Tactician’s Chess Set Bishop. As a bonus action on each of your turns, you can take the
Dash action. When taking the Dash action, your movement doesn’t
Wondrous item, legendary (requires attunement) provoke opportunity attacks.
This set of chess pieces is kept in a leather or velvet pouch; a Queen. You gain the benefits of the pawn, rook and bishop. The
complete set consists of sixteen pieces (eight pawns, two rooks, two pouch seals itself, and you can’t draw another chess piece until the
knights, two bishops, one queen and one king). If the set is missing next dawn.
any pieces or if one or more pieces are destroyed, the remaining King. As an action, you can cast mass suggestion (save DC 15) once.
pieces become nonmagical. The pieces feel identical to one another After casting the spell, the pouch seals itself, and you can’t draw
in the pouch and only reveal their true nature when drawn from another chess piece until the next dawn.
the pouch. After drawing any combination of three pawns, rooks, knights,
As an action, you may draw one random chess piece from the or bishops, the pouch seals itself and you cannot draw any more
pouch. (You may use an altered deck of playing cards, treating twos pieces until the next dawn.
and threes as pawns, red jacks as rooks, black jacks as knights, red
aces as bishops, and a queen and king of any suit as the king and Tankard of Detoxification
queen to simulate drawing chess pieces from the pouch.)
As soon as you draw a piece from the pouch, its magic takes effect. Wondrous item, uncommon
Once a piece is drawn, it fades from existence and returns to the Images of toxic plants and serpentine fangs dripping with venom
pouch. Unless otherwise specified, a chess piece’s effects end after adorn this ceramic drinking. Any food or drink placed inside the
1 hour or when you draw another chess piece from the pouch, tankard is purified and rendered free of poison and disease.
whichever comes first.
Pawn. When a creature scores a critical hit against a friendly
creature, you may use your reaction to make a melee weapon attack
against that creature, if it is within reach. You have advantage on
that attack roll.
Rook. You gain a +1 bonus to your AC.
Knight. Your jump distance is tripled.
Tankard of Detoxification
Tactician's Chess Set Tiara of Psychic Stability
200 Chapter Seven | Magic Item Compendium
Tiara of Psychic Stability Wards
Wondrous item, rare (requires attunement) Wondrous item, minor
Thin, lead filaments are intertwined into the fabric of this silver Wards are small tokens, typically shaped like shields or helmets,
and gold crown. While wearing it, you have advantage on saving that contain protective power. As a bonus action, you can expend a
throws to resist divination spells or any effects that would sense ward to create a minor protective effect, destroying the item.
your emotions, read your thoughts, or give you the charmed Ward of Health. You can expend this ward to regain 2 hit points.
condition. You also gain resistance to psychic damage. Ward of Protection. You can expend this ward to increase your AC
Furthermore, while wearing the crown, Charisma checks made by by 1 until the end of your next turn.
other creatures to deceive, intimidate, or persuade you are made Ward of Resistance. You can expend this ward to gain resistance to
with disadvantage. If the creature makes a Charisma check against bludgeoning, piercing, and slashing damage until the end of your
a group that includes you, that creature resolves the Charisma next turn.
check against the group normally, before applying disadvantage to Ward of Vigour. You can expend this ward to improve one of your
its check against you. ability scores by 2 until the end of your next turn.
Tongue of Lies Yoke of Brawn
Wondrous item, rare (requires attunement) Wondrous item, uncommon (requires attunement)
While wearing this withered tongue, you have a +5 bonus While wearing this wooden yoke, inlaid with iron symbols,
to Charisma (Deception) checks. In addition, creatures have your carrying capacity and the amount you can push, drag, or lift
disadvantage on any saving throw they make to resist being is doubled.
charmed by you.
Trowel of Instant Construction
Wondrous item, rare (requires attunement)
As an action, you can touch this trowel to any horizontal stone
surface within 5 feet of you can cast the wall of stone spell. You
must concentrate on the spell as normal when you use the trowel
to cast it.
Once you use the trowel, you cannot use it again until the next dawn.
Yoke of Brawn
Trowel of Instant
Construction
Tongue of Lies
Wards
Chapter Seven | Magic Item Compendium 201
Rods, Staves, & Wands
Roll on the d100 table below to choose a random magic rod, staff,
or wand.
d100 Item Page d100 Item Page
1-2 Decoy Wand 203 51-52 Staff of The Natural Born Mage 210
3-4 Dowsing Rod 203 53-54 Staff of Shielding 210
5-6 Fairy Wand 203 55-56 Staff of Silver 210
7-8 Hot Rod 203 57-58 Staff of the Stoic Mind 210
9-10 Phonic Rod 204 59-60 Staff of the Swamp 211
11-12 Rainbow Rod 204 61-62 Staff of Time 211
13-14 Rod of Communication 204 63-64 Staff of Vaulting 211
15-16 Rod of Echolocation 205 65-66 Staff of Vision 211
17-18 Rod of Entrapment 205 67-68 Starter Staff 212
19-20 Rod of Excavation 205 69-70 Walking Staff 212
21-22 Rod of Fishing 205 71-72 Wand of Charm Person 212
23-24 Rod of Lightning 206 73-74 Wand of Color Spray 212
25-26 Rod of the Moon 206 75-76 Wand of Cure Wounds 212
27-28 Rod of Order 206 77-78 Wand of Disguise Self 213
29-30 Rod of Petrification 206 79-80 Wand of Dispelling 213
31-32 Rod of Reduction 207 81-82 Wand of Entanglement 213
33-34 Rod of the Sun 207 83-84 Wand of Faerie Fire 213
35-36 Rod of Stewart the Romantic™ 207 85-86 Wand of Grease 213
37-38 Rod of Translocation 207 87-88 Wand of Identification 213
39-40 Staff of Accompaniment 208 89-90 Wand of Magic Eating 214
41-42 Staff of Acid 208 91-92 Wand of Nondetection 214
43-44 Staff of the Dragon 208 93-94 Wand of Removal 214
45-46 Staff of the Grave 209 95-96 Wand of Sleep 214
47-48 Staff of Illusion 209 97-98 Wand of Temperate Control 214
49-50 Staff of Infection 210 99-100 Wand of Wishful Thinking 214
202 Chapter Seven | Magic Item Compendium
Decoy Wand Fairy Wand
Wand, common Wand, very rare (requires attunement by a spellcaster)
This wand looks like a true magic wand in every way, but it is false. This wand is capped by a dainty fey creature with a malicious grin.
A creature can discern a decoy wand from a true wand with a The wand has 6 charges. While holding it, as an action you can
successful DC 15 Intelligence (Arcana) check. expend 1 or more of its charges to cast the following spells from
If you try to use this wand as you would any other wand, by the wand, using your spell save DC: conjure animals (3 charges),
expending a charge from it, the wand creates a 20-foot-radius conjure fey (6 charges), conjure woodland beings (4 charges), detect
sphere of fog centered on you. The sphere spreads around corners, evil and good (fey only, 1 charge), protection from evil and good (fey
and its area is heavily obscured. It lasts for 1 hour or until a wind of only, 1 charge).
moderate or greater speed (at least 10 miles per hour) disperses it. The wand regains 1d4 + 2 expended charges daily at dawn. If you
After the fog disperses, the wand turns into smoke and is destroyed. expend the last charge, roll a d20. On a 1, the wand crumbles into
fairy dust and is destroyed.
Dowsing Rod
Hot Rod
Rod, common (requires attunement)
This Y-shaped wooden rod has “find me water” carved into it. It Rod, rare (requires attunement)
has 3 charges and regains all expended charges at dawn. While This rod is made of blackened steel, with stylized flames enameled
holding the rod, as an action you can speak its command word along its sides. It has a key embedded in one end, which isn’t
and expend 1 charge. The tip of the rod leaps to life and pulls you removable; engraved on the key are the words “hold on tight”.
towards the nearest source of fresh water within 1000 feet. The As an action, you can turn the rod horizontal and turn the key.
rod can sense water as low as 100 feet below ground. If there is no The rod starts to rumble and shake; at the start of your next turn,
water within range when you activate the rod, you learn that. the rod pulls you, feet flying behind you, in a 240-foot long line,
Once the rod has taken you to a point where it is either touching directed as you choose. If you hit a physical or magical barrier, you
fresh water, or is directly above it, it points straight down. If the stop before traveling the full distance. The rod’s magic shields you
water is underground, you know how deep it is. If you let go of the from impact, but if you travel into the air you still take damage
rod before it finds water, it stops functioning and you must expend from falling back down.
another charge to activate it again. The line you travel becomes a 5-foot wide, 5-foot high flame trail
that lasts until the start of your next turn. The flame trail deals 1d6
fire damage to any creature that enters it for the first time or starts
its turn there. Any object you hit takes 6d6 bludgeoning damage.
Any creature in your path must succeed on a DC 20 Dexterity
saving throw or taking 3d6 bludgeoning damage and be thrown 10
feet to your right or left.
The rod has 3 charges and regains all expended charges at dawn.
Dowsing Rod Fairy Wand Hot Rod
Decoy Wand
Chapter Seven | Magic Item Compendium 203
Phonic Rod Blinding Brilliance (2 charges). You direct a flash of brilliant light
from the rod at a creature within 30 feet of you that can see you.
Rod, uncommon (requires attunement) The target must succeed on a DC 10 Constitution saving throw or
This rod is capped with a miniature harp that plays beautiful music be blinded until the start of your next turn.
without being plucked. The rod has 7 charges. While holding the End of the Rainbow (1-7 charges). You point the rod at the ground
rod, as an action you can expend 1 or more charges to create one within 30 feet of you. An illusory rainbow appears ending at that
of the following effects. A creature must be able to hear you to be point; a number of gold pieces equal to the number of charges
affected by the rod. spent appears at the point. These gold pieces vanish after 1 hour.
Confusing Chord (1 charge). Choose one creature within 60 feet of Illusory Rainbow (3 charges). You create the illusion of a rainbow
you; the target must make a DC 13 Intelligence saving throw. On a in the sky above your current location. The illusion lasts for 1 hour.
failed save, the creature has disadvantage on the next attack roll or Stunning Scintillation (5 charges). You direct a burst of
ability check it makes before the end of its next turn. multicolored light from the rod at a creature within 30 feet of you
Discordant Melody (3 charges). Choose one creature within 60 that can see you. The target must succeed on a DC 10 Constitution
feet of you. The target must make a DC 13 Wisdom saving throw, saving throw or be stunned until the start of your next turn.
taking 3d6 psychic damage on a failed save, or half as much The rod regains 1d6 + 1 expended charges at dawn.
damage on a success.
Empowering Harmony (1 charge). Choose one creature within Rod of Communication
60 feet of you; the target gains advantage on the next attack roll or
ability check it makes before the end of its next turn. Rod, common
Thunderous Boom (2 charges). Choose one creature within 60 feet This rod is a hollow metal tube, inside of which is spooled 100
of you; the target must make a DC 13 Constitution saving throw. feet of fine copper wire. On either end of the rod is a small metal
On a failed save, the creature takes 2d6 thunder damage and is cup. One of the cups can be pulled free of the tube, and the wired
deafened until the end of its next turn. unspools behind it, connected to the cup.
The rod regains 1d6 + 1 expended charges at dawn. Once the cup is detached, any creature holding one of the cups can
speak into it and the sound is only audible to the creature holding
Rainbow Rod the cup on the other end, no matter how loud the creature speaks.
Creatures standing near the speaker see their mouth moving but
Rod, uncommon (requires attunement) hear no sound. Twisting the cup attached to the rod reels in the
This multicoloured rod is capped with a scintillating inverted rainbow. detachable one. Giving a twist to the cup that is fixed to the rod
The rod has 7 charges. While holding the rod, as an action you can will reel in the detachable one. If the wire is cut, the rod loses all
expend 1 or more charges to create one of the following effects. magical properties.
Phonic Rod Rod of Communication
Rainbow Rod
204 Chapter Seven | Magic Item Compendium
Rod of Echolocation Rod of Excavation
Rod, uncommon (requires attunement) Rod, very rare (requires attunement)
This rod is a simple, hollow metal tube. The rod has 3 charges and This iron rod is covered in engraved runes and images of hammers
regains all expended charges at dawn. As an action, you can strike and picks. Near its base is a cap that can be unscrewed. Inside is
the rod against a hard surface and expend 1 charge. A resonant a small, ordinary pebble. The words “store pebble inside to create
sound emanates from the rod, revealing ghostly, ethereal images of dumping stone” are engraved near the cap. A small switch is on the
everything within a 30 foot radius of you, including anything that side of the rod; instructions are written in a utilitarian script along
is invisible or otherwise unseen. The images fade after 1 minute. the rod’s side:
The effect does not penetrate through walls, or through an area that
sound cannot penetrate. 1. Unscrew cap and place dumping stone where excavated
material should be deposited.
Rod of Entrapment
2. Stand at the dig site.
Rod, very rare (requires attunement) 3. Ensure no one or nothing you care about is in front of you.
This wooden rod, capped by a screaming face, has 3 charges. While 4. Hold the rod firmly and flip the switch to activate it.
holding the rod, as an action you expend 1 charge and point the 5. When finished, place a new pebble inside the cap to create a
rod at a creature you can see within 60 feet of you, and at a wooden
surface whose size is equal or greater than that of the creature. The dumping stone for next use.
creature must succeed on a DC 15 Charisma saving throw or be The rod has 3 charges and regains all its expended charges at dawn.
banished to a wooden demiplane. While banished, the target is While holding the rod, you can flip the switch as an action and
incapacitated and visibly trapped within the target wooden surface. activate the rod, expending 1 charge. The rod creates a whirling
The target remains banished for 1 minute or until the wood is cone of force that you can direct. The cone lasts for 6 rounds or
destroyed, at which point the target reappears within 5 feet of the until you flip the switch again (no action). The cone devours a
surface or in the nearest unoccupied space if that space is occupied. 5-foot cube of nonmagical earth, stone, or any other mundane
The rod regains 1 charge at dawn. If you expend the rod’s last material adjacent to you. Any living creature in the cone’s area must
charge, a d20. On a 1, the rod rots away and is destroyed. succeed on a DC 16 Strength saving throw or take 2d6 bludgeoning
damage. Any material devoured by the cone is deposited in a
pulverized pile where the dumping stone was placed.
Rod of Fishing
Rod of Entrapment Rod, common (requires attunement)
This short, wooden rod has a button and a crank. One end of the
rod is hollow and holds a wound bundle of string with a hook on
the end. You have advantage on any Wisdom (Survival) checks
you make to forage while using the rod, as it helps you catch fish.
In addition, when you forage while using the rod, you find the
maximum amount of food.
Rod of Excavation
Rod of Echolocation
Rod of Fishing
Chapter Seven | Magic Item Compendium 205
Rod of Lightning Rod of Order
Rod, rare (requires attunement) Rod, common (requires attunement)
This silver rod has a flanged head fashioned into a diamond- This wooden rod has carved, painted scenes wrapping around it
shaped pattern. It has 3 charges. While holding the rod, you have that depict a nicely appointed room in a cottage. As an action,
resistance to lightning damage. In addition, you can use your you can strike the rod on a hard surface within an enclosed space.
reaction to expend a charge from the rod and counter a spell of 6th Any items in the space that belong there, but were disorganized or
level or lower that deals lightning damage, provided that it is cast otherwise not in their proper place, move and shift until the space
by a creature that you can see and targets only you. is arranged in a neat, orderly fashion. The rod tries to arrange the
While holding the rod, you can also expend 1 charge as an action space based upon how the space’s current or most recent owner
to make electricity surge through your body. All creatures, except would organize it. Any items that do not belong in the space are
you, that come within 5 feet of you or end their turn within 5 feet placed in a pile nearest the room’s center.
of you take 2d6 lightning damage. A creature can take this damage The effects of the rod do not penetrate through walls or travel
only once per turn. This effect ends after 1 minute. through doorways. If used outdoors (such as in a campsite), its
The rod regains 1 expended charge at dawn. effects extend to everything within a 30-foot radius of itself.
Rod of the Moon Rod of Petrification
Rod, rare (requires attunement) Rod, rare (requires attunement)
This strange rod made from iron, nickel, and cosmic stone weighs This rod is wreathed in necrotic energy. The rod has 3 charges
an astonishing 8 pounds even though it is only 3 feet long and 1 and regains all expended charges at dawn. As an action, you can
inch in diameter. As an action, you can plant the rod in the ground; point the rod toward a creature you can see within 60 feet of you
the rod then emits bright moonlight in a 1-mile-radius sphere, and expend 1 charge. That creature must succeed on a DC 13
centered on the rod. Although the rod doesn’t create an actual Constitution saving throw or become petrified for 1 minute. The
moon, lycanthropes that enter or begin their turn in the area must creature can repeat the saving throw at the end of each of its turns,
succeed on a DC 13 Constitution saving throw or transform into ending the effect on a success.
their beast forms. Once a lycanthrope successfully saves against the
effect, it is immune to the rod until it finishes a long rest.
The rod’s moonlight lasts until the next dawn. Once used, the rod
cannot be used again until the next dusk.
Rod of the Moon
Rod of Order
Rod of Petrification
Rod of Lightning
206 Chapter Seven | Magic Item Compendium
Rod of Reduction The rod regains 1 expended charge at dawn, provided it is exposed
to direct sunlight at that time. If the rod is reduced to 0 charges,
Rod, uncommon (requires attunement) roll a d20. On a 1, the rod casts sunburst (DC 20) centered on itself
This slender, multi-sectioned rod is made of metal, stone, and and is destroyed.
wood. The rod has 7 charges. As an action, you can choose either a
creature or an object that is neither worn nor carried and expend 1 The Rod of Stewart The
charge. You must be able to see the target. If the target is a creature, RomanticTM
it must succeed on a DC 11 Constitution saving throw or be
reduced in size; an object is automatically reduced. Rod, common (requires attunement)
A reduced target’s size is halved in all dimensions, and its weight is This short, polished brass rod is 1 foot long, with a spherical cage
reduced to one-eighth of normal. This reduction decreases its size of fine wire mesh at its top. There is a single button right below the
by one category—from Medium to Small, for example. If the target cage. While holding the rod, as an action you can press the button;
is a creature everything it is wearing and carrying changes size with the rod then amplifies your voice so that it is clearly audible out
it. Any item dropped by an affected creature returns to normal size to a range of 120 feet. You must keep hold of the rod to continue
at once. amplifying your voice.
A reduced creature has disadvantage on Strength checks and If you use the rod to amplify your voice while you sing, you can
Strength saving throws. It’s weapons also shrink to match its new add your proficiency bonus to any ability checks you make to
size. While these weapons are reduced, the target’s attacks with perform. You also have advantage on such checks. If you sing a love
them deal 1d4 less damage (this can’t reduce the damage below 1). song, you add double your proficiency bonus.
The reduction lasts for 1 minute, or until you end the effect as a
bonus action. The rod regains 1d6+1 expended charges at dawn. Rod of Translocation
Rod of the Sun Rod, very rare (requires attunement)
Magical energy glitters between the two prongs that cap this rod.
Rod, legendary (requires attunement) The rod has 3 charges and regains all expended charges daily
This polished nickel rod has a small, spherical head forged from a at dawn. As an action, you can point the rod at two creatures
strange metal. It has 5 charges. While holding the rod, as an action you can see within 60 feet of you. Each creature must make a
you can expend charges from it to cast the following spells: light DC 15 Wisdom saving throw. Willing creatures can choose to
(0 charges), daylight (1 charge), sunbeam (4 charges). If the rod automatically fail the saving throw. If both creatures fail, they
creates an area of light that overlaps an area of darkness created by swap places. If only one creature fails, that creature is moved up
a spell, the spell that created the darkness is dispelled. In addition, to 30 feet toward the other creature. The rod can also be used to
any light the rod creates is sunlight. translocate objects.
Rod of the Sun
Rod of Translocation
Rod of Reduction
The Rod of Stewart the
Romantictm
Chapter Seven | Magic Item Compendium 207
Staff of Accompaniment Staff of the Dragon
Staff, common (requires attunement by a bard) Staff, legendary (requires attunement by a creature of matching
This hollow, lacquered wooden staff has strings running along one alignment)
side, holes akin to a wind instrument running along another, and Only a single staff of the dragon exists for each variety of dragon at
a reed-bearing mouthpiece set in its top. As an action, you can any one time, and each contains the trapped soul of a dragon. The
activate the staff by plucking a string or blowing into it. The staff staff has 10 charges. While holding it, you can use your action to
will then stand upright on its own and play accompaniment to any expend 1 or more charges and create one of the following effects.
music you make, giving you advantage on ability checks you make Breath Weapon (2 charges). You exhale destructive energy the
to perform your music. The staff stops playing when you do. size, shape and damage type of which is determined by the staff ’s
dragon type (see table below). Each creature in the area of the
Staff of Acid exhalation must make a DC 15 saving throw, the type of which is
determined by the staff ’s dragon type. A creature takes 3d6 damage
Staff, very rare (requires attunement by a sorcerer or wizard) on a failed save, and half as much damage on a successful one.
This staff, made from black iron with an acid-filled glass orb at Draconic Transformation (10 charges). You cast the polymorph
its cap, has 10 charges. While holding it, you can use an action to spell, targeting yourself, with the following changes: you transform
expend 1 or more of its charges to cast one of the following spells into a dragon of the staff ’s type rather than a beast, and the
from it, using your spell save DC: acid arrow (2 charges), prismatic transformation lasts for 1 minute; until you drop the staff; or until
spray (orange only) (7 charges), prismatic wall (orange only) (9 you drop to 0 hit points.
charges). You also have resistance to acid damage while you hold Elemental Resistance (1 charge). A willing creature of your choice
this staff. within 30 feet of you gains resistance to one damage type that is
The staff regains 1d6 + 4 expended charges at dawn. If you expend determined by the staff ’s dragon type (see table below).
the staff ’s last charge, roll a d20. On a 1, the staff dissolves into a Frightful Presence (3 charges). Each creature of your choice that
puddle of acid and is destroyed. is within 120 feet of you and is aware of you must succeed on a
DC 15 Wisdom saving throw or become frightened of you for 1
minute. A creature can repeat the saving throw at the end of each
of its turns, ending the effect on itself on a success. If a creature's
saving throw is successful or the effect ends for it, the creature is
immune to the staff ’s Frightful Presence for the next 24 hours.
Staff of Accompaniment
Staff of Acid Staff of the Dragon
208 Chapter Seven | Magic Item Compendium
Wings of the Wyrm (5 charges). Draconic wings emerge from your Staff of the Grave
back; the wings last for 1 minute. While you have the wings, you have
a flying speed of 60 feet. Additionally, you gain a special attack action: Staff, rare (requires attunement by a cleric or wizard)
Wing Attack. Each creature within 10 feet of you must succeed on This staff is made from bones bound together with a silver chain.
a DC 15 Dexterity saving throw or take 2d6 bludgeoning damage The staff has 10 charges. While holding it, you can use an action
and be knocked prone. to expend 1 or more of its charges to cast of the following spells
The staff regains 1d6 + 4 expended charges at dawn. If you expend from it, using your spell save DC: animate dead (3 charges), create
the last charge, roll a d20. On a 1, the staff crumbles into a pile of undead (6 charges), false life (1 charge), protection from evil and
scales and is destroyed. good (undead only) (1 charge).
Each staff of the dragon is created with the soul of a type of dragon, The staff regains 1d6 + 4 expended charges daily at dawn. If you
which determines its effects and what alignment you must be to expend the last charge, roll a d20. On a 1, the staff collapses into a
attune to it. The GM can either select from the table below or roll pile of nonmagical bones and is destroyed.
randomly to determine what type of dragon empowers the staff.
Staff of Illusion
Dragon Types
Staff, rare (requires attunement by a sorcerer, warlock, or wizard)
Dragon Alignment Damage Type Breath Weapon This dark green staff has an orb embedded in its head, filled with
Black Chaotic evil Acid 5 by 30 ft. line swirling images. The staff has 7 charges. While holding it, you can
Blue (Dex. save) use an action to expend 1 or more of its charges to cast one of the
Brass Lawful evil Lightning 5 by 30 ft. line following spells from it, using your spell save DC: magic mouth (2
Bronze (Dex. save) charges), major image (3 charges), silent image (1 charge).
Copper Chaotic good Fire 5 by 30 ft. line The staff regains 1d6 + 1 expended charges daily at dawn. If you
Gold (Dex. save) expend the last charge, roll a d20. On a 1, the staff disappears in a
Green Lawful good Lightning 5 by 30 ft. line cloud of green smoke and is destroyed.
Red (Dex. save)
Silver Chaotic good Acid 5 by 30 ft. line Staff of Illusion
White (Dex. save)
Lawful good Fire 15 ft. cone (Dex.
save)
Lawful evil Poison 15 ft. cone (Con.
save)
Chaotic evil Fire 15 ft. cone (Dex.
save)
Lawful good Cold 15 ft. cone (Con.
save)
Chaotic evil Cold 15 ft. cone (Con.
save)
Staff of the Grave
Chapter Seven | Magic Item Compendium 209
Staff of Infection Staff of Silver
Staff, uncommon (requires attunement) Staff, very rare (requires attunement)
This wooden staff is gnarled and twisted; a sickly green glow seeps This staff of spiralling silver, can be wielded as a magic quarterstaff
from the hair-thin cracks scattered over it’s surface like wounds. As that grants a +3 bonus to attack and damage rolls made with it.
an action, you can use this staff to cast contagion. While a creature While holding it, you can see the true form of any shapeshifter.
is afflicted by a disease caused by the staff, you cannot infect When you hit a shapeshifter with a melee attack using this staff,
another creature with it. you deal an extra 2d10 radiant damage and the creature must
succeed on a DC 15 Constitution saving throw or instantly revert
Staff of The Natural Born Mage to its true form. A creature that reverts in this way cannot assume a
different form for 1 hour.
Staff, uncommon (requires attunement by a sorcerer)
This ebony staff is lined with veins of glowing red energy that Staff of The Stoic Mind
sometimes glimmer with silver or electric blue. The staff has
3 charges. While holding the staff, if you would need to spend Staff, uncommon (requires attunement by a monk)
sorcery points you can draw on the staff instead, expending charges This magic quarterstaff of rich dark wood has a hollow space
instead of sorcery points. If you do, roll a number of d6s equal to carved into its center; a figurine of a meditating creature floats in
the charges you used and take that much psychic damage. the hollow. The figurine remains upright no matter how the staff
The staff regains 1d3 expended charges at dawn. If you expend the is rotated. The staff has 3 charges. While holding the staff, if you
staff ’s last charge, roll a d20. On a 1, the staff vaporizes in a haze of would need to spend ki points you can draw on the staff instead,
raw magic and is destroyed. expending charges instead of ki points.
The staff regains 1d3 expended charges at dawn. If you expend the
Staff of Shielding staff ’s last charge, roll a d20. On a 1, the the figurine falls from its
hollow, and the staff becomes a nonmagical quarterstaff.
Staff, very rare (requires attunement)
This staff, made from twisted metal that fans out into a broad
head, has 10 charges. While holding it, if you are hit by an attack
or targeted by the magic missile spell, you can use your reaction to
expend 1 charge from the staff and cast shield.
The staff regains 1d6 + 4 expended charges at dawn. If you expend
the staff ’s last charge, roll a d20. On a 1, the staff crumbles into a
pile of rust and is destroyed.
Staff of the Natural Staff of Shielding
Born Mage
Staff of Infection Staff of Silver Staff of the Stoic Mind
210 Chapter Seven | Magic Item Compendium
Staff of the Swamp Staff of Time
Staff, rare (requires attunement) Staff, rare (requires attunement by a sorcerer or wizard)
This staff is made from a spiralling branch of swamp oak and can This staff is made from petrified wood and topped by a golden
be wielded as a magic quarterstaff that grants a +1 bonus to attack hourglass. The staff has 10 charges. While holding it, you can use
and damage rolls made with it. While you hold it, you gain a +1 an action to expend 1 or more of its charges to cast one of the
bonus to spell attack rolls. following spells from it, using your spell save DC: expeditious
The staff has 10 charges. While holding the staff, as an action you retreat (1 charge), haste (3 charges) or slow (3 charges).
expend 1 more of charges from it for the following effects: The staff regains 1d6+4 expended charges at dawn. If you expend
Fume Protection (2 charges). You grant each creature of your the staff ’s last charge, roll a d20. On a 1, the staff disappears into a
choice that you can see within 60 feet of you protection from vortex of time and is lost forever.
noxious fumes. Each affected creature can breathe normally in any
environment, and has advantage on saving throws made against Staff of Vaulting
harmful gases and vapors (such as cloudkill and stinking cloud
effects, inhaled poisons, and the breath weapons of some dragons). Staff, rare (requires attunement)
This effect lasts for 1 hour. This staff is made from lengths of hollowed wood, cunningly
Remove Disease (1 charge). You touch a willing creature with the nested inside one another. The staff has 7 charges. While holding
end of the staff and end one disease affecting it. it, if you or a creature within 60 feet of you falls, you can use your
Spells. While holding the staff, you can expend charges to cast the reaction to expend 1 charge from the staff and cast feather fall.
following spells: create or destroy water (1 charge), protection from While holding the staff, you can also use an action to expend 1
poison (2 charges), purify food and drink (1 charge), stinking cloud charge from it and cast jump.
(3 charges). The staff regains 1d6 + 1 expended charges at dawn. If you expend
Swamp Stride (2 charges). You grant each creature of your choice the last charge, roll a d20. On a 1, the staff bounces high into the air
that you can see within 60 feet of you the ability to move across and disappears.
any liquid surface as if it were harmless solid ground. If you target
a creature submerged in a liquid, the spell carries the target to the Staff of Vision
surface of the liquid at a rate of 60 feet per round. This effect lasts
for 1 hour. Staff, rare (requires attunement by a wizard)
The staff regains 1d6 + 4 expended charges at dawn. If you expend This crystal staff has 10 charges. While holding it, you can use
the staff ’s last charge, roll a d20. On a 1, the staff turns to slime and an action to expend 1 or more of its charges to cast one of the
is destroyed. following spells from it, using your spell save DC: arcane eye (4
charges), clairvoyance (3 charges) and scrying (5 charges).
Staff of Time The staff regains 1d6+4 expended charges at dawn. If you expend
the staff ’s last charge, roll a d20. On a 1, the staff irreparably
fractures and is destroyed.
Staff of Vaulting
Staff of Vision
Staff of the Swamp
Chapter Seven | Magic Item Compendium 211
Starter Staff Wand of Color Spray
Staff, common (requires attunement by a spellcaster) Wand, uncommon
While holding this simple wooden staff, you have a +1 bonus on This wand has 7 charges. While holding it, you can use an action to
spell attack rolls you make that only target one creature. expend 1 or more of its charges to cast the color spray spell from it. For
1 charge, you cast the 1st-level version of the spell. You can increase
Walking Staff the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended charges at dawn. If you expend
Staff, common the wand's last charge, roll a d20. On a 1, the wand dissolves into
This simple staff of fine oak has perfectly spaced grips, allowing for staining pigment and is destroyed.
comfort as well as a sure hold. While holding this staff, your speed is
not reduced by exhaustion. In addition, you have advantage on saving Wand of Cure Wounds
throws you make when you travel for more than 8 hours in a day.
Wand, uncommon
Wand of Charm Person This wand has 7 charges. While holding it, you can use an action
to expend 1 or more of its charges to cast the cure wounds spell
Wand, uncommon from it. For 1 charge, you cast the 1st-level version of the spell.
This wand has 7 charges. While holding it, you can use an action to You can increase the spell slot level by one for each additional
expend 1 of its charges to cast the charm person spell (save DC 13) charge you expend.
from it. For 1 charge, you cast the 1st-level version of the spell. You The wand regains 1d6 + 1 expended charges at dawn. If you expend
can increase the spell slot level by one for each additional charge the wand's last charge, roll a d20. On a 1, the wand turns into blood
you expend. and is destroyed.
The wand regains 1d6 + 1 expended charges at dawn. If you expend
the wand's last charge, roll a d20. On a 1, the wand turns into
purple smoke and is destroyed.
Walking Staff
Starter Staff Wand of Charm Person
Wand of Color Spray
Wand of Cure Wounds
212 Chapter Seven | Magic Item Compendium
Wand of Disguise Self Wand of Faerie Fire
Wand, uncommon Wand, uncommon
This wand has 7 charges. While holding it, you can use an action This wand has 7 charges. While holding it, you can use an action
to expend 1 of its charges to cast the disguise self spell (save DC 13) to expend 1 of its charges to cast the faerie fire spell (save DC 13)
from it. from it.
The wand regains 1d6 + 1 expended charges at dawn. If you expend The wand regains 1d6 + 1 expended charges at dawn. If you expend
the wand's last charge, roll a d20. On a 1, the wand dissolves into the wand's last charge, roll a d20. On a 1, the wand turns into silver
smoke and is destroyed. glitter and is destroyed.
Wand of Dispelling Wand of Grease
Wand, rare Wand, uncommon
This wand has 3 charges. While holding it, you can use an action This wand has 7 charges. While holding it, you can use an action to
to expend 1 of its charges to cast the dispel magic spell from it. The expend 1 of its charges to cast the grease spell (save DC 13) from it.
wand has a +3 spellcasting ability modifier. The wand regains 1d3 The wand regains 1d6 + 1 expended charges at dawn. If you expend
expended charges at dawn. the wand's last charge, roll a d20. On a 1, the wand dissolves into
grease and is destroyed.
Wand of Entanglement
Wand of Identification
Wand, uncommon
This wand has 7 charges. While holding it, you can use an action to Wand, uncommon
expend 1 of its charges to cast the entangle spell (save DC 13) from it. This wand has 3 charges. While holding it, you can use an action to
The wand regains 1d6 + 1 expended charges at dawn. If you expend expend 1 of its charges to cast the identify spell from it.
the wand's last charge, roll a d20. On a 1, the wand turns into The wand regains 1d3 expended charges daily at dawn. If you
twisting roots and is destroyed. expend the wand's last charge, roll a d20. On a 1, the wand
crumbles into dust and is destroyed.
Wand of Entanglement
Wand of Faerie Fire
Wand of Grease
Wand of Dispelling
Wand of Identification
Wand of
Disguise Self
Chapter Seven | Magic Item Compendium 213
Wand of Magic Eating Wand of Sleep
Wand, very rare (requires attunement) Wand, uncommon (requires attunement)
This wand has 7 charges. While holding it, as an action you can This wand has 3 charges. While holding it, you can use an action to
expend 1 or more of its charges to fire a crackling, black ray at a expend 1 or more of its charges to cast the sleep spell from it. For 1
creature you can see within 60 feet of you. Make a ranged spell charge, you cast the 1st–level version of the spell. You can increase
attack roll against the target. On a hit, the target must make a DC the spell slot level by one for each additional charge you expend.
15 Wisdom saving throw. On a success, the wand does nothing. The wand regains 1d3 expended charges at dawn.
On a failed saving throw, the target loses a spell slot for each charge
that you expend. The target loses their highest level available spell Wand of Temperature Control
slots first. A creature that has no spell slots automatically succeeds
on this saving throw. Wand, common
The wand regains 1d6+1 expended charges at dawn. If you expend While holding this wand, you can use an action to create a 60-foot
the wand’s last charge, roll a d20. On a 1, the wand crumbles into aura emanating from you wherein the temperature is comfortable
dust and is destroyed. no matter the weather or climate. This effect cannot mitigate
extremes of temperature that would cause damage or exhaustion.
Wand of Nondetection The aura lasts for 1 hour.
Wand, uncommon Wand of Wishful Thinking
This wand has 3 charges. While holding it, you can expend 1
charge as an action to cast the nondetection spell from it. The wand Wand, common
regains 1d3 expended charges daily at dawn. This wand has 3 charges. While holding it, you can use an action to
expend 1 of its charges to help a creature see the best in a situation
Wand of Removal that confronts them. This might allow them to pursue an action
they previously thought would fail, or help them see possibilities
Wand, common they previously may have missed. The wand regains 1d3 expended
While holding this wand, you can use an action to clean an object charges at dawn.
no larger than 1 cubic foot.
Wand of Nondetection Wand of Removal Wand of Sleep
Wand of Magic Eating
Wand of Temperature
Control
Wand of
Wishful
Thinking
214 Chapter Seven | Magic Item Compendium
Potions, Poultices & Powders
Roll on the d100 table below to choose a random magic potion,
poultice, or powder.
d100 Item Page d100 Item Page
1-2 Alchemist’s Frost 216 51-52 Potion of Coagulation 220
3-4 Alkahest’s Flame 216 53-54 Potion of Eagle’s Splendour 220
5-6 Alkahest’s Ice 216 55-56 Potion of Energy 220
7-8 Blessed Brew 216 57-58 Potion of Fox’s Cunning 220
9-10 Bottled Lightning 216 59-60 Potion of the Green Fairy 220
11-12 Burrowing Brew 216 61-62 Potion of Health 220
13-14 Concealing Concoction 217 63-64 Potion of Health, Greater 220
15-16 Ear Tonic 217 65-66 Potion of Intuition 220
17-18 Expeditious Elixir 217 67-68 Potion of Luck 221
19-20 Explosive Ointment 217 69-70 Potion of Motion 221
21-22 Eyebright Essence 217 71-72 Potion of Owl’s Wisdom 221
23-24 Fibster’s Fluid 218 73-74 Potion of Peace 221
25-26 Flash Bottle 218 75-76 Potion of Replenishment 221
27-28 Flesheater 218 77-78 Potion of Stoneskin 221
29-30 Frogleg Fluid 218 79-80 Potion of Swimming 221
31-32 Gloop 218 81-82 Potion of Vigor 221
33-34 Healing Draught 218 83-84 Powdered Tongue 222
35-36 Liquid Fatigue 218 85-86 Purifying Potion 222
37-38 Medusa’s Essence 219 87-88 Regenerative Ointment 222
39-40 Potion of Absorption 219 89-90 Regenerative Ointment, Greater 222
41-42 Potion of Barkskin 219 91-92 Silvertongue Sauce 222
43-44 Potion of Bear’s Endurance 219 93-94 Slipsap 222
45-46 Potion of Blurring 219 95-96 Thunder Flask 222
47-48 Potion of Bull’s Strength 219 97-98 Tonguetie Tincture 222
49-50 Potion of Cat’s Grace 219 99-100 Troll Blood 222
Chapter Seven | Magic Item Compendium 215
Alchemist’s Frost Blessed Brew
Potion, common Potion, uncommon
This sticky, adhesive fluid draws heat from the surrounding area A creature can drink this silvery fluid as an action. For the next
when exposed to air. As an action, you can throw this flask up to minute, whenever the creature makes an attack roll or saving
20 feet, shattering it on impact. Make a ranged attack against a throw, they can roll a d4 and add the number rolled to the attack
creature or object, treating the alchemist’s frost as an improvised roll or saving throw.
weapon. On a hit, the target takes 1d4 cold damage at the start of
each of its turns. A creature can end this damage by using its action Bottled Lightning
to make a DC 10 Dexterity check to scrape off the fluid.
Potion, common
Alkahest’s Flame As an action, a creature can uncork this vial and release a stroke
of lightning forming a line 15 feet long and 5 feet wide in the
Potion, uncommon direction they choose. Each creature in the line must make a DC
This sticky, adhesive fluid, ignites when exposed to air. As an 10 Dexterity saving throw. A creature takes 1d6 lightning damage
action, you can throw this flask up to 20 feet, shattering it on on a failed save, or half as much damage on a successful one. The
impact. Make a ranged attack against a creature or object, treating lightning ignites flammable objects in the area that aren’t being
the alkahest’s flame as an improvised weapon. On a hit, the target worn or carried.
takes 3d4 fire damage at the start of each of its turns. A creature
can end this damage by using its action to make a DC 15 Dexterity Burrowing Brew
check to extinguish the flames.
Potion, common
Alkahest’s Ice As an action, a creature can drink this potion; it’s effect lasts for 1
hour. During this time, the creature can move through sand, earth,
Potion, uncommon mud, or ice at half their normal speed.
This sticky, adhesive fluid, draws heat from the surrounding area
when exposed to air. As an action, you can throw this flask up Bottled Lightning
to 20 feet, shattering it on impact. Make a ranged attack against
a creature or object, treating the alkahest’s ice as an improvised
weapon. On a hit, the target takes 3d4 cold damage at the start of
each of its turns. A creature can end this damage by using its action
to make a DC 15 Dexterity check to scrape off the fluid.
Alchemist's Frost Alkahest's Ice
Blessed Brew Burrowing
Brew
Alkahest's Flame
216 Chapter Seven | Magic Item Compendium
Concealing Concoction Expeditious Elixir
Potion, common Potion, common
As an action, a creature can drink this sludgy green fluid; its effects As an action, a creature can drink this blue, fizzy elixir; its effects
last for 1 hour. During this time, the creature’s appearance changes last for 10 minutes. During this time, the creature can take the
in random ways. Roll 1d4 times on the table below to determine Dash action as a bonus action on each of their turns.
what changes occur, rerolling repeated results.
Explosive Ointment
1d6 Random Change
1 The creature’s height changes, either shorter or taller, Potion, rare
by 1 foot. This viscous, jet-black liquid explodes when exposed to air. As an
2 The creature’s body composition changes, becoming action, you can throw this flask up to 30 feet, shattering it on impact.
thinner, bigger, more muscular, or something similar. Each creature within a 10-foot radius of the impact must make a DC
3 The creature’s hair changes color. 15 Dexterity saving throw. On a failed save, a creature takes 21 (6d6)
4 The creature’s eyes change color. force damage and is knocked prone. On a successful save, a creature
5 The creature either gains or loses facial hair. takes half as much damage and isn’t knocked prone.
6 The creature’s face changes to that of a creature
unknown to them. Eyebright Essence
Ear Tonic Potion, common
A blinded creature can apply this sticky, yellow ointment to their
Potion, common eyes at the beginning of a long rest; once the rest ends, the creature
A deafened creature can apply this waxy, brown ointment to their is no longer blinded. This ointment has no effect on natural
ears at the beginning of a long rest; once the rest ends, the creature blindness, such as that caused by birth defects or old age.
is no longer deafened. This ointment has no effect on natural
deafness, such as that caused by birth defects or old age.
Concealing Concoction
Eyebright Essence
Expeditious Elixir
Explosive Ointment
Ear Tonic
Chapter Seven | Magic Item Compendium 217
Fibster’s Fluid Frogleg Fluid
Potion, common Potion, common
As an action, a creature can drink this bitter, purple fluid; its effects As an action, a creature can drink this thin, green, liquid; for the
last for 1 hour. During this time, the creature has advantage on next minute, the creature’s jump distance and height are tripled.
ability checks they make to deceive or mislead another creature,
such as Charisma (Deception) checks. The creature’s tongue is also Gloop
stained purple for the duration. Another creature can notice this
discoloration with a successful DC 15 Wisdom (Perception) check. Potion, rare
This viscous fluid becomes extraordinarily sticky when exposed to
Flash Bottle air. As an action, you can throw this flask up to 30 feet, shattering
it and creating a 20-foot radius area of difficult terrain centered on
Potion, rare the impact. Each creature in the difficult terrain must succeed on
This alchemical powder emits a blinding flash when exposed to air. a DC 15 Strength saving throw or become grappled by the gloop.
As an action, you can throw this flask up to 30 feet, shattering it on A creature that starts its turn grappled this way takes 5 (2d4) acid
impact. Each creature within a 10-foot radius of the impact must make damage. A creature can repeat the Strength saving throw at the end
a DC 15 Constitution saving throw. On a failed save, a creature takes of each of its turns, freeing itself on a success.
15 (6d4) radiant damage and is blinded for 1 minute. On a successful
save, a creature takes half as much damage and isn’t blinded. Healing Draught
Flesheater Potion, common
A character who drinks the magical red fluid in this vial regains 1d4
Potion, common + 1 hit points. Drinking or administering a potion takes an action.
As an action, you can splash the contents of this vial onto a
creature within 5 feet of you or throw the vial up to 20 feet, Liquid Fatigue
shattering it on impact. In either case, make a ranged attack against
a creature, treating the flesheater as an improvised weapon. On a Potion, very rare
hit, the target takes 2d6 necrotic damage. A creature that ingests this poison must succeed on a DC 20
Constitution saving throw or gain a level of exhaustion.
Flash Bottle
Healing Draught
Frogleg Fluid
Flesheater
Fibster's Fluid
Liquid Fatigue
Gloop
218 Chapter Seven | Magic Item Compendium
Medusa’s Essence Potion of Bear’s Endurance
Potion, very rare Potion, uncommon
As an action, you can throw this flask up to 20 feet, shattering it As an action, a creature can drink this thick, brown liquid; its effect
on impact. Make a ranged attack against a creature, treating the lasts for 1 hour. During that time, the creature has advantage on
medusa’s essence as an improvised weapon. On a hit, the target Constitution checks and gains 2d6 temporary hit points.
must make a DC 20 Constitution saving throw. If the saving throw
fails by 5 or more, the creature is instantly petrified. Otherwise, a Potion of Blurring
creature that fails the save begins to turn to stone and is restrained.
The restrained creature must repeat the saving throw at the end of Potion, uncommon
its next turn, becoming petrified on a failure or ending the effect A creature can drink this rippling liquid as an action. For the next
on a success. The petrification lasts until the creature is freed by minute, any attack rolls that target the creature have disadvantage.
greater restoration or similar magic. An attacker is immune to this effect if it doesn’t rely on sight, as
with blindsight, or can see through illusions, as with truesight.
Potion of Absorption
Potion of Bull’s Strength
Potion, very rare
As an action, a creature can drink this potion; for the next minute, Potion, uncommon
the creature gains resistance to acid, cold, fire, lightning, and As an action, a creature can drink this red-veined, black liquid; its
thunder damage. Additionally, if a creature hits the creature with a effect lasts for 1 hour. During that time, the creature has advantage
melee attack during this time and they have taken acid, cold, fire, on Strength checks and their carrying capacity is doubled.
lightning, or thunder damage this round, the attacking creature
takes 5 acid, cold, fire, lightning, or thunder damage (user’s choice). Potion of Cat’s Grace
Potion of Barkskin Potion, uncommon
As an action, a creature can drink this mottled orange and grey
Potion, uncommon liquid; its effect lasts for 1 hour. During that time, the creature
As an action, a creature can drink this fibrous fluid; its effect lasts has advantage on Dexterity checks and doesn’t take damage from
for 1 hour. During that time, the creature’s skin has a rough, bark- falling 20 feet or less.
like appearance, and their AC can’t be less than 16, regardless of
what armor they’re wearing.
Potion of Potion of Cat's
Barkskin Grace
Potion of Bull's
Strength
Medusa's Essence Potion of Bear's Potion of Blurring
Potion of Absorption Endurance
Chapter Seven | Magic Item Compendium 219
Potion of Coagulation Potion of the Green Fairy
Potion, common Potion, uncommon
As an action, a creature can drink this sludgy red liquid; its effect As an action, a creature can drink this cloudy, opaque liquid; its
lasts for 10 minutes. During that period, the first time the creature effects last for 10 minutes. During this time, whenever the creature
would take damage, they can roll a d4 and reduce the damage makes a Charisma check you can roll a d6 and add the number
taken by the amount rolled. The potion then wears off. rolled to their check.
Potion of Eagle’s Splendour Potion of Health
Potion, uncommon Potion, uncommon
As an action, a creature can drink this golden liquid; its effect As an action, a creature can drink this effervescent liquid. For the
lasts for 1 hour. During that time, the creature has advantage on next minute, the creature has advantage on saving throws to resist
Charisma checks. being blinded, deafened, paralyzed, or poisoned.
Potion of Energy Potion of Health, Greater
Potion, uncommon Potion, rare
As an action, a creature can drink this bubbling, orange liquid. For As an action, a creature can drink this effervescent liquid. For the
the next minute, the creature can interact with an additional object next minute, the creature has advantage on saving throws to resist
on each of their turns. being blinded, charmed, deafened, paralyzed, petrified, or poisoned.
Potion of Fox’s Cunning Potion of Intuition
Potion, uncommon Potion, uncommon
As an action, a creature can drink this orange liquid; its effect A creature can drink this smoking, purple fluid as an action; its
lasts for 1 hour. During that time, the creature has advantage on effects last for 1 hour. During this time, the creature has advantage
Intelligence checks. on ability checks they make to discern lies or otherwise judge the
emotional state of other creatures, such as Wisdom (insight) checks.
Potion of Coagulation
Potion of Energy
Potion of Health
Potion of Fox's Potion of Owl's
Cunning Wisdom
Potion of Eagle's Potion of
Splendour Intuition
Potion of
Health,
Greater
220 Chapter Seven | Magic Item Compendium
Potion of Luck Potion of Replenishment
Potion, very rare Potion, rare
As an action, a creature can drink this bubbling, golden liquid. For As an action, a creature can drink this potion and end any one
the next minute, whenever the creature makes an attack roll, ability effect that reduces one of their ability scores.
check, or saving throw, they may roll an additional d20. They can
use this ability after the original roll, but before the outcome is Potion of Stoneskin
revealed. The creature chooses which of the d20s is used for the
attack roll, ability check, or saving throw. Potion, rare
As an action, a creature can drink this gravelly fluid; its effects last
Potion of Motion for 1 hour. During that time, the creature’s flesh becomes hard
as stone and they gain resistance to nonmagical bludgeoning,
Potion, common piercing, and slashing damage.
As an action, a creature can drink this swirling green liquid;
its effect lasts for 1 hour. During that time, the creature's speed Potion of Swimming
increases by 10 feet.
Potion, common
Potion of Owl’s Wisdom As an action, a creature can drink this potion and gain a swimming
speed equal to their walking speed for 1 hour. During this time, the
Potion, uncommon creature has advantage on Strength (Athletics) checks they make to
As an action, a creature can drink this sage-green liquid; its effect swim. Waves flow through this potion even when it is still.
lasts for 1 hour. During that time, the creature has advantage on
Wisdom checks. Potion of Vigour
Potion of Peace Potion, rare
As an action, a creature can drink this potion and end any one
Potion, rare effect that reduces their hit point maximum.
As an action, a creature can drink this silvery liquid; its effect lasts
for 1 hour. During that time, the creature is immune to psychic Potion of Stoneskin
damage, any effect that would sense its emotions or read its
thoughts, divination spells, and the charmed condition. The potion Potion of Vigour
even foils wish spells and spells or effects of similar power used to
affect the target’s mind or to gain information about the target.
Potion of Potion of the
Peace Green Fairy
Potion of Luck
Potion of
Replenishment
Potion of Motion
Potion of 221
Swimming
Chapter Seven | Magic Item Compendium
Powdered Tongue Slipsap
Potion, common Potion, common
As an action, a creature can eat this powder; its effects last for As an action, a creature can drink this clear, greasy liquid; its effects
1 hour. During this time, the creature understands the literal last for 1 hour. During this time, the creature can spend 5 feet of
meaning of any language they hear. movement to automatically escape from nonmagical restraints,
such as manacles or another creature that has it grappled.
Purifying Potion
Thunder Flask
Potion, common
As an action, a creature can pour this potion into a single serving Potion, rare
of nonmagical food or drink and render it free of poison or disease. This glimmering purple liquid explodes thunderously when
exposed to air. As an action, you can throw this flask up to 30
Regenerative Ointment feet, shattering it on impact. Each creature within a 20-foot radius
must make a DC 15 Constitution saving throw. On a failed save,
Potion, uncommon a creature takes 21 (6d6) thunder damage and is deafened for 1
As an action, a creature can apply this purple ointment to their minute. On a successful save, a creature takes half as much damage
body; for the next minute, they regain 1d4 + 1 hit points at the start and isn’t deafened.
of each of their turns.
Tonguetie Tincture
Regenerative Ointment, Greater
Potion, common
Potion, rare A creature that drinks this potion cannot speak for 1 hour. The
As an action, a creature can apply this purple ointment to their potion seems to writhe in its bottle when disturbed.
body; for the next minute, they regain 2d4 + 2 hit points at the start
of each of their turns. Troll Blood
Silvertongue Sauce Potion, very rare
As an action, a creature can drink this thick, metallic-tasting liquid
Potion, common and regrow severed body members (fingers, legs, tails, and so on).
As an action, a creature can drink this silver liquid; its effects last Growing a new body part takes 2 minutes; if the creature has the
for 1 hour. During this time, the creature has advantage on ability severed part and holds it to the stump, the potion instantaneously
checks they make to persuade or convince another creature, such causes the limb to knit to the stump.
as Charisma (Persuasion) checks.
Thunder
Regenerative Ointment, Flask
Greater
Tonguetie
Tincture
Powdered Troll Blood
Tongue
Purifying Slipsap
Potion
Regenerative
Ointment
Silvertongue
Sauce
222 Chapter Seven | Magic Item Compendium
Appendix A: Harvester’s Handbook
The following tables give examples of the types of ingredients proficient in a skill that would apply, depending on the creature’s
you can harvest from creatures. The table provides 3 examples of type. Creatures without magical properties might require Nature,
ingredient types for each creature, along with their grade and the while magical beasts and aberrations might require Arcana. The
DC for the ability check to acquire ingredients from that creature. skill required by a given creature type is up to the GM.
You can add your proficiency bonus to your ability check if you are
A
Creature CR Grade DC Check Ingredient 1 Ingredient 2 Ingredient 3
Aboleth 10 Medium 15 bone intoxicant toxin
Adult Black Dragon 14 High 20 bone hide toxin
Adult Blue Dragon 16 High 20 bone hide elemental source
Adult Brass Dragon 13 High 20 bone hide intoxicant
Adult Bronze Dragon 15 High 20 bone hide elemental source
Adult Copper Dragon 14 High 20 bone hide intoxicant
Adult Gold Dragon 17 High 20 bone hide elemental source
Adult Green Dragon 15 High 20 bone hide toxin
Adult Red Dragon 17 High 20 bone hide elemental source
Adult Silver Dragon 16 High 20 bone hide toxin
Adult White Dragon 13 High 20 bone hide elemental source
Air Elemental 5 Medium 15 elemental source hide toxin
Ancient Black Dragon 21 Supreme 25 bone hide elemental source
Ancient Blue Dragon 23 Supreme 25 bone hide intoxicant
Ancient Brass Dragon 20 Supreme 25 bone hide elemental source
Ancient Bronze Dragon 22 Supreme 25 bone hide intoxicant
Ancient Copper Dragon 21 Supreme 25 bone hide elemental source
Ancient Gold Dragon 24 Supreme 25 bone hide toxin
Ancient Green Dragon 22 Supreme 25 bone hide elemental source
Ancient Red Dragon 24 Supreme 25 bone hide toxin
Ancient Silver Dragon 23 Supreme 25 bone hide elemental source
Ancient White Dragon 20 Supreme 25 bone feathers hide
Androsphinx 17 High 20 bone precious metal
toxin
Animated Armor 1 Low 10 iron hide
wood
Ankheg 2 Low 10 bone wood
feather
Ape 0.5 Low 10 bone iron
Awakened Shrub 0 Low 10 fiber
Awakened Tree 2 Low 10 fiber
Axe Beak 0.25 Low 10 bone
Azer 2 Low 10 elemental source
Appendix A | Harvester's Handbook 223
B CR Grade DC Check Ingredient 1 Ingredient 2 Ingredient 3
0 Low 10 bone hide
Creature 0 Low 10 bone hide
Baboon 19 Supreme 25 hide
Badger 5 Medium 15 bone hide
Balor 3 Low 10 bone hide toxin
Barbed Devil 0 Low 10 hide
Basilisk 3 Low 10 bone hide hide
Bat 11 High 20 bone elemental source
Bearded Devil 0.5 Low 10 bone hide toxin
Behir 2 Low 10 bone hide water
Black Bear 4 Low 10 pigment toxin stimulant
Black Dragon Wyrmling 0.25 Low 10 bone hide
Black Pudding 0.125 Low 10 feathers
Blink Dog 3 Low 10 bone hide elemental source
Blood Hawk 0.25 Low 10 bone hide
Blue Dragon Wyrmling 9 Medium 15 bone
Boar 1 Low 10 bone hide intoxicant
Bone Devil 2 Low 10 bone hide elemental source
Brass Dragon Wyrmling 1 Low 10 bone hide
Bronze Dragon Wyrmling 1 Low 10 bone
Brown Bear 5 Medium 15 bone hide rock
Bugbear
Bulette CR Grade DC Check Ingredient 1 Ingredient 2 Ingredient 3
0.125 Low 10 bone hide
C Low 10 hide hide
0 Low 10 bone hide sand
Creature 2 Medium 15 bone iron
Camel 8 Medium 15 bone elemental source intoxicant
Cat 6 Low 10 bone toxin pigment
Centaur 4 Medium 15 elemental source rock
Chain Devil 9 Medium 15 hide
Chimera 8 Medium 15 bone elemental source
Chuul 9 Low 10 feathers toxin
Clay Golem 0.5 Low 10 hide
Cloaker 0.25 Low 10 bone hide
Cloud Giant 1 Low 10 feathers medicinals
Cockatrice 4 Low 10
Constrictor Snake 0 Low 10 bone hide
Copper Dragon Wyrmling 0.5
Couatl
Crab
Crocodile
224 Appendix A | Harvester's Handbook
D CR Grade DC Check Ingredient 1 Ingredient 2 Ingredient 3
0.5 Low 10 hide toxin
Creature 1 Low 10 bone hide
Darkmantle 0 Low 10 bone hide elemental source
Death Dog 10 Medium 15 feathers medicinals
Deer 1 Low 10 bone hide
Deva 11 High 20 elemental source precious metal
Dire Wolf 3 Low 10 psychotropic stimulant
Djinni 0.25 Low 10 bone hide
Doppelganger 17 High 20 bone hide
Draft Horse 0.25 Low 10
Dragon Turtle 6 Medium 15 fibres wood
Dretch 1 Low 10
Drider 1 Low 10 elemental source sand
Dryad 0.5 Low 10
Duergar
Dust Mephit CR Grade DC Check Ingredient 1 Ingredient 2 Ingredient 3
0 Low 10 feathers rock sand
E 5 Medium 15 elemental source precious metal
11 High 20 elemental source hide
Creature 4 Low 10 bone
Eagle 0.25 Low 10 hide
Earth Elemental 0.25 Low 10 bone
Efreeti 12 High 20 hide
Elephant 2 Low 10 bone
Elf, Drow 4 Low 10 bone
Elk
Erinyes CR Grade DC Check Ingredient 1 Ingredient 2 Ingredient 3
Ettercap 5 Medium 15 elemental source
Ettin 9 Medium 15 bone elemental source
5 Medium 15 bone elemental source
F feathers hide
0.125 Low 10 iron
Creature elemental source
Fire Elemental 0.25 Low 10 bone
Fire Giant
Flesh Golem 0 Low 10
Flying Snake 8 Medium 15
Flying Sword
Frog
Frost Giant
Appendix A | Harvester's Handbook 225
G CR Grade DC Check Ingredient 1 Ingredient 2 Ingredient 3
2 Low 10 elemental source rock
Creature 2 Low 10 toxin water water
Gargoyle 2 Low 10 bone elemental source
Gelatinous Cube 4 Low 10 hide
Ghast 1 Low 10 bone hide
Ghost 7 Medium 15 bone hide
Ghoul 0.25 Low 10 bone
Giant Ape 0.25 Low 10 hide hide
Giant Badger 2 Low 10 bone hide
Giant Bat 0.25 Low 10 hide hide
Giant Boar 2 Low 10 hide hide
Giant Centipede 0.125 Low 10 bone hide
Giant Constrictor Snake 5 Medium 15 bone hide
Giant Crab 1 Low 10 feathers
Giant Crocodile 2 Low 10 bone toxin
Giant Eagle 0 Low 10 elemental source hide
Giant Elk 0.25 Low 10 hide toxin
Giant Fire Beetle 0.5 Low 10 bone
Giant Frog 1 Low 10 bone toxin
Giant Goat 0.25 Low 10 bone
Giant Hyena 1 Low 10 pigment toxin
Giant Lizard 0.25 Low 10 feathers hide
Giant Octopus 0.25 Low 10 hide toxin
Giant Owl 0.125 Low 10 bone hide
Giant Poisonous Snake 3 Low 10 hide hide
Giant Rat 0.5 Low 10 hide
Giant Scorpion 5 Medium 15 hide hide
Giant Sea Horse 1 Low 10 hide
Giant Shark 1 Low 10 hide
Giant Spider 1 Low 10 feathers
Giant Toad 0.5 Low 10 hide
Giant Vulture 0.125 Low 10 bone
Giant Wasp 0.25 Low 10 hide
Giant Weasel 2 Low 10 psychotropic
Giant Wolf Spider 9 Medium 15 bone
Gibbering Mouther 0.5 Low 10 bone
Glabrezu 0.5 Low 10
Gnoll 0 Low 10 bone
Gnome, Deep (Svirfneblin) 0.25 Low 10
Goat 3 Low 10 bone
Goblin
Gold Dragon Wyrmling
226 Appendix A | Harvester's Handbook
Creature CR Grade DC Check Ingredient 1 Ingredient 2 Ingredient 3
Gorgon 5 Medium 15 iron toxin
Gray Ooze 0.5 Low 10 toxin water toxin
Green Dragon Wyrmling 2 Low 10 bone hide
Green Hag 3 Low 10 bone hide
Grick 2 Low 10 hide feathers medicinals
Griffon 2 Low 10 bone hide hide
Grimlock 0.25 Low 10 bone hide
Guardian Naga 10 Medium 15 bone feathers
Gynosphinx 11 High 20 bone
H CR Grade DC Check Ingredient 1 Ingredient 2 Ingredient 3
5 Medium 15 bone elemental source hide
Creature 1 Low 10 feathers
Half-Red Dragon Veteran 0 Low 10 feathers elemental source hide
Harpy 3 Low 10 bone hide hide
Hawk 8 Medium 15 bone hide
Hell Hound 5 Medium 15 bone feathers
Hezrou 1 Low 10 bone
Hill Giant 0.5 Low 10 toxin
Hippogriff 0 Low 10 sand hide
Hobgoblin 11 High 20 bone
Homunculus 2 Low 10 hide hide
Horned Devil 8 Medium 15 bone
Hunter Shark 0 Low 10 hide
Hydra
Hyena CR Grade DC Check Ingredient 1 Ingredient 2 Ingredient 3
14 High 20 elemental source hide
I 0.5 Low 10 elemental source water
Creature 1 Low 10 elemental source iron
Ice Devil 6 Medium 15 elemental source
Ice Mephit 16 High 20
Imp
Invisible Stalker CR Grade DC Check Ingredient 1 Ingredient 2 Ingredient 3
Iron Golem
0 Low 10 hide
J
Creature
Jackal
Appendix A | Harvester's Handbook 227
K CR Grade DC Check Ingredient 1 Ingredient 2 Ingredient 3
3 Low 10 hide pigment
Creature 0.125 Low 10
Killer Whale 23 Supreme 25 elemental source
Kobold
Kraken CR Grade DC Check Ingredient 1 Ingredient 2 Ingredient 3
hide
L 4 Low 10 intoxicant
hide
Creature 0 Low 10 hide
Lamia
Lemure 21 Supreme 25 bone
Lich
Lion 1 Low 10 bone
Lizard
Lizardfolk 0 Low 10 hide
M 0.5 Low 10 bone
Creature CR Grade DC Check Ingredient 1 Ingredient 2 Ingredient 3
Magma Mephit 0.5 Low 10 elemental source rock
Magmin 0.5 Low 10 elemental source rock sand
Mammoth 6 Medium 15 bone hide sand
Manticore 3 Low 10 bone hide
Marilith 16 High 20 bone hide
Mastiff 0.125 Low 10 bone hide
Medusa 6 Medium 15 toxin
Merfolk 0.125 Low 10 hide
Merrow 2 Low 10 bone hide
Mimic 2 Low 10 psychotropic hide
Minotaur 3 Low 10 bone
Minotaur Skeleton 2 Low 10 bone hide
Mule 0.125 Low 10 bone fibres
Mummy 3 Low 10 bone fibres
Mummy Lord 15 High 20 bone
N CR Grade DC Check Ingredient 1 Ingredient 2 Ingredient 3
13 High 20 bone hide feathers
Creature 5 Medium 15 bone
Nalfeshnee 3 Low 10 bone elemental source hide
Night Hag
Nightmare
228 Appendix A | Harvester's Handbook
O CR Grade DC Check Ingredient 1 Ingredient 2 Ingredient 3
2 Low 10 pigment toxin
Creature 0 Low 10 pigment hide
Ochre Jelly 2 Low 10 bone hide toxin
Octopus 2 Low 10 bone hide hide
Ogre 7 Medium 15 bone psychotropic
Ogre Zombie 0.5 Low 10 bone
Oni 5 Medium 15 bone hide
Orc 0 Low 10 feathers
Otyugh 3 Low 10 bone feathers
Owl
Owlbear CR Grade DC Check Ingredient 1 Ingredient 2 Ingredient 3
0.25 Low 10 bone hide hide
P Low 10 bone feathers hide
2 Low 10 hide toxin
Creature 3 Supreme 25 bone elemental source intoxicant
Panther 20 High 20 feathers medicinals toxin
Pegasus 16 Low 10 bone hide
Phase Spider 2 Low 10 hide toxin
Pit Fiend 0.125 Low 10 bone hide
Planetar 2 Low 10 bone hide
Plesiosaurus 0.125 Low 10 bone hide
Poisonous Snake 0.25 High 20 bone hide
Polar Bear 15
Pony
Pseudodragon CR Grade DC Check Ingredient 1 Ingredient 2 Ingredient 3
Purple Worm
1 Low 10 psychotropic
Q
0 Low 10
Creature
Quasit
Quipper
Appendix A | Harvester's Handbook 229
R CR Grade DC Check Ingredient 1 Ingredient 2 Ingredient 3
13 High 20 toxin elemental source
Creature 0 Low 10 hide
Rakshasa 0 Low 10 feathers hide iron
Rat 4 Low 10 bone hide
Raven 0.5 Low 10 hide hide
Red Dragon Wyrmling 11 High 20 elemental source feathers
Reef Shark 2 Low 10 bone
Remorhaz 0.25 Low 10 bone hide
Rhinoceros 11 High 20 bone
Riding Horse 5 Medium 15 rock
Roc 2 Low 10 fibres
Roper 0.5 Low 10 bone
Rug of Smothering
Rust Monster CR Grade DC Check Ingredient 1 Ingredient 2 Ingredient 3
2 Low 10 bone hide
S 0.5 Low 10 hide toxin
5 Medium 15 elemental source wood toxin
Creature 0.5 Low 10 bone iron
Saber-Toothed Tiger 0 Low 10 toxin wood
Sahuagin 2 Low 10 bone hide
Salamander 0 Low 10 medicinals
Satyr 0.5 Low 10 fibres
Scorpion 5 Medium 15 gemstone medicinals
Sea Hag 7 Medium 15 fibres intoxicant
Sea Horse 0 Low 10 bone water
Shadow 2 Low 10 bone
Shambling Mound 0.25 Low 10 feathers
Shield Guardian 21 Supreme 25
Shrieker 1 Low 10 toxin
Silver Dragon Wyrmling 0 Low 10 hide
Skeleton 8 Medium 15 psychotropic
Solar 0.25 Low 10 elemental source
Specter 0.25 Low 10
Spider 0.125 Low 10
Spirit Naga
Sprite
Steam Mephit
Stirge
230 Appendix A | Harvester's Handbook
Creature CR Grade DC Check Ingredient 1 Ingredient 2 Ingredient 3
Stone Giant bone hide stone
Stone Golem 7 Medium 15 elemental source rock
Storm Giant 10 Medium 15 bone elemental source hide
Succubus/Incubus 13 High 20 elemental source intoxicant
Swarm of Bats 4 Low 10 hide
Swarm of Insects 0.25 Low 10 pigment toxin
Swarm of Poisonous Snakes 0.5 Low 10 hide
Swarm of Quippers 2 Low 10
Swarm of Rats 1 Low 10 feathers
Swarm of Ravens 0.25 Low 10
0.25 Low 10
T
CR Grade DC Check Ingredient 1 Ingredient 2 Ingredient 3
Creature hide stimulant
Tarrasque 30 Supreme 25 bone hide
Tiger wood medicinals
Treant 1 Low 10 bone hide
Triceratops hide
Troll 9 Medium 15 fibres hide
Tyrannosaurus Rex
5 Medium 15 bone
U
5 Medium 15 bone
Creature
Unicorn 8 Medium 15 bone
V CR Grade DC Check Ingredient 1 Ingredient 2 Ingredient 3
5 Medium 15 bone hide medicinals
Creature
Vampire CR Grade DC Check Ingredient 1 Ingredient 2 Ingredient 3
Vampire Spawn 13 High 20 bone intoxicant hide
Violet Fungus 5 Medium 15 bone
Vrock 0.25 Low 10 fibres wood
Vulture 6 Medium 15 bone feathers
0 Low 10 feathers
Appendix A | Harvester's Handbook 231
W CR Grade DC Check Ingredient 1 Ingredient 2 Ingredient 3
0.5 Low 10 bone hide
Creature 0.5 Low 10 bone elemental source
Warhorse 5 Medium 15 elemental source hide hide
Warhorse Skeleton 0 Low 10 hide hide
Water Elemental 5 Medium 15 bone hide
Weasel 4 Low 10 bone hide
Werebear 2 Low 10 bone hide
Wereboar 4 Low 10 bone hide
Wererat 3 Low 10 bone
Weretiger 2 Low 10 bone elemental source
Werewolf 3 Low 10 bone hide
White Dragon Wyrmling 2 Low 10 hide
Wight 3 Low 10 bone
Will-o'-Wisp 0.25 Low 10 bone toxin
Winter Wolf 0.5 Low 10 bone
Wolf 5 Medium 15
Worg 6 Medium 15 hide
Wraith
Wyvern CR Grade DC Check Ingredient 1 Ingredient 2 Ingredient 3
5 Medium 15 elemental source gemstone rock
X
CR Grade DC Check Ingredient 1 Ingredient 2 Ingredient 3
Creature 7 Medium 15 bone hide toxin
Xorn 9 Medium 15 bone hide elemental source
6 Medium 15 bone hide intoxicant
Y 8 Medium 15 bone hide elemental source
7 Medium 15 bone hide intoxicant
Creature 10 Medium 15 bone hide elemental source
Young Black Dragon 8 Medium 15 bone hide toxin
Young Blue Dragon 10 Medium 15 bone hide elemental source
Young Brass Dragon 9 Medium 15 bone hide toxin
Young Bronze Dragon 6 Medium 15 bone hide elemental source
Young Copper Dragon
Young Gold Dragon CR Grade DC Check Ingredient 1 Ingredient 2 Ingredient 3
Young Green Dragon 0.25 Low 10 bone
Young Red Dragon
Young Silver Dragon
Young White Dragon
Z
Creature
Zombie
232 Appendix A | Harvester's Handbook
Appendix B: Forager’s Handbook
The following tables provide examples of the kind of ingredients
you can forage for in various environments. Each table provides
a set of specific plants or other flora, along with its ingredient
type, grade and DC for the ability check to acquire it. If you are
proficient in a skill that would apply to the environment you are in,
such as Nature or Survival, you can add your proficiency bonus to
your ability check to acquire an ingredient. The GM has final say
on what skills apply in each environment.
Arctic
d20 Ingredient (Classification) Grade Acquisition DC Creation DC Modifier Value
1 Shiverbug (Pigment) Low 10 +2 7 cp
2 Giantsbeard Lichen (Fiber) Low 10 +2 1 cp
3 White Spruce (Fiber, Wood) Low 10 +2 1 cp
4 Bog Bilberry (Alcohol) Low 10 +2 7 cp
5 Chaga Fungi (Medicinal, Pigment) Low 10 +2 14 cp
6 Moss Campion (Toxin) Low 10 +2 7 sp
7 Yarrow (Medicinal, Stimulant) Low 10 +2 8 sp
8 Mountain Moss Mushroom (Psychotropic) Low 10 +2 7 sp
9 Bearberry (Medicinal, Toxin) Low 10 +2 8 sp
10 Icicle Lichen (Psychotropic, Intoxicant) Low 10 +2 8 sp
11 Frostbite Beetle (Toxin) Medium 15 +0 1 gp
12 Cloudberry (Alcohol, Intoxicant) Medium 15 +0 11 sp
13 Silver Pine (Fiber, Wood) Medium 15 +0 2 cp
14 Snowflake Fungi (Alcohol) Medium 15 +0 1 sp
15 Fly Agaric (Psychotropic, Toxin) Medium 15 +0 2 gp
16 Giant Mosquito (Intoxicant) High 20 -2 12 sp
17 Bluesnow Butterfly (Pigment, Stimulant) High 20 -2 13 sp
18 Frostbark Spruce (Fiber, Wood) High 20 -2 3 cp
19 Verglas (Water) High 20 -2 2 cp
20 Rimelice (Psychotropic) Supreme 25 -4 15 sp
Appendix B | Forager's Handbook 233
Coastal Grade Acquisition DC Creation DC Modifier Value
Low 10 +2 15 cp
d20 Ingredient (Classification) Low 10 +2 9 cp
1 Bladder Wrack (Medicinal, Pigment) Low 10 +2 15 cp
2 Coconut Palm (Alcohol, Fiber, Wood) Low 10 +2 7 sp
3 Palm Lily (Alcohol, Pigment) Low 10 +2 14 sp
4 Dreamfish (Psychotropic) Low 10 +2 7 sp
5 Surf Parrotfish (Psychotropic, Toxin) Low 10 +2 1 cp
6 Finstripe Goatfish (Psychotropic) Low 10 +2 7 cp
7 Totara (Wood) Low 10 +2 7 cp
8 Rambutan (Alcohol) Low 10 +2 7 cp
9 Sea Thrift (Intoxicant) Medium 15 +0 11 cp
10 Cup of Gold (Intoxicant) Medium 15 +0 11 cp
11 Okra (Fiber, Medicinal) Medium 15 +0 1 gp
12 Aloe Vera (Medicinal, Water) Medium 15 +0 2 cp
13 Lionfish (Toxin) Medium 15 +0 1 gp
14 Bamboo (Fiber, Wood) High 20 -2 12 cp
15 Areca Palm (Stimulant) High 20 -2 12 sp
16 Murex Snail (Pigment) High 20 -2 12 cp
17 Reef Stonefish (Toxin) High 20 -2 12 sp
18 Kava (Intoxicant) Supreme 25 -4 15 sp
19 Flying Fish Wings (Stimulant)
20 Coca (Stimulant) Grade Acquisition DC Creation DC Modifier Value
Low 10 +2 9 cp
Desert Low 10 +2 7 sp
Low 10 +2 8 cp
d20 Ingredient (Classification) Low 10 +2 7 cp
1 Sentry Plant (Alcohol, Fiber, Water) Low 10 +2 1 cp
2 Torch Cactus (Psychotropic) Low 10 +2 1 cp
3 Mare's Milk (Alcohol, Water) Low 10 +2 1 cp
4 Rubber Rabbitbrush (Pigment) Low 10 +2 14 cp
5 Olive (Wood) Low 10 +2 7 sp
6 Devil's Claw (Fiber) Low 10 +2 7 sp
7 Blue Yucca (Fiber)
8 Inebriating Mint (Intoxicant, Medicinal)
9 Wheel Spider (Toxin)
10 Camel Spider (Toxin)
234 Appendix B | Forager's Handbook
d20 Ingredient (Classification) Grade Acquisition DC Creation DC Modifier Value
11 Joint-Pine Pollen (Medicinal, Stimulant) Medium 15 +0 11 sp
12 Desert Toad (Psychotropic) Medium 15 +0 1 gp
13 Desert Ironwood (Wood) Medium 15 +0 1 cp
14 Myrtle (Medicinal) Medium 15 +0 1 sp
15 Blue Agave (Alcohol) Medium 15 +0 1 cp
16 Cochineal (Pigment) 20 -2 12 cp
17 Khat (Stimulant) High 20 -2 12 sp
18 Peyote (Psychotropic) High 20 -2 12 sp
19 Indigo (Medicinal, Pigment) High 20 -2 25 cp
20 Killer Bee (Toxin) High 25 -4 15 sp
Supreme
Forest
Grade Acquisition DC Creation DC Modifier Value
d20 Ingredient (Classification) Low 10 +2 7 cp
1 Cassava (Alcohol) Low 10 +2 7 sp
2 Crimson-Patched Longwing (Toxin) Low 10 +2 7 cp
3 Wasai (Medicinal) Low 10 +2 14 cp
4 Spiked Pepper (Intoxicant, Medicinal) Low 10 +2 7 cp
5 Lapacho (Medicinal) Low 10 +2 8 cp
6 Kamala Tree (Pigment, Wood) Low 10 +2 7 sp
7 Cacao Seeds (Stimulant) Low 10 +2 8 sp
8 Fishberrry (Intoxicant, Stimulant) Low 10 +2 7 sp
9 Ginseng (Stimulant) Low 10 +2 8 cp
10 Chestnut (Pigment, Wood) Medium 15 +0 11 cp
11 Cutchtree (Pigment, Wood) Medium 15 +0 1 sp
12 Kratom Leaves (Intoxicant) Medium 15 +0 2 cp
13 Bamboo (Fiber, Wood) Medium 15 +0 1 gp
14 Banana Spider (Toxin) Medium 15 +0 1 gp
15 Bullet Ant (Psychotropic) High 20 -2 25 sp
16 Seer's Sage (Psychotropic, Stimulant)
High 20 -2 12 sp
17 Poison Dart Frog (Toxin)
18 Ayahuasca (Psychotropic) High 20 -2 12 sp
19 Mahogany (Wood) High 20 -2 2 cp
20 Coffee Beans (Stimulant) Supreme 25 -4 15 sp
Appendix B | Forager's Handbook 235
Grassland Grade Acquisition DC Creation DC Modifier Value
Low 10 +2 7 cp
d20 Ingredient (Classification) Low 10 +2 7 cp
1 Cow Urine (Pigment) Low 10 +2 7 sp
2 Chamomile (Intoxicant) Low 10 +2 7 sp
3 Horseradish (Stimulant) Low 10 +2 8 cp
4 Dense Blazing Star (Stimulant) Low 10 +2 7 sp
5 Mare's Milk (Alcohol, Water) Low 10 +2 7 sp
6 Buck Moth (Toxin) Low 10 +2 1 cp
7 Wasp (Toxin) Low 10 +2 7 sp
8 Birch (Wood) Low 10 +2 7 cp
9 Banded Mottlegill (Psychotropic) Medium 15 +0 1 gp
10 Lac Crawler Bug (Pigment) Medium 15 +0 1 sp
11 Liberty Cap (Psychotropic) Medium 15 +0 11 cp
12 Valerian (Intoxicant) Medium 15 +0 1 sp
13 Flax (Fiber, Medicinal) Medium 15 +0 1 gp
14 Wheat (Alcohol) High 20 -2 25 cp
15 Oak Processionary (Toxin) High 20 -2 2 cp
16 Indigo (Medicinal, Pigment) High 20 -2 2 cp
17 Sheep (Fiber) High 20 -2 2 cp
18 Oak (Wood) Supreme 25 -4 12 cp
19 Mulberry Silkworm (Fiber)
20 Breadseed Poppy (Intoxicant) Grade Acquisition DC Creation DC Modifier Value
Low 10 +2 7 sp
Hill Low 10 +2 76 cp
Low 10 +2 8 cp
d20 Ingredient (Classification) Low 10 +2 7 sp
1 Common Broom (Stimulant) Low 10 +2 7 cp
2 Bitter Orange (Stimulant, Wood) Low 10 +2 7 sp
3 Mare's Milk (Alcohol, Water) Low 10 +2 1 cp
4 Wasp (Toxin) Low 10 +2 7 cp
5 Scarlet Elfcap (Medicinal) Low 10 +2 8 cp
6 Sulphur Tuft (Toxin) Low 10 +2 7 sp
7 Rattan (Fiber)
8 Lavender (Intoxicant)
9 Brindleberry (Pigment, Wood)
10 Banded Mottlegill (Psychotropic)
236 Appendix B | Forager's Handbook
d20 Ingredient (Classification) Grade Acquisition DC Creation DC Modifier Value
11 Tea Leaves (Stimulant) Medium 15 +0 1 gp
12 Liberty Cap (Psychotropic) Medium 15 +0 1 gp
13 Grapes (Alcohol) Medium 15 +0 1 sp
14 Fly Agaric (Psychotropic, Toxin) Medium 15 +0 2 gp
15 Wheat (Alcohol) Medium 15 +0 1 sp
16 Oak (Wood) 20 -2 2 cp
17 Tobacco (Intoxicant, Stimulant) High 20 -2 13 sp
18 Red-veined Pie Plant (Medicinal, Pigment) High 20 -2 25 cp
19 Sheep (Fiber) High 20 -2 2 cp
20 Hemp (Fiber, Intoxicant) High 25 -4 16 cp
Supreme
Mountain
Grade Acquisition DC Creation DC Modifier Value
d20 Ingredient (Classification) Low 10 +2 7 cp
1 Millet (Alcohol) Low 10 +2 7 cp
2 Rice (Alcohol) Low 10 +2 1 cp
3 Cotton (Fiber) Low 10 +2 7 cp
4 Tall Physochlaina (Intoxicant) Low 10 +2 7 sp
5 Silk Flower (Psychotropic) Low 10 +2 7 sp
6 Torch Cactus (Psychotropic) Low 10 +2 7 cp
7 Sea Wormwood (Medicinal) Low 10 +2 7 cp
8 Lemon Sagewort (Medicinal) Low 10 +2 7 sp
9 Poison Ivy (Toxin) Low 10 +2 1 cp
10 Stone Pine (Wood) Medium 15 +0 1 gp
11 Monkshood (Toxin) Medium 15 +0 2 cp
12 Bamboo (Fiber, Wood) Medium 15 +0 2 gp
13 Star Cactus (Stimulant, Psychotropic) Medium 15 +0 1 cp
14 Alpaca (Fiber) Medium 15 +0 1 sp
15 Ochre (Pigment) High 20 -2 25 sp
16 Red-veined Pie Plant (Medicinal, Pigment) High 20 -2 13 cp
17 Lapis Lazuli (Pigment) High 20 -2 13 sp
18 Angel's Trumpet (Intoxicant, Toxin) High 20 -2 2 cp
19 Cedar (Wood) Supreme 25 -4 15 sp
20 Coca (Stimulant)
Appendix B | Forager's Handbook 237
Swamp Grade Acquisition DC Creation DC Modifier Value
Low 10 +2 7 sp
d20 Ingredient (Classification) Low 10 +2 1 cp
1 Sweet Flag (Stimulant) Low 10 +2 7 cp
2 Mangrove (Fiber, Wood) Low 10 +2 7 sp
3 Red Baneberry (Medicinal) Low 10 +2 7 cp
4 Corn-lily (Toxin) Low 10 +2 7 cp
5 Sweetgale (Medicinal) Low 10 +2 1 cp
6 Swamp Apple (Alcohol) Low 10 +2 14 cp
7 Bulrush (Fiber) Low 10 +2 7 cp
8 Yellowroot (Medicinal, Pigment) Low 10 +2 7 cp
9 Sugarcane (Alcohol) Medium 15 +0 1 gp
10 Magnolia (Intoxicant) Medium 15 +0 1 sp
11 Dahoon Holly (Stimulant) Medium 15 +0 111 cp
12 Blue Lotus (Intoxicant) Medium 15 +0 11 cp
13 Milkweed (Fiber, Medicinal, Toxin) Medium 15 +0 1 gp
14 Water Oak (Pigment, Wood) High 20 -2 12 cp
15 Spectacular Rustgill (Psychotropic) High 20 -2 2 cp
16 Eye of Newt (Psychotropic) High 20 -2 12 cp
17 Bald Cypress (Wood) High 20 -2 12 cp
18 Bitter Nightshade (Toxin) Supreme 25 -4 15 cp
19 Gold Caps (Psychotropic)
20 Grubtoad Slime (Pigment) Grade Acquisition DC Creation DC Modifier Value
Low 10 +2 7 sp
Underground Low 10 +2 7 sp
Low 10 +2 7 sp
d20 Ingredient (Classification) Low 10 +2 7 cp
1 Cave Bat Wing (Stimulant) Low 10 +2 7 cp
2 Cave Crayfish (Intoxicant) Low 10 +2 7 cp
3 Bullseye Fungi (Psychotropic) Low 10 +2 1 cp
4 Cave Beetle (Pigment) Low 10 +2 7 sp
5 Rosy Woodlouse (Pigment) Low 10 +2 7 sp
6 Liverwort (Medicinal) Low 10 +2 1 cp
7 Roughstalk (Fiber, Wood)
8 Cave Weta (Stimulant)
9 Dragon Millipede (Toxin)
10 Stoolstalk (Wood)
238 Appendix B | Forager's Handbook
d20 Ingredient (Classification) Grade Acquisition DC Creation DC Modifier Value
11 Ropemoss (Fiber) Medium 15 +0 1 cp
12 Slime Ear (Stimulant, Toxin) Medium 15 +0 2 gp
13 Giant Salamander (Medicinal) Medium 15 +0 1 sp
14 Phantom Cavefish (Psychotropic) Medium 15 +0 1 gp
15 Bloated Bluegill (Alcohol, Intoxicant) Medium 15 +0 11 cp
16 Flecked Deathcap (Toxin) 20 -2 12 sp
17 Penicillium (Medicinal) High 20 -2 12 cp
18 Bat Weaver Spider (Stimulant, Toxin) High 20 -2 22 sp
19 Caveball Fungi (Alcohol) High 20 -2 12 cp
20 Koji Mold (Alcohol) High 25 -4 15 cp
Supreme
Underwater
Grade Acquisition DC Creation DC Modifier Value
d20 Ingredient (Classification) Low 10 +2 15 cp
1 Bladder Wrack (Medicinal, Pigment) Low 10 +2 7 cp
2 Octopus Ink (Pigment) Low 10 +2 1 cp
3 Driftwood (Wood) Low 10 +2 7 sp
4 Dreamfish (Psychotropic) Low 10 +2 15 sp
5 Surf Parrotfish (Psychotropic, Toxin) Low 10 +2 7 sp
6 Finstripe Goatfish (Psychotropic) Low 10 +2 1 cp
7 Dulse (Alcohol) Low 10 +2 7 cp
8 Red Seaweed (Intoxicant) Low 10 +2 1 cp
9 Knotted Wrack (Fiber) Low 10 +2 7 cp
10 Arctic Char (Medicinal) Medium 15 +0 2 sp
11 Giant Bladder Kelp (Alcohol, Intoxicant) Medium 15 +0 1 cp
12 Kelp (Fiber) Medium 15 +0 1 gp
13 Lionfish (Toxin) Medium 15 +0 1 sp
14 Sandy Dogfish (Medicinal) Medium 15 +0 1 sp
15 Eel (Medicinal) High 20 -2 12 cp
16 Murex Snail (Pigment) High 20 -2 12 sp
17 Reef Stonefish (Toxin) High 20 -2 12 sp
18 Seahorse (Stimulant) High 20 -2 12 sp
19 Flying Fish Wings (Stimulant) Supreme 25 -4 2 cp
20 Softwood Coral (Wood)
Appendix B | Forager's Handbook 239
Urban Grade Acquisition DC Creation DC Modifier Value
Low 10 +2 7 cp
d20 Ingredient (Classification) Low 10 +2 7 sp
1 Rat Tail (Intoxicant) Low 10 +2 7 sp
2 Pigeon Feather (Stimulant) Low 10 +2 7 cp
3 Cockroach (Toxin) Low 10 +2 7 sp
4 Gecko Shed Skin (Medicinal) Low 10 +2 15 cp
5 Firebrat (Toxin) Low 10 +2 7 cp
6 Dandelion (Medicinal, Pigment) Low 10 +2 7 sp
7 Daisy (Medicinal) Low 10 +2 76 cp
8 Ivy Berries (Toxin) Low 10 +2 7 sp
9 Stinking Sumac (Wood, Toxin) Medium 15 +0 1 gp
10 Holly (Toxin) Medium 15 +0 2 cp
11 Silverfish (Stimulant) Medium 15 +0 1 gp
12 Bamboo (Fiber, Wood) Medium 15 +0 1 sp
13 Giant Hogweed (Toxin) Medium 15 +0 1 gp
14 Viper's Bugloss (Pigment) High 20 -2 13 cp
15 Yellow Foot Agaricus (Toxin) High 20 -2 13 cp
16 Cherry (Alcohol, Wood) High 20 -2 12 sp
17 Apple (Alcohol, Wood) High 20 -2 25 sp
18 Gold Caps (Psychotropic) Supreme 25 -4 15 cp
19 Seer's Sage (Psychotropic, Stimulant)
20 Griffon Feathers (Medicinal)
240 Appendix B | Forager's Handbook
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Open Game License v 1.0a Copyright 2000, Wizards of the
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System Reference Document, 5.1 Copyright 2016, Wizards of the
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Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb,
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The Ultimate Guide to Alchemy, Crafting, and Enchanting,
Copyright 2020, Chris Haskins, Nord Games LLC.
END OF LICENSE
242
243
Item Name: Item Name:
Profession(s): Profession(s):
Specialization(s): Specialization(s):
Recipe Rank: Recipe Rank:
Creation Time: Creation Time:
Created Item’s Value: Created Item’s Value:
Ingredient 1: Ingredient 1:
Ingredient Property (if any)? Ingredient Property (if any)?
Ingredient 2 (if any): Ingredient 2 (if any):
Ingredient Property (if any)? Ingredient Property (if any)?
Ingredient 3 (if any): Ingredient 3 (if any):
Ingredient Property (if any)? Ingredient Property (if any)?
Tool(s): Tool(s):
Source (if any): Source (if any):
Enchanting Only Enchanting Only
Ability Check: Ability Check:
Item’s Property (if any): Item’s Property (if any):
Description: Description:
Item Name: Item Name:
Profession(s): Profession(s):
Specialization(s): Specialization(s):
Recipe Rank: Recipe Rank:
Creation Time: Creation Time:
Created Item’s Value: Created Item’s Value:
Ingredient 1: Ingredient 1:
Ingredient Property (if any)? Ingredient Property (if any)?
Ingredient 2 (if any): Ingredient 2 (if any):
Ingredient Property (if any)? Ingredient Property (if any)?
Ingredient 3 (if any): Ingredient 3 (if any):
Ingredient Property (if any)? Ingredient Property (if any)?
Tool(s): Tool(s):
Source (if any): Source (if any):
Enchanting Only Enchanting Only
Ability Check: Ability Check:
Item’s Property (if any): Item’s Property (if any):
Description: Description:
244 © 2020 Nord Games LLC. 2020
Get Your Hands Dirty
The Ultimate Guide to Alchemy, Crafting &
Enchanting is a comprehensive companion for not
only magic items, but organically integrating item
creation into your 5E games.
Rise through the ranks of the associations that
oversee the varied studies of alchemy, crafting,
and enchanting. Each rank comes with new recipes
and benefits, but be careful, because if you don’t
adhere to the association’s principles, you could fall
into bad standing, or worse. Don't worry -
for the rule-breakers and rebels, there’s always the
black market...
Finally, this book contains tables for the harvesting
and foraging of ingredients, hundreds of recipes for
both new and existing items, and 200 brand new,
ready-to-use magic items.
With this guide’s help, you can become a master
crafter, and forge some of the most powerful artifacts
the realms have ever seen.
Chapter One | Associations 245
Contents Alkahest Quests 16
Apothecary Quests 18
Foreword 2 Tincturer Quests 20
Associations
Crafting 22
The Crafters’ Association
4 22
Core Principles of the Crafters’
Association 23
Benefits 4 6
Principles 5 The Fundamentals 23
Ranks 5 Specializations 23
Quests 6 Crafting Quests 25
Bad Standing Unsanctioned Outsourcing 25
Connections 6 Blacksmith Quests 26
Your Association 7 Jeweler Quests 27
Alchemy 12 Leatherworker Quests 28
Tailor Quests 30
The Alchemists’ Association Tinker Quests 31
12 Woodworker Quests 32
Core Principles of the Alchemist Enchanting
Association 12 34
The Fundamentals 13 Enchanters’ Association 34
Specializations 13
Alchemy Quests 15
246 Chapter One | Associations
Core Principles of the Recipe Layout 47
Enchanters’ Association 34
Arcane 50
The Fundamentals 35 Natural 52
Divine 52
Source 35
Method 35 Ingredients 55
Tools 36
Discipline Ability 36 Grade 55
Properties 55
Specializations 36 Ingredient Classification 55
Enchanting Quests 37 Properties 60
The Wisdom of Experience 37 Alchemy Recipes 61
Eclectist Quests 37
Implemancer Quests 39 Novice 61
Wardwright Quests 41 Apprentice 61
Expert 61
The Under- Artisan 62
ground 43 Master 62
Training 43 Crafting Recipes 82
Banned and Restricted
Recipes 44 Novice 82
Your Own Underground Apprentice 82
Network 44 Expert 83
Artisan 84
Recipes 47 Master 85
Enchanting Recipes 113
Novice 113
Chapter One | Associations 247
Apprentice 113 Duelist’s Blade 180
Expert 113 Doom Hammer 181
Artisan 114 Extending Weapon 181
Master 115 Featherweight Weapon 181
Fiend Cleaver 181
Magic Item Fire Pipe 181
Compendium Firststrike Lance 181
176 Flare 182
Frostveil Armor 182
Weapons & Armor 177 Gravespike 182
Horizon Bow 182
Ammunition of Hesitation 178 Infernal Pitchfork 182
Armor of Evasion 178 Intercepting Shield 182
Armor of Immunity 178 Last Stand Armor 183
Armor of Instinct 178 Magnetic Shield 183
Basilisk Fang 179 Martyr’s Armor 183
Blade of Mutability 179 Mycelial Plate 183
Blight Sickle 179 Nevermiss Dagger 183
Blood Ammunition 179 Oscillanium Armor 183
Blood Drinker 179 Passwall Arrow 184
Bolt Thrower 180 Plagiarist’s Pen 184
Brooch Pin 180 Portable Cover 184
Club of Rot 180 Razor Lash 184
Crossbow of Swift Death 180
248 Chapter One | Associations
Sanctuary Blade 184 Broom of Revealing Steps 190
Scythe of Undeath 185 Cap of Arcane Recall 191
Shield of Retribution 185 Cat’s Paw 191
Spirit Armor 185 Cement Boots 191
Star Thrower 186 Charms 191
Suit of Many Limbs 186 Contortionist’s Cloak 191
Sword of Weakening 186 Coward’s Boots 192
Tamer’s Whip 186 Cup of Fury 192
Tentacle Lash 186 Door Knocker of Unwelcoming
Vest of Fortitude 187 192
Vitriolic Web 187 Emperor’s Toga 193
Wingtaker 187 Eyes of True Vision 193
Unhappy Dagger 187 Fossilized Egg 193
Unraveling Chain 187 Gambler’s Dice 193
Gloves of Fire 193
Rings & Wondrous Items Gloves of Hurling 194
188 Grunge Guitar 194
Hexes 194
Administrator’s Quipu 189 Horns of Power 195
Amulet of Expedient Reaction Illusionist’s Palette 195
189 Instant Solid 195
Antikythera 189 Jester’s Skull 195
Badmouth’s Mug 189 Judge’s Gavel 196
Barrister’s Wig 190
Boom Box 190
Boots of Trembling 190
Chapter One | Associations 249