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Published by archangel777, 2023-02-06 01:19:08

Jarlaxle's bag of everything

Jarlaxle's bag of everything

51 CHAPTER 1 | CHARACTER OPTIONS Slave You spent a sizeable portion of your life as a slave or servant, living as nothing but a piece of property. Whether you were freed after years of faithful service, escaped, or were set free by outside forces, you’ve finally found yourself the master of your own fate. With your new freedom come a host of new opportunities, but plenty of new fears to go along with them. You are unfamiliar with the way the world works and often make mistakes, but even so, even the worst day of freedom is better than what you left behind. You face each day with a gratitude and optimism that those who haven’t experienced your hardships simply can’t understand. Skill Proficiencies: Insight, Sleight of Hand Tool Proficiencies: Any two tools Equipment: Two tools of your choice, a set of common clothes, a small bauble taken from your former master’s home, and a pouch containing 5 gp. Feature: Out of Sight, out of Mind During your time as a slave, you learned to remain beneath the perception of your overseers. Being noticed meant being punished. Even though you have gained your freedom, you are still very good at avoiding attention. When someone who has met but does not know you well tries to recall information about you, they only recall vague details, and can’t recall anything particularly concrete. Slave Characteristics d8 Personality Trait 1 I always speak quietly, and only when spoken to. 2 I always keep my eyes down, never looking at those to whom I speak. 3 I love good food, and I will always avail myself of the opportunity to sample something new. 4 I can’t stand bullies. 5 I eat quickly and messily, and I always store anything I can’t eat away for later. 6 I often wait to be told what to do. 7 I never raise my voice in an argument or discussion. 8 I am loud and rambunctious, availing myself of every opportunity I missed during my servitude. d6 Ideal 1 Freedom. All people should be free to do and be what they want. (Chaotic) 2 Safety. I want to make the world a place where everyone feels safe. (Good) 3 Retribution. My captors, my masters, and their families will suffer for what I had to endure. (Evil) 4 Adventure. The world and everything it has to offer are mine for the taking if I’m brave enough! (Chaotic) 5 Solitude. I want to live alone, far away from the people who made my life a living hell. (Neutral) 6 Redress. Slavery is just one of many foul (and illegal) practices, and those who pursue any of them must be brought to justice. (Lawful) d6 Bond 1 I never learned how to read. 2 I killed my former master, and his family are still seeking revenge. 3 I sacrificed the lives of other slaves to secure my escape. I’ll never forgive myself. 4 I can’t sit idly by and let the strong prey on the weak. 5 I will never trust a Drow (or another race, depending on your slavers) 6 I have a horrible brand, marking me as property. Despite my being set free, many people mistake me for a slave because of it. d6 Flaw 1 I’m so used to taking orders that I’ll still usually do what people tell me to do, forgetting I can refuse. 2 I will refuse almost every order or request that I receive, simply because I can. 3 I treat those below me in station the same way I used to be treated. 4 My hatred for my slavers transcends all reasonable thought. 5 I never stand up for myself. 6 I always think someone is out to get me.


CHAPTER 1 | CHARACTER OPTIONS 52 Miner You have spent countless hours in caverns and tunnels, excavating and searching for rare minerals, ores, and gems. You not only know how to identify the most valuable of substances, but you are also familiar with surviving cave-ins and other potential catastrophes. Your work is simple but rewarding. You’re confident in your abilities and your experience sets those around you at ease. Perhaps you always wanted this life, perhaps it’s something you learned to love, or maybe you’re just waiting for the chance to do something, anything, else. Skill Proficiencies: Athletics, Survival Tool Proficiencies: Artisan’s tools (stonecutting) Equipment: A set of common clothes, artisan’s tools (stonecutting), a small gem worth 10 gp, a pickaxe, and a pouch containing 10 gp. Feature: Stonecutter's Eye Your eye for value is useful not only in the mines, but also in your interactions with others. Whenever you interact with others, you know which visible possession that they carry has the most value. Roll or choose one on each of the following tables. Miner Characteristics d8 Personality Trait 1 I can instantly set others at ease with a calm smile and a few simple words. 2 I like a good working song almost as much as I like a good drinking song. 3 I whistle when I’m nervous. 4 I am extremely superstitious. 5 I have a pet rock… and I’d kill someone if anything happened to it. 6 I hate being alone. 7 Unexpected loud noises frighten me. 8 I always have another mining story to tell. d6 Ideal 1 Camaraderie. My friends are the most important thing in the world to me. (Any) 2 Safety. Everything I do, I do to keep others safe. 3 Wealth. I will find the motherload one day, and when I do, I’ll be able to buy anything I want! (Any) 4 Recognition. I have big ideas, and someday they’ll help me revolutionize the industry and gain the recognition I deserve. (Any) 5 Power. Wealth is the path to power, and I’ll be able to do whatever I want when I find that elusive motherload. (Evil) 6 Tradition. My family has mined this mountain for generations, and I’m not going to be the one who breaks that chain. (Any) d6 Bond 1 I found the motherload, but it was blocked off by a cave-in, and I’ve spent years searching to find it again. 2 I barely escaped a cave-in with my life, but my best friend wasn’t so lucky. 3 My forefathers were all miners, and they expect me to live and die as one too. 4 I can’t bring myself to enter a particular tunnel where we lost a group of miners a few years back. 5 I have a rivalry with another miner to see who can consistently find the best valuables. 6 I can’t actually mine very well – I met a friendly creature that I trained to do it for me. d6 Flaw 1 I smuggle liquor into the caves and spend my mining days drunk. 2 I have no concept of personal hygiene. 3 I pretend the blasting has damaged my hearing so I can eavesdrop on other people’s conversations. 4 I don’t know how to talk about anything that isn’t mineral. 5 I spend money as fast as I make it. 6 I’ll go without food or sleep for days when I find a new vein.


53 CHAPTER 1 | CHARACTER OPTIONS Feats The denizens of the Underdark have developed a variety of specialized combat techniques, secrets of magical lore, and rare talents not found in other lands. Characters from all over the upper-world frequently descend into the bowels of the earth in search of this hidden knowledge, eager to discover secret feats that will give them an edge over their foes in both the Lands Above and the Realms Below. New feats are presented here in alphabetical order for groups that use them. Axeshield You know how to defend yourself with a battleaxe. You gain the following benefits: • Increase your Strength score by 1, to a maximum of 20. • When wielding a battleaxe with two hands, you gain a +1 bonus to your AC. Blend into Shadows Prerequisite: Darkness as a spell-like ability You can draw from nearby magical shadow to cloak yourself in darkness. You gain the following benefits: • When you are within 10 feet of a magical source of darkness, you may use your bonus action to become invisible until you attack or cast a spell. • If you control the magical darkness, immediately after becoming invisible, you may have the darkness take your form, and may move it up to 30 feet in any direction. Bowslinger You can ready ranged weapons surprisingly quickly. You gain the following benefits: • If you use one-handed ranged weapons, such as hand crossbows, you may draw or stow both as a bonus action, rather than an action. • When you use your action to make a ranged attack on your turn, you may make one additional ranged attack as a bonus action. Caustic Adaptation Prerequisite: Kuo-toa Long have your ancestors hunted and been hunted in the depths. Natural selection has given your blood an unpalatable, acidic quality. You gain the following benefits: • When a creature hits you with a melee attack, it must make a Constitution saving throw with a DC equal to 10 + your proficiency bonus. On a failed save, the foul odor of your blood distracts it, and it has disadvantage on attack rolls made against you until the end of its next turn. • When you are reduced to 0 hit points by a melee attack, your blood splatters across the attacking creature, which must make a Dexterity saving throw with a DC equal to 10 + your proficiency bonus, taking 5d4 acid damage on a failed save, or half as much on a successful save. Cautious Attack When you take your time in combat, you quickly assess the flow of battle to respond rapidly to threats. You gain the following benefits: • Increase your Intelligence score by 1, to a maximum of 20. • You may use a bonus action to assess a creature, making an investigation check to read its movements. On a success, you have advantage on your next attack or spell roll that targets that creature. Chosen Foe At the expense of attention to other distractions, you focus on a single opponent to give you a decided advantage while fighting against them. You gain the following benefits: • While in combat, you may use a bonus action to mark one foe as your chosen foe. You have advantage on all attacks (including spell attacks) made against this creature, and on saving throws made to avoid effects that originate from it. • While you focus on your chosen foe, other creatures have advantage on attacks made against you. • When your chosen foe dies, you may use your reaction to move your mark to another creature.


CHAPTER 1 | CHARACTER OPTIONS 54 Coercive Spell Prerequisite: The ability to cast at least one spell Living foes damaged by your spells become more pliable and vulnerable to your commands. You gain the following benefits: • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. • When a creature that can see you takes damage from a spell you cast, it takes a -1 penalty to saving throws it makes against spells you cast that would charm or frighten it for the next minute. This penalty is cumulative to a maximum of -3. Constant Guardian By paying careful attention to nearby allies and reducing the accuracy of your attacks, you help protect your companions. You gain the following benefits: • When you take the Attack action on your turn, you may take a penalty of up to 5 to your attack rolls during the turn. If you do so, you may grant one creature within 5 feet of you a bonus to its AC equal to the penalty you took until the start of your next turn. (This bonus ends if your ally moves to a space that is more than 5 feet from you. • If the affected creature is hit by an attack, you may interpose yourself between the attacker and your ally, taking the damage in their stead. Dazzling Fire Prerequisite: Faerie fire as a spell-like ability The illumination you can bestow on others impedes their ability to fight. You gain the following benefits: • Creatures you target with the faerie fire spell have disadvantage on their saving throw against the spell. • Any creature affected by your faerie fire has its movement speed halved, and cannot make attacks of opportunity. Deafening Spell Prerequisite: The ability to cast at least one spell You can modify a spell so it deafens targets. You gain the following benefits: • Whenever you cast a spell that deals damage, you may subtract any number of damage dice from the spell’s damage. If you do so, the spell lets out a deafening blast of sound. Each creature within a sphere (radius is 10 times the number of damage dice removed) around the spell’s focal point must make a Constitution saving throw against your spell save DC or be deafened until the end of your next turn. • You may choose a number of creatures up to your spellcasting ability modifier when you cast a deafening spell to automatically succeed on their save. Deceptive Illumination Prerequisite: Dancing lights as a spell-like ability Your innate power to create mobile light is far more precise than others’. You gain the following benefits: • When you cast the dancing lights cantrip, you can create a very convincing illusion, up to medium in size, with the spheres. Any creature that can see your spheres must succeed on a Wisdom saving throw vs. your spell save DC or believe that the lights are exactly what you intend them to look like. This illusion holds even under close inspection, but is not corporeal, and still glows with a soft light that marks it as magical. • You may use a bonus action to speak through the lights, and may make it appear as if the illusion is the creature speaking. Dutiful Guardian You put yourself into harm’s way to protect your allies. You gain the following benefits: • Increase your Constitution score by 1 to a maximum of 20. • When a creature you can see within 15 feet is targeted by an attack, or a spell that requires an attack roll, you may use your reaction to leap in front of your ally and intercept the attack. The attacker has a +5 bonus to hit against you with this attack. • When you are hit by an attack that you protected an ally from, you may reduce the damage you take by an amount equal to double your proficiency bonus.


55 CHAPTER 1 | CHARACTER OPTIONS Elfhunter Prerequisite: Elf (drow) Because of your cultural hatred for elves, you have had specific training in how best to fight them. You gain the following benefits: • Your weapon attacks deal additional damage to elves and fey equal to half of your proficiency bonus (rounded down to a minimum of 1). • When an elf or fey hits you with an attack, you may use your reaction to make an attack against or cast a cantrip targeting that creature. Enhanced Adhesive Prerequisite: Kuo-toa The natural adhesive you secrete becomes stickier. You gain the following benefits: • When you hit a creature with a melee attack, you may attempt to douse it in your adhesive. It must make a Dexterity saving throw with a DC equal to 10 + your proficiency bonus. On a failed save, that creature has disadvantage on dexterity saving throws for the next minute. A creature that succeeds on this save is immune to this effect for the next 24 hours. • You have advantage on checks made to grapple another creature. Extra Wild Shape Prerequisite: Ability to use wild shape You can use wild shape more frequently than you normally could. You gain the following benefits: • You gain one additional wild shape. • While you in wild shape, you may use a bonus action each turn to regain hit points equal to your proficiency bonus. Gift of the Spider Queen Prerequisite: Elf (drow) You can combine your spell-like abilities in new and potent ways. You gain the following benefits: • When you cast a spell as a bonus action, you can use your action to cast another spell. • As an action, you may cast two spells or cantrips that you know at the same time. If you cast two spells this way, you must expend spell slots equal to the spells’ combined levels plus one. Once you have taken this action, you cannot cast spells or cantrips until the end of your next turn. Hand Crossbow Focus Your hand crossbow attacks gain accuracy and speed. You gain the following benefits: • You ignore the loading property for hand crossbows with which you are proficient. • You gain a +2 bonus to hit with attacks made with hand crossbows. • Whenever a creature that you can see within 30 feet of you casts a spell, you may use your reaction to make a hand crossbow attack against that creature. Highborn Drow Prerequisite: Elf (drow) You have learned how to tap into the advanced magical abilities available to you through your drow noble heritage. You gain the following benefits: • Choose a 1st level spell from the wizard or warlock spell list. You may cast this spell once per long rest without expending a spell slot. Charisma is your spellcasting ability modifier for this spell. • Whenever you cast a spell of first level or higher, you may use a bonus action to become invisible until you move, speak, or take damage. Imperious Command You strike deep and abiding terror in your foes. You gain the following benefits: • At the start of combat, opponents who can see you have a penalty to their initiative equal to your proficiency bonus. • When you feint, you may attempt to startle an opponent. You may use a bonus action to feint towards a foe within 5 feet of you. When you do so, the creature must make a Wisdom saving throw with a DC equal to 8+your intimidation bonus. On a failed save, you have advantage on attacks made against that creature until the beginning of your next turn.


CHAPTER 1 | CHARACTER OPTIONS 56 Improved Levitation Prerequisite: Ability to use levitate as a spell-like ability You have learned to use only part of your levitate spell-like ability at a time, allowing multiple uses with shorter durations. You gain the following benefits: • When you use your levitation spell/ability, you may levitate any number of objects up to its weight capacity, rather than only a single object. • If you use levitate to lift any number of objects with a total weight of less than 200 pounds, you may use a level 1 spell slot to cast the spell. • You have advantage on checks to maintain concentration on your levitation spell/ability. Instinctive Darkness Prerequisite: Darkness as a spell-like ability After extensive training, you can negate light instinctively. You gain the following benefits: • Whenever you are quickly brought into bright light, or are targeted by a spell that creates light, such as dawn, or sunburst, you may use your reaction to cast darkness without expending a spell slot. • If you use the reaction above in response to a spell that requires a saving throw, you have advantage on the saving throw and take no damage if you succeed. Knight of Lolth You have mastered techniques of waging war when mounted on a monstrous spider (or similar vermin). You gain the following benefits: • While mounted, you deal extra damage with your melee attacks equal to your proficiency bonus. • When your mount is hit with a melee attack, you may use your reaction to make one melee attack against the creature that hit it. • When a creature leaves your space without disengaging, both you and your mount may make an attack of opportunity against it. Lolth's Meat Prerequisite: Elf (drow) Like all drow cultured in cities that are ruled by Lolth’s priestesses, you know that you exist only to provide your goddess with food and pleasure. This knowledge lends you a certain bloodthirsty readiness. You gain the following benefits: • You have advantage on initiative rolls. • When you hit a creature that has not yet acted in combat with a spell or attack that requires an attack roll, you deal extra damage equal to your proficiency bonus. Node Defense Prerequisite: The ability to cast at least one spell You can use the magical power of an earth node to defend yourself from harm. You gain the following benefits: • Whenever you cast a spell of 1st level or higher, you may use a bonus action to summon a rocky shield until the start of your next turn. While this shield is active, you gain a bonus to your AC equal to half of the spell’s level (rounded down to a minimum of 1). • While protected by a node created by a spell of 4th level or higher, you have resistance to all non-magical bludgeoning, piercing, and slashing damage. Node Sensitive You can perceive an earth node just by passing near it. You gain the following benefits: • You automatically note the presence and strength of any earth node within 30 feet.


57 CHAPTER 1 | CHARACTER OPTIONS Node Spellcasting Prerequisite: The ability to cast at least one spell You have discovered the secret of node magic. You gain the following benefits: • You learn the node door and node lock spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Node Store Prerequisite: The ability to cast at least one spell You can store a prepared spell in an earth node. You gain the following benefits: • When you come across a naturally occurring earth node, you may use your action to store any one spell that you have prepared in the node. You may set a non-specific condition, or time period, upon which that spell will trigger. For example, the conditions “This spell will trigger when someone within 30 feet says the word, ‘dragon’.” Or “This spell will trigger in 30 seconds.” are acceptable, but the condition, “This spell will trigger only when Rishalek Hammerfist’s firstborn passes within 50 feet.” is too specific. If the spell has an area of effect, it is centered on the node. If the spell targets a creature, it targets the creature that satisfied the condition. • You may absorb the spell from any un-triggered node to restore spell slots up to the level of the stored spell. Paralyzing Fists You can make multiple unarmed attacks to paralyze an opponent in a single round. You gain the following benefits: • You gain 2 Ki points, (in addition to any other Ki points you may have) which can be used to fuel this ability. • When you make an unarmed strike, you may use a bonus action to make an additional unarmed strike. • Once per turn, when you hit an enemy with an unarmed strike, you may attempt to paralyze it. It must make a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Wisdom modifier. On a failed save the target is stunned until the end of its next turn. • A creature gets a -1 penalty to its saving throw made against this ability for every unarmed strike that has hit it this turn. Poison Spell Prerequisite: The ability to cast at least one spell You can mystically transfer a poison to the target of your spells. You gain the following benefits: • When you cast a spell of first level or higher that targets one creature, you may subtract one damage die from the spell’s total damage. If you do so, the creature must make a Constitution save against your spell save DC. On a failed save, that creature is poisoned until the end of your next turn. • You have advantage on attack rolls against poisoned creatures. Radiant Flicker You cloak yourself or another with a nimbus of flickering, bewildering light. You gain the following benefits: • You may use a bonus action to cause bright, flashing lights to surround you or a willing creature you can see within 30 feet. (Only one creature may be affected by this light at a time) • While a creature is surrounded by this light, it has advantage on Wisdom (Perception) checks, and attack rolls made against this creature have disadvantage. Reactive Resistance Through extensive practice and meditation, you can increase your spell resistance quickly. You gain the following benefits: • When you take magical damage, you may use your reaction to give yourself resistance to that damage type until the end of your next turn. • When you use this ability, your next spell or ability that deals the same type of damage deals extra damage equal to your level. Sadistic Reward Your mind and body are fortified by harming others. You gain the following benefits: • Whenever you deal damage to another creature, you gain a +1 bonus to your choice of attack rolls, damage rolls, saving throws, or AC until the end of your next turn. • This bonus is cumulative, but you cannot have greater than a +3 bonus to any one trait.


CHAPTER 1 | CHARACTER OPTIONS 58 Spiderfriend Magic Your spells cannot harm your vermin allies. You gain the following benefits: • When you cast a spell with an Area of Effect, you may choose any number of spiders, rats, snakes, bats, or other vermin. Each of these creatures takes no damage from a spell in that area of effect. • When you cast a ranged spell, you may cast it at up to double its normal range if any friendly vermin creature is within 30 feet of your targeted range. Staggering Critical Your critical hits leave your opponents reeling. You gain the following benefits: • When wielding a heavy weapon or wielding a weapon with two hands, you score a critical hit on a 19-20. • When you score a critical hit, you knock your opponent prone if it is no more than one size larger than you. • When you score a critical hit against a prone creature, that creature is stunned until the end of its next turn. Stone Soul You were born with a dwarflike, innate sense about rock, stone, and construction. You gain the following benefits: • You have advantage on Intelligence (Investigation) checks made to find inconsistencies or clues in stone or stony surfaces. • If you spend at least 1 minute analyzing a structure, you can find crucial load-bearing points in the structure, informing you of the best way to demolish it. • When in a cave or cavern, you can read the strata. You always know which direction will take you to the entrance of a cavern. Strong Mind You are unusually difficult to affect with psionic powers and mind attacks. You gain the following benefits: • You have advantage on saving throws made to avoid being charmed or frightened. • You have resistance to psychic damage. • While under the effects of a spell or ability that controls or alters your mind, at the end of each of your turns, the creature from which that effect originates takes psychic damage equal to your intelligence modifier. Surprising Riposte Through deft maneuvering, you unravel your opponent’s defenses. You gain the following benefits: • When a creature misses you with a melee attack, you may use your reaction to move behind that creature and make one melee attack against it with advantage. • You gain a +1 bonus to your AC when wielding a finesse weapon with one hand and not wielding a second weapon or shield. Tunnelfighter You can fight more naturally in the cramped and close quarters of caves and tunnels than usual. You gain the following benefits: • You may occupy the same space as another creature. If that creature is larger than you, they have disadvantage on attack rolls made against you while you are in their space. • When you are hit with a melee attack while in cramped quarters, you may use your reaction to attempt to use your foe’s momentum to entrap them in the terrain. They must make a Dexterity check with a DC equal to 10 + your Strength or Dexterity modifier (your choice). On a failed save, that creature is restrained. On its turn, the creature can use a bonus action to attempt to extricate itself with a DC 12 Strength (Athletics) check.


59 CHAPTER 1 | CHARACTER OPTIONS Tunnelrunner You can move naturally in the cramped quarters of caves and tunnels. You gain the following benefits: • Increase your Dexterity score by 1, to a maximum of 20. • While squeezing through a tight space, you may move at your normal speed, and no longer have disadvantage on attack rolls or Dexterity saving throws. • You have advantage on Dexterity (Stealth) checks made while in tight spaces. Umbral Spell Prerequisite: The ability to cast at least one spell You add darkness to a spell you cast. You gain the following benefits: • When you cast a spell of 1st level or higher, you may use a spell slot of 1 level higher to add a darkness effect to the spell (you gain none of the other usual benefits for casting it at a higher level if you do so.) • When you cast a spell in this manner, a sphere of darkness with a radius of 10 feet appears in a location you can see within 30 feet. This darkness is magical, and cannot be dispersed by non-magical light. Any form of magical light instantly disperses this darkness. Unspeakable Vow You willingly give yourself to the service of an evil deity or cause, denying yourself an ordinary life to serve your unspeakable ends. You gain the following benefits: • You have advantage on Deception, Intimidation, and Persuasion checks. Versatile Combatant You have learned to combine attacks with the favored weapons of the drow – the short sword and the hand crossbow. You gain the following benefits: • You gain a +1 bonus to AC when dual wielding a short sword and hand crossbow. • Being within 5 feet of an enemy doesn’t impose disadvantage on your hand crossbow attacks. • When you hit an enemy with a hand crossbow, you may use a bonus action to make a shortsword attack against an enemy in range. Wisdom Breeds Caution Not getting into a dangerous situation is generally the wisest course, but if danger is unavoidable, you’re prepared. You rely more on caution and forethought than you do on physical prowess. You gain the following benefits: • Increase your Intelligence score by 1, to a maximum of 20. • You gain a bonus to initiative rolls equal to your Intelligence modifier. • You have a number of small magical trinkets designed to help you overcome spellcasters and their tricks. You have a +1 to all saving throws against magical effects.


CHAPTER 2 | LINEAGES 60 Lineages This section details Underdark lineages for groups that use them. It features a number of denizens native to the Underdark, including reclusive drow, the stealthy gloamings, the deep imaskari, the fierce grimlocks, the inexplicable kuo-toas, and the bizarre slyths. These lineages are suitable for use as both player characters and nonplayer characters. Aevendrow Cold and aloof as the stars themselves. JARLAXLE Aevendrow, also known as “Starlight Elves” are an exceptionally rare group of drow who, like the lorendrow, refused to follow in Lolth’s path. They are typically found in the frigid north in large ice-built cities, if they are found at all. Isolated Cities Aevendrow are masterful mages, capable of interacting on a deep level with their native icy home. Their cities are typically located under thick sheets of ice, built within natural walls that not only serve to keep intruders out, but that also disguise their settlements, ensuring that they remain almost wholly undetected by those who do not know what to look for. The icy caverns crafted to host aevendrow cities are bolstered by their magic, and retain their solid state of matter in spite of the warmth found in the cities themselves. Those few travelers who are welcomed into an aevendrow citadel often bring back shards of “Starlit Ice”, which is warm to the touch and never melts, as a testament to their journey. Reconciled Worshippers Despite the hardships faced by the aevendrow when their race lost Corellon’s favor, and they elected to abandon the worship of Lolth, the aevendrow remained devoted followers of Corellon, seeking reconciliation for years, until they finally received it due in no small part to the intervention of Eilistraee. They now worship her as their primary goddess, as well as Corellon himself. Aevendrow Origins You can roll on or choose an option from the Aevendrow Origins table to determine an origin for an Aevendrow character. Aevendrow Origins d8 Origin 1 You have never set foot outside of your northern home until now. 2 You seek to regain a powerful magical artifact that was stolen from your people. 3 You have been sent into the world at the behest of Eilistraee, but you do not yet know why. 4 Your people’s magic is failing, and your cities are beginning to freeze. 5 The stars have given you tidings of a coming calamity which you are intent on preventing. 6 You have been sent as a diplomat to a hostile foe who believes all Drow are the same. 7 You are an orphan and have never been blessed with a Starsong. It is your lifelong dream to find someone willing to give one to you. 8 You have trained your entire life to take over for your clan’s archmage when they die, and they disappeared over a month ago. Aevendrow Starsongs The aevendrow’s powerful magics, along with their fascination with the cosmic anomalies demonstrated in the frigid north have, over time, culminated in a ritual naming of their children using magical melodies known as “starsongs”. Each starsong is meant to channel the parents’ hopes and dreams for their child, and to serve as a blessing to them throughout their life. Roll on or choose an option from the Aevendrow Starsong table below to determine what song your character was blessed by. Your character gains an additional proficiency based on their starsong, as listed in the table.


61 CHAPTER 2 | LINEAGES Aevendrow Starsongs d10 Starsong 1 The Song of the Hidden (Stealth) 2 The Song of the Muse (Performance) 3 The Song of the Worker (One tool or vehicle) 4 The Song of the Hero (Athletics) 5 The Song of the Lover (Persuasion) 6 The Song of the Mage (Arcana) 7 The Song of the Scholar (Investigation) 8 The Song of the Mediator (Insight) 9 The Song of the Ambassador (one additional language) 10 The Song of the Priestess (Religion) Aevendrow Traits Your Aevendrow character has the following racial traits. Size. Aevendrow are shorter than humans, typically 5 feet, and are svelte. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. You have darkvision out to a range of 60 feet. Starsong Blessing. You gain an additional proficiency based on your Starsong. Additionally, once per long rest, you may choose to automatically succeed on one skill check that uses the proficiency you gain from your Starsong. Aevendrow Spellcasting. You know the dancing lights cantrip. When you reach 3rd level, you can cast the chromatic orb spell once using this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the mirror image spell once using this trait and regain the ability to do so when you finish a long rest. Deep Imaskari Do not make the error of considering the imaskari defeated. Once you get a taste of superiority, it takes eons for it to turn to guilt. JARLAXLE Long ago, the human empire of the Imaskari thrived on the backs of their slaves. Their powerful wizards and contact with other planes making them one of the great powers of the world. Since that time, much has transpired. After the revolt of their slaves and the bloodbath that followed, the few deep imaskari that survived the massacre fled underground, their once great empire reduced to ruin. Now, after thousands of years living beneath the surface, and bolstered by the alien magics of their powerful spellcasters, deep imaskari are a completely separate race, no longer human, but something far more magical, and to most other races, far more sinister. Masters of Magic Even before the fall of their empire, imaskari were known for their powerful magics, and that lust for arcane power has not dulled since their retreat to the recesses of the earth. To them, magic is a path to power, a means by which to reclaim all that was taken from them those many years ago. Secretive but Diplomatic Deep Imaskari have learned to be exceptionally skilled in diplomacy and negotiation. They are shrewd diplomats and have impeccable manners, doing everything that they can to assuage the fears or prejudices other races may have towards them because of their history. Typically, these mannerisms are simply a tactic by which to get what they want, but even so, their skill and charisma can’t be denied. Lost Superiority Though their once great empire fell millennia ago, most deep imaskari still cling to the idea that they are a superior race, meant to rule over those who are lesser. Though many blame the drow slavers for the many missing persons who become slaves in the Realms Below, the deep imaskari are equally culpable, keeping slaves of many different racial and cultural backgrounds. They rarely enslave drow, and if they do so, they ensure that the drow slavers that they trade with are unaware of that fact, hoping to maintain good trade relations, particularly where the slave market is concerned. Deep Imaskari slaves are treated far better than most drow slaves are, a cultural habit instilled in the deep imaskari by their fear of having slaves rebel against them again. They try to ensure that their slaves, though in bondage, are well cared for, fed, cleaned, and given necessary care when ill or injured.


CHAPTER 2 | LINEAGES 62 Deep Imaskari Origins You can roll on or choose an option from the Deep Imaskari Origins table to determine an origin for a Deep Imaskari character. Deep Imaskari Origins d8 Origin 1 You’ve been training since your childhood as an infiltrator, intent on taking down governments from the inside. 2 You are a shrewd negotiator. Too shrewd in one case, it seems. A local merchant has recently been lodging complaints, and the town’s guardsmen now treat your business with suspicion. 3 You have been promised an exceptionally powerful magical heirloom from your family on the condition that you complete a grueling rite of passage on the surface. 4 You have fallen in love with a slave, and are trying to find a way to free them so that you can elope. 5 A powerful noble has taken a liking to you, and while you despise him treating you as if he is your superior, you know his favor could be useful in the future. 6 You studied at a prestigious Imaskari University, and are believed to be the greatest mage since the old Imaskari masters. 7 You were raised on the surface, away from other deep imaskari, and have not been taught about any of your people’s history. 8 You keep having visions of the old Imaskari Empire, and believe it is your duty to restore it to its former glory. Deep Imaskari Personality You can use the Deep Imaskari Quirks table to determine a personality quirk for a Deep Imaskari character or to inspire a unique mannerism. Deep Imaskari Quirks d8 Quirk 1 You can’t resist magical items or artifacts. If you can get it, you will. 2 You have an insatiable curiosity about other races and cultures. 3 You are simply better than everyone else. 4 You are exceptionally paranoid. 5 You feel drawn to powerful people, and seek to ally yourself with them whenever possible. 6 You cannot accept when you are wrong. 7 You quickly adapt to the mannerisms and niceties of any culture in which you find yourself. 8 You check even the most mundane of items for magical properties. Deep Imaskari Names Deep Imaskari typically use rather common human names, though some drow constructions have become more present in their nomenclature over the years. Children are typically named after a great mage, in hopes that they can one day rise to that namesake and perform acts of similar caliber. As such, many deep imaskari are the fifth or sixth to bear their name through their family’s generations. Male Names: Gareth, Toricc, Revlar, Errick, Benson, Warren, Leynith, Ulik Female Names: Gwenneth, Helena, Triss, Phylla, Lystra, Nairi, Rachelle, Lisari Family Names: Halvford, Odioun, Vestiri, Tarker, Dracon, Stell, Smithy, Arca Deep Imaskari Traits Your Deep Imaskari character has the following racial traits. Size. Deep Imaskari are slightly shorter than humans, and are typically gaunt. Your size is Medium. Speed. Your base walking speed is 30 feet. Cavern Dweller. You have darkvision out to a range of 60 feet. Seeker of Magic. You have proficiency in the arcana skill. Additionally, once per long rest, you may cast identify without expending spell slots or components. Silver Tongue. You have proficiency in deception and persuasion. Languages. You can speak, read, and write Common and one other language of your choice.


63 CHAPTER 2 | LINEAGES Gloamings Wanderlust lurks in the heart of every gloaming. Remember that when you ask for a promise or a plan. JARLAXLE With luminous skin that can change colors and patterns at will, fur-covered wings, a cat-like eyes, gloamings are uncommon beings even in their supposedly native Underdark. This plane-touched race is mysterious to even the most experienced of adventurers, and many who come across them mistake them for some sort of Tiefling. Little is known about their origin, merely that they are somehow descended from some combination of creatures native to both Toril and the Plane of Shadow. Despite their rarity, adventuring gloamings are almost as common as other adventurers, since their boundless curiosity and wanderlust drives almost all members of this race to embrace a life of adventure. Curious Wanderers Gloamings have very few settlements of their own, preferring to set out on their own and experience what the world has to offer. They are born to adventure, and will often wander about for days seeking someone or something interesting to interact with. The rarity of gloamings is, in no small part, a result of this wanderlust. Though gloamings can be quite prolific in their reproduction, less than a third will ever find a partner, and even if they do, the odds that it will be another gloaming are exceptionally small. Friendly but Flighty Gloamings are exceptionally friendly creatures, ready to converse with anyone or anything that they find interesting in the least. They make friends quickly, and will defend allies they have known for only a few days with their lives. Despite this friendly nature, gloamings are easily bored, just as they are easily entertained. When a creature or location becomes boring, they leave, seeking better company and environs. Because of this, gloamings have a reputation of unreliability. Though a gloaming might remember making a promise, they put little stock in contracts of any kind, written or vocal. They prefer to do whatever seems best to them at any given moment. Disturbers of the Peace Gloamings have an uncanny ability to quickly understand the status quo in any group, city, or conversation that they are in, and their chaotic nature makes them absolutely intent on breaking these cultural norms. They love change, particularly seeing it in other people or places, and will often do all in their power to make such changes occur, whether for good or ill. Gloaming Origins You can roll on or choose an option from the Gloaming Origins table to determine an origin for a Gloaming character. Gloaming Origins d8 Origin 1 You stole an exceptionally valuable trinket and are now being pursued by mercenaries hired by the nobleman it belonged to. 2 You have discovered a delicacy of the surface that is as delicious as it is rare, and are intent on finding a chef who will share the secret of its creation with you. 3 You meet with your brothers and sisters once each year to share stories. However, the last time you were supposed to meet, you were the only one there. 4 You spent some time in a surface prison for various misdemeanors, and now have a permanent dislike for law enforcement. 5 You have never been to the surface before, and are planning on travelling there with a large group of young gloamings. 6 You recently learned that you fathered a child, and that the child in question has been kidnapped. 7 Your closest friend was killed under mysterious circumstances, and you’ve made it your quest to find and punish his murderers. 8 You have been named a local hero, which is very inconvenient because with all of the ceremonies, autographs, etc., you haven’t found a way to leave town and continue your adventure. Gloaming Personality You can use the Gloaming Quirks table to determine a personality quirk for a Gloaming character or to inspire a unique mannerism.


CHAPTER 2 | LINEAGES 64 Gloaming Quirks d8 Quirk 1 You cannot stand to sit still for long. You have to be doing something, anything. 2 You cannot abide the presence of drow, immediately fleeing or attacking when you see one. 3 You gossip incessantly, and often untruthfully, loving the drama of seeing your friends at odds with one another. 4 You have a new best friend at least once every day. 5 You mimic every person you speak to, fascinated by their unusual patterns. 6 You make promises as easily as you blink, and break them just as easily. 7 You always speak your mind. 8 You change your skin tone to match your mood. Gloaming Names Gloamings take their names from exciting events or people in their lives. While gloaming parents give their child a name at birth, both they and the child grow bored of that name quickly. A gloaming will typically choose a new name once or twice each year, and the name can be anything from the word for a specific accomplishment they achieved, to the name of their new favorite food or person. Gloaming Names: Goblin-Basher, Kiwi, Ed, Mordenkainen, Dead-Drow, Bookcase, Paintbrush, Beholder Gloaming Traits Your Gloaming character has the following racial traits. Size. Gloamings are typically a little smaller than humans, though the tallest can reach just over 6 feet. Your size is medium. Speed. Your base walking speed is 30 feet. Darkvision. You have darkvision out to a range of 60 feet. Fur-Covered Wings. You have a flying speed equal to your walking speed. In addition, your wings can serve as warm clothing. You automatically succeed on Constitution saving throws to avoid levels of exhaustion in cold environments. Devoted for a Day. You are completely devoted to your best friend, though who that is might change from moment-to-moment. At the end of a short rest, you may choose one creature that you know. That creature is your best friend. You may use an action to give your best friend advantage on any ability check or saving throw once per short or long rest. Shining Skin. You have bright, glowing patterns rippling across your skin that can change color, size, and shape as you see fit. Languages. You can speak, read, and write Common and Undercommon. Grimlocks Survival is understanding consequences. JARLAXLE Viewing these foul-looking, gray-skinned beasts with eyeless sockets, many races consider grimlocks to be no more than mindless monsters, fit for nothing but extermination. These creatures were once humans, until generations of living in the caverns of the Underdark under the control of their illithid masters slowly transformed their minds and bodies, leaving them forever twisted. Though some grimlocks still serve the illithids, many have also broken away, forming their own colonies and vying for survival therein. Sight of the Sightless Over the generations during which the grimlocks have lived in the caverns of the Realms Below, they have developed a host of senses that allow them to stalk their Underdark prey with exceptional efficiency. Though their eye sockets now sit empty, these creatures have an incredible sense of hearing and smell, and use echolocation to find and capture their prey with ruthless efficiency. Disdain for Magic Grimlocks view magic in all its forms as an evil to be feared and avoided at all costs. They shun any member of their society who exhibits sorcerous tendencies, and consider magic of any kind to be the greatest threat to their survival. Ruled by Fear Grimlocks are motivated almost purely in their endeavors by a deep and desperate desire for survival. Their fear drives them to commit atrocious acts, but some have been known to overcome these


65 CHAPTER 2 | LINEAGES natural inclinations when provided with safety and security. Grimlock Origins You can roll on or choose an option from the Grimlock Origins table to determine an origin for a Grimlock character. Grimlock Origins d8 Origin 1 You have recently made friends with a prisoner the others intend to eat soon, and you’re not sure what to do about it. 2 Your superb senses of hearing and smell outstrip even that of other grimlocks, and you have been tasked with keeping the colony safe and sounding an alarm in case of danger. 3 You have lived for years as a drow slave, but were lost in an accident and presumed dead. 4 The colony you belong to has recently lost its crops to a Drow raid. Your elders are discussing returning to the old ways, raiding surface settlements for flesh to feast on. 5 You are the only magic user in your entire clan, but must keep it a secret for fear of execution. 6 You were raised by surface dwellers as a pet, but they died in a terrible accident, and you are now on your own. 7 You have come to trust one surface dweller completely, and travel with them for safety, but are still suspicious of all others. 8 You suffered a grievous wound and were thought dead by your clan, who abandoned you while you were unconscious. Now that you’ve woken up, they are long gone and you must find them once again, but it’s been days since they were here. Grimlock Personality You can use the Grimlock Quirks table to determine a personality quirk for a Grimlock character or to inspire a unique mannerism. Grimlock Quirks d8 Quirk 1 You are terrified of every new person you meet. 2 You sleep restlessly, waking at the smallest disturbance. 3 You have a taste for flesh. 4 The only moral compass you have points to whatever will help you survive the longest. 5 You attempt to destroy every magical item or trinket you come across. 6 You don’t feel safe if you can’t touch at least one wall at all times. 7 You can be easily calmed by one particular sound or smell. 8 You don’t trust anything you can’t see. Grimlock Names Grimlock names are typically reminiscent of human names, but often incorporate strange sounds only replicable by other grimlocks, such as soft clicks and deep-throated trills. Their names sound harsh with emphasis on stronger sounds such as t’s and k’s. Male Grimlock Names: Gr’rlck, Lot’ril, Benti’rr, Vrrick, Otis, Rikke, Borr’ik, Jagarrt Female Grimlock Names: Her’rta, Illik, Pry’tte, Bute’e, Clarr’a, Bethh, Riika, Oryy’ka Grimlock Traits Your Grimlock character has the following racial traits. Size. Grimlocks are slightly larger and taller than humans. Your size is Medium. Speed. Your base walking speed is 30 feet. Blind Sense. You have blindsight out to a range of 60 feet or to a range of 10 feet while you are deafened. You are blinded past this range. You are completely blind if you are deafened and unable to smell. Bite. You can use your sharpened fangs as a natural weapon to make a melee attack. If you hit with this attack, you deal piercing damage equal to 1d6 + your Strength modifier. Tough Skin. You have naturally thick skin. While you are not wearing armor, your AC is equal to 13+your dexterity modifier. Keen Senses. You have advantage on any Perception checks that rely on hearing or smell. Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your AC is 13 +


CHAPTER 2 | LINEAGES 66 your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. Languages. You can speak, read, and write Common and Undercommon. Kuo-Toa No more terrible of a disaster could befall a people than to be infected with the madness of religion. JARLAXLE Kuo-Toa are depraved race of fish-like humanoids, native to the Underdark, that suffer from a race-wide curse of insanity. Any semblance of mental stability that the race had has long since disappeared after centuries of enslavement to the illithids. Though most of their race has been freed from that enslavement, their minds have never recovered, but their desire for vengeance and violence remains. Kuo-Toa can secrete substances that can be either sticky or slippery. They coat their weapons and shields with this substance, using it to great effect in battle. They prefer not to wear armor as it interferes with their bodies’ natural secretions, but will typically wear small pieces of jewelry and gemstones they collect from the ocean floor. God-Makers Rather than worship existing deities as a means to gain protection from their foes, kuo-toa create their own gods, worshipping inanimate objects that they create or find, such as statues and shrines. The mind-altering effects of their long enslavement to the illithids somehow granted the race the ability to manifest their insanity into the real world. If enough Kuo-Toa worship a being, their collective energy will cause it to gain a great number of the powers that they attribute to it. The most widely worshipped god to kuo-toa is Blibdoolpoolp, the Sea Mother, a massive female human with a crayfish’s head and claws. The god was likely once a statue, which was changed and empowered by the collective belief of kuo-toa. Strict Theocracies Despite being freed from the oppressive rule of the illithids, kuo-toa had become accustomed to a strict rule of law, and their rulers have become tyrants in every sense that their predecessors were. Kuo-Toa archpriests rule colonies with a heavy hand, training their successors, kuo-toa whips, to be just as tyrannical and uncompromising. With the powers granted to them by their constructed gods, archpriests and whips are less affected by the insanity that is their race’s curse. Their strength of will allows them to easily oppress the minds of the lesser kuo-toa. Natural Rivalry Kuo-Toa has a natural rivalry with drow that predates even their enslavement by the mind flayers. Most kuo-toa will flee at the sight of a drow, as their race has been historically weaker, but an archpriest or whip will attempt to kill any drow it encounters.


67 CHAPTER 2 | LINEAGES Kuo-Toa Origins You can roll on or choose an option from the KuoToa Origins table to determine an origin for a KuoToa character. Kuo-Toa Origins d8 Origin 1 You have found a magical artifact and want to keep it hidden from other kuo-toa. 2 You have always been a little saner than kuotoa around you, a trait that the local whips are not particularly fond of. 3 You have been banished from your tribe and left to fend for yourself in the Underdark. 4 You have lived almost your whole life as a slave to the drow, but have recently been freed in a stroke of luck. 5 You keep hearing voices in your head, but these ones seem clearer and more meaningful than the normal ones… 6 You’ve been trained as a whip, but secretly have no belief in deity. 7 Your search for meaning has led you to an ancient shipwreck where a powerful being claiming to be a god contacted you, asking for assistance. 8 Your entire family was accused of heresy, and is now being hunted by the Archpriest and their whips. Kuo-Toa Personality You can use the Kuo-Toa Quirks table to determine a personality quirk for a Kuo-Toa character or to inspire a unique mannerism. Kuo-Toa Quirks d8 Quirk 1 You hate wearing clothing, and avoid every piece of it that you can. 2 You constantly mutter to yourself in a language not even you can understand. 3 You don’t know how to refuse a direct command. 4 You attack or flee whenever you come across a Drow. 5 You see things that aren’t really there whenever someone says a specific word or phrase. 6 Your sweat becomes sticky whenever you’re stressed. 7 You constantly find the tall tales you tell around the campfire coming true… 8 You burst out with random words or phrases, then forget what you said. Kuo-Toa Names Kuo-Toa names sound foreign, and often silly to those who live on the surface. To other humanoids, the language and names of kuo-toa simply sound like garbled words spoken underwater, which are, to some extent, exactly what they are. Male Kuo-Toa Names. Boolip, Plobble, Gorb, Voolp, Klub, Globoo, Fdool, Ebut Female Kuo-Toa Names. Boola, Plibe, Goora, Veerb, Kuuli, Gleebee, Fdoora, Soorba Kuo-Toa Traits Your Kuo-Toa character has the following racial traits. Size. Kuo-Toa are quite short, averaging at just under 5 feet tall. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. You have darkvision out to a range of 60 feet. Amphibious. You have a swimming speed equal to your walking speed and you can breathe both air and water. Broken Mind. Your mind has been broken, making it far different than most and far more difficult to control. You have advantage on saving throws against spells and abilities that would charm you. Additionally, if a creature uses a spell or ability to peer into your mind, it takes 1d6 psychic damage every round until it abandons your mind. Slimy Secretions. You secrete a liquid that can be either slippery or sticky. You have advan-


CHAPTER 2 | LINEAGES 68 tage on ability checks and saving throws made to escape a grapple, and on checks made to grapple an opponent. Languages. You can speak, read, and write Common and Undercommon. Lorendrow Oh, how exotic is that smile. JARLAXLE Lorendrow are one of the small subgroups of former drow who rejected Lolth’s path of evil, refusing to follow her into the depths of the Underdark. Strict Isolationists Though the lorendrow did not follow their udadrow brethren into the Realms Below, they did similarly retreat into exile from the rest of the world. Lorendrow make their homes in dense jungles, with settlements that have, for years, escaped the notice of all but a few who venture beneath the canopy. Though the initial group that separated themselves from the udadrow was relatively small, their numbers have grown greatly, in large part due to their harmony one with another and lack of outside influences. Their sense of isolation has been reinforced again and again as lorendrow travelers have faced discrimination in the outside world, courtesy of the actions of their udadrow cousins. Most people find it difficult, if not impossible, to distinguish between lorendrow and udadrow, and as such, lorendrow are often treated with suspicion and hatred. Lovers of the Natural World At the beginning of the lorendrow’s society, they found themselves shunned by Corellon, abandoned by Lolth, and left alone in the world. Finding themselves so exceptionally alone, the lorendrow lost faith in deity, and instead turned to nature itself, reveling in the untainted and constant beauty and ferocity of the world around them. As lorendrow society has progressed, their respect for and oneness with nature has only increased. Many druidic circles have arisen in lorendrow culture, along with a number of Ranger orders who are dedicated to protecting the wilds that they call home. Even after these many years, the lorendrow have yet to forgive Corellon for abandoning them following Lolth’s descent to evil. They typically consider deities to be powerful beings, worthy of respect, but not of worship. Lorendrow Origins You can roll on or choose an option from the Lorendrow Origins table to determine an origin for a Lorendrow character. Lorendrow Origins d8 Origin 1 You have never left the jungle and fear the outside world. 2 You must leave your home in search of medicine that your people cannot produce. 3 Your familiar has a deep connection with an extremely specific place, far beyond your homeland. You have promised you will find a way to take them there. 4 Your jungle has been infested with vermin fleeing some unknown terror beyond your borders. You are sent to investigate the disturbance. 5 The goddess Eilistraee has been speaking to you since you were a child, but your people do not approve of your worship. 6 You keep hearing voices coming from deep in the jungle. They seem to be calling you, beckoning with promises of power and riches. 7 Udadrow raiders have been attacking your countrymen for months, and they are close to seizing your capital city, intent on enslaving you and everyone you love. 8 The jungle is suffering from some sort of disease. You must find a cure before your home dies. Lorendrow Familiars Most lorendrow have a strong enough connection to the natural world that each has, at some point, attracted the attention of an animal or fey spirit, which becomes a familiar to them. A lorendrow may have a different familiar depending on where they originate. Roll on or choose an option from the lorendrow familiar table to determine what familiar is bonded to your character.


69 CHAPTER 2 | LINEAGES Lorendrow Familiars d10 Familiar 1 Frog 2 Cat 3 Dog 4 Raven 5 Parrot 6 Rat 7 Monkey 8 Ferret 9 Moth 10 Lizard Lorendrow Traits Your Lorendrow character has the following racial traits. Size. Lorendrow are shorter than humans, typically 5 feet, and are sinewy. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. You have darkvision out to a range of 60 feet. Familiar. You may cast the find familiar spell once without expending a spell slot, and regain the ability to do so after a long rest. Jungle Tracker. You gain proficiency in nature and survival. Additionally, you gain a climbing speed equal to your walking speed. Slyths They won’t tell about the wonders of the Underdark – they will kidnap you to experience them. JARLAXLE Slyths are rare and mysterious creatures of the Realms Below whose origins are still not agreed upon. These shapechangers can often resemble humanoids, and almost always choose a feminine form when doing so, but seem to have a natural form of something more akin to an ooze or slime of some sort. Though theories abound as to how these creatures came about, none have been proven. Some believe them to be the result of humanoid-djinn pairings, while others claim that slyths are the creations of a deity such as Shar or Chauntea. Whatever the case, these wise and reserved shifters exert a powerful influence in the Underdark, serving as guardians of the ecosystems found beneath the surface, and often providing services to the many races that inhabit this realm. Protectors of the Natural Order Slyths, whether by divine design or simple racial heritage, are staunch defenders of the natural order of the Underdark, doing all they can to ensure that the ecosystems present are tended to, and that those who would disrupt these natural processes are stopped. Though slyths are almost always non-violent in their dealings with other creatures, one of the few ways to anger them is by destroying or defacing the natural wonders of the Underdark. Though slyths protect the natural order, they are not opposed to the use of natural materials. They allow others to seek gemstones, fungi, and other naturally occurring boons, seeing the use of these materials as part of the ecosystem’s natural process. They are easily provoked, however, by the wanton destruction of such riches, eliminating this wonder and beauty without using it in a productive and respectful manner. Diplomats and Arbiters Slyths are exceptionally adept at deescalating problems, and often serve as arbiters when opposing forces are at odds with one another. Almost all races, even those often considered evil, typically welcome the presence of a slyth, as their wisdom and equitable nature allows commerce and civilization to thrive. In peaceful areas, slyths sometimes offer to assist the residents with farming and foraging efforts, as well as with raising livestock. Mysterious Origins Slyths are not born naturally, but somehow still manage to reproduce. Some believe that when a slyth dies, its essence infuses the earth beneath them, which eventually coalesces to form a new slyth. Whatever the case may be, slyth make no mention of parentage, and seem to simply come into being, maturing to adulthood within the first week of their life, and being born with an innate ability to speak and comprehend at least two languages.


CHAPTER 2 | LINEAGES 70 Slyth Origins You can roll on or choose an option from the Slyth Origins table to determine an origin for a Slyth character. Slyth Origins d8 Origin 1 You were just “born”, and you remember there was something important you needed to take care of, but you can’t quite recall what it was. 2 You have been a diplomat for as long as you can remember, and just found out that most diplomats actually get paid for their services. 3 You have guarded a rare gemstone, artifact, or plant for years, and somehow it was stolen from right under your nose. 4 Another shapeshifter claiming to be you has been causing trouble and ruining your reputation. 5 You have started noticing other slyths are going missing under mysterious circumstances and have decided to investigate. 6 You actually picked a side in a recent conflict, and are now somewhat of an outcast among other slyths. 7 You recently discovered a plot against a powerful noble. It’s none of your concern, but you feel it is only fair that he should be made aware, at least. 8 You have served a single noble family for years as an arbiter, but a few days ago, you awoke in the mansion as the only remaining person there. Slyth Personality You can use the Slyth Quirks table to determine a personality quirk for a Slyth character or to inspire a unique mannerism. Slyth Quirks d8 Quirk 1 You hate to see any natural resource go to waste. 2 You never take sides in an argument. 3 You stop to marvel at the smallest and most insignificant plants, rocks, or animals. 4 You feel a deep and intense pain at seeing another creature in pain. 5 The harvest is your favorite event of the year. 6 You have never been angry, and cannot understand the emotion in others. 7 You stop at every sign of unrest, seeking to fix the problems you see. 8 You thank your food before eating it. Slyth Names Slyth names can originate from a number of sources. Most slyths choose their own names after choosing a purpose or mission for their life, but some will change their names after accomplishing a difficult task or experiencing great loss. Slyth names also have no differentiation for males or females; just as the slyth seem not to differ in this sense. Slyth first names are typically onomatopoeic, making sounds similar to the ones heard while travelling through the caverns of the Underdark. Their last names often have reference to a favorite plant, animal, or mineral. Slyth names. Dryp, Tong, Plopp, Grrik, Kkrt, Pah, Craysh, Scree Slyth Last Names. Musher, Lakesong, Gloworb, Brightshroom, Rockbud, Stonespeaker, Veincatcher, Batscreecher Slyth Traits Your Slyth character has the following racial traits. Size. Slyths are about the same size as humans in their natural form. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. You gain darkvision out to a range of 60 feet. Shapechanger. You may use your action to transform into another creature. You choose your physical appearance and characteristics while in this form, including your height, weight, sex, hair color, eye color, and any other distinguishing characteristics, though these changes do not change your in-game stats, and you cannot change your size.


71 CHAPTER 2 | LINEAGES Arbiter. You gain proficiency in persuasion and insight. Ooze Form. While you are not in a shifted form, you may squeeze through any space that is no smaller than a foot across. Languages. You can speak, read, and write Common, Undercommon, and Sylvan. Udadrow There is no undying love. There is no polite weakness. There is only Lolth, my friend, so tread lightly. JARLAXLE Udadrow are, by far, the most common form of drow, and are often simply called drow, as no differentiation is necessary where they are concerned. These are the Lolth-worshipping denizens of the Underdark that serve as villains in many an elven storybook, coming to the surface only to steal away precious loved ones for their own evil designs, building their kingdom on the backs of slaves taken from above. Lovers of Lolth To the udadrow, Lolth’s authority is absolute and unchallenged. She is the central unifying deity that defines the lives and actions of udadrow far and wide, the founder and matron of their entire civilization. Udadrow follow Lolth’s tenets to every extreme possible, and are consistently becoming more corrupted by her influence. Their primary goals often align with her rhetoric: The extermination of elves and domination over all other races in the Realms Below. To accomplish these tasks, their society is built around constant struggle, said by Lolth to make them more capable and resilient in the face of hardship. Tenets of Lolth Udadrow are brought up in an intensely zealous society, fully devoted to the Spider Queen and her tenets. At a young age, each udadrow chooses one of Lolth’s ten Tenets, devoting themselves to a life in service to this ideal. Even those udadrow who eventually leave their own society find their long-standing and intensely trained devotion to these tenets to be a particularly strong motivator over the course of their lives. Whether your character holds staunchly firm in defense of their tenet, or strives, with marginal success, to overcome its longstanding influence, it will always be a part of their life. Roll on or choose an option from the Lolthian Tenet table to determine what tenet your character is most devoted to. Lolthian Tenets d10 Tenet 1 Strength 2 Pride 3 Cruelty 4 Apathy 5 Power 6 Beauty 7 Skill 8 Pain 9 Intelligence 10 Vengeance Death to the Weak Showing any form of weakness in udadrow society is often a death-sentence. The race’s focus on strength and prowess lends itself to the idea that weakness is a trait to be culled, eliminated as early and as quickly as possible. To udadrow, weaknesses that should be snuffed out include tendencies such as compassion, self-sacrifice, strong relationships, and other such faults that lead their possessors to shy away from what needs to be done. For a good or neutral aligned Udadrow surviving in this culture means suppressing their own emotional attachments and putting on a mask of emotionless devotion to Lolth. Even if these rare udadrow manage to break away from their homes later in life, their ability to express emotion and to act as their conscience directs is severely hindered from a lifetime of hiding these feelings away. Udadrow Origins You can roll on or choose an option from the Udadrow Origins table to determine an origin for an Udadrow character.


CHAPTER 2 | LINEAGES 72 Udadrow Origins d8 Origin 1 You have always been the runt of your family, and have only managed to survive through your cunning. You’ll show them that you are strong enough to make it on your own. 2 You have been tasked to accompany a raiding party travelling to the surface for slaves and supplies. 3 You are a prodigy among your people, and everyone expects you to be the one who eliminates an old enemy for good. 4 You have hidden your attachments and emotions away for years, but an old rival finally caught you in a bout of empathy. Now you face judgment and possible execution. 5 The tenets of Lolth are your life. You do nothing but that which the Spider Queen wills. 6 You have outgrown the need for friends, family, and even gods. You have abandoned your home and people, setting out to make a name for yourself without them dragging you down. 7 You have been secretly freeing slaves for years, running a resistance to the udadrow empire from the inside. 8 You were born and raised on the surface, and have no connections to your people aside from sharing in the discrimination they face on the surface. Udadrow Traits Your Udadrow character has the following racial traits. Size. Udadrow are shorter than humans, typically 5 feet, and are lithe. Your size is Medium. Speed. Your base walking speed is 30 feet. Superior Darkvision. You have darkvision out to a range of 120 feet. Lolth-trained Magic. You know the infestation cantrip. When you reach 3rd level, you can cast the spider climb spell once using this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once using this trait and regain the ability to do so when you finish a long rest. If you were raised on the surface or follow a deity that is not Lolth, you do not have Lolth-trained magic. However, your ancestry still manifests in the following ways. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once using this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the moonbeam spell once using this trait and regain the ability to do so when you finish a long rest. Trained Superiority. You gain proficiency with rapiers, shortswords, and hand crossbows. Sunlight Sensitivity. You have disadvantage on attack rolls and perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.


73 CHAPTER 3 | MAGICAL MISCELLANY Magical Miscellany Magic is everywhere in D&D, especially in the Underdark. Many creatures in the sunless realms exist solely because of the influence of magic and magical radiation. This chapter is all about two things- spells and magic items. The chapter first presents the magical phenomena pervading the Realms Below along with suggestions on using this material in your Underdark game. After that is a section of new spells for player characters and monsters to use. Those spells are followed by a selection of new magic items, including oddities and wonderments unique to the Underdark. The DM decides how the options in this chapter appear in a campaign and may choose to use some, all, or none of them, so make sure to let your DM know which options you’d most like to use in play. Magical Phenomena Underdark magic is a mix of fortune and misfortune – and its greatest peril is the face that it takes. JARLAXLE Though the surface world is full of mysteries and power to spare, the sheer amount of both originating in the Underdark far surpasses anything that most “top-dwellers” ever experience. After all, these deep caverns are home to terrifying creatures and clans such as the udadrow clerics of Lolth, the mind flayers, and lesser known but just as sinister aboleths and deep imaskari. Of course, there are some creatures, such as the slyths, that seem at least marginally amicable. Couple that with the promises of power, particularly that which emanates from the nodes of earth deep in the Underdark, and you have a frightening landscape with tempting possibilities that has lured many an adventurer to their doom. Faerzress and the Underdark The depths of the Underdark are often suffused with powerful magical radiation, called faerzress by the udadrow. Faerzress is a remnant of ancient and powerful magics, particularly the spellcraft responsible for the creation of the Underdark itself. This radiation often interferes with newer forms of magic, distorting or empowering spells from a newer age. These effects are typically unknown to surface-dwellers, and are one of the great dangers of the Realms Below. The udadrow often build their cities in areas surrounded by faerzress, allowing them to hide their presence from divination magic, and assisting them in their efforts to create powerful magical items with additional effects from the faerzress itself. The unstable nature of the faerzress causes all areas radiated with to be illuminated with dim light, as well as disrupting and distorting magic with some unpredictable results: Casting Spells. Whenever a creature casts a spell within 5 feet of an area of faerzress, roll a d20. If they roll a 1, their magic is distorted by the unpredictable radiation creating a Wild Magic effect. Roll on the Wild Magic table in the Players Handbook to see the results. Whenever a character attempts to cast a spell in the Underdark, the DM may allow them to make a DC 17 Intelligence (Arcana) check, successfully becoming aware of the dangers of doing so on a successful roll. If a spell is cast in an area suffused with faerzress, additional effects may occur, and are detailed below. Teleportation. Spells that involve teleportation do not work reliably over distances greater than 1 mile when either the origin or the destination is within an area affected by faerzress. A character that casts a teleportation spell or uses an ability or item that has a teleportation effect that moves a creature or creatures more than one mile while in an area of faerzress must make a DC 20 Intelligence (Arcana) check. On a successful save, the spell or ability functions normally. On a failed save, each creature targeted by the spell or ability must roll on the Teleportation table listed under the teleport spell in the Player’s Handbook, using the Viewed once familiarity level. Node Magic Node magic is a powerful class of spellcasting that draws power from naturally occurring pools of magical energy that collect deep beneath the earth’s surface. It is a form of magic that requires intense concentration and magical prowess to unlock, but offers exceptional boons to the caster’s power. Those who can use this form of magic seek to find earth nodes, collection points where this power gathers. These nodes can increase the power of spells and other magical effects in their


CHAPTER 3 | MAGICAL MISCELLANY 74 area, and while those that know they have found an earth node guard the discovery jealously, many nodes remain undiscovered or unnoticed by the creatures that live near them. Detecting Earth Nodes The boundaries of an earth node are not visible to the naked eye, but they can be detected. Any creature that comes within 30 feet of the outermost layer of an earth node may make a DC 15 Intelligence (Arcana) check, revealing the source and direction of a concentration of nodal power on a successful check. Nodes can exist in any place, and are not limited in their reach or location by solid stone, minerals, open space, or any other form of terrain. Some nodes are in open passageways, while others are entrenched in solid stone. In some cases, the power of these nodes extends far enough upwards that it reaches the surface. Earth Node Class and Size An earth node’s strength is typically defined on a class scale from 1 to 5, with class five earth nodes being the most powerful. The more powerful an earth node, the less common it is. About half of the nodes in existence are class 1 nodes, about a fourth are class 2, and almost all that remain fall into classes 3 and 4. Finding a class 5 node is so rare that such a discovery often heralds great changes for the discoverers, and often a bitter struggle to maintain control as various factions fight over the powerful node. Entire cities or cultures are often built around powerful nodes. A node with a high class rating is actually a series of nodal shells with strength increasing by 1 class for each layer further in, with the innermost shell having the highest node rating. For instance, a class 3 node is actually a class 1 node, surrounding a class 2 node, which surrounds a class 3 node at the center. Often, the size of a node is an indication of its class, though this isn’t always the case. Node use DC: This value is the base DC for checks made to harness the node’s power. Node Usage DCs Node Use DC Enhanced Spellcasting 10 + the spell’s level + two times the node’s class value Preparing Node Spells 10 + the spell’s level Casting Node Spells 10 + the spell’s level Item Cache (storage or retrieval) 10 + the number of items already stored in the node + 2 times the item’s rarity level beyond common (uncommon is +2, rare is +4, etc.) Terraforming 20 - 1 per node class value Earth Node Powers Earth nodes may be used by spellcasters as they attempt to augment their powers. Those who are more familiar with earth nodes may have some advantages when using these nodes, as determined by the DM. Enhanced Spellcasting. When a spellcaster casts a spell of 1st level or higher while within the area of a node, they may make an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level + two times the node’s level. On a successful check, they may add the node’s class value, from 1 to 5, to the level of the spell they cast. For instance, a level 3 fireball spell that is successfully used within the area of a class 2 node would function as if cast using a 5th level spell slot. A spellcaster may also choose to use less nodal power than is available to make the check easier. For instance, a caster near a class 4 node can choose to treat the node, and the check to use its power, as if it were a class 2 node. Granted Spells. Earth nodes not only have vast stores of magical energy, but also resonate with particular types of magic. Over time, certain spells are stored in nodes, and can be accessed by capable spellcasters. When a spellcaster within the node’s area is preparing spells for the day, they may choose from an expanded list, attempting to prepare node spells in addition to those they already have access to. The character must make an Intelligence (Arcana) check against the node’s use DC, and can prepare a spell from the node if they succeed. They must make this check separately for each spell they attempt to prepare this way, and may not attempt to prepare the same spell twice within 24 hours. A character that does not prepare spells, such as a sorcerer, cannot use this ability, but can attempt to cast those spells while within the node’s area,


75 CHAPTER 3 | MAGICAL MISCELLANY using the node’s spells as if they were their own. A character attempting to use a node spell this way must make an Arcana check against the node’s use DC, and can use the spell if they succeed. If a node spell is cast this way, it still consumes the appropriate spell slot. The following table details common node spells, but other spells may be added to any node’s repertoire at the DM’s discretion. Node Spells Node Class Spells 1 node lock*, shield 2 hold person, stone tell* 3 glyph of warding, node door* 4 stone shape, stoneskin 5 excavate*, wall of stone Though the spells listed in the table above do not exceed level 5, powerful nodes, such as those of class 4 and 5, can sometimes contain access to more powerful spells, at the discretion of the DM. Cache. Spellcasters can also use nodes to store items away, hiding them away in pockets of space created by the node’s power. A node can store a number of items equal to its class number, and no single item stored in this way may be larger than 10 cubic feet times the earth node’s class. When attempting to store an object, a spellcaster must succeed on a node use check to do so successfully, and may not attempt to store the same item again for 24 hours after a failed save. While stored in a node, the items cease to exist for the purpose of divination magics that would locate them, and take up no physical space. Living creatures or items with mental ability scores cannot be stored in a node. When a character attempts to use an earth node for this purpose, they learn if the node is already storing any items, as well as how many are stored, but does not learn the identity of any item that they do not own. A character who has stored an item in a node can retrieve the same item from any other node, including, but not limited to the one that they first stored the item in. To do so, they must make a successful node use check. A spellcaster may not attempt to retrieve more than one item over the course of 24 hours. A spellcaster may also attempt to retrieve an item they did not store, but can only retrieve such an item from the original node in which that item was stored. If they make a successful node use check to retrieve an item they do not own, an item stored in the node (selected randomly from all stored items) appears next to the retriever. Node-Induced Terraforming Those with the ability to use node magic sometimes use it not only for spellcasting, but for more mundane but convenient aspects, such as customizing the landscape around them. When using a node to change an area’s topography, the time taken to accomplish such a task is not decreased, as the node allows excavation and other forms of work to be done magically, but does not speed up the process. When the project is completed, or at the end of each week spent working on the project, the spellcaster in control of the node must make a node use check. Each failed check permanently decreases the node’s class by one, and a failed check using a class 1 node destroys it. Psionic Characters and Earth Nodes Though nodes are magical phenomena, those with psionic capabilities have found their own ways of interacting with them. A character with psionic abilities may interact with nodes in the same manner as a spellcaster would. If you are using a variant which substitutes spellcasting ability modifiers for Intelligence (Arcana) checks to use nodes, psionic characters may use the modifier applicable to their psionic abilities instead of an Intelligence (Arcana) check. Portals Portals are an exceptionally common means of travel through, out of, and into the Underdark. Many caravans of experienced Underdark citizens use portals as a means to avoid treacherous areas, or to bypass obstacles that would make carrying their wares impossible. That said, portals are not by any means always safe. Many portals lead to strange and dangerous planes of existence before connecting to others that lead to its travelers’ intended destination, the reason for these detours known only to the long-passed creators of the portals. Major portals are often marked, but lesser-known portals are no unusual occurrence, and are often adorned with nothing but cryptic graffiti that provides small clues about the portal’s destination and the inhabitants on the other side. Qualities of Portals Hundreds of archmages, high priests, secret circles, monstrous races, and dark cabals have had a hand in creating the multitude of hidden doorways riddling Faerûn. Magic of this sort is unusually durable, and often survives for centuries – or mil-


CHAPTER 3 | MAGICAL MISCELLANY 76 lennia - after its creators have vanished into history or lost any use for their handiwork. Accordingly the workings of portals are often mysterious and unpredictable. Each one is built for a reason, but all too often these reasons are lost when the creator passes into history or obscurity. Portals share some common features and qualities. Accessibility. The many cultures and races of the Underdark have learned to use portals to fulfill their needs. The few light-loving inhabitants of the Underdark craft or live near portals that open to sunny climes on the surface, allowing the sunlight itself to filter through the portal, while protecting the inhabitants from the heat that often accompanies it. Arid areas often have access to a portal to the elemental plane of water, serving as an oasis in the underground desert. Whatever the case, portals very rarely go unnoticed for long, so a portal typically means civilization is somewhere nearby. Detection. An archway or frame of some kind usually marks a portal’s location so it can be found when needed and so that creatures don’t blunder into it accidentally. A detect magic spell can reveal a portal’s magical aura. If the portal is currently functioning (ready to transport creatures), it has a strong aura. If the portal is not currently able to transport creatures (usually because it has a limited number of uses, and they are currently exhausted), it has a weak aura. Strong or weak, a portal radiates transmutation magic. Fixture. Once created a portal cannot be moved. Keys. Portal builders often restrict access to their creations by setting conditions for their use. Special conditions for triggering a portal can be based on possession of a portal key, the creature’s name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, subclass, Hit Dice, or hit points don’t qualify. A keyed portal remains active for 1 round. Any creature that touches the activated portal in the same round also can use the portal, even if such creatures don’t have a key themselves. Many portal keys are rare and unusual objects that the creature using the portal must carry. Some portals are keyed to work only at a particular time, such as sunrise, sunset, the full moon, or midnight. Spells can serve as portal keys, as can the channeling of divine energy. When the portal is the target of the specified spell or within the spell’s area or toughed by its effect, the spell is absorbed and the portal is activated. Any form of the spell works to activate the portal, including spell-like effects of creatures or magic items and spells from scrolls. Linkage. Portals often come in pairs or networks. A single portal is a one-way trip. There must be a matching portal at the destination to return. Some portals are attuned to several potential destinations each equipped with a matching portal, but most are simply two-way doors between one point and another far distant. Operations. Creatures who touch or pass through the area of the portal are instantly teleported to the locale the portal’s builder has specified. (The teleportation effect is similar to teleport without error spell cast by a 17th-level caster, except that interplanar travel is possible.) It is not possible to poke one’s head through a portal to see what’s on the other side. A portal can only transport creatures that can fit through the portal’s physical dimensions. If a solid object blocks the destination, the portal does not function. Creatures, however, do not block portals. If a creature already occupies the area where a portal leads, the use is instead transported to a suitable location as close as possible to the original destination. A suitable location has a surface strong enough to supports the user and enough space to hold the user. Unattended objects cannot pass through a portal. For example, a character can carry a number of arrows through a portals but he cannot fire an arrow through a portal. An unattended object that hits a portal simply bounces off. Unless the builder has preset some limit, any number of creatures can pass through a portal each round. A creature using a portal can take along up to 800 pounds of gear. In this case, gear is anything a creature carries or touches. If two or more creatures touch the same pieces of equipment, it counts against both creatures’ weight limits. Sealings. A portal cannot be destroyed by physical means or by spell effects that destroy objects (such as a disintegrate spell). A successfully targeted dispel magic spell (DC 20) causes a portal to become non-functional for 1d4 founds. The spell gate seal locks a portal and prevents its operation. Seepage. While newly created portals function exceptionally well, centuries of decay and neglect can lead to portal seepage, the process by which a portal slowly loses some of its magical energy and begins to malfunction. Seepage is typically noticeable as features of the two sides of the portal start to appear at the other end. A portal based in a jungle that leads to a dwarven citadel may be situated on solid, carved stone, while on the other side, ferns adorn the ground inside the fortress.


77 CHAPTER 3 | MAGICAL MISCELLANY Other effects may occur at the DM’s discretion, including the possibility of mishaps occurring when such portals are used, such as those detailed in the Player’s Handbook under the teleport spell. Shape. Portals are two-dimensional areas, usually a circle with a radius of up to 15 feet, bus sometimes square, rectangular, or another shape. Unusual Portals Things are never certain in the many lands of Faerûnand the Realms Below, and portals are not always entirely reliable. Portal-makers have created through design or mischance portals with many insidious and dangerous characteristics. Creature-Only. These portals transport only the creatures that use them, not the creatures’ clothing and equipment. Such portals are often used defensively to render would-be intruders vulnerable after they use the portals. A rare and more difficult variation of this type of portal transports creatures to one area and their equipment to another. Impassable. Impassable portals allow those on either side to see the landscape at the other end of the portal, but do not allow for passage through the portal itself. Malfunctioning. The other types of unusual portals are generally created through careful effort by their makers. Malfunctioning portals on the other hand, are almost always unintended. Over the centuries, prodigious forces have swept through Toril, profoundly affecting magic. Because of decades (or centuries or millennia) of magical wear and tear or rampaging wild magic or the pervading faerzress to which they have been exposed, many ancient dweomers have gone slowly awry. Portals are no exception. A malfunctioning portal is usually at least a century old, but many are far older. Using one can have many different results. Roll once on the Portal Malfunction table each time a malfunctioning portal is activated. If such a portal functions continuously, the effect lasts 1d10 rounds and anyone using the portal during that time is subject to the effect. Nonliving-Only. As the name implies, only non-living matter can pass through these types of portals. These portals are particularly useful for mercantile ventures. Random. These portals can only be activated at random times. They may or may not require a key for activation when they are working. A fairly common random pattern is a portal that works until 1d6 + 6 creatures use it, and then shuts down for 1d6 days. Other patterns are possible. Transparent. Transparent portals are very difficult to find, and are exceptional for covert transportation. These portals are only transparent in one direction, so while creatures on one side of the portal can see what is happening at the other side, creatures on the other side find the portal indistinguishable from a normal doorway. These portals are exceptionally difficult and expensive to create. Portal Malfunction Effects d20 Effect 1 The portal does not function, but draws magical power from the user in an attempt to power itself. The user is affected by a dispel magic spell cast at 17th level. 2 The portal does not function, but draws magical power from the user’s items in an attempt to power itself. A random number of items (1d10) are struck by a dispel magic spell cast at 17th level. Successful dispelling suppresses very rare or lesser magic items for 1d4 rounds. Additionally, charged or limited-use magic items lose 1d4 charges. 3-4 The portal does not function. The user must succeed on a Strength saving throw or be pushed 15 feet from the portal. 5-6 The portal does not function. Instead, a wave of forceful energy pulses from the portal in a 30-foot radius. Each creature within the radius must make a Strength saving throw. A creature takes 3d10 force damage and is knocked prone on a failed save. A creature that succeeds on its saving throw takes half the damage and isn’t knocked prone. 7-8 The portal functions but the user takes 3d10 force damage and it sends them to the wrong destination. To determine where the user ends up, use the table in the teleport spell description as a mishap. 9-10 Nothing happens. The portal does not function. 11-20 The portal functions normally.


Spells Level Spell School Class 0 Minor Telekinesis Transmutation Artificer, Sorcerer, Warlock, Wizard 0 Minor Telepathy Evocation Bard, Sorcerer, Warlock, Wizard 0 Necrotic Glow Evocation Artificer, Sorcerer, Warlock, Wizard 0 Sharpen Object Transmutation Artificer, Sorcerer, Warlock, Wizard 0 Shatter Captivity Transmutation Bard, Sorcerer, Warlock, Wizard 0 Soul Bolt Evocation Artificer, Sorcerer, Warlock, Wizard 0 Spectral Dagger Conjuration Ranger, Sorcerer, Warlock, Wizard 0 Sudden Swarm Necromancy Artificer, Sorcerer, Warlock, Wizard 0 Water Barrier Abjuration Cleric, Sorcerer, Warlock, Wizard 1st Camouflage Transmutation Druid, Ranger 1st Insightful Deceiver Divination Bard, Sorcerer, Warlock, Wizard 1st Oozing Wall Conjuration Druid, Ranger, Warlock, Wizard 1st Pickpocketeer Abjuration Bard, Sorcerer, Warlock, Wizard 1st Quickening Transmutation Ranger, Wizard 1st Sanctuary Abjuration Cleric, Paladin, Ranger, Warlock 1st Spore Stream Evocation Druid, Ranger 1st Stone Tell Divination Cleric, Druid, Ranger, Wizard 1st Water Whip Evocation Artificer, Cleric, Wizard 2nd Blindsight Transmutation Druid, Ranger, Warlock, Wizard 2nd Burrow Transmutation Druid, Ranger, Warlock, Wizard 2nd Impostor Mask Transmutation Bard, Sorcerer, Warlock, Wizard 2nd Locate Node Divination Cleric, Druid, Warlock, Wizard 2nd Magical Backlash Abjuration Artificer, Bard, Warlock, Wizard 2nd Mark of the Outcast Necromancy Cleric, Druid, Paladin 2nd Node Lock Abjuration Sorcerer, Warlock, Wizard 2nd Obsidian Stare Abjuration Cleric, Paladin 2nd Root Wall Conjuration Druid, Ranger 2nd Thieving Servant Conjuration Bard, Sorcerer, Warlock, Wizard 3rd Amorphous Form Transmutation Druid, Sorcerer, Warlock, Wizard 3rd Clarity of Mind Abjuration Cleric, Ranger, Paladin 3rd Death-Strikes Evocation Cleric, Paladin 3rd Dominate Vermin Transmutation Cleric, Druid, Paladin 3rd Life from Death Necromancy Cleric, Sorcerer, Warlock, Wizard 3rd Node Door Conjuration Druid, Sorcerer, Warlock, Wizard 3rd Portal View Divination Bard, Cleric, Warlock, Wizard 3rd Rushing Waters Evocation Cleric, Druid, Wizard 3rd Spiderform Transmutation Cleric, Sorcerer, Warlock, Wizard 3rd Thieving Step Conjuration Bard, Sorcerer, Warlock, Wizard 4th Driderform Transmutation Cleric, Sorcerer, Warlock, Wizard 5th Portal Barricade Transmutation Cleric, Warlock, Wizard 5th Tidal Bolts Evocation Cleric, Druid, Wizard 6th Dehydrate Necromancy Cleric, Sorcerer, Warlock, Wizard 6th Gate Seal Abjuration Warlock, Wizard 6th Portal Redirection Transmutation Cleric, Warlock, Wizard 8th Excavate Transmutation Sorcerer, Warlock, Wizard CHAPTER 3 | MAGICAL MISCELLANY 78


79 CHAPTER 3 | MAGICAL MISCELLANY Spells This section contains new spells that the DM may add to a campaign, making them available to player character and monster spellcasters alike. The Spells table lists the new spells, ordering them by level. The table also notes the school of magic of a spell, whether it requires concentration, whether it bears the ritual tag, and which classes have access to it. If you’d like to use any of these spells, talk to your DM, who may allow some, all, or none of them. Spell Descriptions The spells are presented in alphabetical order. Amorphous Form 3rd-level transmutation Casting Time: 1 action Range: Touch Components: S, M (a bit of ash and snot) Duration: Concentration, up to 1 hour You transform a willing creature you touch, along with everything it’s wearing and carrying, into gray ooze for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn’t affected. While in this form, the target’s movement is a speed of 10 feet, whether it is moving or climbing. The target can move through a space as narrow as 1 inch wide. The target has resistance to acid, cold, and fire damage. The target is also immune to the blinded, charmed, deafened, exhaustion, frightened, and prone conditions. The target can’t talk or manipulate objects without difficulty. Any non-magical metal item, including armor and weapons that hits the target corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Non-magical ammunition made of metal that hits the ooze is destroyed after dealing damage. Because of the target’s corrosive nature, it can eat through 2-inch-thick, non-magical metal in 1 round. While in the form of gray ooze and remaining motionless, the target is indistinguishable from an oily pool or wet rock. The target can’t attack or cast spells. Blindsight 2nd-level transmutation Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 10 minutes You grant a willing creature you touch blindsight up to 30 feet. The spell ends if the creature opens its eyes. Burrow 2nd-level transmutation Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 10 minutes You grant a willing creature you touch a burrow speed of 30 feet through earth and loose rock, half that through solid stone. Camouflage 1nd-level transmutation Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 hour Your skin and attire change color, warping tint and hue to match your surroundings. You gain advantage on Dexterity (Stealth) checks made to hide.


CHAPTER 3 | MAGICAL MISCELLANY 80 Clarity of Mind 3rd-level abjuration Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 hour For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Enchantment and Illusion spell saving throws. Death-Strikes 3rd-level evocation Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute You imbue your next attacks with necrotic energy. As such, whenever you take the Attack action against a creature you add 3d10 necrotic damage in addition to the damage dealt by your weapon attack. This can be for both melee and ranged attacks. At Higher Levels. When you cast this spell using a spell slot of 4th level, the damage increases by 2d10. Dehydrate 6th-level necromancy Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous You reach out and touch a creature, draining the water out of their body. The creature must make a Constitution saving throw. On a failed save the creature takes 10d10 necrotic damage. On a successful save the creature takes half as much damage. All the damage done to the target is turned into Hit Points for the caster. Dominate Vermin 3rd-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 hour You invest your psyche into a single vermin creature of CR 2 or lower, granting it your intelligence. It obeys your mental commands and is friendly to you and your companions. The vermin acts on your initiative, after you act. If you don’t issue any commands to it, it defends itself from hostile creatures, but otherwise takes no actions. If the vermin is slain, your mind is forced out of the creature violently. The experience deals 1d4 points of psychic damage to you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the CR increases by 1 for each slot level above 3rd. Driderform 4th-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S, M (an obsidian spider worth 500 gp that has been exposed to faerzress) Duration: Concentration, up to 1 hour This spell transforms a humanoid that you can see within range into a drider, a horrid hybrid of a humanoid and a giant spider. An unwilling humanoid must make a Wisdom saving throw against your spell save to avoid the effect. Additionally, a follower of Lolth has disadvantage on its saving throw. The spell has no effect on a shapechanger or a humanoid with 0 hit points. The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The target’s game statistics, including mental ability scores, are replaced by the statistics of the giant spider. It retains its alignment and personality. The target assumes the hit points of its new driderform. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the humanoid’s normal form to 0 hit points, it isn’t knocked unconscious. The humanoid is limited in the actions it can perform by the nature of its driderform, and it can


81 CHAPTER 3 | MAGICAL MISCELLANY speak, cast spells, and take any other action that requires hands or speech. The target’s gear remains and continues to function as long as it fits a drider’s body shape. Retained items include anything worn on the upper body. Otherwise, the gear is subsumed into the new form and ceases to function for the duration of the spell. Excavate 8th-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S, M (a pinch of excavated dirt) Duration: Instantaneous You create a passage through wooden, plaster, or stone walls, but not through metal or other harder materials. If the wall’s thickness is more than 1 foot per caster level, then a single excavate spell simply makes a niche or short tunnel with the stated dimensions. Several excavate spells can be used in succession to breach very thick walls by forming a continuing passage. Unlike the passwall spell, excavate is an instantaneous effect that does not end and cannot be dispelled; any passage it creates is permanent. Gate Seal 6th-level abjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a silver bar worth 50 gp.) Duration: Permanent You permanently seal a magical gate or portal, preventing any activation of the magical gate or portal, though the seal may be negated by a successful dispel magic cast upon the spell. A knock spell does not function on the gate seal spell, but a chime of opening dispels it. Impostor Mask 2nd-level transmutation Casting Time: 1 action Range: Self Components: V, S Duration: 1 hour You channel arcane sculpting forces to make your face look like one which you have seen before, as detailed as you remember it, until the spell ends or until you use your action to dismiss it. Your face can seem thinner or fatter or in between. However, you can’t change your face to adopt a different body type, so you must adopt a face that has the same basic measures as yours. The changes wrought by this spell fail to hold up to up close physical inspection. To discern that you under a magical mask, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) or Wisdom (Perception) check against your spell save DC. Insightful Deceiver 1st-level divination Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, up to 1 hour Through years of living in the Underdark you have mastered the cunning art of reading people with magic. For the duration of the spell, double your proficiency bonus each time you roll a Wisdom (Insight) or Charisma (Deception) check. Life from Death 3rd-level necromancy Casting Time: 1 action Range: 10 feet Components: V, S Duration: Concentration, up to 1 minute You afflict a target you see in range with a horrible, desiccating curse. That creature must succeed on a Wisdom saving throw. It takes 3d6 necrotic damage on a failed save, or half as much on a successful one. On a failed save, the target also withers for the spell’s duration. At the end of each of its turns, the target repeats the saving throw. It takes 2d6 necrotic damage on a failed save, and the spell ends on a successful one.


CHAPTER 3 | MAGICAL MISCELLANY 82 Oozes, plants and aquatic creatures are more susceptible to this spell than other targets and have disadvantage on their saving throws. Undead, constructs, creatures that do not need water or blood to survive are unaffected by this spell. If damage from this spell kills a Medium or smaller humanoid target, it becomes an undead servant on the round after its demise, raising it as a zombie creature. For the duration, the zombie follows your command as if under the animate dead spell. At Higher Levels. This spell’s duration increases when you reach certain levels: 5th level (10 minutes), 11th level (1 hour), and 17th level (1 day). Locate Node 2nd-level divination Casting Time: 1 action Range: 1 mile Components: V, S Duration: Concentration, up to 10 minute You sense the direction of any earth node within range, which is doubled if you have visited the specific node before. The spell is blocked by even a thin sheet of lead, and it cannot detect nodes protected by a node lock spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the range increases by 1 mile for each slot level above 2nd. Magical Backlash 2nd-level abjuration Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous With a word and a gesture, the target flares with crackling, violet-colored energy. Magical backlash causes any spells affecting the target to resonate painfully. For each spell currently in effect on the target (not counting magical backlash itself), magical backlash deals 2 force points of damage per level of that spell. For example, a creature targeted by magical backlash that is under the effects of aid, blur, and mage armor spells would take 4 points of damage for aid, 4 for blur, and 2 more for mage armor for a total of 10 force damage. Mark of the Outcast 2nd-level necromancy Casting Time: 1 action Range: Touch Components: V, S Duration: Permanent You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed with an indelible mark on the target’s face or upper body. The mark is visible to normal vision, darkvision, and truesight. The target of the mark has disadvantage on Charisma checks and saving throws. The mark cannot be dispelled, but it can be removed with a remove curse or wish spell. Minor Telekinesis Transmutation cantrip Casting Time: 1 action Range: 20 feet Components: V, S Duration: Concentration, up to 1 minute You gain the ability to move or manipulate an object by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one object that you can see within range, causing the appropriate effect below. You can affect the same object round after round, or choose a new one at any time. If you switch objects, the prior object is no longer affected by the spell. However, you can try only to move an object that weighs up to 100 pounds. If the object isn't being worn or carried, you can move it up to 20 feet in any direction, but not beyond the range of this spell. If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 20 feet in any direction but not beyond the range of this spell. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.


83 CHAPTER 3 | MAGICAL MISCELLANY Minor Telepathy Evocation cantrip Casting Time: 1 action Range: 20 feet Components: V, S, M (a twisting wire or copper chord) Duration: Instantaneous You forge a telepathic link with a willing creature of your choice within range, psychically linking each other for a maximum exchange of 20 words on each other’s behalf. Creatures with Intelligence scores of 4 or less aren't affected by this. The target can communicate telepathically through the bond whether or not they have a common language with you. Necrotic Glow Evocation cantrip Casting Time: 1 action Range: Touch Components: V, S, M (phosphorescent moss) Duration: 1 minute You cast a dark aura on a weapon or piece of equipment of your choosing that you’re carrying around. The object must not be larger than 10 feet in any dimension. Until the spell ends, the object sheds dim light in a 20-foot radius. The luminous aura is of purple tint. If you decide to take the Attack action, your attack now deals an additional 1d4 necrotic damage. At Higher Levels. This spell’s necrotic damage increases by 1d4 when you reach certain levels: 5th level (2d4), 11th level (3d4), and 17th level (4d4). Node Door 3rd-level conjuration Casting Time: 1 action Range: Varies Components: V Duration: Instantaneous You instantly transfer yourself from your current earth node to any other earth node you have visited. You always arrive exactly at the spot desired— whether by simply visualizing the area or by describing your destination (for example, “the earth node that serves the kuo-toa as a secret temple to Blibdoolpoolp”). After using this spell, you can’t take any other actions until your next turn. If you arrive in an earth node that is already partially occupied by a newly added object, you arrive in the closest clear space in that node. If the earth node is completely filled or has been destroyed by any means, you bounce to the next closest earth node (determined randomly or by the DM). Each such “bounce” deals you and any who accompany you 1d10 force damage. Node Lock 2nd-level abjuration Casting Time: 1 action Range: 60 feet Components: V Duration: Permanent A node lock spell cast upon an earth node magically “locks” it against others who might wish to use its power. You can affect an earth node whose class is equal to your Intelligence modifier or less (minimum of 1). For any caster except you, the node lock adds +15 to each DC associated with the use of the node. A successful dispel magic spell breaks the node lock.


CHAPTER 3 | MAGICAL MISCELLANY 84 Obsidian Stare 2nd-level abjuration Casting Time: 1 action Range: Self Components: V, S, M (a piece of obsidian) Duration: 1 minute For the duration of the spell your proficiency with Intimidation is further solidified by granting yourself an additional +10 to your Charisma (Intimidation) rolls. Oozing Wall 1st-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 hour You raised your hands toward a solid vertical surface and utter an incantation. The wall is covered in a 20-foot square of ooze. The ooze has tendrils that all creatures within 5 feet of the surface must make a Strength saving throw against the spell save DC of the caster. On a successful save the creature is not grappled by the wall. On a failed save the creature is grappled. While grappled, the creature will take 1d4 + 1 acid damage at the beginning of each of its turns. At Higher Levels. This spell’s damage increases by 1d4 when you reach certain levels: 5th level (2d4 + 2), 11th level (3d4+3), and 17th level (4d4+5). Pickpocketeer 1st-level abjuration Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute You grant yourself a boost for specialized thievery. Any ability check made using a Dexterity (Sleight of Hand) check will have advantage for the duration of the spell or until you dismiss it otherwise. Portal Barricade 5th-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S Duration: 1 hour For the duration, a portal you can see within range is closed, preventing it from functioning. Magic such as knock spells, chimes of opening, and similar effects cannot end or suppress a portal barricade, though a dispel magic spell can negate it. Portal Redirection 6th-level transmutation Casting Time: 10 minutes Range: 30 feet Components: V, S, M (a two-sided mirror worth 500 gp) Duration: 6 hours You change the destination of the portal on which this spell is cast for the duration of the spell. You may choose any existing portal through which you have traveled as the new, temporary destination. This spell does not change any of the portal’s special properties (such as one-way or creature-only). Portal View 3rd-level divination Casting Time: 10 minutes Range: 30 feet Components: V, S Duration: Concentration, up to 10 minutes For the duration, a portal you can see within range is transparent from your side only. The spell does not reveal any special properties of the portal; it only allows creatures on your side to view the portal’s destination.


85 CHAPTER 3 | MAGICAL MISCELLANY Quickening 1st-level transmutation Casting Time: 1 action Range: Self Components: V, S, M (a pinch of dirt) Duration: 1 round Your speed increases by 20 feet for the remainder of the present round and you are granted 1 additional bonus action to make an off-hand melee attack against a creature. Root Wall 2nd-level conjuration Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 hour The caster can summon a network of climbable roots that are 15-feet wide and 60-feet long. The roots can either extend downward or extend upward. The roots have the tensile strength of rope. A wall or other surface does not need to be present for the roots to rise upward but there needs to be something for the roots to anchor themselves to at the top. Rushing Waters 3rd-level evocation Casting Time: 1 action Range: Self (30-foot cone) Components: V, S Duration: Instantaneous A large wave comes rushing from your position towards a target within range. Each of the creatures within the 30-foot cone must make a Dexterity saving throw or take 5d6 bludgeoning damage and be knocked prone. On a successful save, the creature takes half damage and is not knocked prone. The wave also drenches anything in its area, extinguishing any non-magical fire as large as a bonfire. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Sanctuary 1st-level abjuration Casting Time: 1 bonus action Range: 30 feet Components: V, S, M (a small silver mirror) Duration: Instantaneous You ward a creature within range against attack. Until the spell ends, any creature that targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends. At Higher Levels. This number of creatures that you can ward with this spell increases by 2 when you reach certain levels: 5th level (3), 11th level (5), and 17th level (7). Sharpen Object Transmutation cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous You channel primal magic to cause a small solid object to sharpen one of its ends or sides to the point of becoming a melee weapon capable of dealing piercing damage. If so, make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d6 piercing damage. After you make the attack, the object is no longer sharpened. At Higher Levels. This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).


CHAPTER 3 | MAGICAL MISCELLANY 86 Shatter Captivity Transmutation cantrip Casting Time: 1 bonus action Range: Self Components: V, S Duration: 1 round You channel ancient savage magic that helps you break free from physical bonds enacted with such materials as ropes, knots, and wires or any object not made of silver, metal, or adamantine that’s holding you down against your will. By casting this spell you make a million tiny magical spikes sprout temporarily all over your body, dealing 1d4 piercing damage to the target object. Any creature that comes into contact with you in the meantime is dealt the same amount of damage. You may choose instead to make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes an additional 1d4 piercing damage. After you make the attack, all the spikes from your body disappear. At Higher Levels. This spell’s additional damage increases by 1d4 when you reach certain levels: 5th level (2d4), 11th level (3d4), and 17th level (4d4). Soul Bolt Evocation cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous A crushing blow made of forceful energy streaks towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. At Higher Levels. This spell’s damage increases by 1d10 when you reach certain levels: 5th level (2d10), 11th level (3d10), and 17th level (4d10). Spectral Dagger Conjuration cantrip Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 minute A spectral, floating dagger appears at a point you choose within range. The spectral dagger lasts until you attack with it, for the duration of the spell, or until you dismiss it as an action. The dagger also vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the dagger. You can move the dagger up to 30 feet each time you use it. If you take the attack action, you can make the attack with the spectral dagger. This magic dagger is a simple melee weapon with the finesse and thrown properties. It has a normal range of 30 feet with no long-range, and on a hit, it deals 1d6 force damage. The blade vanishes immediately after it hits or misses the target. At Higher Levels. This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).


87 CHAPTER 3 | MAGICAL MISCELLANY Spiderform 3rd-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S, M (a spider egg) Duration: Concentration, up to 1 hour This spell transforms a creature that you can see within range into a giant spider. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points. The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The target’s game statistics, including mental ability scores, are replaced by the statistics of the giant spider. It retains its alignment and personality. The target assumes the hit points of its new spiderform. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. The creature is limited in the actions it can perform by the nature of its spiderform, and it can’t speak, cast spells, or take any other action that requires hands or speech. The target’s gear melds into the spiderform. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment. Spore Stream 1st-level evocation Casting Time: 1 action Range: Self (15-foot cone) Components: V, S, M (a mushroom) Duration: Instantaneous You cast a deadly stream of choking spores in front of you. Each creature in a 15-foot cone must make a Constitution saving throw. A creature takes 3d6 poison damage on a failed save or half as much damage on a successful one. Creatures that failed the save are also considered poisoned for one minute. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Stone Tell 1st-level divination Casting Time: 1 action Range: Self Components: V, S Duration: 10 minutes You gain the ability to speak with stones, which relate to you who or what has touched them as well as revealing what is covered or concealed behind or under them. The stones relate complete descriptions if asked. A stone’s perspective, perception, and knowledge may prevent the stone from providing the details you are looking for. You can speak with natural or worked stone. Sudden Swarm Necromancy cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You touch a creature. If the creature dies before the spell ends, a swarm of spiders bursts from its corpse. As a bonus action, you can control the swarm until the spell ends or it is destroyed. The swarm acts on your initiative, after you act, even in the turn it emerges. Thieving Servant 2nd-level conjuration Casting Time: 1 action Range: 15 feet Components: V, S, M (a bit of fleece) Duration: 1 minute This spell creates an invisible, mindless, humanoid projection that performs Sleight of Hand checks at your command until you dismiss it or until the spell ends. This thieving servant manifests itself into existence in an unoccupied space on the ground within range. It can’t attack, and if it’s attacked it vanishes and the spell ends. Physical interaction with the image reveals it to be a projection because things can pass through it. A creature that uses its action to examine the thieving servant can determine that it is a magical projection with a successful Intelligence (Investigation) or Wisdom (Perception) check against your spell save DC.


CHAPTER 3 | MAGICAL MISCELLANY 88 Once on each of your turns as a bonus action, you can mentally command the thieving servant to move up to 15 feet and interact with an object or creature by way of a Dexterity (Sleight of Hand) check using your skill proficiency in that area. The thieving servant can carry up to 15 pounds using one or both of its magical hands. If you command the thieving servant to perform a task that would move it more than 15 feet away from you, the spell ends. Thieving Step 3rd-level conjuration Casting Time: 1 action Range: Self Components: V Duration: Instantaneous You teleport up to 30 feet to an unoccupied space that you can see. Doing so allows you a bonus Dexterity (Sleight of Hand) check, provided you have a bonus action available to you during your turn. Afterwards, you may use your reaction, if available, to step back to wherever you started teleporting from, all within the duration of the spell. Tidal Bolts 5th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S, M (vial of spring water) Duration: Concentration, up to 1 minute You manipulate the water around you into a large bolt of pure water. Make a ranged spell attack against the target. If the attack hits, the creature takes 4d10 bludgeoning damage. The target must also make a Strength saving throw or be pushed back up to 15 feet. As an action on each of your turns until the spell ends, you can hurl another bolt of water at the target. Water Barrier Abjuration cantrip Casting Time: 1 Reaction Range: Self Components: S, M (a sponge) Duration: Instantaneous You produce a small shield of water covering your body. A 5-foot wall of water swirls in front of you reducing 1d4 damage taken from one source. At Higher Levels. This spell’s protection increases by 1d4 when you reach certain levels: 5th level (2d4), 11th level (3d4), and 17th level (4d4). Water Whip 1st-level evocation Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous You bend the elements around you into a 30-footlong whip made of undulating water. The target must make a Dexterity saving throw. On a failed save the creature takes 2d6 bludgeoning damage. On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.


89 CHAPTER 3 | MAGICAL MISCELLANY Magic Items (Uncommon-Rare) Rarity Item Attunement Uncommon Accessory of Attunement Yes Uncommon Boots of the Bulette Yes Uncommon Bottled Night Yes Uncommon Bottled Wave Yes Uncommon Conch of Courage Yes Uncommon Dress of Impression Yes Uncommon Dungeon Weed Yes Uncommon Glowshroom Yes Uncommon Jar of Sealing Yes Uncommon Jarlaxle’s Pearl Earring Yes Uncommon Keycoin Yes Uncommon Myconid Spore Yes Uncommon Pickpockets Bane Yes Uncommon Ring of Treasure Seeking Yes Uncommon Roper Skin Cloak Yes Uncommon Stealth Rock Yes Uncommon Stone of Flumph Summons Yes Rare Barbed Devil Dagger Yes Rare Basilisk Armor Yes Rare Bloodsucker’s Blade Yes Rare Clockwork Dagger No Rare Crook of the Sunken Council Yes Rare Darkmantle Cloak Yes Rare Displacer Beast Armor Yes Rare Extending Oil No Rare Enchanted Mushroom No Rare Flail Snail Shell Shield Yes Rare Heated Armor Yes Rare Helm of the Hells Yes Rare Illithid Earworm No Rare Illithid Squidling No Rare Phase Spider Plate Yes Rare Roper Shield Yes Rare Scoundrel Map Yes Rare Spider Mask Yes Rare Staff of the Vast Mind Yes Rare Thieves Stakes No Rare Tiara of Spiders Yes Rare Underdark Gem No Rare Umberlee’s Unyielding Torment No Rare Wand of the Basilisk Yes Rare Whip of Fangs Yes Magic Items (Very Rare-Legendary) Rarity Item Attunement Very Rare Aboleth Eye Yes Very Rare Beholder Eyestalk Yes Very Rare Gelatinous Cube Armor Yes Very Rare Graviturgic Hammer Yes Very Rare Emblem of Blibdoolpoolp Yes Very Rare Spidercurse Mask Yes Very Rare Manual to the Underdark Yes Very Rare Umber Hulk Armor Yes Very Rare Xorn Armor Yes Legendary Brain Gem Yes Legendary Mechanical Beholder Yes Legendary Mummified Monk Hand No Legendary Purple Worm Collar Yes


CHAPTER 3 | MAGICAL MISCELLANY 90 Magic Items This section presents magic items that can be introduced into any campaign, but with a particular highlight to Underdark adventures. Here you’ll find items of all rarities and forms. The Magic Items table lists all the magic items in this chapter and notes the rarity of each one. The table also indicates whether an item requires attunement. All the items use the magic item rules in the Dungeon Master’s Guide. Magic Item Descriptions The following magic items are presented in alphabetical order. Aboleth Eye Wondrous item, very rare (requires attunement) The glassy, red eye of the feared aboleth is roughly the size of a fist and has a squid-like pupil and holds sinister intent even though its body is long since dead. While attuned to the Aboleth Eye you are considered to be under the effects of the non-detection spell and gain resistance to psychic damage. Your body does become somewhat aberrant upon attuning to the eye, perhaps manifesting in ways such as a thin layer of slime covering your body, vestigial gills, or a third eye appearing on your body that moves with a mind of its own. Breaking attunement to the eye does not reverse this effect; only a remove curse or greater magic can return your body to normal. Accessory of Attunement Wondrous item, uncommon This accessory can be in the form of any jewelry such as a ring, necklace, earring or bracelet. You gain one extra attunement slot. Barbed Devil Dagger Weapon (dagger), rare, (requires attunement) This unique dagger is crafted using the spikes harvested from the body of a barbed devil. The spikes are said to be unbreakable, and blacksmiths have been combining several of them together to craft this weapon. The barbed devil dagger is black, thin and shiny, thus it is preferred by several assassins. The wielder of this weapon is haunted by nightmares of the barbed devil the spikes belonged to. You can use the dagger in the following ways while holding it: • You gain a +2 bonus to attack and damage rolls made with this magic weapon. • As an action, you can cause the spikes to shoot from the blade as a reaction. If you do, make a ranged attack roll with the dagger against all creatures in a 15 feet radius. Once you use this feature, you must reassemble the spikes to repair the dagger with a DC 15 Dexterity (Tinker’s Tools) check. If this check is failed 3 times, the dagger is broken completely. Basilisk Armor Armor (medium), rare (requires attunement) The pale scaly armor is crafted from the hide of a Basilisk. The wearer gets advantage against paralysis and petrification. If the wearer is petrified by a basilisk the effect can be reversed with a lesser restoration spell or greater magic. Beholder Eyestalk Wondrous item, very rare (requires attunement) The eyestalk of a beholder that has been liberated from the rest of its aberrant body, the eye still feels as though it follows you across the room. Not every eyestalk can be harvested as the nature of combat makes them worthy targets in battle. Determine the eyestalk’s ray by rolling on the table or choose one at the DM’s discretion.


91 CHAPTER 3 | MAGICAL MISCELLANY Beholder Eye Rays d10 Eye Ray 1 Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by you for 1 hour, or until you harm the creature. 2 Paralyzing Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 3 Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 4 Slowing Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 5 Enervation Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. 6 Telekinetic Ray. If the target is a creature, it must succeed on a DC 16 Strength saving throw or you move it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of your next turn or until you are incapacitated. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. You can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container. 7 Sleep Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead. 8 Petrification Ray. The targeted creature must make a DC 16 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. 9 Disintegration Ray. If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it. 10 Death Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points. As an action, you can perform a DC 16 Intelligence (Arcana) check to attempt to use the eyestalk’s power against a target you can see within 120 feet of you. Once the ability check has been made, pass or fail, the eyestalk cannot be used again until the following dawn. Black Pudding Arrow Weapon (arrow), rare This arrow is identical to the appearance of a normal in every way with the exception of its head. The tip is a four-sided glass chamber that has glyphs etched into each face. Within the chamber are the remains of a deceased black pudding. Although the creature is dead many of its acidic enzymes are still functional which makes a potent acid. When the arrow is fired and successfully hits its target the glass chamber is broken and the contents are released. The target creature will take 1d8 acid damage. If any nonmagical armor made of metal or wood hit by the pudding arrow is not cleaned, it corrodes. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 hour.


CHAPTER 3 | MAGICAL MISCELLANY 92 Bloodsucker's Blade Weapon (dagger), rare, (requires attunement) Fashioned out of a strange blackened metal, this piercing blade has a vampire’s fang worked into the tip of the weapon, still holding remnants of potent necromantic energy. You can use the dagger in the following ways while holding it: • You gain a +2 bonus to attack and damage rolls made with this magic weapon. • As an action, you can activate the remnants of un-life in the fang, causing the tip of the dagger to glow slightly. The fang remains active for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 16 Constitution saving throw or take 3d6 necrotic damage, the dagger healing you for the amount of necrotic damage dealt. If the creature is slain by this attack, you may choose to imbue the creature with the vampiric power stored in the fang, causing the creature to rise as a vampire spawn under your control after 1 minute. If this happens, the dagger shatters into countless shards of metal and is destroyed. The dagger can’t be used this way again until the next dawn. Boots of the Bulette Wondrous item, uncommon (requires attunement) These boots are crafted from thick, durable leather and fastened with heavy buckles. However, they feel light when worn, and move easily with your feet over long journeys. The back stitching of the boot’s heel and ankle is interwoven with the tendon of a bulette. The Boots of the Bulette gives the following benefits to its wearer, including a deadly leap attack that augments your attacks. Deadly Leap. As a bonus action, you may speak the command word and leap up to 20 feet to an unoccupied space that you can see. This leap does not provoke attacks of opportunity. After leaping, until the end of your current turn, any melee attack that you make against a creature in a space adjacent to the one in which you landed deals an extra 2d6 damage of the weapon’s type. Once this special action is used, it can’t be used again until you complete a short rest. Bottled Night Wondrous item, uncommon This small crystalline flask holds a shadowy cloud harnessed from the depths of the Underdark. Once per day, a creature holding the flask can use an action to uncork it. Doing this allows them to immediately cast the darkness spell. This property recharges at dawn. If the flask is shattered, a cloud of black smoke akin to the cloudkill spell appears in its’ location under the control of the creature that smashed the bottle, dealing necrotic damage instead of poison damage. Bottled Wave Wondrous item, uncommon This small glass bottle holds oceanic remnants from the Elemental Plane of Water. Once per day, a creature holding the bottle can use an action to uncork the bottle. Doing this allows them to immediately cast the tidal wave spell. This property recharges at dawn. If the bottle is shattered, a watery sphere appears at its location under the control of the creature that smashed the bottle. Brain Gem Wondrous item, legendary A small pink gem, which looks identical to a humanoid brain, it even glistens with a wet sheen in direct light. No creature crafts a brain gem, they are said to simply appear through portals that lead to the Far Realm itself. A creature may spend 1 hour conducting a ritual to place any number of memories into the gem. The creature may choose wither this fully removes the memory from their minds or if it is a duplicate placed into the gem. The creature may also place a password on memories to close access to certain memories. Another creature may conduct the same ritual to either place some of their own memories in the gem or to view any number of memories held within the item. A creature may choose whose memories they view or allow the gem to randomly bring them information. For each hour a creature spends watching memories that are not their own in one session they must make a Wisdom saving throw or take on one of the original memory maker’s personality traits. The DC is equal to 11 + the number of hours viewing.


93 CHAPTER 3 | MAGICAL MISCELLANY There is no known limit to the amount of memories that may be held within a brain gem, and no upper limit is believed to exist. Clockwork Dagger Weapon (dagger), rare A small dagger filled to the brim with clockwork and whirring gears, it is of deep gnome design and is slightly heavier than a standard dagger. The dagger can be used in the following ways while holding it: • The clockwork dagger is a magical dagger that has a +1 bonus to attack and damage rolls. • When the dagger is thrown, only the blade leaves the hilt of the weapon and flies toward the target. Immediately after the attack hits or misses, a rope attached to the blade draws it back to rejoin with the hilt. This effect can be used to emulate the abilities of the grappling hook item. Conch of Courage Wondrous item, uncommon To the untrained eye this looks like any normal conch but after closer inspection you can see small runes carved around the inside of the shell. While holding it, you can use an action to expend 1 charge to cast aid on up to four creatures of your choice within range. Whenever a target makes an attack roll before the spell ends, the target can roll at advantage. The item has 3 charges. It regains 1d4 expended charges daily at dawn. Crook of the Sunken Council Staff, rare (requires attunement by a cleric or paladin) The endless droves of kuo-toa lurking in the depth of the ocean are ruled over by debased Archpriests wielding powerful divine magic granted by dark gods. Every archpriest has a uniquely crafted staff granting abilities and acting as a focus for their spells. While you are attuned to this staff, your skin is covered by a thin film of a strange, slimy substance granting you advantage on ability checks and saving throws to escape a grapple. You can see invisible creatures and creatures on the Ethereal plane within 30 feet of you while you hold this staff. The staff has 10 charges. While holding it, you can use an action to expend 1 or more charges to cast one of the following spells from it, using your spell save DC: sanctuary (1 charge), hold person (2 charges), spirit guardians (3 charges), control water (4 charges), or scrying (5 charges). The staff regains 1d6+4 expended charges at dawn. If you expend the last charge, roll a d20. On a 1, the staff quickly dissolves into a slimy, green substance and is destroyed. Darkmantle Cloak Wondrous item, rare (requires attunement druid or ranger) The cloak is crafted from a darkmantle, a large octopus-like creature that clings to cavern ceilings, waiting to unfurl and drop on its prey. While wearing the cloak you may use an action to pull up the hood. You can use the cloak in the following ways while the hood is up: • If you remain motionless you look identical to a normal stalagmite or stalactite. • As an action, you can emanate an aura of darkness similar to the darkness spell. The aura is a 15-foot radius centered on yourself and lasts for 1 minute or until you end the effect yourself (no action required). You may see through this magical darkness and the darkness extinguishes non-magical and magical light sources created by spells of 2nd level or below. Once the aura of darkness has been used it cannot be used until the following dawn. Displacer Beast Armor Armor (light or hide) rare (requires attunement) The jet-black hide armor is made from the hide of the deadly displacer beast. As an action, you can mimic the displacer beast’s ability to visually shift, causing attack rolls against the wearer to have disadvantage. The effect lasts for up to 1 hour and is restored at dawn.


CHAPTER 3 | MAGICAL MISCELLANY 94 Dress of Impression Wondrous Item, uncommon (requires attunement) This set of clothing looks like a fine set of nobility outfit made out of silk. However once it is worn, it changes looks in accordance with the wishes of its owner. It can change from beggar rags to a fine armor. An Intelligence (Investigation) check of DC 15 reveals that the clothing is not authentic. It also does not provide any armor despite projecting the look of one. Dungeon Weed Wondrous item (consumable), uncommon Slightly bioluminescent moss that ungulates blue-green light when disturbed, it has a heavily herbal smell to it. It is quite popular with the grey dwarves. A creature may make a DC 13 Intelligence (Nature) or Intelligence (Medicine) check to identify dungeon weed and ascertain its benefits. The moss can be used in the following ways: • When smoked, the herb has milder effects, giving the user a relaxed demeanor and grants a +1 to Wisdom (Insight) checks for 1d4 hours. • If steeped into a tea the effects of the moss may take full effect. A creature that drinks a full cup of the tea must make a DC 13 Constitution saving throw, taking 1d4 poison damage and becoming poisoned for 1 hour on a failure or gaining the positive effects and taking no damage or status effects on a success. You gain truesight out to 10 feet and have advantage on (Wisdom) Insight checks for 1d4 hours. The intoxicating effects of the drug remain, often leaving the creature in an enhanced loopy and relaxed state. Extending Oil Wondrous item, rare This oil is extracted from several monsters that have tentacles and is imbued with magical properties. It is stored in a small glass vial and is sealed shut with a cork. This vial of oil has enough in it to cover a melee weapon 10 times. You may cover melee weapons with this oil during the course of a short rest. If you do, the weapon gains the reach property. If it already has the reach property, its reach increases by 5 feet. Enchanted Mushroom Wondrous item (consumable), rarity varies Many of the fungi found in the Underdark have latent magical properties that can be tapped into by consuming the mushroom. An enchanted mushroom can have the effect and rarity of any one potion with a rarity of rare or lower. Enchanted Mushroom Effects d20 Effect 1 The mushroom was poisonous, the potion’s effect fail, and the creature that consumed the mushroom must make a DC 12 Constitution saving throw or be poisoned for 1 hour. 2-19 Potion’s effect happens regularly 20 Potion’s effect take effect regularly but last twice as long. Flail Snail Shell Shield Armor (shield), rare (requires attunement) The shell of a flail snail is sought by many for its antimagic properties. Some claim that a carefully removed shell could even serve as a Spellguard shield. The colorful and unique look of the shell also makes it desirable among nobles as decoration. The flail snail shell shield can be crafted by a blacksmith using only the shell and a simple shield. The process consists of binding the shell to the shield and strengthening the shell physically. You can use the shield in the following ways while holding it: • You gain +2 AC. • You have advantage on saving throws against spells and other magical effects and spell attacks have disadvantage against you. Each time you use this trait, the shield loses 1 charge and it has 10 charges in total.


95 CHAPTER 3 | MAGICAL MISCELLANY Gelatinous Cube Armor Armor (heavy), very rare (requires attunement) This armor is made from sculpted chunks of a gelatinous cube, ooze that scours dungeon passages, leaving a perfectly clean path in its wake. Due to the pieces of the Gelatinous Cube Armor still being biologically active the armor has the following traits while worn: • Your max hit point total is reduced by 1 Hit Dice. • A creature that touches you or hits it with a melee attack while within 5 feet of it takes 1d10 acid damage. Each time you use this trait, the armor loses 1 charge and it has 10 charges in total. Glowshroom Wondrous item, uncommon Glowshrooms are innocuous, dark blue mushrooms that grow in the darkest reaches of the Underdark. When a glowshroom colony is threatened, all the fungi start emitting a blinding white light that oftentimes blinds the assailants, thereby protecting themselves from harm. You can use the glowshroom in the following ways while holding it: • As a bonus action, you can activate or deactivate the glowshroom to shine bright light in a 30-foot radius and dim light for an additional 30 feet. • As an action, you can cause the glowshroom to emit bright light akin to the daylight spell in a 90-foot cone in front of the glowshroom for 10 minutes. This property recharges at dawn. Graviturgic Hammer Weapon (maul), very rare (requires attunement) Crafted by the grey dwarves of the Underdark, this gunmetal black hammer is made from magnetic metals and coated in Dwarven runes and sigils of power. You can use the hammer in the following ways while holding it: • The graviturgic hammer is a magical maul with a +1 bonus to attack and damage rolls. • As a reaction, you can increase the falling damage a creature takes by 3d10 as long as the creature is in sight. • As an action, you can cast the reverse gravity spell requiring no components. Once you have cast this spell you cannot cast it or the reaction effect again until the following dawn. Heated Armor Armor (light or medium), rare, (requires attunement) Through arcane methods or tinkering, a light or medium armor can be modified to produce heat and keep the wearer warm. The inside of this armor is usually covered in some sort of soft wool to make it comfortable. This armor is sought by those who venture to the north or climb high mountains to combat the fierce cold. The heat property of this armor can come from several sources. Among these are, the soul or essence of an azer, a red dragon wyrmling or any monster that is known to produce heat. The armor has the following traits while worn: • You gain 1 AC to your base armor. • You gain resistance to cold and fire damage. When a creature touches or hits you with a melee attack, you can inflict 2d10 fire damage to that creature as a reaction. Helm of the Hells Wondrous item, rare (requires attunement) This helmet has a rounded top and long cheek and nose guards. Protruding from the forehead is a pair of mighty demonic horns cut from the head of a goristro. The horns are rings with bands of metal and there is a red-brown fur plume that runs along the top of the helmet from front to back. The helmet itself is cast from dull steel. The Helm of the Hells gives the following benefits to its wearer, including a goring attack that is done with the helm. • Gore. Melee weapon attack: Strength modifier + proficiency to hit, reach 5 feet, one target. Hit: (2d8 + Strength modifier) piercing damage. • Charge. If you move at least 10 feet straight towards a target and then hit it with a gore attack, it must make a Strength saving throw or be knocked prone. The DC for this saving throw is your passive Strength (Athletics) score. • Your weapon attacks gain the siege property, dealing double damage to objects and structures.


CHAPTER 3 | MAGICAL MISCELLANY 96 Illithid Earworm Wondrous item, rare The earworm is an inch long purple aberration that looks like a small tentacle with a row of teeth at its front. If the earworm is placed into a willing creature’s ear it burrows in and begins its symbiotic relationship. While the earworm is in place you can understand and speak any spoken language as long as you give the earworm 2 die from your Hit Die pool. If you fail to do so the earworm will cease to function and leave your body, dealing 2d6 poison damage on its way out. Effects and spells that cure disease also drive out the worm without dealing damage. Illithid Squidling Wondrous Item, rare Held in a thick glass jar with deep speech markings sealing the container closed, a dark purple squid sits inert in the jar. The shape of its body is oddly similar to a humanoid head. While holding the squidling you may speak, read, and write Deep Speech. Additionally, the squidling becomes active in the jar (swimming around, placing tentacles on the glass, etc…) when a creature with the aberration creature type is within 120 feet of it. Jar of Sealing Wondrous item, uncommon This container was originally created by an instructor of transmutation at a magical college. Many of his spells required difficult to find and rare ingredients. His younger students would often sneak into his office in order to steal the components so they could either trade it for ale at the tavern or keep for their own component pouches. He attempted to hide it, ward it, and banish it but all efforts were in vain until he created this hard to open jar The jar has one cubic foot of carrying capacity and the outside is solid adamantine covered in mythic runes. In order to twist open the jar, the opener must pass a DC 17 Strength check and each successive attempt to open the jar causes the DC to increase by 1. The DC resets to 17 at the next dawn. Jarlaxle's Pearl Earring Wondrous item, uncommon Jarlaxle’s Pearl Earring is a small white sphere with a flat side on it. The pearl is approximately the size of marble. If the user places the flat face of the pearl to a solid surface and says the command word, the pearl will magically affix itself to that surface. Jarlaxle’s Pearl Earring will relay all audible noises back to a small ornate box that the pearl can be stored in when not in use. The pearl can transmit sound back to its box for up to a mile and can hear as well as the listener could if they were in the room themselves. A pearl’s transmission is stopped when it is removed from its affixed surface. The command word is not necessary to disable the transmission. The pearl or the box becomes magically inert if either is destroyed. Keycoin Wondrous item, uncommon You can use an action to press a hidden button on the side of this coin, extending a small skeleton key out of the other side. This skeleton key can be used as a set of Thieves’ Tools, giving you advantage on Thieves’ Tools checks made using this item. Emblem of Blibdoolpoolp Wondrous item (holy symbol), very rare (requires attunement) A brutally-made copper emblem in the shape of the goddess of the kuo-toa, it is said to have her power of madness poured into its essence. The emblem has 3 charges that replenish at dawn, you may use expend one of these charges when you cast an spell from the Illusion School to pull one inanimate object in the illusion into existence. The object remains for 1 minute or until you dismiss it and is mundane in nature, for example you could create a bridge with major image and conjure a real bridge or minor illusion of a non-magical sword.


97 CHAPTER 3 | MAGICAL MISCELLANY Mechanical Beholder Wondrous item, legendary (requires attunement) The pinnacle of deep gnome artificing and tinkering, the mechanical beholder is a guard unlike any other construct. Its clockwork gears click and turn with sinister intent and the massive ruby eye gleams with a beholder’s malice. The mechanical beholder has a similar stat block as a typical beholder with the following changes; the creature type is Construct, the mechanical beholder does not have legendary or lair actions, the range for the anti-magic cone and eye rays are reduced by half, and the damage dealt by the eye rays is halved. The mechanical beholder has a rudimentary, rude personality and may speak Deep Speech, Common, Undercommon, and Gnomish. The mechanical beholder can be healed by the mending cantrip for 2d8 + spell casting modifier or by 2d10 with a successful DC 20 Tinkerer’s tools check. The attuned creature may instruct the beholder on what it does (no action required) and if the construct is left at an area as a guard attunement does not break due to the rule of 7 day inactivity unless the attuned wishes to break the connection, leaves the plane, or dies. Mummified Monk Hand Wondrous item, legendary This item is the mummified hand of a nameless monk that is believed to be able to kill people with a single punch. You may use this item as an action to use the 17th level monk skill Quivering Palm. After you use this ability, the hand crumbles into dust and is destroyed. Myconid Spore Wondrous item (consumable), uncommon A dimly luminous, yellow fungi spore left behind by myconids colonies. Myconids, also known as fungus ones, and fungus folk are known for their peacefulness and appreciation of quiet, making their homes in the darker corners of the world. The Myconid Spore can be collected in the areas near the colonies or given freely or in a trade with a myconid. The spore may be thrown at a creature within 10 feet of you, that creature must make a DC 15 Constitution saving throw or become effected by the suggestion spell (no requiring concentration). Phase Spider Plate Armor (plate), rare (requires attunement) The Phase Spider Plate is made a phase spider, a monstrous arachnid that dwells in the Ethereal plane that make quick forays into the natural world to snatch an unlucky creatures to feed upon. The armor has the following traits while worn: • As a bonus action, you can cast phase on yourself. • As an action, you can cast spider climb on yourself. Pickpockets Bane Wondrous item, uncommon Referred to by many as “the merchants best friend’ the Pickpockets Bane is a relatively innocuous-looking wallet or coin purse. With the utterance of a key phrase while the container is closed, the contents of the coinpurse is moved to an inaccessible pocket dimension and the space is replaced with a small swarm of insects or pests of the owner's choice. The size of the swarm cannot exceed the size of the container and once they escape or are killed more do not populate the bag unless the owner closes the bag and opens it again without saying the key phrase. When the key phrase is uttered a second time, the items are pulled from the pocket dimension and are accessible without the swarm. If the wallet is destroyed the only way to retrieve its contents from the pocket dimension is to utter the key phrase over whatever remains, the objects spill out and the pocket dimension is no longer usable.


CHAPTER 3 | MAGICAL MISCELLANY 98 Purple Worm Collar Wondrous item, legendary (requires attunement) This collar is made for purple worms, massive burrowing monsters that terrorize the creatures of the Underdark as it chews through solid rock in pursuit of prey. The Purple Worm Collar is a large, segmented, iron collar covered in udadrow runes used to “tame” purple worms so that they may be used for construction, protection, or be used as war beasts. The purple worm collar is the size of a standard dog collar until its command word is spoken, causing it to greatly expand in size. While the collar is in its full size you may use an action to attempt to place it around a purple worm. You may attempt to throw the collar with a range of 20 feet or manually place it on the worm. Either way, make an attack roll against the worm with the collar counted as an improvised weapon. If it hits, the collar lands around the worm’s neck and the process begins. The collar takes 1 hour to “tame” the worm, during which time the worm writhes and is hostile. After the hour passes, the worm becomes docile and follows the orders of the creature attuned to the collar. Ring of Treasure Seeking Wondrous item, uncommon This ring is made from rough iron but has a thousand tiny jewels set into it, or at least they look like jewels. They are, in fact, clumps of gem dust that formed in the nasal passage of a xorn’s nasal passage. As an action, whilst wearing this ring, you can extend a treasure sense out from yourself. For 1 hour you know the direction and distance to any precious metal or stone, such as coins or gems, within 1000 feet. You know the rough quantity and quality of the items but not their exact worth. Roper Shield Armor (shield), rare (requires attunement) Made from the rock-like carapace of a defeated roper, the shield still bears the haunting eye of the beast and a few of its tendrils as well. You can use the shield in the following ways while holding it: • You gain +1 AC. • As an action, you can use the tendrils of the shield to ensnare a foe. Make a melee attack against a creature within 30 feet, on a hit they are grappled (escape DC 15) and you may pull them up to 25 feet towards you. Roper Skin Cloak Wondrous item, uncommon (requires attunement) Living in caverns throughout the Underdark, voracious ropers feast on whatever they can catch and seize. Since the roper has the appearance of a stalagmite or stalactite, the Roper Skin Cloak has a shifting, gray-brown color that changes as different light hits it. Designed for roper-like ambushes, it has a deep hood and is lined with many pockets. While wearing this cloak you gain the following. • You gain a +1 to AC. • In a stony environment (with the hood up) you have advantage on Dexterity (Stealth) checks made to hide and any Wisdom (Perception) check made to see you has disadvantage. Scoundrel Map Wondrous item, rare (requires attunement) This ordinary-looking map is imbued with a powerful enchantment that makes it constantly depict a detailed, beautifully drawn overhead map of the surrounding area, centered on the map’s owner. If nobody is attuned to the map, it looks like a blank piece of paper. The map does work underground but does not depict any details such as traps, other life forms or magically hidden rooms and corridors.


99 CHAPTER 3 | MAGICAL MISCELLANY Spider Mask Wondrous item, rare (requires attunement) This udadrow-made item is a velvet face mask with four spider-like, jointed wire “legs” protruding from each side of it. It entirely conceals the face when worn, and bestows two distinct powers to its wearer. • You are unaffected by spider webs, web spells, and similar web-like effects. • You gain resistance to poison. Spidercurse Mask Wondrous item, very rare (requires attunement) Nearly identical to a Spider Mask, the Spidercurse Mask is a gift given to shadowy operatives that out-lived their usefulness. It conceals the face when worn, and cannot be removed after 1 minute without the use of a spell such as remove curse. For the next 24 hours, the wearer suffers from a painful and slow version of the spiderform spell except that the spiderform is permanent short of a wish spell or divine favor from Lolth, the Spider Queen. Staff of the Vast Mind Staff, rare (requires attunement by a wizard) Every so often, the mind flayers find a mind that has more utility than just sustenance. That mind is preserved by powerful psionic on the top of a staff; rumors say the mind is still somewhat conscious. While attuned to the Staff of the Vast Mind, your Intelligence score becomes 18 unless it is already higher. Additionally you gain advantage on Wisdom and Intelligence saving throws, as the second brain bolsters your own mental fortitude. Once per dawn you may tap into the memories of this brain and gain advantage on one Arcana, History, or Religion check. Stealth Rock Wondrous item, uncommon A small, pocket-sized rock with Gnomish runes placed upon it. It is often given to less stealthy, but friendly, visitors to the deep gnome settlements of the Underdark. You may use your action while wielding the rock to manifest an illusion of a large stone in your place. If you are in a place of nature such as a cave or forest, you gain advantage on stealth checks while remaining still. Stone of Flumph Summons Wondrous item, uncommon A small, smooth grey stone with the silhouette of a flumph waving on its face, often given as a peace offering to friendly travelers. The jellyfish-like flumphs drift through the Underdark, sharing great insight and advanced knowledge on to good-hearted creatures. A creature holding the stone may use an action to summon a flumph in an unoccupied space within 10 feet. The flumph is friendly and will offer simple advice via telepathy about the Underdark for those who summon them. They remain until their advice is given or they take any damage. Should the people who summoned it harm a flumph summoned by this stone, the stone with cease to function as no flumphs will answer the summons. Manual to the Underdark Wondrous item, very rare (requires attunement by a wizard) A thick, black leather bound tome filled with parchment of indeterminate age. The title of the book engraved into its face alongside the outline of a hooded mage smiling. While making Intelligence (Arcana) or Intelligence (History) checks that relate to the Underdark you may flip through the pages of the book to gain advantage on the roll and learn information from its contents. The information you learn from the book is accurate but often cryptic, offering results like “Shadow Elves of the deep beneath, souls given in reverence to the weaver of deathly silk.” referencing the connection of the Udadrow elves and their racial deity; Lolth. The book may be used three times before it must recharge, gaining all spent uses upon the following dawn. Attempting to use the book while it has no charges remaining results in a failed check and responses like, “Try back later, I’m feeling sleepy”.


CHAPTER 3 | MAGICAL MISCELLANY 100 Thieves Stakes Wondrous item, rare These small triangular-shaped silver stakes have a small button on the top which causes the stake to turn invisible. When the device is activated near an identified trap or trigger, the creature and all its allies are made acutely aware of the device and the exact location and nature of the trap or trigger. The creature and all of its allies have the option of avoiding a trap if possible or advantage on all saving throws against the trap if avoiding it is not possible. The effect is negated if the device is removed from the trap, deactivated, or is destroyed. Tiara of Spiders Wondrous item, rare (requires attunement) A white tiara crafted from the web of giant spiders and decorated with gems carved to look like spiders crawling through the headpiece. Rare and sinister, this crown is often worn by udadrow matrons or their sinister drider kin. While attuned to the tiara you may speak to spiders but you cannot understand them. You may also use your action to summon spiders to your aid, Roll a d4 to determine what spiders arrive to your aid. Spider Reinforcements d4 Spider 1 2d4 swarms of insects (spiders) 2 1d4 + 1 giant wolf spiders 3 1d4 giant spiders 4 1 phase spider These spiders appear within 30 feet of you within and are friendly to you and your companions. They act on your initiative but take their turn directly after yours. You may give them directions on your turn (no action required), otherwise the spiders try their best to defend you. These spiders remain until reduced to 0 hit points, you dismiss them, the ability is used again, or you die. You may summon spiders to your aid twice before the tiara needs to recharge, regaining all expended uses of the ability the following dawn. Umber Hulk Armor Armor (medium or heavy), very rare (requires attunement) This armor is made from the heavy hide of an umber hulk, an abominable horror that burrows into caves, dungeons, and Underdark settlements in search of humanoid prey. The Umber Hulk Armor may be any set of heavy or medium armor with the distinction that the chest plate is made with the famous golden eyes of the monster on display. The armor is made from the beast’s carapace and has a sickly yellow coloring. You can use the armor in the following ways wearing it: • You gain +1 AC to your base armor. • As an action, you can expend 1 charge cast the confusion spell (requiring no material components) with a spell save DC of 15. The armor has 3 charges, and all spent charges are replenished at the following dawn. Umberlee's Unyielding Torment Scroll, rare (warlocks and clerics) Casting Time: 1 action Range: 50 feet Components: V Duration: Concentration, up to 1 minute A stream of sea-rocks emanates from you in a line 60-feet long and 5-feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in rocks that will weigh down the creatures for the duration of the spell, or until you lose concentration, or the creature’s hit points are reduced to 0. A creature encased in the stones takes 2d6 bludgeoning damage at the start of its turn. Underdark Gem Wondrous item, rare An obsidian gem the size of a grapefruit crafted by the matriarchs of powerful udadrow societies to give to trusted scouts who leave to the surface world to follow their dark leader’s whim. While this gem is on your person you are immune to the effects of sunlight sensitivity. Additionally, while you stand on solid ground you may destroy the gem by smashing it on the ground to open a tunnel that leads to the udadrow society of the gem’s creation. The tunnel disappears 24 hours after creation.


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