martial melee weapons with the special Jian shortsword. A very light & flexible double-edged
property. straight sword, typically with a tassel attached to the pommel.
Wielding this shortsword while proficient in it allows you
Claw (variant - punching daggers). This wrist bracer has to add a +1 bonus to your AC as a reaction to incoming melee
attached to it a set of sparp, bladed metal claws. When you attacks - this stacks with other forms of parry or block.
make an unarmed strike, you deal the claw damage instead. Khopesh blade. The khopesh is a slashing sword with an
You can't use another item in a hand that is wielding a claw. axe-like curve and a hooked tip. Known for disarming
capabilities.
Greatspear. This heavy spear is made out of a thick solid Kusari-Gama. A kusari-gama is a length of chain with a
shaft of wood, with a heavy spearhead and a counterweight particularly sharp sickle-like pick at one end, designed
pommel at the base. You can throw this greatspear - but only especially for battle, rather than as a farming tool.
by using both hands to spin it about your body and hurl it. The blade deals slashing damage, while the chain deals
bludgeoning damage and has the reach property.
Sword, Cane. A wooden cane that typically has an intricate
design. It conceals a blade similar to that of a bladed rapier. A
Descriptions for new martial melee weapons with the special favorite of nobility and spies alike.
property. Sword, Two-Bladed. The double sword is a polearm with a
wooden haft with a broad blade at each tip. The weapon
Greatbow (vairant - yumi). An exceptionally tall longbow, might also be known as a double scimitar or twin blade.
often surpassing the height of the archer. Typically has an
asymmetric design in which the hand is placed one-third the
height from the lower tip. This allows the bow to be fired
from a kneeling position or from horseback.
When using this weapon to attack a target within 50 feet,
you have disadvantage on the attack roll.
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Descriptions for the new exotic ranged weapons and their Descriptions for the new firearm ranged weapons and their
special properties. special properties.
Atlatl. The atlatl is a tool that uses leverage to achieve All firearms utilize ammunition.
greater velocity in projectile-throwing. It may consist of a Flintlock Pistol. The first kind of pistol that didn’t require
shaft with a cup or a spur at the end that supports and using an manual fire source, these are muzzle-loading, single
propels the butt of the ammunition. It is held in one hand, shot pistols. They are simple to build and perhaps the most
gripped near the end farthest from the cup. The projectile is common firearm around.
thrown by the action of the upper arm and wrist. The Pistol. A slight upgrade from the flintlock, this pistol has
throwing arm together with the atlatl acts as a lever. two barrels stacked on top of each other and is more reliable.
They are a common sight with guards and soldiers in some
When you make a ranged weapon attack with an atlatl, you areas.
use your Strength, rather than Dexterity, for attack and Revolver. Considered by many the pinnacle of gunpowder
damage rolls. The Atlatl utilizes javelins as it's main form of handguns, revolvers use rotating chambers with a single
ammunition. barrel. They are reliable, easier to clean and reload, and can
fire six times before reloading. Their mechanical complexity,
Bola. A bola consists of a length of cord with weights on however, can sometimes make them difficult to find or afford.
each end or three to six weights tied to a center point. When Howdah Pistol. Designed specifically for killing large
thrown, it can grapple a target. May also be used as a basic game, howdah pistols are large-caliber handguns that pack a
flail. massive punch. They are breach-loaded but single-shot,
trading capacity for power.
Boomerang. A boomerang is a thrown weapon, typically Musket. A flintlock rifle that uses steel on flint to set off the
constructed as a flat aerofoil, that is designed to spin about an powder charge within. It is still slow to load, but has good
axis perpendicular to the direction of its flight. Many range, packs a big punch, and weighs fairly light.
boomerangs are made to return to the person who threw Shotgun. Shotguns have two barrels, are breach-loaded,
them. and are set off by a hammer instead of a flintlock. They are
reliable and hit with excruciating force, and this extra bit of
Crossbow, Bladed. This crossbow appears as a typical craftsmanship generally makes them more expensive as well.
crossbow with an under-rail concealing an extendable blade. Hunting Rifle. More sophisticated than a musket, a
You fold the crossbow arms inwards to extend the blade, hunting rifle is a breech-loader and fires cartridges. Its long
creating a makeshift shortsword. range makes it popular with hunters and marksmen,
although they are not as common or cheap as muskets.
This Weapon has 2 forms: Sniper Rifle. Sniper rifles are essentially hunting rifles
Crossbow Form (ranged). - While utilizing this weapon in that have been machined to a higher degree of precision and
this form, you deal 1d8 piercing damage on a hit. quality. This results in better range, damage, but also more
Shortsword Form (melee). - While utilizing this weapon in weight and skill to craft, and they can often be very difficult to
this form, you deal 1d6 piercing damage on a hit. find.
Crossbow, Repeating. This lever-activated crossbow
utilizes an integral cartridge to rapidly shower a foe with Gunpowder, in my world?
missiles. It may hold up to six bolts at once and doesn't
require any sort of action to reload. The existence of gunpowder - or it's equivalent
It automatically reloads after firing until the cartridge runs (such as blast powder, dwarven dust, etc.) - is at
out of ammunition. Reloading the cartridge takes an action. your DM's discretion, and even if the existence of
Due to it's construction, it has a shorter range, but a gunpowder is in play, it is up to them to decide the
greater rate of fire. level of technological development alongside it.
A few examples of possible settings where it
would be ideal include:
A Steampunk, Industrial, Victorian, or similar
Descriptions for the new firearm melee weapons and their setting where steam and gunpowder are driving
special properties. forces.
A "Dishonored" feel, of video game fame, with
Bayonet. A bayonet is a blade or spike designed to fit on whale oil and supernatural overtones of a
the muzzle of a firearm. Its purpose is to serve as a last resort Dystopian setting.
melee weapon. Usage of a bayonet is important in A Historical - Wild West/Pirate approach, where
determining its damage — if attached to a one-handed technology advances slowly, and spreads out
weapon, it may only use the one-handed damage. If attached even slower.
to a two-handed firearm, it is used as a versatile weapon. Any combination of the aforementioned.
If used on its own, unattached to a firearm, a bayonet uses
the stastics of a dagger.
Sawtooth Blade. A sawtooth blade is a particularly
sinister form of a bayonet, albeit, longer, and more
devastating. These saber-shaped blades function just as a
bayonet would, except they can only be affixed to a two-
handed firearm.
If used on it's own, unattached to a firearm, a sawtooth
blade uses the statistics of a scimitar.
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Steam-Powered Weapons? Ammo & Explosives Cost Weight
Yes, even in settings where gunpowder can be Item 2 gp 2 lb.
found, with the presence of magic and artificers Standard Ammo 2 gp 5 lb.
comes a certain freedom of technological 1 gp 1 lb.
expression. Arrows (20) 1 gp 1 1/2 lb.
Atlatl Javelins (10) 1 sp 2 1/2 lb.
The following firearms seek to add more of a Blowgun Needles (50) 4 cp 1 1/2 lb.
steampunk & magical flair to the existing firearms - Crossbow Bolts (20)
these firearms are not necessarily magical, but Darts (10) 4 gp 1 lb.
could have been created by a mage or artificer that Sling Bullets 4 gp 1 lb.
delved a little too far into the power that steam and Firearm Ammo 2 gp 1 lb.
pressure could grant. Buckshot (10) 8 gp 2 lb.
Cartridges (10)
Musketballs (10) 5 gp ─
Rifled Slugs (10) 5 gp ─
Steambolt firearms are presumed to be either the inventions Altered Ammo 5 gp ─
of an absolute madman of a mage, or a truly ingenious Silvered 5 gp ─
artificer that made a groundbreaking discovery - or both. Corrosive 5 gp ─
Freezing 5 gp ─
Combining pressurized steam systems in an air-tight, metal Burning 5 gp ─
- typically bronze and cast iron - chamber, these firearms have Shocking 10 gp ─
the capability to propel projectiles at insane speeds - without Concussive 10 gp ─
the use of gunpowder - as such, all steambolt weaponry is Toxic 15 gp ─
seen with much fascination, as well as fear of their deadly Profane 15 gp ─
capabilities - and not at all cheap, being as expensive as some Holy
fairly rare magical items. Maddening 125 gp 1 lb.
Forceful 150 gp 1 lb.
Almost all Steambolt weapons are semi-bolt action. Bombs 200 gp 2 lb.
Meaning they each have a lever operated opening to secure Smoke
the slug in an air-tight chamber - the only exception being the Fire 20 gp 1/4 lb.
blunderbuss, which functions as a front-loading cannon. Fragmentation 120 gp 1/2 lb.
Impact Grenades 30 gp 1/4 lb.
ALL - Special: 300 foot audible shockwave on shot. Dust 300 gp 1 lb.
Steambolt Pistol. A small, yet fairly heavy, pistol that can Flashpowder 20 gp 1 lb.
fire rifled slugs at a great distance. Common amongst Noise
artificers and thugs. Poison Smoke
Steambolt Carbine. A Short stock, medium barreled rifle, Vanishing Smoke
this carbine rifle is the perfect in between from the pistol to
the rifle. Favored by some guardsmen and hunters.
Steambolt Blunderbuss. Often called the "Steam
Cannon", this steambolt firearm is different than it's brothers,
in that it is entirely front-loaded, and will utilize any form of
ammunition - even things that are not typical ammunition - so
long as it fits in the barrel. Very appreciated by those who
don't care for conventional ammo - such as pirates.
Steambolt Longrifle. An incredibly long, nearly 5 foot
barreled rifle, this behemoth of a firearm is used for long
distance shots or against incredibly large creatures. A
formidable sight, as it's presence indicates a skilled
marksman. Known to be used by assassin's and skilled
fighters.
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Adventuring Equipment Cost Weight
25 gp 1 lb.
Item 50 gp 1 lb.
Acid (vial) 1 gp 2 lb.
Alchemist's Fire (flask) 75 gp 35 lb. All ammunition can be fitted with alchemical ingredients or
Ball Bearings (bag of 1,000) 1 gp 2 lb. magical effects to instill deadly results.
Barbed Wire (50 ft.)
Caltrops (bag of 20) 1 gp 1/2 lb. Standard Ammo
Gunpowder 25 gp 4 lb.
250 gp 20 lb. The typical ammo used for ranged weapons.
Charge 25 gp 1 lb. Arrows. A Fletched wooden shaft with a stone or metal tip.
Powderhorn 5 gp 25 lb.
Keg Typical ammo used for shortbows, longbows, and greatbows.
Holy Water (flask) 2 gp 1 lb. Atlatl Javelins. Elongated wooden javelins with stone or
Hunting Trap 50 gp 5 lb.
Oil 300 gp 10 lb. metal tips, used exclusively for atlatls.
Flask 100 gp Blowgun Needles. Small metal needles. Used for
Bottle 4 gp ─
Keg 5 sp 35 lb. blowguns.
Poison, Basic (vial) 1 cp 1 lb Crossbow Bolts. Similar to arrows, but much shorter.
Ram, Portable 1 lb.
Tinderbox Typical ammo used for crossbows of all types.
Torch Darts. A weapon that can be thrown. Also used as
ammunition for the wrist dagger's dart gun.
Sling Bullets. Small, smooth metal or stone spheres used
in a sling.
Firearm Ammo
The ammunition available for use by firearms only.
Buckshot. A package of small lead pellets that scatter
when fired, doing damage to creatures in a large area. Used
typically by shotguns and the like.
Cartridges. A bullet and dose of powder are combined
within a package of stiff, chemically treated paper to form a
cartridge. The paper and powder burn away when fired,
sending the bullet forward on its own. Used by revolvers,
rifles, and particular firearms.
Musketballs. A simple ball of lead, paired with a dose of
black powder when loaded into a firearm. Although the ball
and powder are technically two separate items, they’re
mechanically treated as one for the sake of simplicity. For use
in simple firearms; flintlocks and muskets
Rifled Slugs. A smooth, solid metal slug with a slight
spiral pattern etched into it's surface. Used almost exclusively
for steambolt weaponry
Alchemical Ammo
Each of these subtypes of ammo can be applied to the
ammunition available for each weapon. They are considered
non-magical, and are alchemical in construction - typically via
a glass vial, a hollow shaft, or similar method.
Silvered. Silvered ammo. Overcomes resistances of
creatures hurt by silver.
Corrosive. Deals an extra 1d4 Acid damage.
Freezing. Deal an extra 1d4 Cold damage.
Burning. Deal an extra 1d4 Fire damage.
Shocking. Deal an extra 1d4 Lightning damage.
Concussive. Deal an extra 1d4 Thunder damage.
Toxic. Deal an extra 1d4 Poison damage.
Profane. Deal an extra 1d4 Necrotic damage.
Holy. Deal an extra 1d4 Radiant damage.
Maddening. Deal an extra 1d4 Psychic damage.
Forceful. Deal an extra 1d4 Force damage.
These damage amounts are the max any alchemical
application can deal - without being magical.
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These spherical canisters are typically made from thin iron or Things such as kegs, powderhorns, alchemists fire, acid, and
similar metals and contain ingredients meant to create other things necessary for survival in a battle-rich world. The
certain alchemical reactions. They can only be used once. things listed are used in offensive ways, typically as makeshift
weaponry.
Smoke. A simple canister of oily herbs - when lit, the bomb
doesn't explode, but very violently exerts a cloud of thick Acid. As an action, you can splash the contents of this vial
smoke that rapidly expands outwards to fill a 30-foot radius. onto a creature within 5 feet of you or throw the vial up to 20
This smoke lasts for 2 minutes, or until dispersed by heavy feet, shattering it on impact. In either case, make a ranged
wind. Attack against a creature or object, treating the acid as an
Improvised Weapon. On a hit, the target takes 2d6 acid
Fire. These bombs are filled with a mixture of oils, dusts, damage.
and dragontongue petals - which are lit aflame by a fuse with
a bottle of alchemists fire with gunpowder in the center of the Alchemist's Fire. This sticky, adhesive fluid ignites when
bomb. Once lit, the bomb explodes in a 10-foot radius, with a exposed to air. As an action, you can throw this flask up to 20
brilliant display of fire - Creatures in the area who fail a feet, shattering it on impact. Make a ranged Attack against a
Dexterity save (DC 13) Are dealt 4d6 fire damage. - or half creature or object, treating the Alchemist's Fire as an
on save. Improvised Weapon. On a hit, the target takes 1d4 fire
damage at the start of each of its turns. A creature can end
Fragmentation. Filled with all manner of metal fragments, this damage by using its action to make a DC 10 Dexterity
caltrops, and arrowheads - the fuse leads to a thick check to extinguish the flames.
gunpowder sack in the center of the bomb. Once lit, the bomb
explodes outwards in a 20-foot radius, with a heavy array of Ball Bearings. As an action, you can spill these tiny metal
shrapnel in all directions - Creatures in the area who fail a balls from their pouch to cover a level, square area that is 10
Dexterity save (DC 13) Are dealt 1d6 fire damage. and 3d6 feet on a side. A creature moving across the covered area
piercing damage - or half on save. must succeed on a DC 10 Dexterity saving throw or fall
prone. A creature moving through the area at half speed
doesn’t need to make the save.
These small urns typically made of terracotta, clay, or other Barbed Wire. This is a roll of barbed steel wire designed
fragile yet sturdy material, house simple ingredients to to keep things in or out. A creature trying to cross barbed
perform basic alchemical functions. To use them, an impact wire must make a Dexterity saving throw (DC 10) or take 1d4
against a solid surface is necessary. They can only be used piercing damage and be restrained by the wire. A creature
once. restrained by the barbed wire can use its action to make a
Strength or Dexterity check (its choice) against the DC. On a
Dust. Filled with nothing but irritating, finely ground dust success, it frees itself, on a failure, it takes 1d4 piercing
particles, this impact grenade will cause the target to be damage. For setting up the barbed wire, it comes with a pair
blinded until the end of it's next turn if it fails on a of thick gloves and anchor posts.
Constitution save (DC 13).
Caltrops. As an action, you can spread a bag of Caltrops to
Flashpowder. A step up from a dust grenade, this grenade cover a square area that is 5 feet on a side. Any creature that
is filled with a mixture of phosphorus, flash moss, and flint enters the area must succeed on a DC 15 Dexterity saving
particles - throwing this on the ground or at a target produces throw or stop moving this turn and take 1 piercing damage.
a very bright flash of light that blinds all creatures in a 10-foot Taking this damage reduces the creature’s walking speed by
radius who can see it and fail a Constitution save (DC 13) 10 feet until the creature regains at least 1 hit point. A
until the end of it's next turn. creature moving through the area at half speed doesn’t need
to make the save.
Noise. On impact the grenade creates a short sound
depending on what kind of noise grenade you throw. Gunpowder. Gunpowder is chiefly used to propel a bullet
out of the barrel of a pistol or rifle, or it is formed into a
Shatter - imitates shattering glass. bomb. Gunpowder is sold in small wooden kegs and in water-
Whisper - imitates indistinct dialogue. resistant powder horns, and sometimes in small pouches
Scream - imitates a quick fearful scream. called "charges."
Thunder - releases a loud thundering boom.
Poison Smoke. A grenade with alchemist's fire Charge - A Small leather pouch full of 10 doses of
surrounded by poisonous herbs - this grenade bursts into a gunpowder. This can be lit on fire to make a minor
cloud of vile, stinking smoke. The cloud spreads to a radius of explosion of a 5 foot radius. Creatures within that area
10 feet from the fire source, and has the effect of the must make a Dexterity save (DC 13) or be dealt 1d6 fire
"stinking cloud" spell. All who fail a Constitution save (DC 13) damage. - or half on a save.
begin retching and reeling. Powderhorn - Often hung on a leather strap for easy
Vanishing Smoke. On impact the bomb creates a 10-foot- portability, a gunpowder horn holds up to 100 doses of
radius sphere of smoke centered on the point of impact. This gunpowder. This can be lit on fire to make a moderate
sphere is temporary. The sphere spreads around corners. explosion of a 10 foot radius. Creatures within that area
1 Round - Area is heavily obscured. must make a Dexterity save (DC 13) or be dealt 3d6 fire
2 Rounds - Area becomes lightly obscured damage - or half on a save.
3 Rounds - Visibility restored.
A wind of moderate speed (at least 10 miles per hour)
immediately disperses the smoke.
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Keg - Less portable than a horn, a gunpowder keg holds Poison, basic. You can use the poison in this vial to coat one
up to 1000 doses of gunpowder and is often transported slashing or piercing weapon or up to three pieces of
via mount or wagon. This can be lit on fire to make a Ammunition. Applying the poison takes an action. A creature
major explosion of a 15 foot radius. Creatures within that hit by the Poisoned weapon or Ammunition must make a DC
area must make a Dexterity save (DC 13) or be dealt 7d6 10 Constitution saving throw or take 1d4 poison damage.
fire damage - or half on a save. Once applied, the poison retains potency for 1 minute before
Holy Water. As an action, you can splash the contents of drying.
this flask onto a creature within 5 feet of you or throw it up to
20 feet, shattering it on impact. In either case, make a ranged Ram, Portable. You can use a Portable ram to break down
Attack against a target creature, treating the Holy Water as doors. When doing so, you gain a +4 bonus on the Strength
an Improvised Weapon. If the target is a fiend or Undead, it check. One other character can help you use the ram, giving
takes 2d6 radiant damage. A Cleric or Paladin may create you advantage on this check.
Holy Water by performing a Special ritual. The ritual takes 1
hour to perform, uses 25 gp worth of powdered silver, and Tinderbox. This small container holds flint, fire steel, and
requires the caster to expend a 1st-level spell slot. tinder (usually dry cloth soaked in light oil) used to kindle a
Hunting Trap. When you use your action to set it, this trap fire. Using it to light a torch—or anything else with abundant,
forms a saw-toothed steel ring that snaps shut when a exposed fuel—takes an action. Lighting any other fire takes 1
creature steps on a pressure plate in the center. The trap is minute. Almost always used by adventurers to start fires or
affixed by a heavy chain to an immobile object, such as a tree light bombs - is also utilized by many as a way to light
or a spike driven into the ground. A creature that steps on the smoking products.
plate must succeed on a DC 13 Dexterity saving throw or
take 1d4 piercing damage and stop moving. Thereafter, until Torch. A torch burns for 1 hour, providing bright light in a
the creature breaks free of the trap, its Movement is limited 20-foot radius and dim light for an additional 20 feet. If you
by the length of the chain (typically 3 feet long). A creature make a melee Attack with a burning torch and hit, it deals 1
can use its action to make a DC 13 Strength check, freeing fire damage.
itself or another creature within its reach on a success. Each
failed check deals 1 piercing damage to the trapped creature.
Oil. Oil is a highly flammable liquid that is used for
anything from lamps, to bombs. Oil usually comes in 3 forms:
a clay flask that holds 1 pint, a bottle that holds 5 pints, or a
keg that holds 10 pints.
Flask - As an action, you can splash the oil in this flask
onto a creature within 5 feet of you or throw it up to 20
feet, shattering it on impact. Make a ranged Attack against
a target creature or object, treating the oil as an
Improvised Weapon. On a hit, the target is covered in oil.
If the target takes any fire damage before the oil dries
(after 1 minute), the target takes an additional 5 fire
damage from the burning oil. You can also pour a flask of
oil on the ground to cover a 5-foot radius area, provided
that the surface is level. If lit, the oil burns for 2 rounds
and deals 5 fire damage to any creature that enters the
area or ends its turn in the area. A creature can take this
damage only once per turn.
Bottle - Same as with the flask, but the damage increases
to 10 fire damage, and the radius is 10-feet. Additionally,
the time for the oil to dry increases to 5 minutes - due to
the amount of oil.
Keg - Same as with the flask, but the damage increases to
15 fire damage, and the radius is 15-feet. Additionally, the
time for the oil to dry increases to 10 minutes - due to the
amount of oil
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Why not higher rarity - javelins?
In this section you will find new magic items for a The purpose for Annihilation Javelins being "very rare" as
multitude of adventures. At the end of this section is opposed to "legendary" is due to being limited use items.
a set of guidelines for creating your own magical
items using a modular system to determine Make no mistake, these are incredibly powerful and legendary.
properties and rarity.
Wondrous item, rare
Weapon (javelin), very rare This white leather bag is a variant of the Bag of Holding.
You gain a +2 bonus to attack and damage rolls made with
The bag itself it’s imbued magically to keep everything inside
this weapon. of it at 40 degrees Fahrenheit, allowing keeping any
This may be used as a spellfocus with a +2 to your spell perishable chilled and freshed. The bag can hold up to 250
pounds, not exceeding a volume of 64 cubic feet.
save DC
This fragile, jagged, long section of animite hums faintly,
and swirling white hot liquid can be seen racing within. This Weapon (any), rare
javelin is energized to it's critical capacity of souls, and is You gain a +2 bonus to attack and damage rolls made with
sealed with carved runes that scale up and down it's multi-
faceted faces - due to this sealing, these javelins cannot house this weapon.
further souls, nor cast "soul cage". When you hit with an attack using this magic weapon, the
Special Ability: This javelin has 3 "fragile" points - when target takes an extra 1d6 damage. The damage type that is
all fragile points are expended, the javelin shatters. determined by the kind of dragon that provided the bones
(see the table). In addition, the weapon glows faintly when
The javelin can only be used in the following ways: dragons are within 120 feet of it.
(costs 1 "fragile" point) You can make a melee attack with
this javelin, dealing 2d6+2 piercing damage. Dragon Damage type Dragon Damage type
(costs 4 "fragile" points) You can make a thrown ranged Black Acid Gold Fire
attack (30/120 feet) - dealing initial attack damage, and Blue Lightning Green Poison
shattering the javelin Brass Fire Red Fire
Shattered - when the javelin shatters after losing all Bronze Lightning Silver Cold
"fragile" points, it explodes - releasing the liquid animite Copper Acid White Cold
within:
The explosion extends in a 30 foot radius, dealing If other dragon types exist in your world, consult your DM
2d20+10 Force damage, and 2d20+10 Aetherion damage to determine the damage types they may confer.
to all creatures. If a creature is dropped to 0 hit points by
this damage, they are disintegrated as per the
"disintegrate" spell.
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Armor (fortress plate), legendary (requires attunement)
Based on the legends of Haedrig "Wyrmsbane" Olafson:
The Dragonslayer Goliath, who in his life had united the
goliath clans and brought unyielding wrath upon dragon-kind
for the destruction of his homeland. This armor was made to
mirror his original plate armor.
Dragonplate bulwark is crafted from the bones of
dragonkind, and is impossibly heavy, weighing 130 lbs -
Requires a Strength of 20 to wear.
While wearing this armor, you gain a +5 bonus to AC -
armor is +3, shield is +2 (totals to 25 AC) - You gain advanced
benefits of fortress plate
Resistance to all bludgeoning, piercing, and slashing
damage
Chest mounted shield - removing the shield drops your AC
to 21, but grants you the use of a +4 shield - still totaling to
25 AC.
Dragonstand - You have advantage on saving throws
against the Frightful Presence and breath weapons of
dragons, and you gain a +3 bonus to Charisma (Intimidation)
checks you make.
Additionally, you ignore 10 points of damage done by any
dragon-type creatures, as well as deal an additional 10 points
of damage to all dragon-type creatures with your physical
attacks.
Absorb Breath - when targeted by a dragon's breath
weapon, if you succeed on your saving throw against the
attack, you absorb part of the breath and are charged.
When charged, you deal 10 points of the designated breath
type to all creatures within 5 feet of you - this damage ignores
resistance, and treats Immunity as resistance. This ability
lasts for 1 minute, and cannot be used again until next dawn.
Weapon (longbow), very rare (requires attunement)
Fashioned from corrupted kirinwood, This dark bow was
created by an old vampire in a dark ritual using the blood of
his ancestors.
You gain a +2 bonus to attack and damage rolls made with
this weapon.
When you hit with an attack using this magic weapon, you
deal an additional 2d6+5 necrotic damage and you regain hit
points equal to half the total damage dealt (minimum 1).
Curse. This bow is cursed, ad becoming attuned to it
extends the curse to you. As long as you remain cursed, you
are unwilling to part with the bow, keeping it within reach at
all times. You also have disadvantage on attack rolls with
weapons other than this one, unless no foe is within 60 feet
of you that you can see or hear.
Every day you must drink at least a gallon of humanoid
fresh blood. For each day you don't drink, you gain 1 level of
exhaustion. Finishing a long rest after drinking one gallon of
blood reduces your exhaustion level by 1. If you die because
of exhaustion, you become a vampire spawn on the next
moonlight.
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Wondrous Item, Uncommon Weapon (spear), legendary (requires attunement by a creature
This device looks is a leather bracer with a small syringe of good alignment)
on the side. It allows its wearer to extract a creature's Crafted from celystine, aurorium, and hallowed salts, You
essence and store it in an empty glass vial connected behind gain a +3 bonus on attack and damage rolls made with this
the syringe. magic weapon. If you throw the spear, it flies back to your
hand immediately after the attack.
It has 4 charges, and it regains 1d4 expended charges daily
at dawn. When you make a check for harvesting a creature, A sunhallowed spear naturally gives off bright light in a 10
you can extract one unit of the creature's essence. foot radius.
Additionally, if you have a creature part, you can expend 1
charge to transform that part into one unit of the creature's A sunhallowed spear deals radiant damage instead of its
essence - destroying the part, but gaining an essence. normal damage, and when you hit with an attack using this
magic weapon, you deal an additional 2d6 radiant damage.
If the target is evil aligned, that creature takes an extra 1d6
Weapon (any weapon), uncommon (requires attunement) radiant damage.
Crafted with sinister salts, These spectral armaments are
When you hit a fiendish creature with the sunhallowed
carried by ghosts, wraiths and other incorporeal undead spear, you can reroll the damage and use either result.
creatures. The weapon weights only 1 pound, and can be
used only by the creature attuned to it.
A ghost weapon deals necrotic damage instead of its
normal damage, and when you hit with an attack using this
magic weapon, you deal an additional 2d4 necrotic damage.
Wondrous item, uncommon
These leather gloves have a hammer and an anvil
embroidered on each palm, and allows it's owner to craft
items faster. While you're wearing the gloves, you count as
two characters when you craft an item, reducing the crafting
time to half (rounded up).
Wondrous Item, Rare (requires attunement)
While wearing this mask, you can use an action to cast the
flesh to stone spell (save DC 13). You can cast the spell twice
per dawn, and you regain any expended uses daily at dawn.
39
Potion, legendary Potion, legendary
Crafted by unknown means, these crystalline bottles hold a This ghastly, bright, white-blue liquid gives off a faint
blood-like liquid with a floating, pulsating crimson spark - humming that can be heard even from several feet away. Its
seemingly always stuck in place. The phial feels hot to the contents are always swirling with what look like small
touch, and smells of sweat and blood. figments of bull hair. If the stopper is removed, the hairs
within all ignite into white-hot embers, and the liquid begins
It is said that only a handful of these exist, and their spinning into a vortex within - a high pitched humming can be
construction, and origins, are unknown - but what is known is heard, and the mixture becomes blinding to look at.
that these are highly coveted - as whole armies have fallen
with their aid, and even gods have risen or been slain with When consumed, the creature begins to glow the same
these enigmas. color as the liquid, and comes under the effects of "Tensers
Transformation" - without the need to maintain
There is only 1 way of using this incredibly powerful concentration, for 10 minutes.
potion.
You gain 50 Temporary hit points. If any of these remain
Crush the entirety of the flask, taking 1 piercing damage. when the effects end, they are lost.
A hot surge of energy rushes through you: The next roll You have advantage on attack rolls you make with simple
you take is a definitive, natural, critical 20. and martial weapons.
When you hit a target with a weapon attack, that target
takes an extra 2d12 force damage.
You have proficiency in with all armor, shields, simple
Potion, very rare weapons, and martial weapons.
A Glowing, golden liquid resides inside this vial, it's You have proficiency in Strength and Constitution saving
throws.
contents sparkling and swirling. If held to the ear, a very faint You can attack twice, instead of once, when you take the
heartbeat can be heard. Attack action on your turn. You ignore this benefit if you
already have a feature, like Extra Attack, that gives you
If you pour the contents of this potion into the mouth of a extra attacks.
dead creature, they immediately come under the effects of Immediately after the effects end, you must succeed on a
the "Resurrection" spell. DC 15 Constitution saving throw or suffer one level of
exhaustion.
Potion, very rare
A favorite of diplomats, royalty, and the particularly shrewd
trader - this seemingly liquid silver potion bubbles ever so
slightly - and when uncorked, faint, harmonious humming can
be heard within.
When consumed, the creature comes under the effect of
the "Glibness" spell for 1 hour.
Potion, rare
Found amongst the brutal, wild and the desperate - this
potion consists of a yellow-white liquid, which suspends
inside it a small, sharp fang. When uncorked, the fang rapidly
evaporates and the liquid begins bubbling violently and
producing a bloody smelling mist.
When consumed, the creature begins to - painfully - extend
both their fingernails into claws, and their teeth into fangs.
They come under the effects of a 5th level "primal savagery"
cantrip for 1 minute - making their unarmed attacks deal
2d10 slashing or piercing damage (claw or fang).
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Potion, mythical Weapon (quarterstaff), legendary (requires attunement)
This potion is a rarity amongst both mortals and divine. Crafted from Aetherwood - stained with red paint. You gain
Sought by kings, tyrants, demon lords, angelic protectors,
a +3 bonus on attack and damage rolls made with this magic
commoners, and thieves alike - these vials of deep, murky weapon. Can be used as a spellfocus.
dark purple liquid are spotted with motes of starlight within.
The container which holds it seemingly vibrating in place at When targeted by a spell attack or similar magical effect,
the raw power held inside it's thin walls. you gain a +3 "Parry" AC bonus to the attack.
These potions are incredibly rare, and just finding one will This 5-foot staff weighs 3 pounds and does not get heavier
possibly attract attention the likes of which could be regardless of how long it becomes. This staff has 5 charges
extremely beneficial - or horrifyingly terrible. and regains 1d4+1 charges daily at dawn.
When the stopper is undone, the contents within begin to Dodge. Expending one of the weapon’s charges, you can
exude a wispy fog of purples, blues, blacks, and greys - take the Dodge action as a bonus action on your turn.
mottled with with glowing embers of light - and whispers of
promises, power, and potential can be heard. The liquid is Stretch. While holding this staff, you can spend a charge
beyond ice cold. and speak its command word as a bonus action to cause it to
extend outwards from each end at a rate of 30 feet - per
When consumed, the creature is granted a Wish, as per the charge - each turn. Each end of the rod only stops extending
"Wish" spell. if you will it to stop, the rod hits a solid surface, or the rod
reaches a total extended length of 150 feet.
While stretched, the weapon’s reach equals its length, and
Potion, rare you have advantage on Dexterity (acrobatics) checks.
A favorite amongst brutes, warriors, thugs, and soldiers -
If either end might strike a creature no more than one size
this pitch black, tar-like liquid produces small bubbles of larger than you while extending, that creature must make a
blood-like bursts throughout itself. Smelling like spoiled DC 15 Dexterity saving throw. On a failed save, the rod
blood, burning metal, and pure alcohol, this potion tastes as strikes the target and you may choose whether to stop the
bad as it looks, and is especially syrupy when poured. rod's extension or will it to continue. If you will it to continue,
then you must roll a Strength (Athletics) check contested by
When consumed, the creature flies into a fit of anger, the target’s Strength (Athletics) check. If you succeed, then
coming under the effects of a barbarian's "rage" - a barbarian the target is stunned until the rod finishes extending. If you
drinking this gains additional benefits and does not use a fail, then the rod stops extending.
rage point.
If both ends of the rod extend and stop at solid surfaces
While raging, you gain the following benefits if you aren't which can hold it in place, the rod can support up to 1,000
wearing heavy armor: pounds. You can make the rod retract by using a bonus action
to either let go or speak the command word again. It has AC
You have advantage on Strength Checks and Strength 15 and 20 hit points.
saving throws.
When you make a melee weapon Attack using Strength,
you gain a +2 bonus to the damage roll.
You have Resistance to bludgeoning, piercing, and
slashing damage.
If you are able to cast Spells, you can't cast them or
concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are
knocked Unconscious or if Your Turn ends and you haven't
attacked a hostile creature since your last turn or taken
damage since then. You can also end your rage on Your Turn
as a Bonus Action.
Barbarians who drink the potion gain the following:
You not only have advantage on Strength check and
Strength saving throws - but you also gain a +2 to both.
Your rage damage bonus is increased by 2.
You not only have resistance to physical damage, but you
also ignore 5 points of any damage that is dealt - even
from magical.
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Wondrous Item, very rare The following table contains the types of Maelstroms found
The primordial power of the destructive forces of nature, within the flasks.
barely contained within the flasks in your hand. These Contents Color Element
elemental bombs are one of the few - but powerful - creations Lime Droplets Acid
brought upon by the elemental studies of the Legendary White Frost Cold
Battlemage: Zetto Mildari. When you're too busy to cast a Red Flames Fire
spell in trouble, or unable to set up an oil & alchemists fire Grey Streams Force
bomb - using these flasks can enable adventurers to clear Blue Bolts Lightning
rooms, level structures, and create chokepoints in a matter of Black Fog Necrotic
seconds. Silver Sparks Physical
Green Gases Poison
Fairly simple - yet elegant - in design these glass flasks are Pink Screaming Faces Psychic
covered in gold plated ceramics etched with intricate runes Yellow Flashes Radiant
that continuously contain the elemental substance. Upon Purple Pulses Thunder
impact with a hard surface, the flask and ceramics shatter Multicolor Nebula Aetherion
and release the contents within. The ensuing release of
energy is both explosive and volatile, resulting in a swirling
mass of gyrating elemental energies
As an Action, you can throw the flask. This weapon counts
as a "finesse" weapon for the sake of the throw.
Make an improvised ranged weapon attack, up to 60 feet
away. The flask explodes upon impact, releasing a swirling
maelstrom of the predetermined type:
A gyrating storm of elemental energies spreads from the
center of impact out in a radius of 60 feet. This storm lasts
for 5 rounds (30 seconds), and is considered difficult
terrain.
All Creatures in the area upon initial impact must make a
DC 15 Dexterity Saving throw, taking (4d8) elemental
damage and are knocked prone on a failure; or half
damage and no prone on a success.
All creatures who start their turn inside the maelstrom -or
walk into it - must make the check above.
Why not higher rarity - bottled
maelstroms?
As with the Annihilation javelins, The purpose for bottled
maelstroms being "very rare" as opposed to "legendary" is due
to being limited use items. Make no mistake, these are
incredibly powerful and legendary.
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Written by Zetto the Battlemage, This sacrificial tome is
Wondrous Item, legendary inscribed with words of elemental power and serves as a
These tomes are relics left behind by the legendary conduit that instills raw energy into those who read the
contents within.
elemental wizard and arcane warrior: Battlemage Zetto
Mildari. Zetto spent his life focused on the more martial Each Tome has 3 Charges, which cannot be replenished
focus of elemental and war magics, living in a time of war once expended. Only 1 charge can be used every 24 hours
against the dragon hoards of ages past, and knowing that not
every warrior could wield magic, he focused his studies on Command Words A Tome of Elementalism is inscribed
ways to derive magic energies in more physical manners. His with a command Word written in Primordial on the inside
studies led him to discover and invent various new methods front cover (read 'Raw Conduits').
of spells and abiltiies that turned the tide in many a battle Energy Backlash After reading the Tome, one must make
against those who stood in his way. His malleable view on a saving throw to endure the tumultuous output of
magic allowed him to forge the weave into tomes of his elemental energy being weaved into them (read 'A Price
choosing, creating books that - when read - would tap into the for Power').
pools of elemental magic that gave him such great power...for Elemental Overcharge Once read and endured, the
a price. reader is now instilled wtth resonating elemental energy
of the chosen type.
Raw Conduits - These tomes are written in cipher and a Sacrificial Tome As the Tome is read, the pages burn with
multitude of arcane languages that tap into their respective arcane energy and are rendered useless and ruined after
sources of elements, which when read, are activated, burn being used. After all 3 charges are expended, the book
pages within the book and the magical reagents that are disintegrates into fine white dust.
contained within the writing itself - This activates a conduit
into the weave that instills raw power into the reader. Elemental Overcharge
The command words are contained within the front cover The Reader of the Tome becomes overcharged with elemental
of each book. Requiring an DC 15 Arcana Check to properly energy. The following effects last for 5 minutes.
read and understand. After which, all one needs to do to
activate the book is open it to its gilded pages, recite the Elemental energy wraps and races across your body,
command word, and witness the symbols, runes, and ciphers creating effects similar to the selected element in the
magically flitter across each page with extreme speed, and "Elementalism Table". You take 10 less damage of the
then endure the price that comes with reading the tome... associated type.
A Price for Power - After reading the tome, the conduit The raw flow of power from the tome's pages scours itself
opened by the weave must now be endured. As pure magic into your sight, rendering your normal sight useless for the
pours from the burning pages, the reader must now be able duration, but gaining blindsight for 60 feet for the
to face the raw power of their chosen element. duration.
As the raw elemental energies surge through the reader, Any Creature that moves within 5 feet of you the first time
they must make a DC 15 Constitution Saving throw taking on a turn or ends its turn there takes (1d10) Elemental
(4d10) damage of the chosen elemental type - or half as much damage
damage on a success - as their body struggles to contain the
energy. All melee and ranged attacks the reader makes deal an
additional (4d10) Elemental damage
After they have succeeded in retaining the energy, their
body is now overcharged with raw elemental power - which is All spells that deal the associated damage type deal an
now evident by the flaring aura of that element. This power additional (4d10) Elemental damage more.
transfers into corresponding elemental spells as well as
melee, & ranged attacks. Spells that do not deal the associated damage type deal an
additional (2d10) Elemental damage instead, as the energy
Unfortunately, the overcharge comes at a price - both of warps the spells power output. (A Spell must deal damage
sight and body - as the reader loses their initial sight, in some way for this to apply)
becoming blind for the duration. Additionally, the overcharge
does not confer any form of superior resistance or immunity
to the damage type (save for any pre-existing resistances or
immunities the reader may have had.) The reader, hoewever,
does take less damage from the elemental type.
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The Tomes produce effects according to the elements that
are present upon the covers. The Effects are extrapolated
upon after the table.
Tome Color Element Effects
Lime Acid Corrosive Pooling
White Cold Frosted Fog
Red Fire Fiery Smoke
Grey Force Shifting Aura
Blue Lightning Energized Storm
Black Necrotic Dark Shadows
Silver Physical Sparking Body
Green Poison Noxious Gas
Pink Psychic Dissonant Spirit
Yellow Radiant Brilliant Aurora
Purple Thunder Reverberating Moves
Multicolor Aetherion Omnichromatic Clouding
Here are the visual effects of each elemental overcharge.
Acid - Corrosive Pooling Acid pours and pools off of you,
creating an expanding puddle and aura that follows you as
you move.
Cold - Frosted Fog A cold fog of frost, snow, and ice swirls
around you, freezing the surrounding area.
Fire - Fiery Smoke Fire and embers swirl and dance
around you, producing a heated cloud of fiery smoke and
flames that burn the area.
Force - Shifting Aura Your movements leave displacing
afterimages of your body and your form glows with unnatural
arcane force, blasting the surroundings.
Lightning - Energized Storm Electricity arcs and tears
around you, forming a mass of energized bolts that strike the
vicinity.
Necrotic - Dark Shadows Darkened shadows of decay
and death swirl and seep from you, corrupting the area
around you.
Physical - Sparking Body Your body is wreathed in a
slight aura of sparking metal and dust that lacerates,
punctures and strikes everything around you.
Poison - Noxious Gas A cloud of vile and lethal poison
pours from you and infects the surrounding area.
Psychic - Dissonant Spirit Your soul warps and flares off
of you, becoming visible as a shifting mass of energy and
whispers that terrifies or astounds all those who see it.
Radiant - Brilliant Aurora Light flares and flickers all over
your body, becoming an extremely bright and shining aura.
Thunder - Reverberating Moves Your body vibrates and
resounds with a charged ringing that threatens to obliterate
the surrounding
Aetherion - Omnichromatic Clouding You are subjected
to a maddening array of all previous Elemental effects above
at once, and surrounded by an aura of multichromatic colors.
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Every magical item has properties which can
go from dealing additional damage, giving
resistance to a particular damage type,
allowing a character to cast spells, increase In the following tables you can find various magical
their attributes and more. This section properties divided by type. It's up to the DM to determine if
gives both players and DMs some an item can have the same property multiple times and if its
guidelines to create custom magic items, possible to add a property to a particular item. For example, a
which can also be crafted using the previous rules. character can't add the Armor I property twice to a tier 3
magic armor, and that character cannot add the Weapon II or
The character level determines the recommended levels a Vampiric II properties since an armor isn't made for dealing
character should have to gain access to a specific tier. For damage.
example, a 3rd level character should have a tier 1 item,
while a 9th level character can have a tier 3 item or lower.
If an item has the charges or spell properties, the creator
A Magical item can only be enchanted or magically altered must decide which spell to add when creating the item. The
up to 3 separate times after their initial creation; therefore, a character must have proficiency in the Arcana skill and must
magical item made from exceptionally rare materials and provide any material components required for the casting of
high enchantments to start with will yield a more powerful the spell. Moreover, the character must have the spell
magical weapon after being further enchanted. prepared, or it must be among the character's known spells,
in order to add that spell to the item.
Character Level Item Tier Item's Rarity
For items with the Spell property, a character can choose
1st - 4th Tier 1 Common only one spell to add. The spell level is determined by the
charges in the property rarity. For example, an item that have
5th - 8th Tier 2 Common the Spell III property with the lightning bolt spell, that spell
will be cast as a 7th-level spell every time a character uses it.
9th - 12th Tier 3 Uncommon
13th - 16th Tier 4 Rare
17th - 20th Tier 5 Very Rare For items with charges, a character can choose to add
21st - 24th Tier 6 Legendary various spells. The number of spells and the spell level is
25+ Tier 7 Mythical determined by the rarity of the property, as shown in the
following table.
Property Number of Spells Maximum Spell Level
Charges I 1 1st
Any magic item created using this rules have an item tier, Charges II 2 3rd
which determines the number and rarity of properties for that Charges III 3 5th
item. For more information about uncommon and rarer Charges IV 4 7th
properties, see the "Item Properties" section, below. Charges V 5 9th
A tier 1 item only has only a minor property, tier 2 and Each charge equals 1 spell slot level. For example,
higher items can have one minor property alongside their expending 1 charge allows the character to cast a 1st-level
other properties that gives a simple feature or effect to it for spell the item has, and expending 5 charges allows the
free. character to cast a 5th-level spell the item have.
The following table shows the properties rarity for magic
items for every tier.
Property Rarity per Tier
Tier Property 1 Property 2 Property 3 Property 4
Tier 1 Minor - - -
Tier 2 Uncommon Uncommon - -
Tier 3 Rare Uncommon - -
Tier 4 Rare Rare Uncommon -
Tier 5 Very Rare Rare Rare -
Tier 6 Legendary Very Rare Rare -
Tier 7 Mythical Legendary Very Rare -
Artifact Mythical+ Mythical+ Legendary+ Very Rare+
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Minor Properties Description
Property
Beacon I The bearer can use a bonus action to cause
the item to shed bright light in a 10-foot
radius and dim light for an additional10
feet, or to extinguish the light.
Compass The wielder can use an action to learn
which way is north.
When the bearer of this item contemplates
Conscientious or undertakes a malevolent act, the item
enhances pangs of conscience.
Delver While underground, the bearer of this item
always knows the item's depth below the
surface and the direction to the nearest
staircase, ramp, or other path leading
upward.
Gleaming This item never gets dirty or soiled.
Guardian The item whispers warnings to its bearer, When the bearer is presented with an opportunity
granting a +2 bonus to initiative if the Wicked to act in a selfish or malevolent way, the item
bearer isn't incapacitated.
heightens the bearer's urge to do so.
Harmonious Attuning to this item takes only 1 minute.
The item is imbued with illusion magic, allowing
Hidden A message is hidden somewhere on the its bearer to alter the item's appearance in minor
Message item. It might be visible only at a certain ways. Such alterations don't change how the item
time of the year, under the light of one
is worn, carried, or wielded, and they have no
phase of the moon, or in a specific Illusion effect on its other magical properties. For
location.
example, the wearer could make a red robe
Key The item is used to unlock a container, appear blue, or make a gold ring look like it's
chamber, vault, or other entryway.
made of ivory. The item reverts to its true
appearance when no one is carrying or wearing it.
Language The bearer can speak and understand a Uncommon Properties
language of the DM's choice while the
Property Description
item is on the bearer's person.
Sentinel I Choose a kind of creature that is an enemy Ability Increase an Ability Score to 16
of the item's creator. This item glows Increase I
faintly when such creatures are within 120 Armor I The item grants you an additional +1 AC
feet of it.
Song Craft Whenever this item is struck or is used to Charges I The item has 3 charges (DC 11). It regains
strike a foe, its bearer hears a fragment of 1d2 expended charges daily at dawn
an ancient song. Damage I The item deals an extra 1d6 damage
Strange The item was created from a material that Luck I While this item is on your person, you gain a
Material is bizarre given its purpose. Its durability is +1 bonus to ability checks and saving throws.
unaffected.
Temperate The bearer suffers no harm in temperatures Movement The item grants a climbing or swimming
as cold as -20 degrees Fahrenheit or as I speed equal to the walking speed
warm as 120 degrees Fahrenheit.
Permaspell You can cast one cantrip at will (DC 11)
I
The item can't be broken. Special means
Unbreakable must be used to destroy it. Skill I The item grants a +5 bonus to one skill
War Leader The bearer can use an action to cause his Slayer I The item deals an extra 2d6 damage against a
or her voice to carry clearly for up to 300 specific creature type
feet until the end of the bearer's next turn.
You can cast a spell at 3rd level once per long
This item floats on water and other liquids. Spell I rest (DC 11)
Waterborne Its bearer has advantage on Strength Vampiric I On a critical hit, you regain 1 hitpoint
(Athletics) checks to swim.
Weapon I You gain a +1 bonus on attacks and damage
rolls
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Rare Properties Very Rare Properties
Property Description Property Description
Ability Increase an Ability Score to 18 Ability Increase an Ability Score to 20
Increase II Increase III
Armor II The item grants you an additional +2 AC Armor III The item grants you an additional +3 AC
Beacon II The item shed bright light in a 40-foot Beacon III The item shed bright light in a 80-foot
radius and dim light for an additional 40 radius and dim light for an additional 80
feet feet
Charges II The item has 5 charges (DC 13). It regains Charges III The item has 7 charges (DC 15). It regains
1d4 expended charges daily at dawn 1d6 expended charges daily at dawn
Damage II The item deals an extra 1d8 damage Damage III The item deals an extra 1d10 damage
Defense I Damage that you take from one damage Defense II You gain resistance against one damage
type is reduced by 3. type
Luck II While this item is on your person, you gain Luck III While this item is on your person, you gain
a +2 bonus to ability checks and saving a +3 bonus to ability checks and saving
throws. throws.
Permaspell II You can cast one 1st-level spell at will (DC Permaspell III You can cast one 2nd-level spell at will (DC
13) 15)
Returning The item has the thrown property (20/60) When you roll a 20 on your attack roll with
and it flies to your hand after attacking this weapon you lop off one of the target's
limbs, with the effect of such loss
Sentinel II The item glows faintly when a creature of a Sharp I determined by the DM. If the creature has
specific type is near (240 feet or less) no limb to sever, you lop off a portion of its
body instead.
Skill II The item grants advantage to one skill
check
This item deals 2x damage to objects and
The item deals an extra 3d6 damage against Siege I structures
a specific creature type
Slayer II
You can cast a spell at 5th level once per Spell III You can cast a spell at 7th level once per
long rest (DC 13) long rest (DC 15)
Spell II
Supercharged The item has 2x as many charges, and Spellguard While wielding this item, you have
I regains another die of charges per dawn advantage on saving throws against spells
and other magical effects, and spell attacks
On a critical hit, you regain hitpoints equal have disadvantage against you.
to half the damage dealt (minimum 1)
Vampiric II Supercharged The item has 3x as many charges, and
II regains another 2 dice of charges per dawn
When you roll a 20 on your attack roll with
Vicious I this weapon, the target takes an extra 7 Superiority I This item's damage ignores resistance to a
damage of the weapon's type particular damage type.
Weapon II You gain a +2 bonus on attacks and damage Swift I You can make one attack as a bonus action
rolls
On a hit, you regain hitpoints equal to half
Vampiric III the damage dealt (minimum 1)
Vicious II When you roll a 20 on your attack roll with
this weapon, the target takes an extra 14
damage of the weapon's type
Weapon III You gain a +3 bonus on attacks and damage
rolls
Materials & Magic
In regards to material bonuses, some guidelines are needed:
If an item is made with more than one material, the one
with the higher bonus to attack/damage, and AC overrides
the other - EX: a viridium and animite sword will have the
abilities of both, but will only the +2 from viridium.
Items can only reach a max bonus of +5 to either
attack/damage rolls & AC.
47
Legendary Properties Mythical Properties
Property Description Property Description
Ability Increase an Ability Score to 22 Ability Increase an Ability Score to 24
Increase IV Increase V
Armor IV The item grants you an additional +4 AC Armor V The item grants you an additional +5 AC
Charges IV The item has 9 charges (DC 17). It regains Charges V The item has 10 charges (DC 19). It regains
1d6+2 expended charges daily at dawn 1d6+4 expended charges daily at dawn
Damage IV The item deals an extra 1d12 damage Damage V The item deals an extra 2d6 damage
Defense III You gain Immunity against one damage Luck V While this item is on your person, you gain
type a +5 bonus to ability checks and saving
throws.
While this item is on your person, you gain
Luck IV a +4 bonus to ability checks and saving Permaspell V You can cast one 4th-level spell at will (DC
throws. 19)
Permaspell IV You can cast one 3rd-level spell at will (DC Spell V You can cast a spell at 10th level once per
17) long rest (DC 19)
The item is blessed (or cursed) with a form Supercharged The item has 5x as many charges, and
of sentience that is attributed to it's IV regains another 4 dice of charges per dawn
function. Refer to page 214 in the Dungeon
Sentience Master's Handbook for how this sentience This item's damage ignores both Immunity
develops and acts. and Resistance to a particular damage type.
Superiority III
When you roll a 20 on your attack roll with Vampiric V On a hit, you regain hitpoints equal to
this weapon you lop off the target's head - double the damage dealt (minimum 1)
if it has a head. The creature dies if it can't
survive without the lost head. A creature is Vicious IV When you roll a 20 on your attack roll with
immune to this effect if it is immune to this weapon, the target takes an extra 28
Sharp II slashing damage, doesn't have or need a damage of the weapon's type
head, has legendary actions, or the DM
decides that the creature is too big for its Weapon V You gain a +5 bonus on attacks and damage
head to be cut off with this weapon - it rolls
instead takes an extra 6d8 slashing damage
from the hit. Artifacts
Siege II This item deals 3x damage to objects and Artifacts are incredibly rare and powerful objects that
structures maintain a massive amount of magical energies within them,
using many a method to craft them.
Spell IV You can cast a spell at 9th level once per
long rest (DC 17) The properties of an Artifact are heavily steeped in why
they were created, and can even have the effects of one or
Supercharged The item has 4x as many charges, and multiple other magical items.
III regains another 3 dice of charges per dawn
Refer to Page 219 of the Dungeon Master's Handbook for
further details for crafting artifacts.
This item's damage ignores resistance to a
Superiority II particular damage type, and treats Immunity
as resistance.
Swift II You can make two attacks as a bonus action
Vampiric IV On a hit, you regain hitpoints equal to the
damage dealt (minimum 1)
Vengeance While you hold the weapon, you can use
your reaction to make one melee attack
with it against any creature in your reach
that deals damage to you. You have
advantage on the attack roll, and any
damage dealt with this special attack
ignores any damage immunity or resistance
the target has.
Vicious III When you roll a 20 on your attack roll with
this weapon, the target takes an extra 21
damage of the weapon's type
Weapon IV You gain a +4 bonus on attacks and damage
rolls
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You can use the modular magic item rules for creating an When it evolves to this tier:
item that will evolve with a specific character. First, make the item gains an extra Uncommon property
sure to give something to the item so it makes the character you can upgrade one Uncommon property to a Rare
the only one to use it, such as adding a class prerequisite for property.
attuning to the item. You can also link it with the character's
story and important events, like being the weapon his father
used when he was an adventurer.
When it evolves to this tier:
you can upgrade one uncommon property to a Rare
To evolve an item to a tier, the character must be at least at property.
the minimum level required for each tier to evolve the item. you can upgrade one Rare property to a Very Rare
For example, a 7th level character cannot evolve his or her property
magic item to tier 3 until reaching 9th level.
Additionally, even if a character has level to evolve the item
to the next tier, it's up to the DM to determine an additional When it evolves to this tier:
task or a triggering event to allow the item to evolve. This you can upgrade one rare property to a Very Rare
requirement gives a bit of background to the item, and also property.
allows the DM to create some special quests to discover the you can upgrade one Very Rare property to a Legendary
item hidden features. Here're some sample requirements you property
can use:
The character must slay a number of creatures with the
weapon. When it evolves to this tier:
The item must be placed on the altar found in the top of you can upgrade one Rare property to a Very Rare
an abandoned wizard tower, or an ancient grave to the property
character's ancestors. you can upgrade one Very Rare property to a Legendary
The character must gain a deity or other entity's favor. property
The character must defeat an old enemy of the weapon's you can upgrade one Legendary property to a Mythical
creator. property
The item evolves after saving a group of innocents from
the claws of a tyrant.
The character must execute a light (or dark) ritual.
The item evolves when the character makes a big sacrifice When it evolves to this tier:
for a personal cause. the item gains an extra Very Rare property
You can upgrade one Legendary property to a Mythical
property
You can upgrade one Very Rare property to a Legendary
Whenever an item evolves into a new tier, you can upgrade property
the properties to a rarer level following the same table from The item also gains additional features with your DM's
the Item Tiers section. approval according to the Artifact.
Since this rules are based on evolving the weapon properties
Common items without any special property - or a Minor instead of changing them to other, I don't recommend
property. replacing one property with another at higher tiers, but it's up
to you if you want to do so. For example, replacing the
Damage II property with the Vampiric III property when
evolving to tier 4.
When it evolves to this tier:
you can add two Uncommon properties to the item. A reason for replacing properties could be related with the
item background story or a very particular event, such as
discovering that the item contains the soul of an evil creature,
replacing the "good-aligned" properties when the soul is
When it evolves to this tier: awakened, like replacing the Beacon I property to a Damage I
you can upgrade one Uncommon property to a Rare property (necrotic) for a weapon.
property.
Alternatively, you can avoid taking one property at the
beginning rarity, and then take a rarer property at higher
tiers. For example, when creating an armor, you only choose
the Ability Increase I property and leave the second property
empty at tier 2. Then, when the armor evolves to tier 3, you
upgrade the Ability Increase to II and you also pick the Armor
I for the second property.
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A 3rd level character is rewarded with Igni, a longsword used
by his family for generations to defend the city against evil. Weapon (longsword), Very Rare (requires attunement)
Increase the additional damage to 1d10 fire damage
Since he is a 3rd level character, the weapon is at tier 1, so As an action, you can now cast the firebolt cantrip at will -
it's just a basic longsword with a nice name, a background at your level, using your melee attack as the spell attack.
history, and the Guardian minor property (for now). And as a reaction, you can cast hellish rebuke at 1st level
The character continues its adventures using the (DC 13).
longsword, and after some adventures he reaches level 5. In
this moment, his father tells him that the longsword has
special abilities, and the character needs to prove himself
worthy to unleash those abilities. For this, he must destroy an Weapon (longsword), Legendary (requires attunement)
old fire elemental that attacked the city years ago. Increase the bonus to attack and damage rolls to a +3
In this case, the character has the first requirement Increase the additional damage to 1d12 fire damage.
completed (reach level 5 to evolve the weapon to tier 2),
but the weapon will not evolve until the character kills the
fire elemental mentioned by his father.
After reaching 6th level, the character decides to enter the Weapon (longsword), Mythical (requires attunement)
elemental lair and fight with the creature, and at the moment Increase the bonus to attack and damage rolls to a +4
he destroys the elemental, the essence of the creature is Increase the additional damage to 2d6 fire damage.
drained by the longsword, and with that the weapon evolves As an action, you can now cast the firebolt cantrip at will -
to tier 2, giving the weapon a +1 to attack and damage and an at your level, using your melee attack as the spell attack.
extra +1d4 fire damage on a hit. And as a reaction, you can cast hellish rebuke at 2nd level
(DC 15). As an Action, you can can Aganazzar's Scorcher
at 2nd level (DC 15).
Weapon (longsword), Common (requires attunement)
Same stats as the longsword found in the Player's
Handbook, plus the beacon I minor property (bonus action Weapon (longsword), Mythical (requires attunement)
to cause the item to shed bright light in a 10-foot radius Having tasted the essence of fire elementals, the blood of
and dim light for an additional 10 feet, or to extinguish the
light.) pit fiends, and the ichor of a dark god - blessed by the
Igni is forged from Feverus steel, granting an extra 1d6 ancestors and reforged into a new form: Igni has now
(nonmagical) fire damage on strike. transformed into the epitome of fiery wrath.
Increase the bonus to attack and damage rolls to a +5
As an action, you can now cast the firebolt cantrip at will -
Weapon (longsword), Common (requires attunement) at your level, using your melee attack as the spell attack.
When a character evolves Igni to this tier, apply the And as a reaction, you can cast Hellish Rebuke at 3rd level
(DC 17). As an Action, you can can Aganazzar's Scorcher
following changes to the item's traits: at 3rd level (DC 17). And finally, as an action, you can cast
You gain a +1 on attack and damage rolls made with this Fireball at 3rd level (DC 17).
weapon. As a bonus action Igni sheds bright light in a 80-foot
When you hit with an attack using this weapon, the target radius and dim light for an additional 80 feet, or to
takes an additional 1d6 fire damage. extinguish the light.
At the DM's approval, Igni has gained the "Defense III"
property - granting immunity to fire damage.
As per the "Artifacts" section - Igni now gains beneficial
Weapon (longsword), Uncommon (requires attunement) and detrimental properties:
When a character evolves Igni to this tier, apply the
Minor beneficial property: While attuned to Igni,
following changes to the item's traits: you gain a +1 bonus to AC.
Increase the bonus to attack and damage rolls to a +2 Major beneficial property: While attuned to Igni,
your walking speed increases by 10 feet.
Minor detrimental property: While attuned to
Igni, your complexion takes on the appearance of
Weapon (longsword), Rare (requires attunement) cracked and scorched skin, with embers dancing
Increase the additional damage to 1d8 fire damage. between the cracks.
As an action, you can now cast the firebolt cantrip at will - Major detrimental property: Creatures with a CR
at your level, using your melee attack as the spell attack. of 0, as well as plants that aren't creatures, drop to
(Increases by 1d10 at 5th, 11th, 17th, 23rd, and 29th 0 hit points and are lit aflame when within 10 feet
level) of Igni.
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