Ingested Poisons Assassin's Blood Assassin's blood is the primary tool of assassins that wish to subtly eliminate their targets, often mixing a dose into food or drink. Acquisition: This poison can be extracted from a rare tree known as the blood tree. Market Value: 150gp Legality: Illegal Saving Throw DC: 10 Effect: A creature subjected to this poison must make a Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t poisoned. Celestial Lightsblood The blood of celestials is powerful, and when converted into a toxin it can be used to cripple and wither those that ingest it; However, celestial lightsblood cannot affect celestials. Acquisition: This poison is made from the blood of a willing celestial. The celestial blood is then mixed with that of the intended target creature type and several other readily available poison ingredients. Market Value: 13,500gp Legality: Legal Saving Throw DC: 25 Effect: A creature subjected to this poison must make a Constitution saving throw. On a failed save, their Dexterity score is decreased by 2, but cannot be reduced past 1, and they must repeat the saving throw at the beginning of their next turn. On a subsequent failed save, their Constitution score is decreased by 2, but cannot be reduced past 1. These scores can only be restored by the greater restoration spell or similar magic. Depraved Decadence There exists a special type of acid with unique properties that allow it to be modified to ignore certain types of material. This acid once reached the hands of extremely evil poisoners that then modified it to cause slow, painful death by starvation. Using this poison is considered cruel even by the standards of most assassins. Acquisition: The recipe for this poison is rare, as is knowledge of where to find the proper ingredients. One must find a particularly cruel poisoner that might know the truth behind it, or be willing to sell doses. Market Value: 9,500gp Legality: Illegal Saving Throw DC: 25 Effect: A creature subjected to this poison must make a Constitution saving throw. On a failed save, a creature can no longer receive sustenance by consuming food. Every two days the creature goes without sustenance, their Constitution score decreases by 1. If a creature's Constitution score reaches 0 due to this effect, they die. Lockjaw Lockjaw is a mild paralytic that loses its potency before it is even swallowed, thereby only affecting the mouth and jaw. Acquisition: Lockjaw can be made from gnoll weed - a narcotic favored by gnolls for it's numbing capabilities. Market Value: 250gp Legality: Regulated Saving Throw DC: 11 Effect: A creature subjected to this poison must make a Constitution saving throw. On a failed save, the creature's jaw muscles lock and its tongue falls numb. An affected creature cannot speak or cast spells that require verbal components for 10 minutes. Midnight Tears Many nobles have died peacefully in their sleep while their loved ones lay nearby, falling to the effects of a dose of Midnight Tears administered by a stealthy assassin many hours before. Acquisition: This poison can be crafted from the Blackleaf Rose. The leaves of this flower can be ground into a fine paste and dissolved into liquid, leaving behind no color, odor, or taste. Market Value: 1,500gp Legality: Illegal Saving Throw DC: 17 Effect: A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one. Mother's Mercy This toxin looks like, tastes like, and has the texture of cow's milk. Those affected by the toxin slowly lose all bodily strength until they are left unconscious, eventually dying peacefully and without pain. Acquisition: This poison comes from the stems of the Mother Tulip. Market Value: 600gp Legality: Regulated Saving Throw DC: 13 Effect: A creature subjected to this poison must succeed on a Constitution saving throw, becoming poisoned on a failed save, and must repeat the saving throw at the start of each of its turns. While poisoned in this way, the creature's Constitution score decreases by 2. On each successive failed save, the creature's Constitution score is further reduced by 1. If a creature's Constitution score is reduced to 0 in this way, it dies. After two successful saves, the poison ends and the creature's Constitution score is restored. 51
Nightmare Root Nightmare root comes from a plant deep within the abyss. When ground into a paste, it can be mixed into food or drink without significantly altering its taste, color, or odor, but it does add the texture of fine sand. Those that consume the root find themselves haunted by the greatest fears upon falling asleep. Acquisition: This poison comes from pulverized nightmare roots from the abyss. Market Value: 1,450gp Legality: Illegal Saving Throw DC: 19 Effect: A creature subjected to this poison must make a Constitution saving throw. On a failed save, the creature's sleep is haunted with a combination of their greatest fears and everything they've ever done wrong. An affected creature cannot benefit from long rests, and therefore gains a point of exhaustion at the beginning of the next day. The poison leaves the creature's system 24 hours after ingestion. Pale Tincture This milky liquid is the primary choice of cruel manipulators that often use it to coerce favors out of unwilling acquaintances. The poison is introduced unknowingly, and slowly chips away at the victim's vitality, always threatening a slow and painful death. The promise of a cure is enough to make most people do things that they would otherwise avoid. Acquisition: This poison is crafted by distilling Olina petals down into a milky liquid. Market Value: 250gp Legality: Illegal Saving Throw DC: 16 Effect: A creature subjected to this poison must succeed on a Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can’t be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally. Pallid Deception Upon ingestion, the victim begins experiencing terrible headaches and visual hallucinations. They often see things twisting and warping, with vile and hideous creatures seeking to cause them harm. Those in the throes of the poison often lash out at those around them, believing that they have suddenly been surrounded by monstrosities. A few unfortunate souls have survived the experience, and the mark of paranoia often follows them until the end of their days. Acquisition: Created from the paste made by grinding up spriteball petals, this milky substance has a rather intoxicating aroma that often is mistaken for cooked meat. Market Value: 1,340gp Legality: Illegal Saving Throw DC: 16 Effect: A creature subjected to this poison must succeed on a Constitution saving throw, taking 22 (4d10) psychic damage on a failed save, and must repeat the saving throw at the start of each of its turns. On a successful save, the effect ends. While the creature remains poisoned in this way, it must succeed a Wisdom saving throw at the end of each of its turns, taking 11 (2d10) psychic damage on a failed save. Potion of Poison This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature. Acquisition: This poison is crafted from blood herb and distilled similarly to a standard restoration potion. Market Value: 1,460gp Legality: Illegal Saving Throw DC: 13 Effect: A creature subjected to this poison takes 10 (3d6) poison damage and must succeed on a Constitution saving throw or be poisoned. While poisoned in this way, the creature takes 10 (3d6) poison damage at the start of each of its turns. At the end of each of its turns, the creature can repeat the saving throw. On a successful save, the poison damage the creature takes on subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0. Torpor Torpor has been used recreationally in small doses throughout history, but in its concentrated form it has many sinister capabilities. It can render a creature completely unable to act for extended periods of time. Acquisition: This poison is crafted from Ebrium Fungus, and although technically legal, is very rarely carried in shops due to its price and limited uses. It can be found fairly commonly on the black market. Market Value: 600gp Legality: Legal Saving Throw DC: 15 Effect: A creature subjected to this poison must succeed on a Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated. 52
Truth Serum Truth serum is used rarely in high-profile trials, religious ceremonies, and background checks for sensitive jobs. Acquisition: This poison is crafted from the rare plant Olus Veritus, or can be bought from some specialty magic shops, alchemists, religious organizations, or the black market. Market Value: 150gp Legality: Legal Saving Throw DC: 11 Effect: A creature subjected to this poison must succeed on a Constitution saving throw or become poisoned for 1 hour. The poisoned creature can’t knowingly speak a lie, as if under the effect of a zone of truth spell. Unicorn Blood The blood of a unicorn is thick and silvery. While the initial consumption of unicorn blood brings a sense of life and wellbeing, its lingering effects are rarely worth the tradeoff. Acquisition: Unicorn blood must be taken from a willing unicorn. If that unicorn dies before the blood is consumed, it loses its properties. Market Value: 500gp Legality: Illegal Saving Throw DC: 17 Effect: A creature subjected to this poison heals (4d4 + 4) hit points and must then succeed on a Constitution saving throw. On a failed save, they are affected by one of the options of the bestow curse spell. The DM rolls a d4 to determine which curse takes hold. 53
Inhaled Poisons Anosmia The sense of smell is a luxury to some species, but to others it is entirely necessary for survival. This poison gas is designed to eliminate that ability. Acquisition: Anosmia can be made from almost any paralytic or numbing agent, but the process is long and involved, requires many cycles of refinement to reach the desired strength of gas. Market Value: 800gp Legality: Legal Saving Throw DC: 18 Effect: A creature subjected to this poison must make a Constitution saving throw. On a failed save, the creature loses its sense of smell for 48 hours. If the creature relies on smell to locate other creatures, it can no longer do so. The creature automatically fails any Wisdom (Perception) check that relies on smell. If the creature has the keen smell trait, it must also succeed on a Wisdom saving throw or act as though affected by the confusion spell during their next turn. Burnt Othur Fumes Some of the poisonous plant matter that can be ground and dissolved into other poisons can also be quickly burned to spread a cloud of poisonous smoke. Acquisition: This poison is created by mixing the pulverized paste of a ash chives with fine black powder, which can then be molded and allowed to dry into a ball or other shape. When ignited, this ball quickly releases fumes that are poisonous to those that inhale them. Market Value: 500gp Legality: Illegal Saving Throw DC: 13 Effect: A creature subjected to this poison must succeed on a Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the creature takes 3 (1d6) poison damage. After three successful saves, the poison ends. Dragon's Breath The breath of green dragons is a devastating weapon. It can quickly turn into a cloud of death for the enemies of those that can gather it. Acquisition: This poison must be harvested from a dead or incapacitated adult or ancient green dragon. It requires no further preparation. Market Value: 2,500-5,000gp Legality: Regulated Saving Throw DC: 18-22 Effect: A creature subjected to this poison must succeed on a Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one. If the poison has been harvested from an ancient green dragon, this damage increases to 77 (22d6) and the saving throw DC increases by 4; the value of the poison also doubles. Dretch Gas Dretch are disgusting little fiends from the lower planes. The gas they release causes violent coughing fits and hinders those that come in contact with it. Acquisition: This poison must be harvested from a dead or incapacitated dretch. It requires no further preparation. Market Value: 200gp Legality: Regulated Saving Throw DC: 11 Effect: Dretch gas lingers for 1 minute after it is released, or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions. Dust of the Desert Winds This powder has uses as a desiccant when properly packaged and used in small quantities. However, it is also the favored poison of assassins that dwell in the harsher climates of the world. The toxin begins immediately leaching all of the moisture from a victim’s body after it has entered through the mucous membranes. Once dead, the victim is little more than a desiccated husk. Acquisition: This poison is created from Nug Fungus. The spores of this fungus can be gathered and stored for later use as a poison. Market Value: 120gp Legality: Legal Saving Throw DC: 11 Effect: A creature subjected to this poison must succeed on a Constitution saving throw or take 3 (1d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the creature takes 2 (1d4) poison damage. After five successful saves, the poison ends. If the creature spends its action consuming a liquid, it automatically succeeds the saving throw for that turn. This effect ignores a creature's immunity to poison and poison damage, but cannot affect a creature with no natural bodily moisture (such as a Skeleton or an Iron Golem). 54
Essence of Ether Commonly referred to as "knock-out gas," this gas is used in certain civilizations as a crowd-control solution to handle riots and other unruly crowds. It is also, as with all poisons, used for much more nefarious efforts. Acquisition: This poison is created from Frenn Moss - mainly by distilling it into a liquid that vaporizes into this gas, creating a potent vapor that disperses quickly. Market Value: 300gp Legality: Regulated Saving Throw DC: 15 Effect: A creature subjected to this poison must succeed on a Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. Euphoria Breath The breath of faerie dragons has long been used for recreational purposes, but it also serves as a viable option for incapacitating enemies. Acquisition: This poison must be harvested from a dead or incapacitated faerie dragon. It requires no further preparation. Market Value: 365gp Legality: Legal Saving Throw DC: 11 Effect: A creature subjected to this poison must succeed on a Wisdom saving throw or, for 1 minute the, target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn: 1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction. 5-6. The target doesn't move, and the only thing it can do on its turn is make a Wisdom saving throw, ending the effect on itself on a success. Fish out of Water This poison is different from most inhaled poisons; it is a liquid rather than a gas or powder. It is designed specifically to be released underwater and kill water-breathing creatures, though it does not do so quickly. Amphibious creatures can survive its effects, but they are often forced out of water as a result of them. Acquisition: This poison is created by distilling wuggy moss into a liquid, adding pressure to the mixture as it cools in order to force air into it. Market Value: 350gp Legality: Legal Saving Throw DC: 13 Effect: A creature subjected to this poison must succeed on a Constitution saving throw or become poisoned for 1 hour. While poisoned in this way, the creature loses any ability to breath underwater. Rules for suffocating can be found on page 183 of the Player's Handbook. Gorgon Breath Few that encounter a gorgon live to tell about it, and for good reason. Their breath weapon is extraordinarily dangerous, and even seasoned poisoners hesitate to attempt to harvest or use it. Acquisition: This poison must be harvested from a dead or incapacitated gorgon. It requires no further preparation. Market Value: 1,200gp Legality: Regulated Saving Throw DC: 13 Effect: A creature subjected to this gas must succeed on a Constitution saving throw against being magically petrified. 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. Gravedust This gray-brown powder derives its name from its resemblance to the grime common to tombs, crypts and other long-enclosed areas. Even though most undead do not need to breathe, being exposed to this toxin reintroduces the feeling of suffocation, rendering them unable to act. Acquisition: Gravedust is made by mixing consecrated earth into holy water, and then burning the mixture until it is a dry ash. Market Value: 100gp Legality: Legal Saving Throw DC: 10 Effect: An undead creature subjected to this poison must succeed on a Constitution saving throw or become incapacitated for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 55
Insanity Mist Most poisoners seek to kill their targets, but some poisoners just enjoy messing with the minds of their foes. Insanity mist was invented by those cruel individuals. Acquisition: This poison is crafted from Nightcall Bloom. The mixture is then distilled and the vapors are collected in a container for later use. Market Value: 2,250gp Legality: Illegal Saving Throw DC: 15 Effect: A creature subject to this poison must succeed a Constitution saving throw or gain an effect listed on the short-term madness table within the DM's Guide (page 259). The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Malice This poison is also known as "night thorn". When pulverized, the powder blinds any creature that inhales it. Acquisition: This poison is crafted from the Abyss Flower, the thorns from the stem of the flower are collected and pulverized into a fine powder. Market Value: 250gp Legality: Illegal Saving Throw DC: 15 Effect: A creature subjected to this poison must succeed on a Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded. Vrock Spores Vrock are a giant, vulture-like demon. The spores that they release deal significant damage over time to creatures that come in contact with them. Acquisition: This poison must be harvested from a dead or incapacitated vrock. It requires no further preparation. Market Value: 620gp Legality: Illegal Saving Throw DC: 14 Effect: A creature subjected to these spores must succeed on a Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it. 56
Injury Poisons Bearded Devil Venom Devil venom is extremely rare, but also extremely potent when in the hands of an experienced poisoner. Bearded devil venom is a less powerful version of the devastating venom of pit fiends. Acquisition: This poison must be harvested from a dead or incapacitated bearded devil. It requires no further preparation. Market Value: 600gp Legality: Illegal Saving Throw DC: 12 Effect: A creature subjected to this poison must succeed on a Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Bloodfire Paste A reddish-brown sticky paste, this poison is extremely rare. Once injured, the poison reacts with the creatures blood and begins igniting from within, causing a creature to quickly burn from the inside out. Often, the toxin burns through the victim so quickly and intensely that the remains are little more than charred bones. Acquisition: There are several methods of creating bloodfire paste, although the most common involves the fruit of a desert cactus soaked in the saliva of giant desert lizards and mixed with distilled alcohols. After several days of soaking, the fruit is removed from the mixture and ground into a paste. Market Value: 650gp Legality: Illegal Saving Throw DC: 13 Effect: A creature subjected to this poison must make a Constitution saving throw, taking 11 (2d10) fire damage on a failed save, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the creature takes 3 (1d6) fire damage. After three successful saves, the poison ends. This effect ignores a creature's immunity to poison, but cannot effect a creature without blood. Bone Devil's Sting Devil venom is extremely rare, but also extremely potent when in the hands of an experienced poisoner. Bone devil venom is deadly, being the fiendish equivalent to wyvern poison. Acquisition: This poison must be harvested from a dead or incapacitated bone devil. It requires no further preparation. Market Value: 1,000gp Legality: Illegal Saving Throw DC: 14 Effect: A creature subjected to this poison must succeed on a Constitution saving throw or take 17 (5d6) poison damage and become poisoned for 1 minute. On a successful save, the target takes half damage and is not poisoned. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Celestial Essence Celestial essence is extremely rare. When applied to a weapon, the viscous golden substance seems to almost shine with an inner radiance. Acquisition: Celestial essence is made by mixing the blood of a living celestial with holy water. If the celestial dies before the poison is delivered, the essence loses its effectiveness and turns a dull gray color. Market Value: 400gp Legality: Legal Saving Throw DC: 14 Effect: An undead creature subjected to this poison must succeed on a Constitution saving throw or take 5 (2d4) radiant damage. Once applied, the poison retains potency for 1 minute before drying. Centipede Venom Centipede venom is uncommon and has some unusual properties. It cannot kill, but instead leaves the victim in a helpless, paralyzed state for a short period of time. Acquisition: This poison must be harvested from a dead or incapacitated giant centipede. It requires no further preparation. Market Value: 200gp Legality: Legal Saving Throw DC: 11 Effect: A creature subjected to this poison must succeed on a Constitution saving throw, taking 10 (3d6) poison damage on a failed save. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. 57
Cockatrice Saliva Cockatrice saliva is potentially one of the most dangerous poisons in existence. While its effects are relatively easy to resist, being subjected to them can quickly turn a creature to stone, rendering it helpless. Acquisition: This poison must be harvested from a dead or incapacitated cockatrice. It requires no further preparation. Market Value: 750gp Legality: Regulated Saving Throw DC: 11 Effect: A creature subjected to this venom must succeed on a Constitution saving throw against being magically petrified. 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 for 24 hours. Drow Poison Drow poison is made almost exclusively by the underdarkdwelling elven sub-race, the drow. They use it on weaponry in order to subdue more powerful enemies with minimal effort. Acquisition: This poison is made only by the drow, and only in a place far removed from sunlight. Market Value: 200gp Legality: Illegal Saving Throw DC: 13 Effect: A creature subjected to this poison must succeed on a Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. Elemental Contra Elemental contra comes in many different forms. In addition to targeting the physiology of a specific creature type, it is also made to effect a specific elemental damage type: cold, fire, or lightning. Acquisition: Elemental contra requires the blood of the target creature type be mixed with the pulverized powder of crystallized elemental energies found within the elemental planes. Market Value: 3,100gp Legality: Legal Saving Throw DC: 25 Effect: A creature subjected to this poison must succeed on a Constitution saving throw. On a failed save, the creature loses all immunities or resistances to the poison's elemental damage type, and gains vulnerability to that damage type. This effect lasts for 1 minute or until cured. Ettercap Venom The strange, humanoid spider creatures known as ettercaps have a mild poison that is cheap but effective. Acquisition: This poison must be harvested from a dead or incapacitated giant centipede. It requires no further preparation. Market Value: 50gp Legality: Illegal Saving Throw DC: 11 Effect: A creature subjected to this poison must succeed on a Constitution saving throw, taking 4 (1d8) poison damage and becoming poisoned for 1 minute on a failed save. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Grell Venom This poison is as rare as the strange creature it comes from, but non-lethal. Acquisition: This poison must be harvested from a dead or incapacitated grell. It requires no further preparation. Market Value: 150gp Legality: Legal Saving Throw DC: 11 Effect: A creature subjected to this poison must succeed on a Constitution saving throw or become poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Imp Venom The venom from an imp's stinger is as potent as that from a giant venomous snake. Acquisition: This poison must be harvested from a dead or incapacitated imp. It requires no further preparation. Market Value: 200gp Legality: Regulated Saving Throw DC: 11 Effect: A creature subjected to this poison must succeed on a Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. 58
Lichbane Poison This bone-white unguent is equally dangerous to all spellcasting undead, as well as to those that depend on mental ability scores for their special attacks. Acquisition: When residuum (the byproduct of disenchanting items) is mixed with holy water in precise ratios and then allowed to dry under the effects of an antimagic field, lichbane poison is produced. Market Value: 650gp Legality: Legal Saving Throw DC: 17 Effect: An undead creature subjected to this poison must make a Constitution saving throw. On a failed save, their Intellect, Wisdom, and Charisma scores are reduced by 2 for 1 minute. At the beginning of their next turn, they must repeat the saving throw. On a failure, the effect becomes permanent and can only be cured by a greater restoration spell or similar magic. Liquid Mortality This extremely rare and expensive poison is the one thing that all sentient undead creatures fear. It is a potent oil, thought by most undead creatures to be a mere myth. Acquisition: Liquid mortality is made only by highranking clergy of deities of death, who use it to destroy powerful undead creatures that wish to cheat death. Market Value: 1,250gp Legality: Legal Saving Throw DC: 22 Effect: An undead creature subjected to this poison must make a Constitution saving throw. On a failed save, their Strength score is permanently reduced by 2. If this effect reduces an undead creature's Strength to 0, they are utterly destroyed, and cannot be resurrected or reanimated by any means other than a wish spell. The creature's Strength score can be restored by a greater restoration spell or similar magic. Metabolite Metabolite is a magical tranquilizer of sorts, developed to make even the most dangerous of creatures much more manageable. Acquisition: Metabolite is created through a process of distilling several metabolic slowers and paralytics into a murky liquid. Market Value: 1,200gp Legality: Legal Saving Throw DC: 25 Effect: A creature subjected to this poison must make a Constitution saving throw. On a failed save, an affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted. A creature affected by this poison makes another Constitution saving throw at the end of each of its turns. On a successful save, the effect ends for it. On a failed save, the poison's saving throw DC decreases by 10. Naga Venom Venom from the mythical creatures known as naga is extremely deadly, but also extremely rare. Acquisition: This poison must be harvested from a dead or incapacitated naga. It requires no further preparation. Market Value: 1,900-2,150gp Legality: Regulated Saving Throw DC: 13-15 Effect: A creature subjected to the venom of a spirit naga must succeed on a Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one. If the poison has been harvested from a guardian naga, this damage increases to 45 (10d8) and the saving throw DC increases by 2; the value of the poison also increases by 250g. Pit Fiend Venom Pit fiend venom is among the rarest poisons in existence, but also the most powerful. Acquisition: This poison must be harvested from a dead or incapacitated pit fiend. It requires no further preparation. Market Value: 17,000gp Legality: Illegal Saving Throw DC: 21 Effect: A creature subjected to this poison must succeed on a Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 59
Pseudodragon Venom Pseudodragon Venom is similar to drow poison in many ways. Some poisoners attempt to refine it to the same strength as drow poison, but it is extremely difficult to work with. It is legal by necessity, because many mages keep pseudodragons as pets or familiars. Acquisition: This poison must be harvested from a dead or incapacitated pseudodragon. It requires no further preparation. Market Value: 125gp Legality: Legal Saving Throw DC: 11 Effect: A creature subjected to this poison must succeed on a Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. Purified Couatl Venom Couatl venom is different from the venom of most other creature's in that is requires a refinement process to use, and it loses its potency if taken from an unwilling couatl. However, it is extremely useful for a number of legal and illegal practices. Acquisition: This poison must be harvested from a willing couatl and then mixed with a small amount of holy water. Market Value: 700gp Legality: Legal Saving Throw DC: 13 Effect: A creature subjected to this poison must succeed on a Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake. This effect ignores immunity to the poisoned condition. Purple Worm Poison While extraordinarily rare, the venom of purple worms is one of the most deadly poisons in existence. The only reason that it is not outright illegal in most civilizations is the necessity for antivenom. Acquisition: This poison must be harvested from a dead or incapacitated purple worm. It requires no further preparation. Market Value: 2,000gp Legality: Regulated Saving Throw DC: 19 Effect: A creature subjected to this poison must make a Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. Scorpion Venom Scorpion venom is commonly used by assassins that dwell in the harsh desert climates that scorpions typically roam. Acquisition: This poison must be harvested from a dead or incapacitated scorpion. It requires no further preparation. Market Value: 115-1,100gp Legality: Regulated Saving Throw DC: 9-12 Effect: A creature subjected to this poison must make a Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one. If the poison has been harvested from a giant scorpion, the damage increases to 22 (4d10) and the saving throw DC increases by 3; the value of the poison also increases to 1,100gp. 60
Serpent Venom Serpent venom is relatively common, but still very deadly. It is heavily regulated in most societies. It's only legal uses are in the creation of antivenom and in low doses for the preapproved deployment of anti-pest traps. Acquisition: This poison must be harvested from a dead or incapacitated poisonous snake. It requires no further preparation. Market Value: 125-200gp Legality: Regulated Saving Throw DC: 10-11 Effect: A creature subjected to this poison must succeed on a Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one. If the poison has been harvested from a giant poisonous snake, the damage increases to 10 (3d6) and the saving throw DC increases by 1; the value of the poison also increases to 200gp. Spider Venom Spider venom is the most common of venoms, but also one of the least potent. Acquisition: This poison must be harvested from a dead or incapacitated spider. It requires no further preparation. Market Value: 100-200gp Legality: Regulated Saving Throw DC: 10-11 Effect: A creature subjected to this poison must succeed on a Constitution saving throw or take 2 (1d4) poison damage. If the poison has been harvested from a giant wolf spider, the damage increases to 7 (2d6) and the saving throw DC increases to 11. Additionally, the creature takes half damage on a failed save, and if the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. The value of the poison also increases to 160gp. If the poison has been harvested from a giant spider, this damage increases to 9 (2d8) and the value of the poison increases to 200gp. Sprite Poison The tiny fey creatures known as sprites make a poisons akin to drow poison, but much less potent. Acquisition: This poison is made only by sprites. Market Value: 175gp Legality: Illegal Saving Throw DC: 10 Effect: A creature subjected to this poison must succeed on a Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. Svirfneblin Poison Deep gnomes, known as svirfneblin, make their own poison from ingredients found deep within the underdark. Its sole purpose is to hinder their enemy's combat abilities. Acquisition: This poison is made only by svirfneblin. Market Value: 165gp Legality: Illegal Saving Throw DC: 12 Effect: A creature subjected to this poison must succeed on a Constitution saving throw or be poisoned 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. Thri-kreen Venom Thri-kreen venom can quickly render a creature useless, leaving it at the mercy of the poisoner. Acquisition: This poison must be harvested from a dead or incapacitated thri-kreen. It requires no further preparation. Market Value: 180gp Legality: Illegal Saving Throw DC: 11 Effect: A creature subjected to this poison must succeed on a Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the creature is also paralyzed while poisoned in this way. The poisoned target can repeat the saving throw on each of its turns, ending the effect on itself on a success. Wasp's Sting Giant wasps are extraordinarily frightening, and while being stung by one is extremely painful, it is not deadly. Acquisition: This poison must be harvested from a dead or incapacitated giant wasp. It requires no further preparation. Market Value: 230gp Legality: Regulated Saving Throw DC: 11 Effect: A creature subjected to this poison must succeed on a Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. 61
Witchbane Poison A creation that seems to have been specially devised just to hamper spellcasters, this poison is often reviled and feared by the magically enlightened. The blue jelly is often smeared upon blades wielded by assassins seeking to end the life of a wizard or sorcerer, and is quite easily identified by those familiar with the effects. Acquisition: This poison is made from distilled residuum that is then allowed to evaporate and thicken while under the effects of an anti-magic field. Market Value: 700gp Legality: Legal Saving Throw DC: 17 Effect: A creature subjected to this poison must make a Constitution saving throw. On a failed save, they lose 1d4 spell slots, starting at level 1 slots and increasing until that many spell slots have been lost. This effect ignores all magical effects that grant immunity to poison. Wyvern Poison Slightly more potent than serpent venom, but not quite as deadly as purple worm poison, wyvern poison is the midrange vehicle of death for assassins with extremely highpriority or powerful targets. It is kept regulated for the creation of antivenom, especially in regions where wyverns are more common. Acquisition: This poison must be harvested from a dead or incapacitated wyvern. It requires no further preparation. Market Value: 1,200gp Legality: Regulated Saving Throw DC: 15 Effect: A creature subjected to this poison must make a Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. Yuan-ti Venom The yuan-ti are sinister snake-like humanoids, and their poison can be used by those that manage to get their hands on it. While it is cheaper than other venoms of similar strength due to the lack of demand for antivenom, it is much more difficult to find. Acquisition: This poison must be harvested from a dead or incapacitated yuan-ti malison or abomination. It requires no further preparation. Market Value: 110-150gp Legality: Regulated Saving Throw DC: 11-13 Effect: A creature subjected to the poison from a yuan-ti malison must succeed on a Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison has been harvested from a yuan-ti abomination, the damage increases to 10 (3d6) and the saving throw DC increases to 13; the value of the poison also increases to 150gp. Zealot's Blade Zealot's blade is a favorite among the rich with little to no actual combat skill that enjoy hunting rare creatures for sport. It does, however, also have many uses in more capable hands. Acquisition: Zealot's blade is crafted from potent venom, which is altered to affect a specific creature type. Market Value: 6,000gp Legality: Legal Saving Throw DC: 25 Effect: A creature subjected to this poison must make a Constitution saving throw, taking 78 (12d12) poison damage on a failed save, or half as much damage on a successful one. This damage ignores resistances and immunities. 62
Multitype Poisons Antithesis (Ingested or Injury) While not technically a poison itself, this oily mixture serves a similar purpose. It contains microscopic parasitic entities that live in oil and feast on magic. Acquisition: One must first find or acquire a solution that contains the creatures necessary for this mixture. They are typically found in pools of natural oil that sit along ley lines within the underdark. The oily mixture can then be processed to make it more viscous for application to weapons, or to make it clear in order to be hidden within food or drink. Market Value: 1,300g Legality: Illegal Saving Throw DC: 14 Effect: A creature subjected to this poison must succeed on a Constitution saving throw. On a failed save, they are infected with a parasitic disease. While diseased in this way, the creature cannot regain hit points through any means other than a short or long rest. Each time it would regain hit points in any other way, it instead takes 4 (1d8) poison damage and can repeat the saving throw, ending the effect on itself on a success. Basic Poison (Ingested or Injury) Basic Poison is readily available in any shop that carries alchemical supplies or medicines. It is commonly used as a solution to problems with vermin, particularly rats. Acquisition: This poison is created from Twilight wormwood, but can typically be bought from market or crafted from basic poisonous substances. Market Value: 100gp Legality: Legal Saving Throw DC: 10 Effect: A creature subjected to this poison must succeed on a Constitution saving throw or take 2 (1d4) poison damage. Once applied, the poison retains potency for 1 minute before drying. Betrayer's Inception (Contact or Ingested) This poison is a thin liquid that can be applied to any surface, adhering to it until it comes into contact with organic matter, which it quickly seeps into. It is clear, nearly invisible, and odorless, but can be easily identified by agitating the liquid in any way, which causes it to flash violently with varying hues of light. Due to its use in bringing down many nobles and royalty in past generations, it has been banned in nearly every established civilization. Being caught with it on your person is an instant death sentence. Acquisition: All recipes for this poison have been destroyed. One can only learn of its nature by asking the right person. Ask the wrong person, and you will be put to death. Market Value: ??? Legality: Highly Illegal Saving Throw DC: 22 Effect: A creature subjected to this poison must succeed on a Constitution saving throw or be poisoned. The poisoned creature feels no immediate effect, and is unaware of their condition. After a week, the creature gains an effect listed on the short-term madness table (DMG 259). When the short-term effect ends, they gain an effect from the long-term madness table (DMG 260). When the long-term effect ends, they gain a new long-term effect as well as an indefinite effect (DMG 260). After each long-term effect ends, they gain a new one until they die or are cured. This effect can only be cured by a greater restoration spell cast at 7th level or higher. 63
Bloodwine (Ingested or Injury) This thick, crimson positoxin includes garlic in its creation, making it particularly harmful to vampires and other undead with a vulnerability to garlic. Such creatures have disadvantage on their saving throws to resist the poison's effects. The bloodwine can also be consumed by a living creature, and it remains in the system of that creature for up to 12 hours. Any undead that attempt to consume the creature or drink its blood is affected by the bloodwine as if they had ingested it themselves. Acquisition: Bloodwine is made from a precisely distilled mixture of holy water, blood, and fine wine. Market Value: 250gp Legality: Legal Saving Throw DC: 11 Effect: An undead creature subjected to this poison must succeed on a Constitution saving throw, taking 10 (3d6) radiant damage on a failed save, or half as much damage on a successful one. Ghost Blossom Extract (Ingested or Injury) This cruel poison has no physically damaging effects, but causes the nerves in each limb to give the false sense of extreme pain, also causing violent muscle spasms. Acquisition: Ghost blossom extract is made from the nectar of the Ghost Blossom. Market Value: 420gp Legality: Illegal Saving Throw DC: 13 Effect: A creature subjected to this poison must succeed on a Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 3 or more, the creature drops any items it is holding. If the saving throw fails by 5 or more, the creature falls prone. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Lich Dust (Ingested or Inhaled) A lich is a legendary creature, and killing its mortal vessel is no easy feat. However, for the poisoner powerful enough to do so, the dust left behind by their cremated corpse can be used as a powerful poison. Acquisition: Lich dust is acquired by cremating the corpse of a fallen lich. Market Value: 2,400gp Legality: Illegal Saving Throw DC: 18 Effect: A creature subjected to this poison takes 35 (10d6) cold damage and must make a Constitution saving throw. On a failed save, the creature is paralyzed for 12 hours. The creature repeats the saving throw at the end of each hour. On a failed save, they take an additional 17 (5d6) cold damage, or take half as much damage and ending the effect on itself on a success. Tears of the Infernal (Contact or Injury) This poison is incredibly rare and incredibly dangerous to handle. Putting it in a vial that isn't correctly prepared will melt the glass, and attempting to apply it to weapons that lack magical protection will cause extreme pitting on the metal, often melting right through it. The safest way to handle it is with tools, containers, and vials lined with or made from pure copper. Acquisition: Tears of the infernal are a precise mixture of the preserved blood of a powerful fiend and the acid extracted from the glands of an adult black or copper dragon, which is then heated until it becomes a thin, black, viscous liquid. Market Value: 7,650gp Legality: Illegal Saving Throw DC: 22 Effect: A creature subjected to this poison must make a Constitution saving throw, taking 31 (7d8) acid and 35 (10d6) fire damage on a failed save, or half as much damage on a successful one. This effect ignores all resistances and immunities. Veinrot Poison (Ingested or Injury) This poison has a highly noticeable visual effect upon the victim. The veins closest to the surface of the skin become visibly black as the poison begins working its way through a victim’s bloodstream, turning the blood and the vessels into a rotten black ichor. Acquisition: This poison is created from the vein lily. Market Value: 500gp Legality: Illegal Saving Throw DC: 13 Effect: A creature subjected to this poison must succeed on a Constitution saving throw or take 5 (2d4) necrotic damage and become poisoned. While poisoned in this way, the creature's Constitution score decreases by 2. The poisoned creature must repeat the saving throw every 24 hours, taking 5 (2d4) necrotic damage on a failed save. Until this poison ends, the damage the poison deals can’t be healed by any means. After three successful saving throws, the effect ends and the creature can heal normally. 64
Void's Blood (Contact, Ingested, Inhaled, or Injury) The flower known as the black lotus is legendary - even amongst the gods. Its properties allow it to be used for a number of purposes: from fulfilling wishes, becoming one with the energies of other planes, and being used in high magic spells. But creating a poison out of the nectar is one of many uses. The nectar is not inherently dangerous on it's own, but when distilled with a number of highly rare ingredients and dangerous reagents, it becomes the most deadly and volatile substance imaginable - so much so, that it's destructive capability and propensity to absolutely destroy a being - body, mind, and soul - has not only outlawed it in almost every kingdom, but also most worlds and planes - as it is seen as heinous and taboo in it's way to completely sever a being from reality itself (including deities). Acquisition: Finding the recipe for this poison is nearly impossible - as many mortal and extraplanar entities have gone out of their way to destroy any and all trace of it's existence. This poison is refined from the extraordinarily rare black lotus flower, and with several expensive and powerful alchemy reagents, including units of dendricite, animite, and chlorophyte - taking several months to produce the silky void black, vaguely luminescent and foggy oil. Market Value: Priceless Legality: Highly Illegal and Sacrilegious Saving Throw DC: 30 Effect: This silky void of a liquid has no taste, no smell, no texture, never expires, and never loses potency. When exposed to open air, the black oil subsumes a white vapor indiscernible from regular white smoke. A creature subjected to this poison by any means must make a Constitution saving throw or take 28 (5d10) force, 28 (5d10) poison, 28 (5d10) psychic, and 28 (5d10) aetherion damage, or half as much damage on a successful one. This damage ignores all resistances and immunities. Regardless of if they succeeded the saving throw, they become poisoned. While poisoned in this way, the creature's Hit Points can never recover, they can never regain spells slots, they have their AC reduced by 5, and take 3 levels of exhaustion (even if they were previously immune to exhaustion). The poisoned creature must repeat the saving throw at the end of every turn, taking the same damage on a failed save. After three successful saving throws, the creature is no longer poisoned. If the creature's hit points are reduced to 0 by this poison, it eats away their body, mind, and soul, leaving nothing remaining. They cannot be restored to life by anything short of a wish spell. Handling this poison is incredibly dangerous - as one wrong move can end up erasing one would-be assailant from existence. Even the process of distilling this deadly, taboo substance will undoubtedly stir the ire of many powerful beings - and some may even take active steps to stop it from coming to existence. 65
I New Magic Items n this section you will find new magic items for a multitude of adventures. At the end of this section is a set of guidelines for creating your own magical items using a modular system to determine properties and rarity. Annihilation Javelin Weapon (javelin), very rare You gain a +2 bonus to attack and damage rolls made with this weapon. This may be used as a spellfocus with a +2 to your spell save DC This fragile, jagged, long section of animite hums faintly, and swirling white hot liquid can be seen racing within. This javelin is energized to it's critical capacity of souls, and is sealed with carved runes that scale up and down it's multifaceted faces - due to this sealing, these javelins cannot house further souls, nor cast "soul cage". Special Ability: This javelin has 4 "fragile" points - when all fragile points are expended, the javelin shatters. The javelin can only be used in the following ways: (costs 1 "fragile" point) You can make a melee attack with this javelin, dealing 2d6+2 piercing damage. (costs 4 "fragile" points) You can make a thrown ranged attack (30/120 feet) - dealing initial attack damage, and shattering the javelin Shattered - when the javelin shatters after losing all "fragile" points, it explodes - releasing the liquid animite within: The explosion extends in a 30 foot radius, dealing 2d20+10 Force damage, and 2d20+10 Aetherion damage to all creatures. If a creature is dropped to 0 hit points by this damage, they are disintegrated as per the "disintegrate" spell. Amulet of Titan's Kiss Wondrous item, legendary (requires attunement) This seemingly simple amulet is carved from Titan Marrow, and is scrawled with a myriad of intricate runes that are visible only by their barely noticeable inner glow. While wearing this amulet, you gain a +3 bonus to your natural AC. Bestows Advantage to all Charisma (Intimidation) and Charisma (Persuassion) checks you make. Once per dawn, bestows temporary hit points equal to 2x one of your hit dice. These temporary hit points last until the next dawn. (ex: a barbarian with d12 hit dice, rolls a 6 on one, therefore; gains 12 temporary HP until next dawn.) Bag of Colding Wondrous item, rare This white leather bag is a variant of the Bag of Holding. The bag itself it’s imbued magically to keep everything inside of it at 40 degrees Fahrenheit, allowing keeping any perishable chilled and freshed. The bag can hold up to 250 pounds, not exceeding a volume of 64 cubic feet. Bottled Light Wondrous item, uncommon As an action, you can snuff out a single, nonmagical light source up to the size of a large bonfire or multiple smaller light sources (equal to a large sized bonfire). The light is then stored inside the bottle for up to 8 hours. While the light is inside the bottle you can use a bonus action to cause it to shed bright or dim light up to what the original source could shed. Source Size Bright Light Dim Light Candle tiny 5 ft 5 ft Lamp tiny 15 ft 30 ft Torch tiny 20 ft 20 ft Lantern, hooded tiny 30 ft 35 ft Lantern, bullseye tiny 60 ft (cone) 60 ft Bonfire, small small 40 ft 20 ft Bonfire, average medium 60 ft 30 ft Bonfire, large large 80 ft 40 ft 66
Bow of the Living Land Weapon (any bow), legendary (requires attunement) This magical bow is made of living wood, and small buds and flowers grow along it's twisted branches appropriate to whatever the local plantlife is currently like. You gain a +2 bonus to attack and damage rolls made with this weapon. This bow may be used as a spellcasting focus. This bow grows its own living magical +2 ammunition as the string is drawn back - though you may fire any alternate ammunition if you so choose. Any ammunition that is created by the bow withers away and disintegrates into soil and native seeds 1 minute after being fired. You know which way is east and west, and when it is day or night - by the bow blooming flowers during daytime, and entering Nyctinasty (the process through which flowers close) during night. Attacks against creatures who possess the Etherealness ability or the Incorporeal Movement ability are made with Advantage - as you seemingly "pin" them to the material plane. Additionally, this bow has 5 charges, and regains 1d4+1 charges daily at dawn. While holding this bow you can cast goodberry at will, or expend 1 charge to cast the hunter's mark spell at 1st level. Bracelet of Half Shape Wondrous item, very rare (requires attunement by a druid or a character with wildshape or animal transformation capabilities) While wearing this bracelet you can halt your Wildshape transformation halfway through into an animal. While in this form you can still use weapons but not armor, you can also cast cantrips but you can't cast leveled spells. You also gain all the features you would normally get from your transformation. You can use this ability once per day for free, every time you use it thereafter you gain one level of exhaustion. This count resets at dawn. Cape of the Wanderer Wondrous item, rare (requires attunement) This cloak is made of woven wood and plant fibers, it seems tattered and rough as if it has been on the road for several years - potentially decades. While worn, this cape makes it's wearer difficult to notice, requiring a DC 15 perception check by onlookers to realize their presence. Once noticed, the wearer cannot be unnoticed by the onlooker until a minute has passed outside their line of sight. As an action, this cape can thrown into the air and be turned into a 50 foot diameter tent. This tent acts exactly as Mordenkainen's Private Sanctum Once used in this way, it cannot be used again until the next dawn. Censure of Exorcism Weapon (flail), legendary (requires attunement by a divine spellcaster) This holy object is intricately crafted from alchemical silver and gold, and has a tiny sliver of viridium held within it's burning feverus core. An incredibly rare item found exclusively amongst holy groups and ancient orders. You gain a +3 bonus to attack and damage rolls made with this weapon. Can be used as a holy symbol for the purpose of divine spellcasting. When loaded with oil and lit, for the next 10 minutes the area within a 60 foot radius is subjected to the following effects: Protection - The area comes under the effect of the protection from evil and good spell for the duration - targeting all outsider types (aberration, celestial, elemental, fey, fiend, and undead) with it's effect extending to anyone within that radius. Break Enchantment - All creatures within this radius are no longer charmed, frightened, or possessed by outsiders (aberration, celestial, elemental, fey, fiend, and undead). Form-Lock - Shapechangers can't transform or voluntarily end their transformations. Additionally, if making an attack while the oil is burning, every hit made with the censure deals an additional 1d6 aetherion damage, as well as the following effect Dismissal - When making an attack against an outsider (aberration, celestial, elemental, fey, fiend, and undead), you attempt to drive the creature back to it's home plane. The creature must succeed on a Charisma saving throw (DC 20) or be sent back to it's home plane (if it's not there already) - as per dispel evil and good. Down with Deities? As the censure does target outsider creatures, and contains within it a sliver of Viridium, all divine creatures are also subject to the effects of the censure - When a deity is in it's presence, it's Divine Rank drops by 1 rank until the censure is removed from their presence. 67
Chalk of Destiny Wondrous item, legendary Made from a myriad of ground monster bone, pinches of titan's ivory dust, and several rare alchemical reagents and imbued with the essence of every elemental genie. The recipe for which is thought to have been bestowed to an enchanter by a trickster god. This piece of chalk has 3 uses that cannot be replenished. You must write exactly what you want on a flat solid surface at least 5 feet wide and 5 feet tall. The chalk has the capability of altering reality to give you what you requested - as per the wish spell. Curse. No matter what you wish for, it will always come with some price to pay for it's existence. For example, you can write that you want infinite riches and you will successfully have it, but with these riches people will never accept your payments even if you offered 100 times more that what they requested - on account of their disdain of you or their absolute hostility with no reason. You could be a wizard that writes that writes that you can know and cast every single known wizard spell which it will grant you, but when you attempt to cast any spell it could always be one you were not trying to cast, may be the opposite of what you were trying to cast, or you simply take 5d10 necrotic damage each time you cast a spell from magical hemorrhaging. If you try to trick or con the chalk by writing that what you want won't have any consequences associated with it, the chalk turns to white hot ash and you become cursed. The curse can only be lifted with the wish spell. The DM will roll 1d10 which will determine how many effects there will be to the curse and the DM chooses these effects from the bestow curse spell. Casting remove curse on the chalk simply turns the chalk to white ash and cannot be restored by any means. Driftwind Anklets Wondrous item, very rare (requires attunement) These mithral anklets are embedded with aerocrystal studs and etched with visages of wind and breath. While you wear these anklets your move speed is increased by 10 feet, and your Dexterity bonus to your AC is increased by 1. The anklets have 3 charges and regain all charges at dawn. Spending a charge and speaking the command word allows you to run on the wind for 10 minutes, giving you a fly speed equal to your move speed - which allows you to dash on the wind as well. Each turn if you do not move while in flight you descend at a rate of 30 feet per round. Dragonbone Weapon Weapon (any), rare You gain a +2 bonus to attack and damage rolls made with this weapon. When you hit with an attack using this magic weapon, the target takes an extra 1d6 damage. The damage type that is determined by the kind of dragon that provided the bones (see the table). In addition, the weapon glows faintly when dragons are within 120 feet of it. Dragon Damage type Black Acid Blue Lightning Brass Fire Bronze Lightning Copper Acid Dragon Damage type Gold Fire Green Poison Red Fire Silver Cold White Cold If other dragon types exist in your world, consult your DM to determine the damage types they may confer. 68
Dragonplate Bulwark Armor (fortress plate), legendary (requires attunement) Based on the legends of Haedrig "Wyrmsbane" Olafson: The Dragonslayer Goliath, who in his life had united the goliath clans and brought unyielding wrath upon dragon-kind for the destruction of his homeland. This armor was made to mirror his original plate armor. Dragonplate bulwark is crafted from the bones of dragonkind, and is impossibly heavy, weighing 130 lbs - Requires a Strength of 20 to wear. While wearing this armor, you gain a +5 bonus to AC - armor is +3, shield is +2 (totals to 25 AC) - You gain advanced benefits of fortress plate Resistance to all bludgeoning, piercing, and slashing damage Chest mounted shield - removing the shield drops your AC to 21, but grants you the use of a +4 shield - still totaling to 25 AC. Dragonstand - You have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you gain a +3 bonus to Charisma (Intimidation) checks you make. Additionally, you ignore 10 points of damage done by any dragon-type creatures, as well as deal an additional 10 points of damage to all dragon-type creatures with your physical attacks. Absorb Breath - when targeted by a dragon's breath weapon, if you succeed on your saving throw against the attack, you absorb part of the breath and are charged. When charged, you deal 10 points of the designated breath type to all creatures within 5 feet of you - this damage ignores resistance, and treats Immunity as resistance. This ability lasts for 1 minute, and cannot be used again until next dawn. Ebony Bow Weapon (longbow), very rare (requires attunement) Fashioned from corrupted kirinwood, This dark bow was created by an old vampire in a dark ritual using the blood of his ancestors. You gain a +2 bonus to attack and damage rolls made with this weapon. When you hit with an attack using this magic weapon, you deal an additional 2d6+5 necrotic damage and you regain hit points equal to half the total damage dealt (minimum 1). Curse. This bow is cursed, ad becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the bow, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. Every day you must drink at least a gallon of humanoid fresh blood. For each day you don't drink, you gain 1 level of exhaustion. Finishing a long rest after drinking one gallon of blood reduces your exhaustion level by 1. If you die because of exhaustion, you become a vampire spawn on the next moonlight. 69
Essence Extraction Device Wondrous Item, uncommon This device looks is a leather bracer with a small syringe on the side. It allows its wearer to extract a creature's essence and store it in an empty glass vial connected behind the syringe. It has 4 charges, and it regains 1d4 expended charges daily at dawn. When you make a check for harvesting a creature, you can extract one unit of the creature's essence. Additionally, if you have a creature part, you can expend 1 charge to transform that part into one unit of the creature's essence - destroying the part, but gaining an essence. Ghost Weapon Weapon (any weapon), uncommon (requires attunement) Crafted with sinister salts, These spectral armaments are carried by ghosts, wraiths and other incorporeal undead creatures. The weapon weights only 1 pound, and can be used only by the creature attuned to it. A ghost weapon deals necrotic damage instead of its normal damage, and when you hit with an attack using this magic weapon, you deal an additional 2d4 necrotic damage. Gloves of Crafting Wondrous item, uncommon These leather gloves have a hammer and an anvil embroidered on each palm, and allows it's owner to craft items faster. While you're wearing the gloves, you count as two characters when you craft an item, reducing the crafting time to half (rounded up). Mask of the Medusa Wondrous Item, rare (requires attunement) While wearing this mask, you can use an action to cast the flesh to stone spell (save DC 13). You can cast the spell twice per dawn, and you regain any expended uses daily at dawn. Sunhallowed Spear Weapon (spear), legendary (requires attunement by a creature of good alignment) Crafted from celystine, aurorium, and hallowed salts, You gain a +3 bonus on attack and damage rolls made with this magic weapon. If you throw the spear, it flies back to your hand immediately after the attack. A sunhallowed spear naturally gives off bright light in a 10 foot radius. A sunhallowed spear deals radiant damage instead of its normal damage, and when you hit with an attack using this magic weapon, you deal an additional 2d6 radiant damage. If the target is evil aligned, that creature takes an extra 1d6 radiant damage. When you hit a fiendish creature with the sunhallowed spear, you can reroll the damage and use either result. Creature Essence Salts - alternate use Essence Salts are generally used for the creation of magic items that imbue that creature's essence into the fabric and function of the item to be crafted - but they have a generally unique usage in the midst of combat as well: As a bonus action, you coat a weapon or piece of ammunition with one unit of a Creature's Essence Salt - losing the salt. The next attack you make with this weapon against the corresponding creature type bypasses any damage resistance and treats immunity as resistance. The coating last for 1 minute, or until you make an attack with the weapon. Ignan salts - fire elementals Aquan salts - water elementals Terran salts - earth elementals Auran salts - air elementals Draco salts - dragons Jotun salts - giants Sinister salts - undead, cursed and shadowfell creatures Jovial salts - fey, otherworldly and feywild creatures Profane salts - infernal creatures Hallowed salts - celestial creatures Psudon salts - aberration creatures 70
Phial of Determination Potion, legendary Crafted by unknown means, these crystalline bottles hold a blood-like liquid with a floating, pulsating crimson spark - seemingly always stuck in place. The phial feels hot to the touch, and smells of sweat and blood. It is said that only a handful of these exist, and their construction, and origins, are unknown - but what is known is that these are highly coveted - as whole armies have fallen with their aid, and even gods have risen or been slain with these enigmas. There is only 1 way of using this incredibly powerful potion. Crush the entirety of the flask, taking 1 piercing damage. A hot surge of energy rushes through you: The next roll you take is a definitive, natural, critical 20. Phial of Resurrection Potion, very rare A Glowing, golden liquid resides inside this vial, it's contents sparkling and swirling. If held to the ear, a very faint heartbeat can be heard. If you pour the contents of this potion into the mouth of a dead creature, they immediately come under the effects of the "Resurrection" spell. Potion of Glibness Potion, very rare A favorite of diplomats, royalty, and the particularly shrewd trader - this seemingly liquid silver potion bubbles ever so slightly - and when uncorked, faint, harmonious humming can be heard within. When consumed, the creature comes under the effect of the "Glibness" spell for 1 hour. Potion of Primal Savagery Potion, rare Found amongst the brutal, wild and the desperate - this potion consists of a yellow-white liquid, which suspends inside it a small, sharp fang. When uncorked, the fang rapidly evaporates and the liquid begins bubbling violently and producing a bloody smelling mist. When consumed, the creature begins to - painfully - extend both their fingernails into claws, and their teeth into fangs. They come under the effects of a 5th level "primal savagery" cantrip for 1 minute - making their unarmed attacks deal 2d10 slashing or piercing damage (claw or fang). Potion of Prowess Potion, legendary This ghastly, bright, white-blue liquid gives off a faint humming that can be heard even from several feet away. Its contents are always swirling with what look like small figments of bull hair. If the stopper is removed, the hairs within all ignite into white-hot embers, and the liquid begins spinning into a vortex within - a high pitched humming can be heard, and the mixture becomes blinding to look at. When consumed, the creature begins to glow the same color as the liquid, and comes under the effects of "Tensers Transformation" - without the need to maintain concentration, for 10 minutes. You gain 50 Temporary hit points. If any of these remain when the effects end, they are lost. You have advantage on attack rolls you make with simple and martial weapons. When you hit a target with a weapon attack, that target takes an extra 2d12 force damage. You have proficiency in with all armor, shields, simple weapons, and martial weapons. You have proficiency in Strength and Constitution saving throws. You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks. Immediately after the effects end, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion. 71
Potion of Unleashed Potential Potion, mythical This potion is a rarity amongst both mortals and divine. Sought by kings, tyrants, demon lords, angelic protectors, commoners, and thieves alike - these vials of deep, murky dark purple liquid are spotted with motes of starlight within. The container which holds it seemingly vibrating in place at the raw power held inside it's thin walls. These potions are incredibly rare, and just finding one will possibly attract attention the likes of which could be extremely beneficial - or horrifyingly terrible. When the stopper is undone, the contents within begin to exude a wispy fog of purples, blues, blacks, and greys - mottled with with glowing embers of light - and whispers of promises, power, and potential can be heard. The liquid is beyond ice cold. When consumed, the creature is granted a Wish, as per the "Wish" spell. Potion of Wrath Potion, rare A favorite amongst brutes, warriors, thugs, and soldiers - this pitch black, tar-like liquid produces small bubbles of blood-like bursts throughout itself. Smelling like spoiled blood, burning metal, and pure alcohol, this potion tastes as bad as it looks, and is especially syrupy when poured. When consumed, the creature flies into a fit of anger, coming under the effects of a barbarian's "rage" - a barbarian drinking this gains additional benefits and does not use a rage point. While raging, you gain the following benefits if you aren't wearing heavy armor: You have advantage on Strength Checks and Strength saving throws. When you make a melee weapon Attack using Strength, you gain a +2 bonus to the damage roll. You have Resistance to bludgeoning, piercing, and slashing damage. If you are able to cast Spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on Your Turn as a Bonus Action. Barbarians who drink the potion gain the following: You not only have advantage on Strength check and Strength saving throws - but you also gain a +2 to both. Your rage damage bonus is increased by 2. You not only have resistance to physical damage, but you also ignore 5 points of any damage that is dealt - even from magical. Power Pole Weapon (quarterstaff), legendary (requires attunement) Crafted from Aetherwood - stained with red paint. You gain a +3 bonus on attack and damage rolls made with this magic weapon. Can be used as a spellfocus. When targeted by a spell attack or similar magical effect, you gain a +3 "Parry" AC bonus to the attack. This 5-foot staff weighs 3 pounds and does not get heavier regardless of how long it becomes. This staff has 5 charges and regains 1d4+1 charges daily at dawn. Dodge. Expending one of the weapon’s charges, you can take the Dodge action as a bonus action on your turn. Stretch. While holding this staff, you can spend a charge and speak its command word as a bonus action to cause it to extend outwards from each end at a rate of 30 feet - per charge - each turn. Each end of the rod only stops extending if you will it to stop, the rod hits a solid surface, or the rod reaches a total extended length of 150 feet. While stretched, the weapon’s reach equals its length, and you have advantage on Dexterity (acrobatics) checks. If either end might strike a creature no more than one size larger than you while extending, that creature must make a DC 15 Dexterity saving throw. On a failed save, the rod strikes the target and you may choose whether to stop the rod's extension or will it to continue. If you will it to continue, then you must roll a Strength (Athletics) check contested by the target’s Strength (Athletics) check. If you succeed, then the target is stunned until the rod finishes extending. If you fail, then the rod stops extending. If both ends of the rod extend and stop at solid surfaces which can hold it in place, the rod can support up to 1,000 pounds. You can make the rod retract by using a bonus action to either let go or speak the command word again. It has AC 15 and 20 hit points. 72
Tassels of Enchantment Wondrous Item, rare (+1), very rare (+2), legendary (+3) (requires attunement) These magical charm tassels are made from a variety of substances - usually carved bone, engraved stones, gilded feathers, or intricately forged metal symbols, and affixed to a series of woven hair, rope or string You can affix these magical tassels to a weapon, shield or suit of armor. That item gains a bonus to attack and damage rolls if it is a weapon, or a bonus to AC conferred if it is armor or a shield. The bonus depends on the rarity of the tassels, and the tassels cannot be affixed to a magic item. Vorpal Spear Weapon (any spear that deals piercing damage), legendary (requires attunement) You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to piercing damage. When you attack a corporeal creature and roll 20 on an attack roll, you impale the creature, killing it instantly. A creature is immune to this effect if the creature is incorporeal, immune to piercing damage, has legendary actions, or the DM decides it is too large to be impaled. Such a creature instead takes an extra 6d8 piercing damage from the hit. Zephyr Shield Armor (shield), rare (requires attunement) This spiraling, bronzed mithral shield is enchanted with a set of intricate runes, forming the image of interlocking vortexes of wind - and weighs incredibly light. This shield has 5 charges and regains 1d4+1 charges at dawn. If you are hit with a melee weapon attack while wielding this shield, you can expend 1 charge and use your reaction to blast the triggering creature with strong wind. The triggering creature must succeed on a Strength saving throw (DC 15) or be pushed 15 feet away from you. In addition you can spend 3 charges to cast the spell wind wall (save DC 15). 73
Zetto's Bottled Maelstroms Wondrous Item, very rare The primordial power of the destructive forces of nature, barely contained within the flasks in your hand. These elemental bombs are one of the few - but powerful - creations brought upon by the elemental studies of the Legendary Battlemage: Zetto Mildari. When you're too busy to cast a spell in trouble, or unable to set up an oil & alchemists fire bomb - using these flasks can enable adventurers to clear rooms, level structures, and create chokepoints in a matter of seconds. Fairly simple - yet elegant - in design these glass flasks are covered in gold plated ceramics etched with intricate runes that continuously contain the elemental substance. Upon impact with a hard surface, the flask and ceramics shatter and release the contents within. The ensuing release of energy is both explosive and volatile, resulting in a swirling mass of gyrating elemental energies As an Action, you can throw the flask. This weapon counts as a "finesse" weapon for the sake of the throw. Make an improvised ranged weapon attack, up to 60 feet away. The flask explodes upon impact, releasing a swirling maelstrom of the predetermined type: A storm of elemental energies spreads from the center of impact out in a radius of 60 feet. This storm lasts for 5 rounds (30 seconds), and is considered difficult terrain. All Creatures in the area upon initial impact must make a DC 15 Dexterity Saving throw, taking (4d8) elemental damage and are knocked prone on a failure; or half damage and no prone on a success. All creatures who start their turn inside the maelstrom -or walk into it - must make the check above. Bomb Types The following table contains the types of Maelstroms found within the flasks. Contents Color Element Lime Droplets Acid White Frost Cold Red Flames Fire Grey Streams Force Blue Bolts Lightning Black Fog Necrotic Silver Sparks Physical Green Gases Poison Pink Screaming Faces Psychic Yellow Flashes Radiant Purple Pulses Thunder Multicolor Nebula Aetherion Why not higher rarity - bottled maelstroms? As with the Annihilation javelins, The purpose for bottled maelstroms being "very rare" as opposed to "legendary" is due to being limited use items. Make no mistake, these are incredibly powerful and legendary. 74
Zetto's Tomes of Elementalism Wondrous Item, legendary These tomes are relics left behind by the legendary elemental wizard and arcane warrior: Battlemage Zetto Mildari. Zetto spent his life focused on the more martial focus of elemental and war magics, living in a time of war against the dragon hoards of ages past, and knowing that not every warrior could wield magic, he focused his studies on ways to derive magic energies in more physical manners. His studies led him to discover and invent various new methods of spells and abiltiies that turned the tide in many a battle against those who stood in his way. His malleable view on magic allowed him to forge the weave into tomes of his choosing, creating books that - when read - would tap into the pools of elemental magic that gave him such great power...for a price. Raw Conduits - These tomes are written in cipher and a multitude of arcane languages that tap into their respective sources of elements, which when read, are activated, burn pages within the book and the magical reagents that are contained within the writing itself - This activates a conduit into the weave that instills raw power into the reader. The command words are contained within the front cover of each book. Requiring an DC 15 Arcana Check to properly read and understand. After which, all one needs to do to activate the book is open it to its gilded pages, recite the command word, and witness the symbols, runes, and ciphers magically flitter across each page with extreme speed, and then endure the price that comes with reading the tome... A Price for Power - After reading the tome, the conduit opened by the weave must now be endured. As pure magic pours from the burning pages, the reader must now be able to face the raw power of their chosen element. As the raw elemental energies surge through the reader, they must make a DC 15 Constitution Saving throw taking (4d10) damage of the chosen elemental type - or half as much damage on a success - as their body struggles to contain the energy. After they have succeeded in retaining the energy, their body is now overcharged with raw elemental power - which is now evident by the flaring aura of that element. This power transfers into corresponding elemental spells as well as melee, & ranged attacks. Unfortunately, the overcharge comes at a price - both of sight and body - as the reader loses their initial sight, becoming blind for the duration. Additionally, the overcharge does not confer any form of superior resistance or immunity to the damage type (save for any pre-existing resistances or immunities the reader may have had.) The reader, hoewever, does take less damage from the elemental type. Tome of Elementalism Written by Zetto the Battlemage, This sacrificial tome is inscribed with words of elemental power and serves as a conduit that instills raw energy into those who read the contents within. Each Tome has 3 Charges, which cannot be replenished once expended. Only 1 charge can be used every 24 hours Command Words A Tome of Elementalism is inscribed with a command Word written in Primordial on the inside front cover (read 'Raw Conduits'). Energy Backlash After reading the Tome, one must make a saving throw to endure the tumultuous output of elemental energy being weaved into them (read 'A Price for Power'). Elemental Overcharge Once read and endured, the reader is now instilled wtth resonating elemental energy of the chosen type. Sacrificial Tome As the Tome is read, the pages burn with arcane energy and are rendered useless and ruined after being used. After all 3 charges are expended, the book disintegrates into fine white dust. Elemental Overcharge The Reader of the Tome becomes overcharged with elemental energy. The following effects last for 5 minutes. Elemental energy wraps and races across your body, creating effects similar to the selected element in the "Elementalism Table". You take 10 less damage of the associated type. The raw flow of power from the tome's pages scours itself into your sight, rendering your normal sight useless for the duration, but gaining blindsight for 60 feet for the duration. Any Creature that moves within 5 feet of you the first time on a turn or ends its turn there takes (1d10) Elemental damage All melee and ranged attacks the reader makes deal an additional (4d10) Elemental damage All spells that deal the associated damage type deal an additional (4d10) Elemental damage more. Spells that do not deal the associated damage type deal an additional (2d10) Elemental damage instead, as the energy warps the spells power output. (A Spell must deal damage in some way for this to apply) 75
Elementalism Table The Tomes produce effects according to the elements that are present upon the covers. The Effects are extrapolated upon after the table. Tome Color Element Effects Lime Acid Corrosive Pooling White Cold Frosted Fog Red Fire Fiery Smoke Grey Force Shifting Aura Blue Lightning Energized Storm Black Necrotic Dark Shadows Silver Physical Sparking Body Green Poison Noxious Gas Pink Psychic Dissonant Spirit Yellow Radiant Brilliant Aurora Purple Thunder Reverberating Moves Multicolor Aetherion Omnichromatic Clouding Elemental Effects Here are the visual effects of each elemental overcharge. Acid - Corrosive Pooling Acid pours and pools off of you, creating an expanding puddle and aura that follows you as you move. Cold - Frosted Fog A cold fog of frost, snow, and ice swirls around you, freezing the surrounding area. Fire - Fiery Smoke Fire and embers swirl and dance around you, producing a heated cloud of fiery smoke and flames that burn the area. Force - Shifting Aura Your movements leave displacing afterimages of your body and your form glows with unnatural arcane force, blasting the surroundings. Lightning - Energized Storm Electricity arcs and tears around you, forming a mass of energized bolts that strike the vicinity. Necrotic - Dark Shadows Darkened shadows of decay and death swirl and seep from you, corrupting the area around you. Physical - Sparking Body Your body is wreathed in a slight aura of sparking metal and dust that lacerates, punctures and strikes everything around you. Poison - Noxious Gas A cloud of vile and lethal poison pours from you and infects the surrounding area. Psychic - Dissonant Spirit Your soul warps and flares off of you, becoming visible as a shifting mass of energy and whispers that terrifies or astounds all those who see it. Radiant - Brilliant Aurora Light flares and flickers all over your body, becoming an extremely bright and shining aura. Thunder - Reverberating Moves Your body vibrates and resounds with a charged ringing that threatens to obliterate the surrounding Aetherion - Omnichromatic Clouding You are subjected to a maddening array of all previous Elemental effects above at once, and surrounded by an aura of multichromatic colors. 76
E Modular Magic Items very magical item has properties which can go from dealing additional damage, giving resistance to a particular damage type, allowing a character to cast spells, increase their attributes and more. This section gives both players and DMs some guidelines to create custom magic items, which can also be crafted using the previous rules. The character level determines the recommended levels a character should have to gain access to a specific tier. For example, a 3rd level character should have a tier 1 item, while a 9th level character can have a tier 3 item or lower. A Magical item can only be enchanted or magically altered up to 3 separate times after their initial creation; therefore, a magical item made from exceptionally rare materials and high enchantments to start with will yield a more powerful magical weapon after being further enchanted. Character Level Item Tier Item's Rarity 1st - 4th Tier 1 Common 5th - 8th Tier 2 Common 9th - 12th Tier 3 Uncommon 13th - 16th Tier 4 Rare 17th - 20th Tier 5 Very Rare 21st - 24th Tier 6 Legendary 25+ Tier 7 Mythical Item Tiers Any magic item created using these rules have an item tier, which determines the number and rarity of properties for that item. For more information about uncommon and rarer properties, see the "Item Properties" section, below. A tier 1 item has only a minor property, tier 2 and higher items can have one minor property alongside their other properties that gives a simple feature or effect to it for free. The following table shows the properties rarity for magic items for every tier. Property Rarity per Tier Tier Property 1 Property 2 Property 3 Property 4 Tier 1 Minor - - - Tier 2 Uncommon Uncommon - - Tier 3 Rare Uncommon - - Tier 4 Rare Rare Uncommon - Tier 5 Very Rare Rare Rare - Tier 6 Legendary Very Rare Rare - Tier 7 Mythical Legendary Very Rare - Artifact Mythical+ Mythical+ Legendary+ Very Rare+ Item Properties In the following tables you can find various magical properties divided by type. It's up to the DM to determine if an item can have the same property multiple times and if its possible to add a property to a particular item. For example, a character can't add the Armor I property twice to a tier 3 magic armor, and that character cannot add the Weapon II or Vampiric II properties since an armor isn't made for dealing damage. Spells and Charges If an item has the charges or spell properties, the creator must decide which spell to add when creating the item. The character must have proficiency in the Arcana skill and must provide any material components required for the casting of the spell. Moreover, the character must have the spell prepared, or it must be among the character's known spells, in order to add that spell to the item. For items with the Spell property, a character can choose only one spell to add. The spell level is determined by the charges in the property rarity. For example, an item that has the Spell III property with the lightning bolt spell, that spell will be cast as a 7th-level spell every time a character uses it. For items with charges, a character can choose to add various spells. The number of spells and the spell level is determined by the rarity of the property, as shown in the following table. Property Number of Spells Maximum Spell Level Charges I 1 1st Charges II 2 3rd Charges III 3 5th Charges IV 4 7th Charges V 5 9th Each charge equals 1 spell slot level. For example, expending 1 charge allows the character to cast a 1st-level spell the item has, and expending 5 charges allows the character to cast a 5th-level spell the item has. 77
Minor Properties Property Description Beacon I The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional10 feet, or to extinguish the light. Compass The wielder can use an action to learn which way is north. Conscientious When the bearer of this item contemplates or undertakes a malevolent act, the item enhances pangs of conscience. Delver While underground, the bearer of this item always knows the item's depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward. Gleaming This item never gets dirty or soiled. Guardian The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated. Harmonious Attuning to this item takes only 1 minute. Hidden Message A message is hidden somewhere on the item. It might be visible only at a certain time of the year, under the light of one phase of the moon, or in a specific location. Key The item is used to unlock a container, chamber, vault, or other entryway. Language The bearer can speak and understand a language of the DM's choice while the item is on the bearer's person. Sentinel I Choose a kind of creature that is an enemy of the item's creator. This item glows faintly when such creatures are within 120 feet of it. Song Craft Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song. Strange Material The item was created from a material that is bizarre given its purpose. Its durability is unaffected. Temperate The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. Unbreakable The item can't be broken. Special means must be used to destroy it. War Leader The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer's next turn. Waterborne This item floats on water and other liquids. Its bearer has advantage on Strength (Athletics) checks to swim. Wicked When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer's urge to do so. Illusion The item is imbued with illusion magic, allowing its bearer to alter the item's appearance in minor ways. Such alterations don't change how the item is worn, carried, or wielded, and they have no effect on its other magical properties. For example, the wearer could make a red robe appear blue, or make a gold ring look like it's made of ivory. The item reverts to its true appearance when no one is carrying or wearing it. Uncommon Properties Property Description Ability Increase I Increase an Ability Score to 16 Armor I The item grants you an additional +1 AC Charges I The item has 3 charges (DC 11). It regains 1d2 expended charges daily at dawn Damage I The item deals an extra 1d6 damage Luck I While this item is on your person, you gain a +1 bonus to ability checks and saving throws. Movement I The item grants a climbing or swimming speed equal to the walking speed Permaspell I You can cast one cantrip at will (DC 11) Skill I The item grants a +5 bonus to one skill Slayer I The item deals an extra 2d6 damage against a specific creature type Spell I You can cast a spell at 3rd level once per long rest (DC 11) Vampiric I On a critical hit, you regain 1 hitpoint Weapon I You gain a +1 bonus on attack/damage rolls 78
Rare Properties Property Description Ability Increase II Increase an Ability Score to 18 Armor II The item grants you an additional +2 AC Beacon II The item shed bright light in a 40-foot radius and dim light for an additional 40 feet Charges II The item has 5 charges (DC 13). It regains 1d4 expended charges daily at dawn Damage II The item deals an extra 1d8 damage Defense I Damage that you take from one damage type is reduced by 5. Luck II While this item is on your person, you gain a +2 bonus to ability checks and saving throws. Permaspell II You can cast one 1st-level spell at will (DC 13) Returning The item has the thrown property (20/60) and it flies to your hand after attacking Sentinel II The item glows faintly when a creature of a specific type is near (240 feet or less) Skill II The item grants advantage to one skill check Slayer II The item deals an extra 3d6 damage against a specific creature type Spell II You can cast a spell at 5th level once per long rest (DC 13) Supercharged I The item has 2x as many charges, and regains another die of charges per dawn Vampiric II On a critical hit, you regain hitpoints equal to half the damage dealt (minimum 1) Vicious I When you roll a 20 on your attack roll with this weapon, the target takes an extra 7 damage of the weapon's type Weapon II You gain a +2 bonus on attack/damage rolls Very Rare Properties Property Description Ability Increase III Increase an Ability Score to 20 Armor III The item grants you an additional +3 AC Beacon III The item shed bright light in a 80-foot radius and dim light for an additional 80 feet Charges III The item has 7 charges (DC 15). It regains 1d6 expended charges daily at dawn Damage III The item deals an extra 1d10 damage Defense II You gain resistance to one damage type Luck III While this item is on your person, you gain a +3 bonus to ability checks and saving throws. Permaspell III You can cast one 2nd-level spell at will (DC 15) Sharp I When you roll a 20 on your attack roll with this weapon you lop off one of the target's limbs, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead. Siege I This item deals 2x damage to objects and structures Spell III You can cast a spell at 7th level once per long rest (DC 15) Spellguard While wielding this item, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you. Supercharged II The item has 3x as many charges, and regains another 2 dice of charges per dawn Superiority I This item's damage ignores resistance to a particular damage type. Swift I You can make one attack as a bonus action Vampiric III On a hit, you regain hitpoints equal to half the damage dealt (minimum 1) Vicious II When you roll a 20 on your attack roll with this weapon, the target takes an extra 14 damage of the weapon's type Weapon III You gain a +3 bonus on attack/damage rolls Materials & Magic In regards to material bonuses, some guidelines are needed: If an item is made with more than one material, the one with the higher bonus to attack/damage rolls or AC overrides the other. The Max Magical Bonus for items is +5. 79
Legendary Properties Property Description Ability Increase IV Increase an Ability Score to 22 Armor IV The item grants you an additional +4 AC Charges IV The item has 9 charges (DC 17). It regains 1d6+2 expended charges daily at dawn Damage IV The item deals an extra 1d12 damage Defense III You gain Immunity to one damage type Luck IV While this item is on your person, you gain a +4 bonus to ability checks and saving throws. Permaspell IV You can cast one 3rd-level spell at will (DC 17) Sentience The item is blessed (or cursed) with a form of sentience that is attributed to it's function. Refer to page 214 in the Dungeon Master's Handbook for how this sentience develops and acts. Sharp II When you roll a 20 on your attack roll with this weapon you lop off the target's head - if it has a head. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon - it instead takes an extra 6d8 slashing damage from the hit. Siege II This item deals 3x damage to objects and structures Spell IV You can cast a spell at 9th level once per long rest (DC 17) Supercharged III The item has 4x as many charges, and regains another 3 dice of charges per dawn Superiority II This item's damage ignores resistance to a particular damage type, and treats Immunity as resistance. Swift II You can make two attacks as a bonus action Vampiric IV On a hit, you regain hitpoints equal to the damage dealt (minimum 1) Vengeance While you hold the weapon, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. Vicious III When you roll a 20 on your attack roll with this weapon, the target takes an extra 21 damage of the weapon's type Weapon IV You gain a +4 bonus on attack/damage rolls Mythical Properties Property Description Ability Increase V Increase an Ability Score to 24 Armor V The item grants you an additional +5 AC Charges V The item has 10 charges (DC 19). It regains 1d6+4 expended charges daily at dawn Damage V The item deals an extra 2d6 damage Luck V While this item is on your person, you gain a +5 bonus to ability checks and saving throws. Permaspell V You can cast one 4th-level spell at will (DC 19) Spell V You can cast a spell at 10th level once per long rest (DC 19) Supercharged IV The item has 5x as many charges, and regains another 4 dice of charges per dawn Superiority III This item's damage ignores both Immunity and Resistance to a particular damage type. Vampiric V On a hit, you regain hitpoints equal to double the damage dealt (minimum 1) Vicious IV When you roll a 20 on your attack roll with this weapon, the target takes an extra 28 damage of the weapon's type Weapon V You gain a +5 bonus on attack/damage rolls Artifacts Artifacts are incredibly rare and powerful objects that maintain a massive amount of magical energies within them, using many a method to craft them. The properties of an Artifact are heavily steeped in why they were created, and can even have the effects of one or multiple other magical items. Refer to Page 219 of the Dungeon Master's Handbook for further details for crafting artifacts. 80
Evolving Items You can use the modular magic item rules for creating an item that will evolve with a specific character. First, make sure to give something to the item so it makes the character the only one to use it, such as adding a class prerequisite for attuning to the item. You can also link it with the character's story and important events, like being the weapon his father used when he was an adventurer. Evolving Requirements To evolve an item to a tier, the character must be at least at the minimum level required for each tier to evolve the item. For example, a 7th level character cannot evolve his or her magic item to tier 3 until reaching 9th level. Additionally, even if a character has level to evolve the item to the next tier, it's up to the DM to determine an additional task or a triggering event to allow the item to evolve. This requirement gives a bit of background to the item, and also allows the DM to create some special quests to discover the item hidden features. Here're some sample requirements you can use: The character must slay a number of creatures with the weapon. The item must be placed on the altar found in the top of an abandoned wizard tower, or an ancient grave to the character's ancestors. The character must gain a deity or other entity's favor. The character must defeat an old enemy of the weapon's creator. The item evolves after saving a group of innocents from the claws of a tyrant. The character must execute a light (or dark) ritual. The item evolves when the character makes a big sacrifice for a personal cause. Item Tiers and Evolving Items Whenever an item evolves into a new tier, you can upgrade the properties to a rarer level following the same table from the Item Tiers section. Tier 1 Common items without any special property - or a Minor property. Tier 2 When it evolves to this tier: you can add two Uncommon properties to the item. Tier 3 When it evolves to this tier: you can upgrade one Uncommon property to Rare. Tier 4 When it evolves to this tier: the item gains an extra Uncommon property you can upgrade one Uncommon property to Rare. Tier 5 When it evolves to this tier: you can upgrade one uncommon property to Rare. you can upgrade one Rare property to Very Rare Tier 6 When it evolves to this tier: you can upgrade one rare property to Very Rare. you can upgrade one Very Rare property to Legendary. Tier 7 When it evolves to this tier: you can upgrade one Rare property to Very Rare. you can upgrade one Very Rare property to Legendary. you can upgrade one Legendary property to Mythical. Artifact When it evolves to this tier: the item gains an extra Very Rare property. You can upgrade one Legendary property to Mythical. You can upgrade one Very Rare property to Legendary. The item also gains additional features with your DM's approval according to the Artifact. Taking and Replacing Properties Since these rules are based on evolving the weapon properties instead of changing them to other, I don't recommend replacing one property with another at higher tiers, but it's up to you if you want to do so. For example, replacing the Damage II property with the Vampiric III property when evolving to tier 4. A reason for replacing properties could be related with the item background story or a very particular event, such as discovering that the item contains the soul of an evil creature, replacing the "good-aligned" properties when the soul is awakened, like replacing the Beacon I property to a Damage I property (necrotic) for a weapon. Alternatively, you can avoid taking one property at the beginning rarity, and then take a rarer property at higher tiers. For example, when creating an armor, you only choose the Ability Increase I property and leave the second property empty at tier 2. Then, when the armor evolves to tier 3, you upgrade the Ability Increase to II and you also pick the Armor I for the second property. 81
Triggering Event Example A 3rd level character is rewarded with Igni, a longsword used by his family for generations to defend the city against evil. Since he is a 3rd level character, the weapon is at tier 1, so it's just a basic longsword with a nice name, a background history, and the Guardian minor property (for now). The character continues its adventures using the longsword, and after some adventures he reaches level 5. In this moment, his father tells him that the longsword has special abilities, and the character needs to prove himself worthy to unleash those abilities. For this, he must destroy an old fire elemental that attacked the city years ago. In this case, the character has the first requirement completed (reach level 5 to evolve the weapon to tier 2), but the weapon will not evolve until the character kills the fire elemental mentioned by his father. After reaching 6th level, the character decides to enter the elemental lair and fight with the creature, and at the moment he destroys the elemental, the essence of the creature is drained by the longsword, and with that the weapon evolves to tier 2, giving the weapon a +1 to attack and damage and an extra +1d6 fire damage on a hit. Evolving Weapon Example Igni (Tier 1) Weapon (longsword), Common (requires attunement) Same stats as the longsword found in the Player's Handbook, plus the beacon I minor property (bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light.) Igni is forged from Feverus steel, granting an extra 1d6 (nonmagical) fire damage on strike. Igni (Tier 2) Weapon (longsword), Common (requires attunement) You gain a +1 on attack and damage rolls made with this weapon. When you hit with an attack using this weapon, the target takes an additional 1d6 fire damage. Igni (Tier 3) Weapon (longsword), Uncommon (requires attunement) Increase the bonus to attack and damage rolls to a +2 Igni (Tier 4) Weapon (longsword), Rare (requires attunement) Increase the additional damage to 1d8 fire damage. As an action, you can now cast the firebolt cantrip at will - at your level, using your melee attack as the spell attack. (Increases by 1d10 at 5th, 11th, 17th, 23rd, and 29th level) Igni, Soul of the Ember (Tier 5) Weapon (longsword), Very Rare (requires attunement) Increase the additional damage to 1d10 fire damage As an action, you can now cast the firebolt cantrip at will - at your level, using your melee attack as the spell attack. And as a reaction, you can cast hellish rebuke at 1st level (DC 13). Igni, Flame of Heroes (Tier 6) Weapon (longsword), Legendary (requires attunement) Increase the bonus to attack and damage rolls to a +3 Increase the additional damage to 1d12 fire damage. Igni, Fire of the Gods (Tier 7) Weapon (longsword), Mythical (requires attunement) Increase the bonus to attack and damage rolls to a +4 Increase the additional damage to 2d6 fire damage. As an action, you can now cast the firebolt cantrip at will - at your level, using your melee attack as the spell attack. And as a reaction, you can cast hellish rebuke at 2nd level (DC 15). As an Action, you can can Aganazzar's Scorcher at 2nd level (DC 15). Igni, The Grand Conflagration (Artifact) Weapon (longsword), Mythical (requires attunement) Having tasted the essence of fire elementals, the blood of pit fiends, and the ichor of a dark god - blessed by the ancestors and reforged into a new form: Igni has now transformed into the epitome of fiery wrath. Increase the bonus to attack and damage rolls to a +5 As an action, you can now cast the firebolt cantrip at will - at your level, using your melee attack as the spell attack. And as a reaction, you can cast Hellish Rebuke at 3rd level (DC 17). As an Action, you can can Aganazzar's Scorcher at 3rd level (DC 17). And finally, as an action, you can cast Fireball at 3rd level (DC 17). As a bonus action Igni sheds bright light in a 80-foot radius and dim light for an additional 80 feet, or to extinguish the light. At the DM's approval, Igni has gained the "Defense III" property - granting immunity to fire damage. As per the "Artifacts" section - Igni now gains beneficial and detrimental properties: Minor beneficial property: While attuned to Igni, you gain a +1 bonus to AC. Major beneficial property: While attuned to Igni, your walking speed increases by 10 feet. Minor detrimental property: While attuned to Igni, your complexion takes on the appearance of cracked and scorched skin, with embers dancing between the cracks. Major detrimental property: Creatures with a CR of 0, as well as plants that aren't creatures, drop to 0 hit points and are lit aflame when within 10 feet of Igni. 82
T More Info he original info for materials, crafting items, creature harvesting, enchanting, and more can be found in The Complete Crafter made by AeronDrake. This Supplemental guide was mostly made to supply more items and themed equipment for my homebrew world of high magic, as well as all others that may benefit from it. I do not claim any of the content in here as strictly my own, as it has be accumulated through various sources and materials throughout the years - i have merely consolidated it for the purpose of easy access. Some material may be of my own design - or heavily influenced by other sources. Other References: (Me) Spartan127's Pryxis's Pages of Pure Magic Matthew Eckart's Poisons for 5th Edition THANK YOU Enjoy my Work? If you enjoy my work and wish to support me, feel free to buy me a coffee! My Patreon: patreon.com/Vassal127