Chapter 8: Enchanted Gear
Special components generally can’t be bought Example Base Materials
or sold (the market for them is just too niche), but
Narrators may decide that instead of questing for While base materials do not need to be accounted for individ-
the special components to create a magic item ually, they include things like: wood, iron, cold iron, leather,
that they can be purchased for 25% of the steel, gold, silver, mithral, adamantine, starmetal, moonsilver,
magic item’s cost. gemstones, crystals, and an assortment of alchemical reagents.
They include exotic materials and ores, but are generally
Item Quality. Common magic items can be available for purchase in the right places.
made from items of any quality, but uncommon
magic items require an item of fine quality, and Alchemical Reagents. Part of the overall cost of
rare or greater magic items require an item of the base material of a magic item is alchemical reagents.
masterwork quality (see the Craft downtime This is a general mixture of purified or arcane substances
activity on page 426 in Chapter 7: Adventuring which most spell-casters are familiar with, and includes
in the Adventurer's Guide). Costs for an item’s acids, black powder, toxins, brimstone, and many other
quality are included in a magic item’s base cost. unusual substances.
Time Required. The time required to craft a amulet crafted from wood or suits of armor
magic item depends on its rarity, as shown on that also allow a character to cast spells. In
the Magic Item Crafting Time table. To craft these cases, which type the item falls under is
a magic item, a character must make multiple determined by the Narrator.
ability checks due to the difficult nature of
magic item crafting: an initial check and a Tool Requirements. Crafting anything
final check. requires the right tools for the job — this is
especially important when crafting magical
Initial Check. At the beginning of the items. Each type of magic item and the tools
required time, the character makes an ability associated with those types are detailed on the
check against the DC for an item of that rarity. General Magic Item Crafting table. A character
On a success, they can continue crafting the does not require proficiency with the tools needed
item as normal. On a failure, they have to start to make a magic item, only access to those tools.
over. On a failure by 5 or more, crafting can
continue but the final check’s DC increases by At the Narrator’s discretion, enough time spent
2. Failing this check by 10 or more consumes crafting a specific type of magic item may grant a
half the required materials and is considered a character proficiency with the required tools. This
failed attempt; however you gain one expertise should only be done after a character has success-
die that you can use the next time you attempt fully crafted multiple magic items, or after they
to craft the same item, as long as it has been have created an item of very rare rarity or higher.
no longer than a month.
TABLE: CRAFTING AND MINIMUM PLAYER LEVEL
Final Check. At the end of the required
crafting time, the character makes another RARITY MINIMUM PLAYER LEVEL
ability check to complete their magic item
against the DC for an item of that rarity. On Common —
a success, all the materials are consumed
and they make the desired magic time. On Uncommon 3rd level
a failure, the process consumes half of the
required materials and the crafting fails. On Rare 5th level
a failure by 10 or more, all the materials are
consumed and the crafting fails. Very rare 10th level
Ability Checks. Different types of items, and
different rarities, require different ability checks Legendary 15th level
to successfully craft. The Magic Item Crafting
Abilities table shows what ability checks are Artifact 20th level
required to craft items of that type. Some magic
items may fit in multiple categories, such as an
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TABLE: MAGIC ITEM CRAFTING TIMES AND DCS
Campaigns and Crafting RARITY TIME TO CRAFT DC
The crafting times listed here are suitable for most groups, Common 1 week 13
but when playing a game that spans years within the campaign
setting the Narrator may choose to double, triple, or even Uncommon 3 weeks 15
quadruple them to match the pacing of the adventures. Alter-
natively in a campaign that only spans a few seasons within Rare 8 weeks 17
the setting, they may instead be halved. The time needed to
craft an item is always at the discretion of the Narrator. Very rare 24 weeks 20
Legendary 25 + 4d8 weeks 25
Artifact Uncraftable, except at the —
Narrator’s discretion.
TABLE: GENERAL MAGIC ITEM CRAFTING
TYPE REQUIRED TOOLS TYPES OF MAGIC ITEMS ITEM EXAMPLES ABILITY CHECKS
Alchemical Alchemist’s supplies Potions, powders, pre- Explorer’s chalk, 1: Intelligence
served items gallow hand 2: Wisdom
Woodcraft Woodcarver’s tools or Wooden weapons and Message whistle, 1: Dexterity
carpenter’s tools trinkets wood woad amulet 2: Dexterity
Smithing Smith’s tools Metal armor, weapons, Cage of folly, flask 1: Intelligence
and trinkets of inebriation 2: Strength
Apparel Leatherworker’s tools Clothing, leather armor, Midnight pearls, 1: Wisdom
or weaver’s tools and some accessories
tailored suit of armor 2: Dexterity
Stone and Jeweler’s tools or Statues, jewelry, and oth- Jade tiger, 1: Strength
Gemcraft mason’s tools er trinkets made of stone, maternal cameo 2: Dexterity
crystals, or precious gems
Spellcraft Narrator’s discretion Any magic item that repli- Skull liqueur, Zlick’s 1: Wisdom
cates the effects of a spell message cushion 2: Spellcasting ability
or Charisma
Cookery Cook’s utensils Any edible or drinkable Bag of cheese, 1: Constitution
item, that isn’t a potion luminescent gum 2: Wisdom
Pottery Potter’s tools Items made of clay such Dreamscrying bowl, 1: Wisdom
as dishes, jugs, or figures mug of warming 2: Charisma
Hobbycraft Calligrapher’s supplies, Letters, needlepoint crafts, Family scrapbook, 1: Dexterity
painter’s supplies, tinker’s and other trinkets not library scarf 2: Charisma
tools, or weaver’s tools covered by the other types
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Chapter 8: Enchanted Gear
Creating New Magic Items • Finally, consider the item’s purpose. Items
that are less about making whoever carries
Each campaign is different — every magic item may them more effective, and more about granting
not be the best fit for a game, or the Narrator may access to something important for roleplaying
need something that no one has thought of yet. In purposes — such as defenses against a harsh
these instances, use the rules below to guide the environment, a way to overcome multiple
process of coming up with new magic items and language barriers, or survive somewhere
the ways a character might craft them. without air — may have their rarity reduced.
Conversely, items that allow for an adventurer
Determining Rarity or their party to easily complete dangerous
tasks (particularly those granting flight) may
Determining the rarity of a new magic item is one of have a higher rarity than usual. Examples:
the most difficult parts. While there’s no set formula helm of comprehend languages, ring of
for determining rarity, refer to the following points warmth, water charm, winged boots.
when choosing the rarity of a new magic item;
Determining Cost
• An item with one low power property that is
consumed upon use is most likely common or In most cases when including a new magic item
uncommon, depending on the property. If the for crafting or purchase it will be necessary to set
property recharges, it may still be common a price for it. The Magic Item Costs table contains
if the effect has little mechanical impact. guidelines for pricing new magic items. Rarity isn’t
Examples: blackbird pie, mug of warming, the only thing to consider, however — for example, a
potion of climbing, prismatic gown. magic item that is consumed on use is almost always
cheaper than one of the same rarity that recharges.
• An item with multiple low to mid-level power The following list contains a few things that may
properties, or a single lower power property help determine the price of a new item.
which recharges, is likely uncommon or rare.
Examples: boots of striding and springing, • Is it single use, multiple uses, or does it
medallion of thoughts, ring of the ram, recharge indefinitely? Single use items should
subtle mage gloves. be cheaper than multiple use items, which
are themselves typically cheaper than some-
• If an item has multiple powerful properties thing that recharges regularly.
that recharge, or one significantly powerful
property that recharges, it is most likely rare • How does it compare to other items of the
or very rare. Examples: elemental quiver, same rarity? If another item is of a similar
helm of teleportation, robe of stars, staff power level, use that item’s cost as a
of withering. starting point.
• If the item is powerful enough to be game- • Does it have one property or multiple
changing, or is especially powerful and one of properties, and how many uses does each of
a kind, it is likely legendary or even an artifact. the item’s properties have? Something with
Examples: deck of many things, luck blade, multiple rechargeable properties is going to
sphere of annihilation, vorpal sword. be more expensive than one with multiple
single use properties, or even one
• If the item grants a creature the ability to cast recharging property.
spells, or replicates the effects of a spell, what
level is that spell? The higher the spell level, • Does the item grant a creature the ability to
the higher the item’s rarity. Examples: magic cast spells, or replicate the effects of a spell?
mirror, potion of flying, scroll of commune If so, what level is that spell? The higher the
with nature, scroll of meteor swarm. spell level, the higher the potential cost.
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TABLE: MAGIC ITEM COSTS
A Tricky Measure RARITY LOW PRICE HIGH PRICE
100 gp
Whenever a new magic item is being introduced to the game, Common 30 gp 500 gp
Narrators should contemplate the ways it might be abused 5,000 gp
and exercise caution— what seems like a fun suggestion at Uncommon 101 gp 50,000 gp
first can easily get out of hand if its full implications aren’t 500,000 gp
carefully considered when it’s created. Rare 501 gp
Very Rare 5,001 gp
Legendary 50,001 gp
As with everything, there will always be outliers. Sample Magic Item Details
A magic item may be only of rare rarity, but require
extremely rare and expensive components to create, Narrators keen to make their own magic items
thus raising the price. The Magic Item Costs table can look to the rest of this chapter for examples
does not take these outliers into account, and instead to work from, or roll randomly to quickly pick out
provides both an average low cost and average high the origins, properties, and quirks to make a new
cost for magic items that only require the standard piece of enchanted gear.
components to create.
TABLE: MAGIC ITEM ORIGINS
1D20 ORIGIN
1–2 Accidental: This magic item was never deliberately enchanted, but acquired it by chance. Perhaps it sat for
ages amidst other magics and absorbed their energy, or was used to strike a death blow against a fiend
performing a potent ritual. It likely appears old and used, but is still in good condition.
3 Ancestral Bloodline: Crafted for a particular family, this magic item gained its enchantment from multiple
generations of their belief and veneration. It bears a family crest, though it may not be immediately obvious.
Members of the bloodline want it returned when they learn of it, and others might assume the bearer is
related to the original family.
4–5 Aquatic: Crafted by merfolk, tritons, or similar aquatic (but non-elemental) cultures, this magic item is
made of coral, sea plants, and scales. Using it underwater does not impose disadvantage even if it normally
would (such as attacking with certain weapons), nor does it count toward encumbrance for determining
penalties to swimming.
6 Dawncraft: This ancient magic item comes from the dawn of the most recent age, before humans, elves,
and dwarves became — culturally, physically, even mentally — what they are today. It is crafted of bone,
stone, or tanned animal pelt, and may be adorned with feathers, small bones, or other fetishes.
7 Divine Gift: No mortal hands crafted this magic item. It was placed by the gods themselves, or agents
thereof, for mortals to find—perhaps intended for a great hero on a legendary quest, or maybe simply to
see what happens to it. The magic item is impossibly perfect in all respects, and it counts as a holy symbol.
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Chapter 8: Enchanted Gear
8 Futurecraft: This item is from the future or a civilization far beyond the world on which it was found. Its
magics might be activated by small buttons or switches, its lines are sleek, its metals and fabrics unidentifi-
able, and it may even consist of substances completely unknown to the campaign setting.
9 Incarnated Magic: The magic item sprang forth whole, its physical and mystical properties already intact,
from more powerful magic, such as a wish or a lucky draw from a deck of many things. It is remarkably plain,
lacking any artistic flourish or individual touch.
10 Legendary Crafter: Spoken of in history, legend, and song, a nigh-mythical smith or crafter created this magic
item. So skilled was this artisan that their creations were innately magical, requiring no ritual or enchantment
to gain their power. This magic item is expertly made and bears the legendary personal sigil of its creator.
11 Offering: One culture made this magic item as a gift to another (perhaps to commemorate a treaty, as a
sign of friendship, or under duress). Choose two appropriate origins from these tables, one as the giver and
one as the receiver— the magic item has some traits of both.
12–13 Osseus: This magic item is made of bone with ragged edges and dangling strips of other materials but it is
brutally functional. If a weapon, it grows warm whenever it delivers a critical hit.
14 Planar Battlefield: The afterlives of several gods or pantheons are everlasting battlefields where souls are
reborn every morning to fight again. This magic item (most appropriately a weapon, shield, or armor, but
anything is justifiable with the right story) is a creation from one of those planes, intended to equip its
eternal warriors. It bears the symbols of that plane or the gods ruling there.
15 Planar Echo: This is a “copy” of a mundane item from the Material Plane is native to the Bleak Gate, the Dream-
ing, or another dimension that echoes the real world. Due to planar vagaries this copy is magical even though
the original is not. Magic items native to the Bleak gate are dim, lighter than expected, and cold to the touch.
Those native to the Dreaming resemble nature in strange ways and occasionally change shape or color.
16 Servant of Chaos: This magic item is made of strange, unidentifiable materials. Its design is uneven, imbalanced,
with excessive parts or flourishes that serve no obvious purpose. Creatures with the Lawful alignment trait
find its presence repulsive.
17 Servant of Order: Minimalist and straightforward, symmetrical and technically perfect, this magic item
strikes a precise balance between form and function. Creatures with the Chaotic alignment trait find its
presence repulsive.
18 Shapeshifter: This magic item appears to be an average example of its type. When wielded by a shape-
shifter (such as a doppelganger) it changes appearance to match whatever guise the wielder assumes. The
magic item’s basic nature is not affected, only the specifics of its appearance.
19 Titan: Made either by the creations of the gods themselves for use by their servants, or by mortals who ven-
erate them, this magic item bears icons of religious significance, forgotten history, and possibly of widespread
destruction. It weighs 50% more than similar items. Whenever this magic item is used to deal damage to
an inanimate object (either with a weapon attack or by casting a spell) it deals an extra 1d4 damage.
20 Vestige: Created by the fading remnants of a forgotten god, or by one of its few surviving adherents, this
item feels almost insubstantial. It weighs half as much as similar items and often seems on the verge of
fading away entirely. When in the area of detect magic or similar effects, there is a 10% chance that it
appears to be nonmagical.
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TABLE: MAGIC ITEM PROPERTIES
1D20 PROPERTY EFFECT
1 Artful While the magic item is on your person, you gain proficiency with one tool chosen by
the Narrator.
2 Beckoner When you are separated from the magic item you instinctively know its direction and
roughly how far away it is. This knowledge lasts for 24 hours or until the magic item is
attuned to someone else, whichever comes first.
3 Brave When you contemplate or undertake a cowardly act—or choose to be modest when a
more daring option is available—the magic item enhances feelings of shame and guilt.
4 Bulwark If the magic item is in your possession for the entire time, you gain 5 temporary hit
points when you finish a long rest. These temporary hit points last up to 24 hours.
5 Cowardly When you are presented with an opportunity to act in a cowardly or self-preserving
manner, the magic item heightens your urge to do so.
6 Devoted The magic item fights to remain attuned to you. It must be separated from you for
twice as long (48 hours) to break the attunement. If a new creature attempts to attune
the item when a prior attunement is still in effect, it makes a DC 14 Charisma check at
the end of its short rest. On a failure, the item fails to attune to the creature, remaining
attuned to you.
7 Enigmatic Neither examination over the course of a short rest, nor identify or similar magics, reveal
this magic item’s properties. You can learn the magic item’s properties only through
attunement or trial and error.
8 Fastidious You can use an action to magically clean yourself, your equipment, and the magic item
of dirt, grime, sweat, and so on. Once you have used this property, you must finish a
long rest before it can be used again.
9 Focused You gain an expertise die on Constitution saving throws made to avoid losing concentration.
10 Gloom-Sight If you have darkvision, the effective distance of that darkvision increases by 20 feet
while you possess the magic item. It does not, however, grant darkvision to you if you
do not have darkvision.
11 Hardy If the magic item is in your possession for the entire time, you gain an extra Hit Die when
you finish a long rest. If not used, this extra Hit Die disappears in 24 hours.
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TABLE: MAGIC ITEM PROPERTIES (CONTINUED)
1D20 PROPERTY EFFECT
12 Lodestar This magic item is linked to a specific location or object, determined by the Narrator.
You can use an action to determine the distance and direction to that place or object.
The magic item does not any specific knowledge of what that item or place might be.
13 Restful If the magic item is in your possession for the entire time, you can finish a long rest in 6
hours instead of 8 hours. You can still only gain the benefits of a long rest once per day.
14 Resuscitator The magic item has 1 charge it regains each dawn. If the magic item is in your possession,
when you make a death saving throw it expends its charge and you gain an expertise die
on the save.
15 Schemer You can use an action and choose one creature you can hear and see. For the next min-
ute or until you choose to end the effect (no action required), anything you say can only
be heard by the chosen creature. Once you have used this property, you must finish a
long rest before it can be used again.
16 Skillful You gain an expertise die on ability checks using one specific skill chosen by the Narrator.
17 Speedy You can use an action to increase your Speed by 5 feet for up to 1 minute. may gain a +5
to walking speed. This bonus lasts until the bearer deactivates it (no action required). The
item grants this bonus up to a maximum total duration of one minute per day, resetting
at dawn. Once you have used this property, you must finish a long rest before it can be
used again.
18 Suppressible You can use an action to completely suppress the magic item’s enchantment for a spe-
cific amount of time (up to 24 hours). For the duration, the magic item appears to be
and behaves like a nonmagical item, it cannot be attuned to (though existing attune-
ment does not end), and it does not register as magical to detect magic, identify, or any
other spells, features, or traits that detect magic. The effect cannot be ended early and
lasts until the end of the specified duration.
19 Unwavering The magic item grants you an extra sliver of luck to slightly mitigate unfavorable
conditions. When the magic item is created, the Narrator chooses one of the following:
ability checks, attack rolls, or saving throws. When you have disadvantage on a roll of
the chosen type, you gain an expertise die.
20 Dual-Featured Roll twice, rerolling any additional results of 20.
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TABLE: MAGIC ITEM QUIRKS
1D12 MAGIC ITEM QUIRK
1 Aesthetic While in possession of this magic item you become exceptionally fascinated by sights of
beauty—artwork, lush growth, scenic vistas—and feel the urge to take every opportunity
to stop and appreciate them.
The magic item physically marks you for as long as it remains in your possession. This
might take the form of a tattoo or brand, an unnatural change in eye or hair color, a
2 Bearer’s Mark slight alteration in the shape of a facial feature (such as your ears becoming pointed if
the magic item is elven-made), and so on. This change is always minor, but noticeable.
3 Bond The Narrator randomly selects one of your companions. While in possession of the magic
item, you make every effort to perform little favors and services for, and to protect,
that individual.
4 Devout You must recite a prayer to one or more of the gods (of your choice) before a long rest or
else you gain no benefit from that rest. You must have given up the magic item at least
24 hours prior before this requirement fades. In addition, so long as you have made the
prayer in the last 24 hours you gain an expertise die on Religion checks.
5 Dreamer The magic item causes unnatural dreams. You might dream in a different language, or in
unidentifiable colors, or even using senses you don’t actually possess. This has no effect
on the quality of the bearer’s rest.
6 Empathic This magic item changes appearance to match your mood. Sadness might cause it to
appear worn and to turn blue, happiness might cause it to gleam brightly, anger might
make it turn red and radiate heat, and so on. These alterations are purely cosmetic and
do not alter the magic item’s function in any way.
7 Leech The magic item feeds off healing magics cast on you. When you benefit from any spell or
magical effect that causes you to regain hit points, you regain 1 fewer hit point than normal.
8 Mirrored While the magic item is in your possession, whichever of your hands is usually dominant
changes—if you are right-handed you become left-handed, and vice-versa.
9 Odorous The magic item emits a constant odor determined by the Narrator. This might be a
pleasant floral scent, an animal musk, a miasma of rot, or the like. Depending on the
scent, insects or small animals might be attracted to or repelled by the magic item.
10 Prim The magic item imposes a harmless but intense flash of pain whenever you tell a lie,
utter a profanity, fail to show proper respect to an important individual, or generally
behave in a rude or indecorous manner.
11 Ravenous The magic item imposes a constant hunger. While the magic item is in your possession,
you consume twice as much Supply.
12 Restless The magic item desperately wants to be used. If you go 24 hours without using it, you
suffer a level of strife that disappears the moment the magic item is used. For any item
that is consumable or has limited charges that are not regained, reroll.
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Appendix A: Conditions
Appendix A: Conditions
Blinded • On a 5 or 6, a confused creature takes
• A blinded creature can’t see and it automati- no action or bonus action and uses all its
cally fails ability checks that require sight. movement to move in a randomly deter-
mined direction.
• Attack rolls against a blinded creature are
made with advantage, and the creature’s • On a 7 or 8, a confused creature makes a
attack rolls are made with disadvantage.
melee attack against a randomly determined
Bloodied creature within its reach or does nothing if
it can’t make such an attack.
• A creature is bloodied when reduced to half
its hit points or less. Deafened
Charmed • A deafened creature can’t hear and automati-
cally fails ability checks that require hearing.
• A charmed creature can’t take any hostile
action against the charmer. Doomed
• Ability checks the charmer makes to socially • A doomed creature dies at a time determined
interact with the charmed creature have by the Narrator, or within 13 (2d12) hours.
advantage.
• A doomed creature continues to be doomed
Confused even after it dies. Magic equivalent to a
7th-level or higher spell can remove the
• A confused creature can’t take reactions. doomed condition (such as regenerate cast
on a living creature, resurrection, true
• On its turn a confused creature rolls a d8 to resurrection, or wish).
determine what it does.
Encumbered
• On a 1 to 4, a confused creature does
• An encumbered creature’s Speed is reduced
nothing. to 5 feet.
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Frightened • Any attack that hits a paralyzed creature is
a critical hit if the attacker is within 5 feet.
• A frightened creature has disadvantage on
ability checks and attack rolls while it is able Petrified
to see the source of its fear.
• A petrified creature (and all of its mundane
• A frightened creature can’t willingly move possessions) is transformed into a solid inan-
closer to the source of its fear. imate substance (usually stone).
Grappled • A petrified creature’s weight is increased by
a factor of ten and it ceases aging.
• A grappled creature’s Speed becomes 0,
and it can’t benefit from bonuses to move- • A petrified creature is incapacitated, can’t
ment speeds. move or speak, and is unaware of its
surroundings.
• If the grappler becomes incapacitated the
condition ends. • A petrified creature automatically fails
Strength and Dexterity saving throws.
• If an effect removes the grappled creature
from the reach of the grappler or grappling • A petrified creature has resistance to all
effect (such as when a creature is shoved damage.
away by the Doubleteam combat maneuver)
the condition ends. • A petrified creature is immune to poison and
disease (time spent petrified does not affect
Incapacitated the duration of a poison or disease already in
its system).
• An incapacitated creature can’t take actions,
bonus actions, or reactions. Poisoned
Invisible • A poisoned creature has disadvantage on
attack rolls and ability checks.
• An invisible creature is impossible to see
without the aid of magic or a special sense (it Prone
gains no benefits from this condition against
creatures still able to see it). • A prone creature’s only movement option
is to crawl (every 1 foot of movement while
• An invisible creature is heavily obscured for crawling costs 1 extra foot) until it stands up.
the purpose of hiding.
• Standing up requires half a creature’s
• An invisible creature’s location can be detected movement.
by noises it makes or tracks it leaves.
• A prone creature makes melee attack rolls
• Attack rolls against an invisible creature are with disadvantage.
made with disadvantage.
• An attack roll against a prone creature is made
• An invisible creature makes attack rolls with advantage if the attacker is within 5 feet.
with advantage. Otherwise, the attack roll is made with
disadvantage.
Paralyzed
Rattled
• A paralyzed creature is incapacitated and
can’t move or speak. • A rattled creature cannot benefit from
expertise dice.
• A paralyzed creature automatically fails
Strength and Dexterity saving throws. • A rattled creature cannot take reactions.
• Attack rolls against a paralyzed creature • A creature that is immune to being stunned
have advantage. is immune to being rattled.
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Appendix A: Conditions
Restrained Tracked Conditions
• A restrained creature’s speed becomes 0, Various challenges, obstacles, and magics can lead
and it can’t benefit from bonuses to Speed. to either fatigue or strife. An effect can give a crea-
ture one or more levels of fatigue or strife (detailed
• Attack rolls against a restrained creature are in the effect’s description).
made with advantage.
If a creature suffering from fatigue or strife fails to
• A restrained creature makes attacks rolls resist another effect that causes a level of the tracked
with disadvantage. condition, its current level increases by the amount
specified in the effect’s description.
• The restrained creature has disadvantage on
Dexterity saving throws. A creature suffers the effect of its current level
in a tracked condition as well as all lower levels.
Slowed For example, a creature suffering level 3 fatigue
has its speed halved, it cannot Sprint, and it makes
• A slowed creature’s Speed is halved. Strength, Dexterity, and Constitution checks with
disadvantage.
• A slowed creature takes a −2 penalty to AC
and Dexterity saving throws. An effect that removes a tracked condition reduces
its level as specified in the effect’s description, with
• A slowed creature cannot take reactions. all tracked condition effects ending when a crea-
ture’s condition level is reduced below 1.
• On its turn, a slowed creature can take either
an action or a bonus action, not both. In Finishing a long rest at a safe haven reduces a
addition, it can’t make more than one melee creature’s fatigue and strife levels by 1, provided
or ranged attack during its turn. that the creature has also had Supply to get the
most from its rest. A creature does not require a
Stunned haven to recover from the first level of fatigue or
strife, but does still require a long rest. Also, being
• A stunned creature is incapacitated (see the raised from the dead reduces all of a creature’s
condition), can’t move, and can speak only tracked conditions by 1.
falteringly.
Fatigue
• The creature automatically fails Strength and
Dexterity saving throws. The ranger finally reached the walled town, and
staggered through the gates. The villagers gasped
• Attack rolls against the creature have at the sight, for she was clearly starving, covered
advantage. in dozens of minor wounds, and on the edge of
collapse. Friendly hands reached out to offer her
• A creature that is immune to being stunned food and rest.
is immune to being rattled.
Keeping a breakneck pace while journeying, feats
Unconscious of great athleticism, and fell magics that sap away
life force can wear down upon the body and cause
• An unconscious creature is incapacitated, fatigue. Fatigue represents exhaustion, exposure,
can’t move or speak, and is unaware of its hunger, injuries, and other physical factors which
surroundings. gradually wear a creature down. A creature which
reaches the 7th level of the fatigue track becomes
• An unconscious creature drops whatever it’s doomed and dies.
holding and falls prone.
• An unconscious creature automatically fails
Strength and Dexterity saving throws.
• Attack rolls against an unconscious creature
are made with advantage.
• Any attack that hits an unconscious creature
is a critical hit if the attacker is within 5 feet.
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TABLE: FATIGUE TABLE: STRIFE
LEVEL EFFECTS LEVEL EFFECTS
1 Cannot Sprint Disadvantage on Intelligence, Wisdom, and
Disadvantage on Strength, Dexterity, and 1
2 Charisma checks
Constitution checks 2 Disadvantage on concentration checks
Speed halved and unable to maintain a fast Can only take a bonus action or action each
3 3
travel pace turn (not both)
Disadvantage on attack rolls and saving throws Disadvantage on attack rolls and saving throws
4 using Strength, Dexterity, or Constitution, and 4 using Intelligence, Wisdom, and Charisma
unable to maintain a normal travel pace Suffer the effects of a randomly determined
5 Hit Dice halved 5 short-term mental stress effect.
Speed reduced to 5 ft. and unable to maintain 6 Cannot cast spells (but can cast cantrips)
6 Suffer the effects of a randomly determined
a slow travel pace 7
7 Doomed long-term mental stress effect.
Strife and terror, their lows can be as dramatic and poten-
tially impactful as their highs.
The halflings pushed on, the archlich Azkaroth’s
presence diminishing their spirits as they trudged The rigors of adventuring are not always physical,
across the desolate landscape towards the dark lord’s and players may decide that their experiences have
lair. Each of them could feel the lich’s will tugging at had a lasting effect on their character’s psyche. It’s
their minds, and it took every ounce of courage they important to consider mental stress effects in conjunc-
had to put one foot in front of the other. tion with safety rules (see Chapter 1: Gamemastery
Troubleshooting, in Trials & Treasures) and their
Intense study of potent arcana, truly rigorous potential impact on the game. When a group or
intellectual challenges, and psychically demanding the Narrator decides that gamifying mental stress
magics can increase one’s strife. Strife represents and morale isn’t right for the campaign, respectful
corruption, despair, fear, loss of resolve, and other roleplay is a viable alternative to these mechanics.
mental factors which gradually undo a creature’s
very soul. A creature which reaches the 7th level of Mental Stress Effects
the strife track suffers a special, permanent effect,
which is either randomly selected or decided by the The Narrator may decide that a particular encounter
Narrator. This might involve the creature shutting that goes badly can leave a lasting impact on adven-
down completely, or being impacted in such a way turers. Alternatively, if these options are discussed
that it is forever changed. during character creation a player may decide that
an event in their past provides sufficient mental
Mental Stress Effects stress to bring about a change in their character.
These effects provide options for short- and long-
Adventurers encounter and even seek out experi- term repercussions. A creature may only have one
ences beyond the ken of most mortals. Whether it’s mental stress effect at a time. A long-term effect
harrowing encounters with interdimensional beings, overrides a short-term effect, and if two effects are
the sudden, violent loss of a beloved NPC, or simply of equal strength, the most recent effect replaces
the trauma of constantly being surrounded by death the older effect.
360
Appendix A: Conditions
A mental stress effect is usually best chosen based advantage on a check made to persuade neutral or
on the encounter that causes it and an adventurer’s friendly creatures to aid it, but it has disadvantage
personality, but may be randomly determined using on Deception, Performance, and initiative checks.
the mental stress effect tables.
Enraged
Short-Term Mental Stress Effects
An enraged creature is unable to shake its frustration
These conditions are the immediate effects of mental with an enemy or its own perceived failings after an
stress after an event or encounter. They last for 1d6 encounter. An enraged creature has advantage on
days, but could remain longer based on discussions Strength checks, but has disadvantage on all other
between the Narrator and player. ability checks. Whenever an enraged creature fails
an ability check, it throws or attempts to break
Bewildered any tools or objects involved in the check.
A bewildered creature is overwhelmed by trying to Flippant
process a particular event. Its mind begins to play
tricks, altering its perceptions. A bewildered creature A flippant creature refuses to face the enormity of
has disadvantage on social-based ability checks as whatever event befell it. Not only does a flippant
it struggles to engage with what’s happening. When creature superficially shrug off the experience, it
a bewildered creature would succeed on an ability goes to reckless ends to prove it is ‘unaffected’ with
check, roll another d20. On a result of 15 or less the little regard for itself or allies. A flippant creature
creature succeeds, but otherwise it fails the ability has advantage on Dexterity checks, but has disad-
check instead. This could be caused by a temporary vantage on Wisdom checks and saving throws.
forgetfulness that leads the creature to forget what
it was trying to achieve, or in some cases a brief Musical
hallucination that alters the circumstances in such
a way that it is unable to succeed. A musical creature has temporarily taken leave of
social norms after a deep shock or strange encounter.
Cowed Instead of talking, it now sporadically sings its
thoughts and during conversation, giving it disad-
A cowed creature cannot shake the idea that vantage on Deception, Intimidation, and Stealth
they are certain to face defeat, and so flinch and checks but advantage on Performance checks.
surrender at the first sign of danger. After taking
any damage in combat, on its next turn a cowed Strife and
creature takes the Dash action and uses all of its Mental Stress Effects
movement to escape danger (or if it is unable to
move towards safety, the Dodge action). A cowed When a creature suffers its fifth level of strife it gains a short-
creature has disadvantage on Intimidation checks term mental stress effect, and when it suffers its seventh level
and when given any alternative to combat will of strife it gains a long-term mental stress effect.
happily take it, and it has advantage on Persuasion
checks made to try and avoid combat.
Distraught
A distraught creature is visibly and deeply shaken
by a recent experience, and its apparent distress
moves people to do what they can to help. Once per
long rest, a distraught creature can choose to gain
361
Trials & Treasures
TABLE: SHORT-TERM MENTAL STRESS EFFECTS its Wisdom save, it has advantage on Perception
checks made to detect danger.
D10 MENTAL STRESS EFFECT
Terrorized
1 Bewildered
A terrorized creature is not just fearful of danger but
2 Cowed convinced it is already here. A terrorized creature is
unable to shake its fear response from its unsettling
3 Distraught encounter, unwilling to go within 30 feet of strangers
or participate in melee combat without succeeding on
4 Enraged a DC 15 Wisdom saving throw first (instead taking
the Dash action to escape to safety or retreat from a
5 Flippant sudden noise). A terrorized creature has advantage
on Perception checks and any Strength, Dexterity,
6 Musical or Constitution checks made to escape combat or
danger, but it will sleep only in places with reason-
7 Obsessed able security precautions.
8 On Edge Long-Term Mental Stress Effects
9 Sleepless These effects denote a more permanent impact made
by the mental stress of traumatic encounters.
10 Terrorized
Covetous
Obsessed
A covetous creature is gripped by a fear of losing in
An obsessed creature cannot stop talking about the any sense and it begins to desire what is owned by
ordeal that troubles it. It has disadvantage on Stealth others, no matter how small or seemingly insignifi-
checks as it constantly tells allies that it is reminded cant, feeling deprived by that which they do not have.
of “that time when…” Whenever initiative is rolled, A covetous creature has advantage on Sleight of Hand
an obsessed creature makes a DC 15 Wisdom saving checks, but disadvantage on Wisdom saving throws
throw or loses 1 round of actions as it wrestles with and Deception checks related to things it has taken.
and exclaims about the similarities to the traumatic
encounter in its past. Distorted Perceptions
On Edge A creature with distorted perceptions has been
shaken to its core, and perhaps had its mind jolted
A creature that is on edge is hyperaware of its by interdimensional travel. Whenever a creature
surroundings and unable to fully relax. An on with distorted perceptions rolls a Perception check
edge creature has advantage on Perception and with a result equal to or less than its passive Percep-
initiative checks, but disadvantage on all other tion, small details of the world begin to warp — a
ability checks as it is distracted, unable to take swaying tree becomes a dancing shadowy figure,
its mind off the dangers that could potentially a coil of rope becomes a deadly snake coiled to
lurk around every corner. attack, and its allies may temporarily wear the face
of an enemy. These distorted perceptions are brief
Sleepless but absolutely real to the creature.
A sleepless creature is unsettled by its encounter Discussion between the Narrator and the player of
and struggles to relax in order to sufficiently rest. an adventurer with distorted perceptions can deter-
Whenever a sleepless creature takes a long rest, it mine what kind of hallucinations they’re most likely
makes a DC 15 Wisdom saving throw to quiet its to have and how far they’d like to take it.
mind or only gains the benefits of a short rest.
During rests where a sleepless creature has failed
362
Appendix A: Conditions
Hopeless TABLE: LONG-TERM MENTAL STRESS EFFECT
A hopeless creature has completely lost faith in D10 MENTAL STRESS EFFECT
its purpose and finds it difficult to be motivated.
A hopeless creature has advantage on Persuasion 1 Covetous
checks that involve convincing someone not to take
a certain course of action, arguing the pointlessness 2 Distorted perceptions
of it all, but it has disadvantage on initiative checks.
3 Hopeless
Inimical
4 Inimical
When an inimical creature is bloodied, on its next
turn it takes the Attack action against the nearest 5 Memory Wipe
creature to it. The inimical creature has disadvan-
tage on these attacks as it flails without control. 6 Murderous
In addition, an inimical creature has disadvantage
on checks and saving throws made against being 7 Peacekeeping
grappled or restrained.
8 Phobia
Memory Wipe
9 Superstitious
A creature with a memory wipe becomes forgetful in
the extreme after its encounter, perhaps not remem- 10 Suspicious
bering the event at all. A memory wiped creature has
disadvantage on Arcana, Culture, History, Nature, disadvantage on initiative checks but advantage on
and Religion checks, and any other knowledge-based its first ability check made to try and end a combat.
check as its capacity to easily recall information is
profoundly affected. Phobia
Murderous A traumatic encounter leads a creature to have a
long-term, debilitating fear of some element of the
A murderous creature no longer sees shades of gray encounter. For example, narrowly escaping a burning
when it comes to even the gentlest disagreement or building may leave a creature with a phobia of fire.
conflict. At the first sign of conflict, whether that When encountering the subject of its phobia, a
be disagreement within the party or a suspicious creature makes a DC 18 Wisdom saving throw. On
looking stranger, a murderous creature sees red, a success the creature can act normally, but on a
attacking first and asking questions later. Dazed failure it is frightened for 1 minute (at the Narra-
by their recklessness, a murderous creature has tor’s discretion, depending on the situation it may
disadvantage on initiative checks, but advantage on be incapacitated instead). At the end of each of its
its first attack roll on each of its turns while in such turns, the creature repeats the saving throw, able
a state. This state lasts for a maximum of 5 rounds, to act normally on a success.
but can be ended earlier by a calm emotions spell
or DC 18 Persuasion check. Superstitious
Peacekeeping A creature comes to believe it has survived its
traumatic encounter thanks only to the presence of
A peacekeeping creature wants no more violence and a lucky charm. This charm can be anything it had
on each of its turns uses all of its actions to prevent on its person at the time of the event. The super-
or subdue combat by every nonviolent method at its stitious creature has disadvantage on attack rolls
disposal, continuing this course of action until it or and saving throws whenever it is more than 30 feet
an ally are bloodied. A peacekeeping creature has away from its charm, except for Investigation or
Perception checks to find the charm again (which
are made with advantage).
363
Trials & Treasures
Suspicious Relieving Mental Stress Effects
A suspicious creature has lost faith in the good- Like physical injuries, the mental impacts of adven-
ness of the people and circumstances around it. turing are not permanent. In a world where even
A suspicious creature has advantage on Sleight of death is not necessarily the end, there are also
Hand checks, and Perception checks to detect hidden options to recover from the mental impacts of
foes, but it has disadvantage on Insight checks as overwhelming events.
it is unable to objectively interpret intentions.
Roleplay
Indefinite Mental Stress
In the same way that danger sometimes passes
It may be that a creature encounters a situation without combat, conditions that impact an adven-
that inflicts indefinite effects on its psyche. In this turer’s psyche (rather than their physical self) can
case it may have one or more of any of the above be resolved through effective roleplay. Roleplaying
mental stress effects, with no time limits imposed. an important resolution for a PC (or even an
The Narrator should decide which effects and how important NPC) may bring an end to their condi-
many. A creature can only suffer from multiple tion — this might be reuniting with a significant
mental stress effects if one or more are indefinite person from their past, finally defeating a sworn
mental stress effects. enemy, or simply being soothed by the companion-
ship and protection of their allies.
Saving Throws
Healing Magic
Saving throws can be used to determine how a
creature handles the mental stress of a particular Short- and long-term mental stress effects can usually
encounter. When a creature fails a saving throw be removed with a greater restoration spell (although
by 10 or more or rolls a critical failure on a saving the Narrator may set other conditions) and tempo-
throw, it may acquire a short-term mental stress rarily relieved by the calm emotions spell (until the
effect determined by what the save was made for. spell ends).
In a tougher encounter, at the Narrator’s discre-
tion a success may mean that a creature is left with Other Magic. The obvious restorative proper-
a short-term mental stress effect, and on a failure it ties of healing magic are effective, but powerful
instead acquires a long-term mental stress effect. illusions or even spells that alter reality have the
potential to end mental stress effects.
Wisdom or Charisma saving throws are most
likely to relate to a creature’s mental fortitude, Personality Changes
however Intelligence or Constitution may be
more applicable based on the encounter. A failed saving throw may not lead to a mental stress
effect. In some cases after discussion with the group,
Spell Effects the Narrator may decide that a particular event leads
to a far more fundamental change. The nature of this
Some spells such as contact other plane and symbol change and the status of an adventurer’s mental stress
involve potential impacts on the mind of a creature. effect afterward (it may become a long-term mental
Rather than using the described spell effects, the stress effect, indefinite, change to a short-term mental
Narrator may substitute a short- or long-term stress effect, or be removed entirely) are at the
mental stress effect. Narrator’s discretion.
364
Appendix B: Compatibility
Appendix B: Compatibility the spell creates Supply. Generally, a spell is able to
create a maximum amount of Supply equal to its spell
Level Up: Advanced 5th Edition (A5E) is designed to be level up to 3rd-level spells, or up to twice its spell level
fully compatible with the original version of the game. for spells of 4th level or higher. Spells of 8th or 9th level
You can use any of your existing (or future) original 5th can generally circumvent Supply requirements.
Edition (O5E) adventures, monsters, spells, characters,
and more in Level Up right out of the box. This book, What Isn’t Compatible?
the Adventurer’s Guide, and the Monstrous Menagerie
replace the O5E core book with revamped classes and While characters in O5E and A5E can be used alongside
expanded rules, the O5E Narrator’s book with new each other, and are fully compatible as complete entities,
magic items and rewarding exploration rules, and the their building blocks are slightly different in each game
O5E monster book with more in-depth versions of the because A5E was designed from the ground up to
same creatures (plus variants and a whole lot more). provide a wide degree of flexibility and customization.
However, in some rare cases, you will find some This means that A5E’s heritages, cultures, and
terminology changes. For convenience, these have backgrounds are not individually directly compatible
been listed below. with O5E’s races and backgrounds. However, your
A5E character can be used in an O5E adventure and
Some spells have also been renamed. O5E spells vice versa, and you can safely mix and match charac-
which contain proper named individuals in the title no ters and NPCs from both games.
longer contain the proper name (sometimes substituting
the word “arcane”). The spell name is the same other- TABLE: COMPATIBILITY
wise. This includes the following spells: acid arrow,
arcane hand, arcane sword, black tentacles, faithful O5E NAME A5E NAME
hound, floating disk, freezing sphere, hideous laughter,
instant summons, irresistible dance, magic aura, Aasimar Planetouched
magnificent mansion, private sanctum, resilient
sphere, secret chest, tiny hut, telepathic bond. Barbarian Berserker
Maneuver DC Drow Shadow elf
Before using an O5E creature in an A5E game, the Duergar Deep dwarf
Narrator should calculate and jot down its Maneuver
Defense (8 + proficiency bonus + Dexterity or Exhaustion Fatigue
Strength modifier).
Game Master Narrator
Supply & Magic
Golem Guardian
In A5E, magic is limited in the amount of useful food
and water it can create. Only the following spells in this Half-orc, half-elf Mixed heritage
book create Supply: create food and water, create or
destroy water, heroes’ feast. Also, magnificent mansion Madness Mental stress effect
can support a number of occupants for its duration. If
a spell does not specify that it creates Supply, then any Monk Adept
foodstuffs that it creates do not constitute Supply.
Oni Ogre mage
Additionally, Supply cannot be stored in extradi-
mensional spaces. Phylactery Soulvessel
If you are using O5E spells, or spells from additional Paladin Herald
sources, the Narrator will need to determine whether
Race Heritage
Tiefling Planetouched
365
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Derivative Material of Open Game Content. designated Agents may publish updated book. © 2009, Paizo Publishing, LLC;
(h) "You" or "Your" means the licensee in versions of this License. You may use any Author: Jason Bulmahn, based on material
terms of this agreement. authorized version of this License to copy, by Jonathan Tweet, Monte Cook, and Skip
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License. You must affix such a notice to any copy of this License with every copy of the Tweet, Monte Cook, and Skip Williams.
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11. Use of Contributor Credits: You may Games, Inc.; Authors: Scott Greene, with
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366
Index
Index CD 117
9 cackle fever 161 dark alleys
A
9 Campaign 25 darkness 49
Ability Scores
Example Ability Check 173 Pacing 27 deafened 357
Absent Characters 48 Premise 25 delver’s lung 161
acid
acid field 111 Cane of Chaos 329 demon fever 161
Act Structure
Adventuring Rewards 27 caught in the crossfire 114 dense fog 118
adverse ascension
aleepless 171 Challenge Rating 39 Dice Rolling 8
Ancient Broom
arcane autophagy 159 Challenge Ratings and Diseases 159
arsenic 362 Experience Points 39 treating 159
Artifact Properties 326 Character Advancement 172 distorted perceptions 362
Artifacts 160 character enthusiast 11 distraught 361
167 charmed 357 divine war 118
destroying 325 choking smoke 113 doomed 357
greater benefits 325 Chronicle 61 drama enthusiast
greater detriments 326 chuul ichor 168 Dread Caduceus 12
lesser benefits 327 collapsing roof 114 Dungeons 333
lesser detriments 330 Collective Understanding 98
properties 326 Combat Encounters E22
328 Complications 35
B 325 Difficulty 40 44
47
basilisk drool Failure 46 Elemental Planes
Befriend Animal
belladonna 40 Elite Monsters
bewildered
Blasted Badlands 47 Failure
blinded
blinding blizzard Types 45 enchanted statue 120
bloodied
Boons and Discoveries 168 combat enthusiast 11 enchanted windmill 120
Animals 61 Compatibility 365 Encounter CR for
Blessing
Follower 168 Conditions 357 Different Party Sizes 43
Herbs and Medicinals
Other 361 Conflicts, Potential 16 Encounter Elements 48
Route
Shelter 64 confused 357 Challenge Rating Increase 48
Supply
Treasure 357 Consent and Boundaries 18 Encounters 37, 172
bridge of sorrow
bridge of stones 111 Cook 61 Design 38
brown mold
burnt othur fumes 357 corrupted druid grove 114 Matchups 41
Busk
196 couatl venom 168 encumbered 357
196 counterfeit goods 115 endless plummet 121
197 Country Shire 66 end of hibernation 121
198 Cover Tracks 62 enraged 361
199 covetous 362 Entertain 62
203 cowed 361 Experience Points 172
200 Crafter’s Codex 331 Exploration 53
201 Crafting Magic Items 348 Exploration Challenges 108
202 Creating A Region 98 Sizes 109
202 Creating Exploration Challenges 156 Success and Failure 110
112 Creating New Magic Items 351 Exploration Challenges: 110
112 critical failure 110 extreme cold 49
48 critical success 110 extreme heat 50
168 crowd 49
61 cursed temple 116
cursed waterway 116
367
Trials & Treasures
F heavy precipitation 50 curses 208
faerie ring 122 hellscape 131 enchanted trinkets 209
falling
falling net 50 high gravity 50 gear gremlins 206
Far Realm
fatigue 123 hoar frost 132 identifying 207
fey glade
fey longings 36 Holdenshire 100 listeed 209
Feywood
Fiery Hellscape 359 hopeless 363 patron tokens 206
fire
flash flood 123 Hunt and Gather 63 rarity 206
flimsy rope bridge
flippant I161 sample details 352
flood sentient 318
Flowing River 68
Forced March 70 incapacitated 358 wearing and wielding 208
Forcing Control
forested hills 50 Indefinite Mental Stress 364 Magic Items Tables 187
forest fire
Forge, Foundry, and Factory 124 inimical 363 magnetized ore 51
fractured rift disorder
frightened 125 invisible 358 malfunctioning planar portal 137
frigid water
Frozen Wastes J361 marsh gas 137
Fudging the Numbers 92
125 Marsh, Unrelenting 42
G 72 Journey 55 Maximum Monster CR 12
56 Checklist 56 mechanics enthusiast 51
Gather Components 16 Example of Play 100 memory crystals 335
god corpse 125 Forced March 56 Memory Leaf 363
Gossip 126 Journey Activities 60 memory wipe
grappled
gravity, high K127 Mental Stress Effects 360
gravity, low 364
green dragon breath 162 relieving
green lake 358 killing cloud 133 Mindscapes 36
green slime
Group Checks L50 miring ground 51
group critical 74 labyrinthine ravines Mirror Planes 34
Gyre 16 landslide 133 Moral Planes 35
134 Mounts and Pack Animals 57
H lava 51 Murderhobos 17
363
hail deluge 62 Legendary Monsters 44 murderous 138
hail storm 128 lethal outgassing 134 mushroom ring 361
hallowed ground 62 Leveling Without Experience 174 musical
Harvest 358 lifeless desolation N135 169
Haunted Lands 50 Lines and Veils 7
haven 51 living land 20
135 naga spit 55
163
168 Lofty Mountains 78 Narrator 103
103
128 Long-Term Mental Navigation
Stress Effects 362 netherblight 174
50 lost item 136 NPC Heritage 362
110 low gravity 169
110 51 NPC Names 362
M36 O 19
magical overgrowth 136 Objectives 80
335
129 Magic Items 205 obsessed 174
129 activating 208 oil of taggit
130 attunement 207 on edge
62 charms 206 Open Door Policy
76 cost 206 Open Roads
57 crafting 348 Orb of Dragonkind
creating new magic items 351 Other Rewards
368
Index
P 169 Resting and Havens 57 Sphere of Annihilation 298
358 Restless Sea 84 spinning walls 148
pale tincture restrained 359 Spotlight Hogging
paralyzed 82 river rapids 143 stampede 17
Parched Sands 163 Rob 63 story enthusiast 148
pastrasite 363 rockfall 143 strife
peacekeeping 169 Rolling Grasslands 86 striped toadstool 14
Perdita’s abandon 138 rolling sphere 144 strong winds 360
perilous cliff path 139 rooftop run 144 stunned 170
pests 358 rot grubs 145 sunspots
petrified 363 rotter plague 164 superstitious 52
phobia 139 rules enthusiast 13 Supply 359
pit trap 32 Running the Game 149
Planes 33 rushing liquid 7 tracking 363
33 52 suspicious
Travel 35 S swinging blades 57
Types 17 Sword of Three Traditions 57
Planets 11 Safety Tools 19 364
player archetypes 26 and Online Play 18 149
Plot Structure 36 How to Use 19 341
Pocket Dimensions 139 Types
poison darts 358 When Something 23 T
poisoned 140 Goes Wrong 145 tactical enthusiast 15
poison needle 51
poisonous plants 166 sandstorm 8 Tangled Forest 88
Poisons 167 Scheduling Your Campaign 63
treating 141 Scout 164 terrorized 362
poorly-repaired tunnel 16 scree scale 21
Potential Conflicts 169 Script Change 146 The Adventuring Day 45
powdered fiendhorn 63 sea of sand 49
Pray 140 sense smoke 169 The Song of Creation 343
primordial tornado 141 serpent venom 339
private property 16 Serveros War Engine 19, 27 thundering stampede 150
Problem Behaviors 358 Session Zero
prone 169 Setting Up 7 thunderstorm 150
pseudodragon poison 141 sewer plague 165
public ceremony 169 shadow poison 170 tornado 151
purple worm poison shattered earth 146
Short-Term Mental Track 63
361
Stress Effects 165 Transitive Planes 34
sight rot 147
sinkhole 334 Trap 114, 120, 123, 139,
skeleton template 359
slowed 103 140, 141, 144,
Social Encounters 103
145, 147, 148
Random 13
social enthusiast 14 Travel Pace 55
specialty enthusiast 165
spectral thought-worms 147 table 56
sphere of annihilation
Travel Scenery 105
treacherous tundra 151
Treasure 175
Q average treasure values table 179
by challenge rating tables 180
quicksand 142 by level table 176
R creating treasure rewards 176
how much to give 175
Raiment of the Devouring King 336 random treasure tables 179
rattled 358 rare spells 187
Recognizing Artifacts 325 varying 177
Regions 58, 64 troll pox 166
Encounters 59 truth serum 170
Examples 101 tsunami 152
Weather 59
369
Trials & Treasures
U W X 20
unconscious 359 Walking Chicken Hut 345 X-Card 52
Underland Realm 90 walking death
Understanding, Collective 22 Wartorn Kingdom Y170 335
underwater 52 Weather 17
Unrelenting Marsh 92 webs 96
urban blaze 153 Whispering Stones 59 yellow mold
urban quake 153 white elk
Urban Township 94 wild magic surge table Z52
V wild magic zone 347
Worldbuilding 154 zombie template
vacuum 52 Approaches 155 Zoning Out
Vehicles 58 Collaborating 155
Veil of Fate 344 Concept 29
voracious pests 154 Creating a New World 29
29
in Established Settings 30
world enthusiast 30
wyvern poison
31
15
170
EN Publishing
PO Box 1858 | Southampton | SO18 6RX | United Kingdom
370
Journeys, Treasure,
and Mystery Await!
This essential rulebook for Level Up: Advanced 5th Edition
contains the full journey and exploration rules of the game,
including details on regions, discoveries, and boons, dozens
of exploration challenges, and rules for random encounters
of all types.
Not only that, Trials & Treasures also contains over 500 magic items
and rules for crafting them, from fantastically powerful artifacts to
minor enchanted trinkets, and pages of advice and tools for creating
encounters and running the game.