diff --git a/FightClub5eXML/Sources/AcquisitionsIncorporated/backgrounds-ai.xml b/FightClub5eXML/Sources/AcquisitionsIncorporated/backgrounds-ai.xml new file mode 100644 index 0000000..efcc408 --- /dev/null +++ b/FightClub5eXML/Sources/AcquisitionsIncorporated/backgrounds-ai.xml @@ -0,0 +1,298 @@ + + + + Celebrity Adventurer's Scion + Perception, Performance + + Description + Your family name strikes fear and admiration in the hearts of the common folk—but that's got nothing to do with you. Songs and stories celebrating the adventuring exploits of your famous parent are widely known. Kids across the land grew up wishing they were you. But being the child of a famous adventurer wasn't all hugs and kisses. +You seldom saw your celebrity-adventurer parent, and when they were around, it was all about them and tales of slaying this demon or vanquishing that dragon. All too often, you'd be woken out of a sound sleep by someone standing outside your home screaming about the latest threat to the town, the region, or the world. +In the end, all you have to show for your lineage is your name. Most of the family's money went for consumables, from potions of healing and spell scrolls to copious amounts of dwarven ale. And everyone expects you to swing a sword or sling spells like your famous forebear, making it doubly hard for you to prove yourself. +• Skill Proficiencies: Perception, Performance +• Tool Proficiencies: Disguise kit +• Languages: Two of your choice +• Equipment: Disguise kit, a set of fine clothes, and a belt pouch containing 30 gp. +Source: Acquisitions Incorporated p. 48 + + + Feature: Name Dropping + You know and have met any number of powerful people across the land—and some of them might even remember you. You might be able to wrangle minor assistance from a major figure in the campaign, at the DM's discretion. Additionally, the common folk treat you with deference, and your heritage and the stories you tell might be good for a free meal or a place to sleep. + + + + Suggested Characteristics + Scions of celebrity adventurers must deal with fame that's not theirs, wealth they didn't earn, and expectations they can never hope to meet. These hardships can have adverse effects, but those who cope with them can arrive at a decent attitude and a grounded worldview. Those who fail become bitter—or worse. +d8 | Personality Trait +1 | I will never get out of my famous parent's shadow, and no one else will ever understand this burden. +2 | I've seen enough of the adventuring life to have realistic expectations and empathy for my peers. +3 | Living up to my legacy will be difficult, but I'm going to do it. +4 | I'm used to the very best in life, and that's a hard habit to break. +5 | My parent taught me a sense of duty. I strive to uphold it, even when the odds are against me. +6 | No one can fake a smile, a handshake, or an interested nod like I can. +7 | I've been part of the adventuring life since I was old enough to walk. Let me explain a few things to you. +8 | No risk is too great for the rewards of defeating my enemies... and taking their stuff. + +d6 | Ideal +1 | Power. The only way to get ahead in this world is to attain power and hold onto it with all your might. (Evil) +2 | Peace. Those who can find or make peace in the chaotic world around them have everything. (Lawful) +3 | Fame. I've seen what fame can bring. And I'll do anything to get all that for myself. (Neutral) +4 | Training. Hard work, sacrifice, and training lead to success—and eventually to perfection. (Any) +5 | Anonymity. I want to be successful. And alone. With lots of guards and wards between me and everyone else in the world. (Any) +6 | Wisdom. Material wealth is an illusion. Wisdom is the real treasure. (Good) + +d6 | Bond +1 | While my parent was out adventuring, a servant raised me, and I care about that person more than anyone. +2 | I consider every member of my parent's former adventuring party to be family. +3 | Despite their absences, my famous parent was kind and generous. I love them and want to make them proud. +4 | My parent once brought a cursed magic item home. It is my obsession. +5 | My childhood home holds all my best memories, and its upkeep is my primary concern. +6 | Growing up, I had an imaginary friend I could always count on. That friend is still with me. + +d6 | Flaw +1 | You don't know what I'm going through. You never can. +2 | You. Fetch my cloak. And maybe rub my feet for a while. +3 | My comrades are brave, but I must defeat this threat alone to prove my worth. +4 | Oh, yeah, that spell? Named after my parent's best friend. Let me tell you about them. +5 | My best days are behind me. Ahead lies only toil, pain, and death. +6 | You have to look out for yourself. No one else will. + + + + + + Failed Merchant + Investigation, Persuasion + + Description + Maybe you come from a long line of merchants. Perhaps you were an entrepreneur. Regardless, your ventures ended poorly. Whether it was because of outside influences, bad luck, or simply because your business acumen was weak, you lost everything. +With failure, however, comes experience. You're free of that old life, having made some connections and learned your lessons. Prepared to pursue the life of an adventurer, your insight into the world of commerce brought you into the sphere of Acquisitions Incorporated—and a franchise just might be in your future. +• Skill Proficiencies: Investigation, Persuasion +• Tool Proficiencies: One type of artisan's tools +• Languages: Any one of your choice +• Equipment: One set of artisan's tools, merchant's scale, a set of fine clothes, and a belt pouch containing 10 gp +Source: Acquisitions Incorporated p. 49 + + + Feature: Supply Chain + From your time as a merchant, you retain connections with wholesalers, suppliers, and other merchants and entrepreneurs. You can call upon these connections when looking for items or information. + + + + Suggested Characteristics + Being a merchant involved having a head for numbers, a strong personality, the ability to make deals with hostile adversaries, a strong sword arm to fight off bandits, and the intuition for knowing what people want and need. The art of business is the art of finding the best path to profit, and that path might be different with each transaction. It takes a strong mind and a stronger stomach to succeed. So why did you fail? +d8 | Personality Trait +1 | I didn't have the cutthroat attitude necessary to succeed. I won't make that mistake again. +2 | Even my competitors said I was affable and talented. Those traits should serve me well. +3 | To prosper, you have to be in control. +4 | The customer is always right. +5 | I was cutting corners and breaking deals to maximize profit. That's why I failed. +6 | When I get an idea, I am single-minded in its execution—even if it's a terrible idea. +7 | If I can be everyone's friend, I'll always have support. +8 | My heart wasn't in being a merchant, so I failed. I'm not all that keen on adventuring either, but I need the money. + +d6 | Ideal +1 | Survival. Where there's life, there's hope. If I remain alive and flexible, I can succeed. (Any) +2 | Generosity. People helped me when I was down. Now that I'm back on my feet, I'll pay it forward. (Good) +3 | Excitement. Caution got me nowhere in my previous business. I'm not going to let it hold me back now. (Chaotic) +4 | Wealth. With enough coin, I can buy comfort, power, knowledge, and even eternal life. Nothing will stand between me and money. (Evil) +5 | Stability. The mercantile trade was too chaotic for me. I need a nice stable profession, like adventuring. (Lawful) +6 | Redemption. Too many people consider me a failure. So I need to prove them wrong. (Any) + +d6 | Bond +1 | My family means everything to me. I failed them before, and I must not do so again. +2 | My church provides a connection to my god, so I must ensure that it is protected and funded. +3 | My former business partner fell ill, and then our business failed. Part of my new venture involves earning enough to take care of their family. +4 | If I take care of my possessions, they'll take care of me. People come and go, but a weapon or a wand is something you can always rely on. +5 | Although my business failed, the people of my community were kind to me. I'll do everything in my power to protect them. +6 | I owe a dangerous person a lot of money. As long as they're happy, they let my debt rest unpaid. + +d6 | Flaw +1 | Why spend gold here when you can buy the same thing for copper in the next town? +2 | I must have the best of everything. Like, right now. +3 | You haven't heard of me? I'm sure that's because of your ignorance and low breeding. +4 | I failed, but I'm awesome. So when anyone else is successful, it must be because of nepotism, dishonesty, or dumb luck. +5 | I find that most people are trustworthy. Hey, where's my belt pouch? +6 | Nothing gets between me and danger except my fellow adventurers. So I'll be sure to put them there. + + + + + + Gambler + Deception, Insight + + Description + All you need to make a lot of gold is a little gold. Except at those times when all you need to have no gold at all is a little gold. Whether you're a good gambler or a bad one rarely matters, because no one can divine the whims of Lady Luck. Sometimes you're up, sometimes you're down. But the thing about gambling is that someone is always willing to take a bet. +• Skill Proficiencies: Deception, Insight +• Tool Proficiencies: One gaming set +• Languages: Any one of your choice +• Equipment: One gaming set, a lucky charm, a set of fine clothes, and a belt pouch containing 15 gp +Source: Acquisitions Incorporated p. 49 + + + Feature: Never Tell Me the Odds + Odds and probability are your bread and butter. During downtime activities that involve games of chance or figuring odds on the best plan, you can get a solid sense of which choice is likely the best one and which opportunities seem too good to be true, at the DM's determination. + + + + Suggested Characteristics + Some gamble out of necessity. Others do so out of boredom. Still others become addicted to the thrill of winning or losing everything on a turn of fortune. For some, gambling is less a matter of chance and more a matter of seeking every advantage to ensure the outcome. The best gamblers can lose everything, and the worst gamblers sometimes win. Regardless, you can always tell gamblers by the look in their eyes. Lady Luck haunts them. +d8 | Personality Trait +1 | I plan for every contingency. Leave nothing to chance! +2 | Every copper wants to be a silver. Each bet is an opportunity. +3 | I'm one of Lady Luck's favored. Anything I try is destined to succeed. +4 | I've lost so much to gambling that I refuse to spend money on anything anymore. +5 | Nothing is certain. Planning is a coward's act. +6 | I can't be sure who I've swindled, cheated, or defeated, so I keep a low profile in public. +7 | The perfect bet is out there somewhere. I just have to keep my eyes open. +8 | I have beaten my addiction, but all it takes is one weak moment and I'll be back at the card table. + +d6 | Ideal +1 | Knowledge. Knowledge is power, and knowing which horse to back is the key to success. (Any) +2 | Fate. Whatever happens is fated, regardless of any planning or striving. (Lawful) +3 | Bravery. If you want to succeed, you have to take risks. (Chaotic) +4 | Survival. You can't win if you're dead. Live to fight another day—when the odds might be more in your favor. (Any) +5 | Reliability. When I was in need, I was able to rely on others. Now I want to be the one others rely on. (Good) +6 | Victory. Winning is the real measure of a person. In the end, the only thing that matters is the scoreboard. (Evil) + +d6 | Bond +1 | One person in particular owes me a lot of money, and I need to keep them alive if I want to be repaid. +2 | I'm loyal to the friend or family member who taught me how to gamble. +3 | The person who saved me from my gambling addiction is the only reason I'm alive today. +4 | A patron once fronted me money in exchange for a percentage of my winnings. I owe them a debt of gratitude. And a lot of cash. +5 | A criminal syndicate I once played for isn't happy I left the game, and its enforcers are looking for me. +6 | Urchins once helped me find marks for my games. Now I'm driven to help them escape the streets. + +d6 | Flaw +1 | I don't know when to quit. Especially when everyone else is telling me to. +2 | I save my sympathy for my friends, and I have no friends. +3 | You think we're in trouble now? Let me tell you how bad things are likely to get! +4 | You can loan me a little, right? I've got a sure thing. I'll double your money, guaranteed. +5 | I was once a terribly flawed person, like you. Let me tell you how you can save yourself. +6 | I'm a great gambler. I'm just bad at math and logic. + + + + + + Plaintiff + Medicine, Persuasion + + Description + Sure, accidents happen. But they seem to happen an awful lot when Acquisitions Incorporated operatives are on the scene. Naturally, nothing ever happens when there are no witnesses left behind. But sometimes one casualty is left a little less than dead, just waiting to discover what a lucky break that accident actually was. +You were a victim of a legal incident that was ostensibly the fault of Acquisitions Incorporated. At least that's what the local magistrate said. But before a final ruling could be handed down, Acquisitions Incorporated offered you a job! Don't know how to swing a sword? They promised to teach you! Think you have what it takes to sling spells? They've got masters who'll have you throwing fire in no time! +With the promise of untold treasures and realms of magic and mystery just a dungeon away, you left your old life behind. Now a world of adventure is yours. Just initial here and sign here and here. Absolve Acq Inc of all former claims, and acknowledge you understand past outcomes don't guarantee future results. +• Skill Proficiencies: Medicine, Persuasion +• Tool Proficiencies: One type of artisan's tools +• Languages: Any one of your choice +• Equipment: One set of artisan's tools, fine clothes, 20 gp +Source: Acquisitions Incorporated p. 50 + + + Feature: Legalese + Your experience with your local legal system has given you a firm knowledge of the ins and outs of that system. Even when the law is not on your side, you can use complex terms like ex injuria jus non oritur and cogitationis poenam nemo patitur to frighten people into thinking you know what you're talking about. With common folks who don't know any better, you might be able to intimidate or deceive to get favors or special treatment. + + + + Suggested Characteristics + Plaintiffs come in many varieties. Some are innocent bystanders who want only fair compensation for their injuries. Others are professional courtroom operatives, going to extreme lengths to appear wronged in pursuit of a large payout. + +d8 | Personality Trait +1 | I can't believe I have a chance to join Acquisitions Incorporated! The fun I'm going to have! +2 | I've been wronged my entire life, and the world owes me. +3 | I have always tried to make the best of a bad situation. +4 | The law doesn't protect the honest and the hard working. I'm going to do whatever needs to be done to make things right. +5 | I'm always in the wrong place at the wrong time. +6 | My superiors are smarter and wiser than I am. I do what I'm told. +7 | Never pass up the opportunity to make an easy bit of coin. That's my motto. +8 | I'm beginning to feel like the gods are not on my side. + + +d6 | Ideal +1 | Justice. Those who break the law need to answer for their crimes. (Lawful) +2 | Freedom. People must have the freedom to do what they want and pursue their dreams. (Chaotic) +3 | Greed. Everyone I see is getting theirs, so I'm surely going to get mine. (Evil) +4 | Chaos. You're out of order! And you're out of order! This whole realm is out of order! (Chaotic) +5 | Humility. I'm just a small part of a larger whole. So is everyone else. (Neutral) +6 | Responsibility. We all have our roles to play. I'll hold up my end of the bargain. (Any) + + +d6 | Bond +1 | Others hurt in the same accident that hurt me are my new family. I'll make sure they're taken care of. +2 | The rulers of this place were kind to me, and they have my lifelong devotion. +3 | My parents worry about me, but I'll make them proud. +4 | The only bond that matters is the one holding my money pouch to my belt. +5 | The other new hires at Acquisitions Incorporated are my allies. We have each other's backs. +6 | My legal counsel is my best friend. I owe all my forthcoming opportunities to their hard work. + + +d6 | Flaw +1 | The person who gains the most reward for the least effort wins. +2 | Three magic beans for just one cow? What a deal! +3 | I have only one vice, but it controls my life. +4 | Sleep is for the weak. We need to keep training more if we're going to be ready for the challenges ahead. +5 | Until my songs are sung in every tavern in this realm, I won't be satisfied. +6 | If people find me unpleasant, that's their problem. + + + + + + Rival Intern + History, Investigation + + Description + You were an intern at a rival of Acquisitions Incorporated, and you gained a healthy respect for not just the job and the franchising opportunities, but for the ruthless and efficient way Acquisitions Incorporated goes about its business. Why deal with the rest, when you can work for the best? +Perhaps the rival did not treat you as well as you were hoping, or you washed out of that organization. Maybe you hope to leverage the knowledge you gained there for an advantage at Acquisitions Incorporated. Either way, you're now bringing your talents to the company, ready to put your skills to use. +• Skill Proficiencies: History, Investigation +• Tool Proficiencies: One type of artisan's tools +• Languages: Any one of your choice +• Equipment: One set of artisan's tools, a ledger from your previous employer containing a small piece of useful information, a set of fine clothes, and a belt pouch containing 10 gp +Source: Acquisitions Incorporated p. 51 + + + Feature: Inside Informant + You have connections to your previous employer or other groups you dealt with during your previous employment. You can communicate with your contacts, gaining information at the DM's discretion. + + + + Suggested Characteristics + If you were happy with your previous internship, the parting of ways might have been amicable. If not, it might have involved armed guards removing you from the premises. If you were passed over at your previous position, it might have left you a blend of seething rage, practiced nonchalance, and keen knowledge of where the bodies are buried (perhaps literally). +d8 | Personality Trait +1 | My previous employer didn't respect me, and now I'll do whatever I can to gain respect. +2 | The job is important, but the relationships I forge with my coworkers are even more so. +3 | The job is everything to me. Who needs relaxation, hobbies, and a social life? +4 | I know I'm not the best and brightest, but if I put my best self forward, I can overcome anything. +5 | My former boss was an idiot. So was my boss before that. And before that. I'm sure those were all coincidences. +6 | This company is so much better than my previous one. It will always be the best until they stop paying me. +7 | I know this dagger belongs to the company, but I'm sure they won't miss it. Or this flask. Or this armor. +8 | It's only a matter of time before I'll be upper management. I just have to kiss up to my superiors and kick down those beneath me. + +d6 | Ideal +1 | Advancement. Money and power can be gained more easily within an organization. I plan to gain as much as possible. (Evil) +2 | Structure. Life goes much more smoothly when you follow the rules and work within a system. (Lawful) +3 | Uncertainty. The more chaos that swirls around me, the more opportunities I can find to profit. (Chaotic) +4 | Justice. I can't stand people being treated unjustly. I do whatever it takes to stop injustice and those who flout the law. (Lawful) +5 | Pleasure. What's the use of working hard and making money if you can't enjoy the finer things in life? (Any) +6 | Power. Money is fine, but real power means never having to say you're sorry. (Evil) + +d6 | Bond +1 | I have a family member in need. I consider them in everything I do. +2 | My peers keep me grounded. +3 | My past mistakes cost someone else dearly. I have to rectify that. +4 | A childhood mentor put me on my current path. If I succeed, I want to repay that mentor in some way. +5 | I value an oath of loyalty I took to a group of friends over everything else in my life. +6 | Although I don't get along well with people, my pet means the world to me. + +d6 | Flaw +1 | I know what's best. Trust me. +2 | Flaw? I have no flaws. I'm perfect. +3 | My loyalties are... fluid. +4 | If anything goes wrong, it must be someone else's fault. Let me explain that in detail. +5 | There's right and there's wrong, and there's no gray area in between. +6 | Our superiors might not like what you're doing. I'm going to have to put that in my report. + + + + + diff --git a/FightClub5eXML/Sources/AcquisitionsIncorporated/items-ai.xml b/FightClub5eXML/Sources/AcquisitionsIncorporated/items-ai.xml new file mode 100644 index 0000000..1c6d638 --- /dev/null +++ b/FightClub5eXML/Sources/AcquisitionsIncorporated/items-ai.xml @@ -0,0 +1,447 @@ + + + + Cartographer's Map Case + Wondrous item + W + 1 + + + Map of Shortcuts: At rank 3, your map case becomes a common magic item. In addition to storing normal maps, your cartographer's map case can be used to generate a special map identifying a shortcut. You can use your action to make a DC 15 Wisdom (Perception) check, with a success revealing a map buried in your cartographer's map case noting a relevant shortcut . Your travel time is reduced by half while you follow that route. If you succeed at the check by 5 or more, the map includes notes on the terrain, granting you advantage on the next ability check you make to travel through the mapped area in the next hour. Once you use this feature, you cannot use it again until you finish a long rest. +Map of the Moment: Starting at rank 3, you can use an action to make a DC 15 Wisdom (Perception) check and search your cartographer's map case to find a map either related to your current mission or inspiring a new one. On a success, you find a map with a prominent landmark. The map has information on the natural terrain within one mile of the landmark. Once you use this feature, you cannot use it again until dawn seven days later. +Source: Acquisitions Incorporated p. 20 + + + Chronolometer + Wondrous item + W + 1 + + + While attuned to this device, you have a +1 bonus to Intelligence saving throws. The first time you attune to the chronolometer, you choose one language you don't know. You subsequently know that language while attuned to the device. +Time Bandit: At the start of your turn, roll a d6 (no action required). On a 1–3, you slow down time, gaining an additional action on your turn and doubling your speed until the end of the turn. On a 4–6, you go forward in time to warn yourself of what is to come. The next time you fail a saving throw, attack roll, or ability check, you can reroll the check and take either result. Once you use this feature of the chronolometer, it cannot be used again until the next dawn. +Fate Swap: As a reaction when a creature you can see within 30 feet of you takes damage, that creature gains an additional action if it is the creature's turn, or can take an action immediately even though it isn't the creature's turn. Once you use this feature of the chronolometer, it cannot be used again until the next dawn. +Part of a Whole: While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM. +Source: Acquisitions Incorporated p. 220 + + + Coin of Decisionry + Wondrous item + W + 1 + + + Starting at rank 2, your coin of decisionry becomes a common magic item. When you flip the coin, it always lands with the Acquisitions Incorporated sigil face down, and a message appears on the "tails" face. Roll a d4 on the following table to determine the message. +d4 | Decision +1 | Lucrative +2 | Brand Appeal +3 | Indeterminate +4 | Ruinous +The coin has absolutely no divination abilities, and its results when you use it are random. But nobody else knows that. When a creature within 10 feet of you flips the coin (after having had its powerful prognostication powers dutifully explained), you can exert your will to control its operation as a bonus action, choosing the result that appears after it lands as a means of gently coercing the user toward a specific course of action. The creature flipping the coin can detect your manipulation with a successful DC 13 Wisdom (Insight) check. +Better Odds: When you reach rank 3, your coin of decisionry gains a measure of actual divination power and becomes an uncommon magic item. In addition to its normal function, you can use an action to flip the coin of decisionry twice while pondering a specific plan or objective, noting both random results. If you succeed on a DC 15 Intelligence (Arcana) check, you learn which of the two results is more applicable to the course of action. This property of the coin can't be used again until the next dawn. +Source: Acquisitions Incorporated p. 22 + + + Dimensional Loop + Wondrous item + W + 1 + + + While attuned to this device, you have a +1 bonus to Strength saving throws, and you have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet. +Dimensional Cloak: As a bonus action, you send your body out of phase with the material world for 1 minute, granting you advantage on Dexterity (Stealth) checks made to hide, and imposing disadvantage on attack rolls against you. Once you use this feature of the dimensional loop, it cannot be used again until the next dawn. +Fold Space: Choose a space you can see within 60 feet of you (no action required). You treat that space as if it were within 5 feet of you until the end of your turn. This allows you to move immediately to that space without provoking opportunity attacks, or to interact with objects or creatures in that space as though they were next to you (including allowing you to make melee attacks into that space). Once you use this feature of the dimensional loop, it cannot be used again until the next dawn. +Part of a Whole: While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM. +Source: Acquisitions Incorporated p. 220 + + + Documancy Satchel + Wondrous item + W + 1 + + + At rank 2, your documancy satchel becomes a common magic item, allowing you to magically send and receive documents to and from Head Office through a special pouch. Your documancy satchel magically produces prewritten and signature-ready contracts at your request, covering most common contractual needs. It also occasionally produces sticky notes printed with useful information and inspirational quotes from Head Office. +Satchel of Holding: At rank 3, your documancy satchel gains additional features and becomes an uncommon magic item. One of the satchel's pouches now functions as a bag of holding. +Additionally, you can use an action to draw forth from the documancy satchel a spell scroll of comprehend languages. The scroll vanishes when used, or ten minutes after it appears. This property of the bag can't be used again until the next dawn. +Scroll Humidor: At rank 4, your documancy satchel gains additional power and becomes a rare magic item. Within the satchel, a dedicated extradimensional space can hold up to thirty documents or spell scroll. Placing a single document into the scroll humidor is an action. Drawing forth a desired scroll is a bonus action. +Source: Acquisitions Incorporated p. 24 + + + Elder Cartographer's Glossography + Wondrous item + W + 1 + + + When you attain rank 4, you gain a small tome that is an uncommon magic item. The elder cartographer's glossography grants advantage on Intelligence or Wisdom checks related to geographical features or locations. +Source: Acquisitions Incorporated p. 20 + + + Failed Experiment Wand + + WD + 1 + + This wand has 2 charges. While holding it, you can use an action to expend 1 or more of its charges to cast either a green-flamed fireball or a blue lightning bolt at random from it (save DC 15). +For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. +The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. +Source: Acquisitions Incorporated p. 162 + 1d6+1 + + + Far Gear + Wondrous item + W + 1 + + + While attuned to this device, you have a +1 bonus to Charisma saving throws, and you have advantage on Charisma (Intimidation) checks. +Aberrant Ally: You can conjure an aberrant creature from the chaos of the multiverse to serve you. This functions as the conjure celestial spell (no concentration required), except the creature you summon is an aberration of challenge rating 4 or lower. Once you use this feature of the far gear, it cannot be used again until the next dawn. +Unnatural Bane: You can cast the bane spell (save DC 15), which affects any number of creatures within range for 1 minute. Once you use this feature of the far gear, it cannot be used again until the next dawn. +Part of a Whole: While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM. +Source: Acquisitions Incorporated p. 221 + + + Living Loot Satchel + Wondrous item + W + 1 + + + As a rank 2 hoardsperson, you are granted the use of a living loot satchel, which is an uncommon magic item. It functions as a bag of holding and is available in a variety of colors and styles. +Class-Based Living Loot Satchel +Class | Satchel +Barbarian | Broad belt with a dozen hanging pockets +Bard | Lute case +Cleric | Hollowed-out holy tome +Druid | Made from natural, organic, locally sourced woven fibers +Fighter | A thick, battle-scarred iron lockbox +Paladin | A metal case with fine engraving and scrollwork +Ranger | A fur-lined bindle +Rogue | A nondescript coin pouch +Sorcerer | A battered leather satchel, prone to spitting out multicolored sparks at the seams +Warlock | A patchwork monster-leather satchel with a "purely decorative" fanged mouth. +Wizard | A pocket dimension hidden up your sleeve or inside your hat +The living loot satchel is a kind of magical being that safeguards the franchise's funds and valuables. Its innards are connected to a secure coffer within Head Office's vault in Waterdeep, to which the satchel periodically transfers the franchise's wealth. As an action, you can transfer any amount of your franchise funds back to your satchel with a successful DC 15 Dexterity (Sleight of Hand) check. +Secret Satchel: As a rank 3 hoardsperson, your living loot satchel gets an upgrade to function as the replica chest used for the Leomund's secret chest spell, becoming a rare magic item. You can open the secret chest through your living loot satchel to deposit or withdraw items—even items that wouldn't normally fit in your satchel, but which fit within the chest. Thanks to Head Office striking deals you don't want to know about with extraplanar creatures you really don't want to know about, there is no chance for the spell to end. +That Thing You Need: At rank 3, you can use a bonus action to reach into your living loot satchel and make a DC 15 Dexterity (Sleight of Hand) check. On a success, you draw forth an item of your choice on the Adventuring Gear table in chapter 5 of the Player's Handbook. The item must be of a size that can fit into your secret chest and be worth no more than 15 gp. Once you attempt to draw five items from your satchel, you cannot draw forth any more items until the next dawn. +Portable Hole Satchel: At rank 4, your living loot satchel receives another upgrade, becoming a very rare magic item. The secret chest accessed by your satchel now has the storage capacity of a portable hole—6 feet in diameter and 10 feet deep. As before, you can place any appropriately sized object into the portable-hole-sized chest, even if it wouldn't normally fit into your satchel. +That Expensive Thing You Need: Also at rank 4, when you use your That Thing You Need feature, you can requisition any item of up to 250 gp in value, as long as it would fit into the confines of your satchel's portable hole. +Source: Acquisitions Incorporated p. 25 + + + Obviator's Lenses + Wondrous item + W + 1 + + + Also at rank 2, you gain the use of an uncommon magic item taking the form of a pair of spectacles, a spyglass, a monocle, or any other device with one or two lenses. When you look through the obviator's lenses, you use a bonus action to make them function as eyes of minute seeing or eyes of the eagle. Once you make this choice, it cannot be changed until the next dawn. +Enhanced Lenses: At rank 4, your obviator's lenses gain additional power and become a rare magic item. The lenses now function as both eyes of the eagle and eyes of minute seeing. +Additionally, you can focus the power of the lenses to gain accuracy in combat, gaining advantage on a weapon attack roll (no action required). If that attack hits, roll one additional weapon damage die. This property of the lenses can't be used again until the next dawn. +Source: Acquisitions Incorporated p. 30 + + + Occultant Abacus + Wondrous item + W + 1 + + + Head office grants you the use of a unique item known as an occultant abacus (sometimes just referred to as an occultant), whose beads resemble tiny skulls. +Read the Kill: Also at rank 1, your occultant abacus not only tracks your franchise's kills, it helps you determine the impact of those kills on the franchise's fate. Over a period of 1 minute, you can study a creature killed by someone in your franchise within the last 24 hours, then grant the character who slew it a d10. Once within the next hour, that character can add the d10 to an attack roll, ability check, or saving throw. If it's not clear who administered the killing blow, you grant this benefit to a random creature involved in the fight. Once you use this feature, you can't use it again until you finish a long rest. +Eldritch Occultant: Starting at rank 2, your occultant abacus becomes an uncommon magic item that can track lives both eliminated and saved. While holding your occultant abacus within 5 feet of a creature killed within the past 24 hours, you can cast the augury spell. The course of action you inquire about with the spell does not need to have any connection to the dead creature. This property of the occultant abacus can't be used again until the next dawn. +Bring Out Your Dead: Also at rank 2, you regain the use of your Read the Kill feature after you finish a short or long rest. +Bead of Instant Karma: At rank 3, one of the beads on your occultant abacus channels the power of instant karma, turning the occultant abacus into a rare magic item. As a reaction, you can target one creature you can see that is about to attempt an ability check, attack roll, or saving throw, either granting advantage or imposing disadvantage on the roll. The bead crumbles to dust when used, reappearing on your occultant abacus at the next dawn. +Bead of Diverted Karma: At rank 4, one of the beads on your occultant abacus allows you to divert karma to where it's needed, turning the occultant abacus into a very rare magic item. While the bead is unused, you know automatically when any creature you can see is about to make an ability check, attack roll, or saving throw with disadvantage. When such a roll is made, you can use a reaction to grant a d10 to a different creature you can see. That creature can add the d10 to any ability check, attack roll, or saving throw it makes within the next minute. The bead crumbles to dust when used, reappearing on your occultant abacus at the next dawn. +Correct the Balance: As a rank 4 occultant, you learn that sometimes the death of a creature has unintended consequences. Within seven days of a creature's death, you can use your occultant abacus to divine ways to reverse or mitigate events resulting from that death. As an action, make a DC 15 Intelligence (Religion) check. On a success, you learn the relevant information based on the nature of the creature and its place in the world. +If you fail the check, this property of the occultant abacus can't be used again until the next dawn. If you succeed on the check, this property can't be used again until dawn seven days later. +Source: Acquisitions Incorporated p. 31 + + + Orrery of the Wanderer + Wondrous item + W + 1 + + + This delicate and exquisitely crafted clockwork orrery features multiple geared components whose sweeping hands and dials represent the complex interplay of planar and magical realms. Standing two feet high, the orrery housing is a wondrous device imbued with magic of its own, but the power of its six clockwork components makes the artifact even more potent. +The Orrery of the Wanderer was created by a renowned clockwork mage known only as Lottie. She crafted the relic as a means of tapping into the power of the planes, and to channel the divination and foretelling powers of the stars. But Lottie soon realized that her creation was far more powerful than she had intended. As it tapped into planar magic, the orrery began to manifest the darkness and malevolence inherent to some of the planes. Eventually, it would impress upon its owner a desire to open portals into the most cursed and dangerous worlds, including the Far Realm. +To prevent the orrery from ever being so used, Lottie scattered the components that powered it, secreting them across the world. But the orrery's instinct for survival is strong, and its components have a way of inexorably coming together over decades or centuries, found by treasure hunters, stolen by monsters, found and stolen again—and moving closer to each other all the time. +Random Properties. The orrery has the following randomly determined properties: +• 2 minor beneficial properties +• 1 major beneficial property +• 1 major detrimental properties +The random properties of the orrery might function only when all its components are installed, or might function sporadically if any components are missing. +The Sum of Its Parts: Each of the six components that powers the Orrery of the Wanderer is a powerful magic relic in its own right: +• The chronolometer +• The dimensional loop +• The far gear +• The rotor of return +• The timepiece of travel +• The wheel of stars +Creatures can attune to the orrery's components individually. If attuned to an individual component, a creature must hold the component to make use of its features. A creature can also attune to the orrery and all the components installed in it. Attuning to an installed component doesn't count against the number of magic items you can normally attune to. +While a component is not installed in the orrery, its magic might function sporadically or with unpredictable side effects, as determined by the DM. +Future Echoes: With or without its components, the orrery lets you catch momentary glimpses of the future that warn you of danger. As long as the orrery is within 30 feet of you, you gain a +1 bonus to AC. +Into the Void: With or without its components, the attuned orrery infuses your spirit with the tumultuous energy of the planes. Over time, your alignment changes to chaotic neutral, and you are compelled to engage with and explore the most dangerous planar realms. +Master of Travel: While all six components of the Orrery of the Wanderer are installed, the artifact has 7 charges. While touching the orrery, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 17): contact other plane (3 charges), demiplane (6 charges), gate (7 charges), plane shift (5 charges), or teleportation circle (3 charges). The orrery regains 1d4 + 4 expended charges daily at dawn. +Source: Acquisitions Incorporated p. 220 + 1d4+4 + + + Piercer + Melee Weapon + M + 2 + F,L + 1d6 + P + You have a +1 bonus to attack and damage rolls made with this magic weapon. +A character attuned to the sword regains the maximum possible number of hit points from expended Hit Dice. However, the attuned character must eat twice as much food each day (a minimum of 2 pounds) to avoid exhaustion (see "The Environment" in chapter 8 of the Player's Handbook.) +Source: Acquisitions Incorporated p. 121 + + + Portfolio Keeper + Wondrous item + W + 1 + + + At rank 2, you gain the use of a weathered leather pouch that is an uncommon magic item. The portfolio keeper holds and organizes notes, brochures, and business cards bearing your contact information. It also has an inexhaustible supply of brochures related to your franchise's current branding scheme. +When you meet someone for the first time, their details and a rough sketch are magically stored on a small parchment card in the portfolio keeper. You can access the details of any such stored card as a bonus action. +Cards of Sending: At rank 3, the power of your portfolio keeper becomes more potent, making it a rare magic item. When you give out a business card stored in your portfolio keeper, you can choose to have the card allow its recipient to contact you through your sending stone as if they had cast a sending spell. A business card loses this power seven days after it has been given out, and no more than five cards can have this power at one time. +You can also use your sending stone to cast sending and contact anyone who has one of your business cards. Once you use this feature of the stone, you cannot use it again until dawn seven days later. +Charming Introduction: Also at rank 4, you are able to make a focused effort to keep a potential customer's attention. When you provide a humanoid with a business card from your portfolio keeper, you can cast charm person on them (save DC 15). The spell ends prematurely if the character loses the business card. +Source: Acquisitions Incorporated p. 33 + + + Rotor of Return + Wondrous item + W + 1 + + + While attuned to this device, you have a +1 bonus to Constitution saving throws. You periodically receive flashbacks of old memories, and you can unerringly recall any event that took place within the previous 30 days. +Borrow Object: You name a mundane item with a value of 50 gp or less and it appears in your hand or at your feet. This can be any item that appears in chapter 5, "Equipment," of the Player's Handbook, or any similar item selected with the DM's permission. The summoned item is transported to you from somewhere else in the world, but it is generic in nature, so that you might call for a longsword but you cannot borrow a specific creature's longsword. The item vanishes 10 minutes after it appears. Once you use this feature of the rotor of return, it cannot be used again until the next dawn. +Recall Code: As an action, you can set your current location as a point of return locked to the rotor. Anytime thereafter, you can use a bonus action to teleport to the rotor's point of return as long as you are within 500 feet of that point. Once you use the rotor of return to teleport, this feature cannot be used again until the next dawn. +Part of a Whole: While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM. +Source: Acquisitions Incorporated p. 221 + + + Sending Stone + Wondrous item + W + 1 + + + Also at rank 1, you are given use of an Acquisitions Incorporated sending stone, an uncommon magic item that resembles a gemstone in a bold setting. It functions like a normal sending stone, except that it has no matching stone and allows communication with Head Office, specific secretarians you know, and the secretarian nearest your location. You must succeed on a DC 15 Intelligence (Arcana) check to establish contact. Once the stone is successfully used, it can't be used again until the next dawn. +Making contact with another secretarian assumes that they are in possession of their own sending stone. +Quirks of Your Sending Stone +d8 | quirk +1 | It's a flip stone. +2 | It gets great reception everywhere except in your headquarters. +3 | It sometimes picks up other magical conversations. +4 | It's the perfect size, shape, and weight to be used as a skipping stone. +5 | It heats up when you use it, to the extent that it once burned through your gloves. +6 | It has an obnoxious ringtone that you can't work out how to change. +7 | It fails to notify you of incoming messages except for a faint pulsating glow. +8 | It's voice activated, so that every time you talk to someone, it tries to send a message to someone else. +Rumor Mill: Also at rank 2, whenever your franchise begins a major quest or mission, make a DC 15 Intelligence (History) check. On a success, you can learn up to three rumors related to creatures or organizations involved in the mission, which come to you through your sending stone. These rumors reflect current or historical knowledge possessed by Acquisitions Incorporated or the organization's many contacts. +Improved Rumor Mill: At rank 3, when you use your Rumor Mill feature, the DM provides you with a sense of which parts of a particular rumor are inaccurate, if any. You do not necessarily learn the truth behind those false rumors. +Source: Acquisitions Incorporated p. 33 + + + Spyglass of Clairvoyance + Wondrous item + W + 1 + + + At rank 2, your Head Office-supplied spyglass becomes a common magic item. As an action, you can look through the spyglass of clairvoyance at a location within 1 mile of you that is obstructing your view, such as a mountain, castle, or forest. You must then succeed on a DC 15 Wisdom check using cartographer's tools to map the natural terrain found within three miles of that chosen point. You do not gain any knowledge of creatures, structures, or anything other than natural terrain. This property of the spyglass cannot be used again until the next dawn. +Source: Acquisitions Incorporated p. 19 + + + Timepiece of Travel + Wondrous item + W + 1 + + + While attuned to this device, you have a +1 bonus to Dexterity saving throws and you always know which way is north. Additionally, you can cast the longstrider spell on yourself at will. +Turn-by-Turn Directions: You can name any location within 10 miles of your current location that is known to at least one creature also within 10 miles of that location (including you). Once you name the location, a disembodied voice heard only by you provides directions to the location by the safest, most direct route. The voice knows to avoid natural hazards, so that it does not send you through trackless wilderness or into a lake. But it has no knowledge of or ability to help you avoid monsters, enemies, traps, locked doors, and the like. +The timepiece is of no use for reaching locations that are wholly secret or not known to any creatures within range. Once you use this feature of the timepiece of travel, it cannot be used again until the next dawn. +Get Away From It All: As an action, you can cast the teleport spell. Once you use this feature of the timepiece of travel, it cannot be used again until the next dawn. +Part of a Whole: While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM. +Source: Acquisitions Incorporated p. 221 + + + Travel Alchemical Kit + Wondrous item + W + 1 + + + Also at rank 3, Head Office provides you with a travel alchemical kit—an uncommon magic item containing miniaturized versions of both alchemist's supplies and a poisoner's kit (glass vials, a mortar and pestle, chemicals, and a glass stirring rod). You gain proficiency with a poisoner's kit as part of this upgrade. +You can use this magical kit as long as it is on your person, with no need to draw or stow it. If you are ever searched, finding your travel alchemical kit requires a successful DC 20 Intelligence (Investigation) or Wisdom (Insight) check. +Source: Acquisitions Incorporated p. 30 + + + Trinket (Acquisitions Incorporated) + Adventuring Gear + G + + + Worried that you're going to pull out your dead sprite inside a clear glass bottle at a company function only to discover that three other people in the franchise have one as well? Then consider rolling on the Acquisitions Incorporated Trinkets table instead of the Trinket, to gain a unique trinket at character creation with a bit of Acq Inc flair. +Acquisitions Incorporated Trinkets +d100 | Trinket +1 | A perfect skipping stone +2 | Three weighted dice that always roll low +3 | A locket with a picture of Jim Darkmagic +4 | A tiny anvil and smith's hammer +5 | A nonfunctional immovable rod +6 | A DIY acupuncture kit +7 | A stuffed owlbear toy +8 | A diagram for a new war lute +9 | A declaration of war against a nation no one has ever heard of +10 | A pipe that emits green smoke +11 | A glass eye +12 | The centerpiece of a priceless chandelier +13 | A fine cane with a secret compartment +14 | A letter written by Rosie Beestinger +15 | A coin that always lands on its edge +16 | The deed and title to an abandoned windmill and three acres of tillable land that you've never been able to find +17 | A menu from Big Daddy Donaar's Yum Yum Hut +18 | A small purse that screams loudly when opened +19 | A deep-crow-feather quill +20 | A pair of breeches that always smells faintly of honey +21 | A one-armed Viari doll (Apocalypse Dagger accessory missing) +22 | A leather pouch filled with various finger bones of unknown provenance +23 | The collar of your childhood pet, Nutmeg +24 | A seashell that, when pressed to the ear, speaks in flowing rhymes +25 | A recipe book for cooking with mushrooms +26 | One expired coupon for "A Free Cornerstone" +27 | A portable beehive +28 | Goggles that literally tint everything rose colored +29 | A wand of wonder that allows you to cast only mending +30 | A bracelet woven from mistletoe +31 | A curved claw from an unknown beast that small children are always frightened of +32 | A longsword that can be folded down in 1 minute and hidden in your pocket +33 | A living graft of what you believe to be the World Tree +34 | A tattered scarf with the Acquisitions Incorporated logo +35 | A box containing a torn-up letter +36 | An old contract marked "Void" +37 | A small pigeon in a cage +38 | An Acquisitions Incorporated "Green Flame" foam finger +39 | A "C" Team lunchbox +40 | A potted plant that grows different fruit on every branch +41 | A book of adventures for children +42 | An Omin action figure with detachable maul and holy symbol +43 | A pint glass engraved with a picture of a keg robot +44 | A giant hockey puck +45 | A miniature cannon that actually fires +46 | A very fancy red scarf and matching handkerchief +47 | An arrow once shot by Môrgæn +48 | A purple worm toy +49 | A burned doll whose eyes follow you around the room +50 | An infinite inkwell +51 | A band embroidered with the symbol of the Six +52 | A squishy cactus +53 | A velvet blindfold +54 | A dirty figurine of a triceratops that can't be cleaned +55 | A used (and thus nonmagical) noble knife from the Noble Knife +56 | A quill that rotates through all the colors of the rainbow +57 | A twenty-sided die that only rolls the number 4 +58 | A pointed hat that glows in the dark +59 | A cup that hums when filled with water +60 | A mug fashioned from the skull of someone else's enemy +61 | A small glass jar containing an immortal firefly +62 | A fake mustache made from gnome facial hair +63 | A petrified troll finger +64 | Half of a map +65 | The other half of a map +66 | An unreasonable amount of pocket lint +67 | A dozen flyers for a local gnome food place +68 | Omin Dran's business card +69 | A lock of hair from a changeling +70 | A marble that rolls uphill +71 | A piece of parchment listing a command word for a powerful magic item +72 | A book titled Conversational Giant +73 | A user's manual for an apparatus of Kwalish +74 | A signed headshot of famous bard Spice Caraway +75 | The eye of a basilisk in a crystal box +76 | A postcard from Ravnica +77 | A stamp collection +78 | A small piece of solidified smoke +79 | A six-sided die that sometimes rolls a seven +80 | A left-hand gauntlet +81 | A music box that plays nursery rhymes +82 | A locket that's bigger on the outside than the inside +83 | A potted plant that grows hair instead of leaves +84 | A collection of teeth +85 | A coin whose minting date always shows three years in the future +86 | A green drinking horn taken from a very large bull +87 | A small book containing pressed and dried botanical samples +88 | A hatched chimera egg +89 | A slightly used red bandit mask +90 | A tiny stirge encased in amber +91 | A large bottle of Red Larch Ale that can't be opened +92 | A cane topped with a stylized golden bulldog +93 | A note in your own hand that you don't remember writing +94 | A sprig of herbs from your family's garden +95 | A tankard stolen from the Dran & Courtier +96 | A small, severed tentacle preserved in alcohol +97 | A walnut with a face drawn on it +98 | A small flask of liquid from the Lake of Radiant Mists +99 | An ice cube that never melts +00 | An expertly carved sword hilt with the blade snapped cleanly off +Source: Acquisitions Incorporated p. 222 + + + Voting Kit + Wondrous item + W + 1 + + + At rank 4, your voting kit becomes a common magic item that conceals an extradimensional space. As a bonus action, you can place one tool kit that you are proficient with into the voting kit, or can remove it. No other type of object can be placed into the extradimensional space. A creature searching the voting kit finds and extracts the tool kit with a successful DC 20 Intelligence (Investigation) or Wisdom (Perception) check. +Additionally, you can use the voting kit to cast charm person (save DC 15). This property of the kit can't be used again until the next dawn. +Source: Acquisitions Incorporated p. 22 + + + Wheel of Stars + Wondrous item + W + 1 + + + While attuned to this device, you have a +1 bonus to Wisdom saving throws, and you can use an action to cast the dancing lights, guidance, or message cantrips. +Portent of the Stars: As a reaction when a creature you can see within 60 feet of you makes an attack roll, saving throw, or ability check, you make that creature roll a d10 and add or subtract the number rolled (your choice) from the roll. Once you use this feature of the wheel of stars, it cannot be used again until the next dawn. +Alter Gravity: As an action, you can cast fly on yourself or you can cast levitate (save DC 15). Once you use this feature of the wheel of stars, it cannot be used again until the next dawn. +Part of a Whole: While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM. +Source: Acquisitions Incorporated p. 222 + + + Whisper Jar + Wondrous item + W + 1 + + + Also at rank 1, you are the beneficiary of a whisper jar—a common magic item resembling an ether-filled jar with a long tap hose. The jar is used to record others' stories and your own observations, like a verbal notebook with unlimited space. The whisper jar records as fast as a creature can speak into it, and whispers back words at the same pace they were recorded. Activating the playback of a particular recording is an action. +Things Recorded in Your Whisper Jar +d8 | Recording +1 | A live recording of the only performance of the mostly forgotten stage play Tabaxi on a Hot Tin Roof +2 | The life's work of the loremonger who owned the jar before you +3 | Every courageous thought you've ever had, to cover for how scared you are most of the time +4 | Everything, because everyone else around you will eat their words one day! +5 | The top seven places to eat fried rat skewers in every settlement you've ever visited +6 | The entire family tree of every royal line, extant or lost, in Faerûn +7 | A moment-by-moment review of your favorite Jim Darkmagic stage performance +8 | The sound of raucous applause, which you play back liberally +Whispered Encyclopedia: At rank 2, your whisper jar becomes an uncommon magic item that can tap into the broader lore of Acquisitions Incorporated. As a bonus action, you ask the jar for information on a specific subject and make a DC 15 Intelligence (History) check. On a success, the jar plays back a recording on that subject, made somewhere, sometime by another Acq Inc loremonger. This property of the whisper jar can't be used again until the next dawn. +Whispered Warnings: Also at rank 3, your whisper jar gains additional power and becomes a rare magic item. As an action, you can cause the jar to function as a wand of enemy detection, whereupon it whispers the direction to foes within range. This property of the whisper jar can't be used again until the next dawn. +Whispered Arcana: Also at rank 4, your whisper jar gains access to even more magic. By whispering the name of one of the following spells into the jar as an action, you can cast that spell from the jar: detect evil and good, detect magic, detect poison and disease, find traps, identify, or locate animals or plants. This property of the whisper jar can't be used again until the next dawn. +Source: Acquisitions Incorporated p. 27 + + diff --git a/FightClub5eXML/Sources/AdventurersLeague/backgrounds-al-cos.xml b/FightClub5eXML/Sources/AdventurersLeague/backgrounds-al-cos.xml new file mode 100644 index 0000000..7096114 --- /dev/null +++ b/FightClub5eXML/Sources/AdventurersLeague/backgrounds-al-cos.xml @@ -0,0 +1,455 @@ + + + + Black Fist Double Agent + Deception, Insight + + Description + You are an informant for the Tears of Virulence who now lord over Phlan, but are also a double agent for original town guard of Phlan, the Black Fists. For the Tears you've been tasked with ferreting out the secrets of Phlan's criminal underworld, insurgency, and the common peoples of Phlan. In exchange for reporting on the activities of dissenters, criminals, and other rebel elements, the Tears of Virulence leave you alone to conduct your affairs in peace. +In reality you work for the deposed Black Fists, sharing misinformation with the Tears of Virulence that often helps the Black Fists and other Phlan insurgents. Since the evacuation of Phlan, you are even busier today than you ever were previously, as the number of dissenters among the refugees grows daily, while you are afforded many opportunities to spy on the peoples of Mulmaster and Elventree, to the pleasure of your contact(s) within the Tears of Virulence. +• Skill Proficiencies: Deception, Insight +• Tool Proficiencies: Disguise kit, and one type of artisan's tools or gaming set +• Equipment: Disguise kit, common clothes, a Tears of Virulence emblem, a writ of free agency signed by the Lord Regent, a set of artisan's tools or gaming set you are proficient with, and a pouch with 15 gp (payment for services rendered). +Source: Adventurers League: Curse Of Strahd p. 2 + + + Lifestyle + Moderate + + + + Overview + You are an informant for the Tears of Virulence who now lord over Phlan, but are also a double agent for original town guard of Phlan, the Black Fists. For the Tears you've been tasked with ferreting out the secrets of Phlan's criminal underworld, insurgency, and the common peoples of Phlan. In exchange for reporting on the activities of dissenters, criminals, and other rebel elements, the Tears of Virulence leave you alone to conduct your affairs in peace. +In reality you work for the deposed Black Fists, sharing misinformation with the Tears of Virulence that often helps the Black Fists and other Phlan insurgents. +Since the evacuation of Phlan, you are even busier today than you ever were previously, as the number of dissenters among the refugees grows daily, while you are afforded many opportunities to spy on the peoples of Mulmaster and Elventree, to the pleasure of your contact(s) within the Tears of Virulence. + + + + Feature: Double Agent + You have a reliable and trusty contact within the Tears of Virulence garrison in Phlan to whom you pass information and secrets. In exchange, you can get away with minor criminal offenses within the town of Phlan. In addition, your Black Fists contacts can help you secure an audience with the Lord Regent, the Lord Sage, members of the Black Fists, or deposed nobles and authority figures who are sympathetic to the Phlan refugees and insurgents. Note: This feature is a variant of the Noble feature. + + + + Suggested Characteristics + d8 | Personality Trait +1 | People are only as trustworthy as you are valuable to them. Always strive to be the most valuable person around. +2 | My eloquence and sophistication are tools I use to avoid arousing suspicion myself. +3 | I am a thrill-seeker, excited by covert and dangerous missions. +4 | I live by my wits and always check every lock twice, just to be certain. +5 | I never admit to my mistakes lest they be used against me. +6 | I take every effort to be unnoticeable and blend into the crowd. Passersby rarely give me a second look. +7 | I am prepared for any eventuality; including the day my usefulness as a spy comes to an end. +8 | I always make certain to know my enemy before acting, lest I bite off more than I can chew. + +d6 | Ideal +1 | Suspicious. In my experience, everybody has something to hide, and what they hide can usually hurt me. (Any) +2 | Secretive. I trade in secrets, and am not about to let any of mine slip. (Any) +3 | Hedonist. Life is short. I live my life to the fullest, as I know any day could be my last. (Chaotic) +4 | Selfless. I use my position to help the downtrodden avoid persecution from the authorities. (Good) +5 | Patriotic. I am a loyal supporter of Phlan and its leaders, and see my role as a solemn duty and necessary evil to prevent anarchy. (Lawful) +6 | Manipulative. I use my knowledge to blackmail and manipulate others to my own benefit. (Evil) + +d6 | Bond +1 | I was framed for a crime I did not commit, and seek to bring the true culprit to justice. +2 | I am a part of an underground network that smuggles innocent civilians out of the city prior to being raided by the authorities. +3 | I miss the glory days of Phlan, before the coming of the dragon. +4 | I seek to prove myself worthy of joining the Black Fist as a member of their order. +5 | My sister was killed by a Tear of Virulence, and now I feed them false information whenever possible. +6 | My family was wrongly imprisoned, and I act as an informant in order to secure their release. + +d6 | Flaw +1 | I think too highly of myself, and have an exaggerated sense of self-importance. +2 | I have difficulty trusting strangers. I see spies and informants everywhere. +3 | Years of getting away with minor crimes has left me believing that I am above the law, and have diplomatic immunity above my station. +4 | Years of seeing innocent people suffer have left me despondent and pessimistic for the future. +5 | My desire for vengeance often gets me into trouble. +6 | I am spendthrift, and share my wealth with the patrons of my favorite tavern. + + + + + + Dragon Casualty + Intimidation, Survival + + Description + When the Maimed Virulence descended upon Phlan, you were one of the unfortunate casualties of war. Captured during the initial assault, you have spent the last year of your life as a plaything of a capricious and malevolent overlord. While many of your fellow prisoners fell to the dragon's insatiable fury over the coming months, you and your fellow "survivors" were spared only for a worse fate as one of the dragon's magical experiments, leaving you and those who survived the torture scarred and disfigured. +What reasons the dragon had for releasing you few survivors, nobody knows. You only fear that those who died under his terrible claw were the lucky ones, and you and your fellow Dragonscarred are doomed for a fate worse than death. +• Skill Proficiencies: Intimidation, Survival +• Tool Proficiencies: Special (see origin below) +• Language: Draconic +• Equipment: A dagger, tattered rags, a loaf of moldy bread, a small cast-off scale belonging to Vorgansharax—the Maimed Virulence, and a pouch with 5 gp of various coins (salvaged during your escape from Phlan). +Source: Adventurers League: Curse Of Strahd p. 3 + + + Lifestyle + Wretched + + + + Overview + When the Maimed Virulence descended upon Phlan, you were one of the unfortunate casualties of war. Captured during the initial assault, you have spent the last year of your life as a plaything of a capricious and malevolent overlord. +While many of your fellow prisoners fell to the dragon's insatiable fury over the coming months, you and your fellow "survivors" were spared only for a worse fate as one of the dragon's magical experiments, leaving you and those who survived the torture scarred and disfigured. +What reasons the dragon had for releasing you few survivors, nobody knows. You only fear that those who died under his terrible claw were the lucky ones, and you and your fellow Dragonscarred are doomed for a fate worse than death. + + + + Origin + Prior to the coordinated attack by the Maimed Virulence and her rebel Black Fist supporters, you were once a citizen or visitor to Phlan. While the trauma of your recent ordeal has greatly altered your motivations and perception of the world, your former life still clings to you and colors your mannerisms, behaviors, and outlook on life. Choose one entry on the following table (or roll randomly) to determine your former occupation prior to your incarceration and torture. Your choice determines your tool proficiency from this background. +d8 | Origin (Occupation) | Tool Proficiency +1 | Dockworker/Fisherman | Vehicles (water) +2 | Tradesperson/Merchant | Artisan's tools +3 | Black Fist Soldier | Gaming set or Vehicles (land) +4 | Adventurer/Visitor | Vehicles (land) +5 | Entertainer | Musical Instrument +6 | Scholar/Healer | Alchemist's Supplies or Herbalism kit +7 | Criminal | thieves' tools, forgery kit, or Disguise kit +8 | Unskilled Laborer | Gaming set + + + + + Feature: Dragonscarred + Over a period of several months you were subject to magical and mundane torture at the claws of Vorgansharaxse and his minions. These experiments have left you horribly disfigured but mark you as a survivor of the Maimed Virulence. This affords you a measure of fame and notoriety, for those who know of your harrowing ordeal are keen to hear the tale personally but makes it difficult to disguise your appearance and hide from prying eyes. +You can parlay this attention into access to people and places you might not otherwise have, for you and your companions. Nobles, scholars, mages, and those who seek to ferret out the secrets of the Maimed Virulence would all be keen to hear your tale of survival, and learn what secrets (if any) you might possess, and/or study your affliction with great interest. However, you fear that your afflictions are not completely mundane and that the Maimed Virulence may as yet have some nefarious reason for allowing your escape, as your scars burn with acidic fury and seem to writhe beneath your skin at times. Note: This feature is a variant of the Far Traveler feature. + + + + Disfigurement (Optional) + In addition to extensive scarring, you may choose one of the following options to represent your disfigurement. This disfigurement is purely cosmetic, misshapen, and horrific to look upon. +d8 | Disfigurement +1 | Small non-functional wing(s). +2 | Misshapen, wing-like membranes along one or both arms. +3 | Elongated, claw-like hand(s). +4 | Elongated, claw-like feet. +5 | Painful green scales randomly embedded in skin. +6 | Bulbous, reptilian eye(s). +7 | Enlarged dorsal spines. +8 | Hair replaced with small irregular spines. + + + + + Suggested Characteristics + d8 | Personality Trait +1 | I am driven to escape my past, and rarely stay in one place long. +2 | I know secrets of the Maimed Virulence, but fear the harm that may befall me should others learn them. +3 | Speaking of my ordeal helps sooth the still open wounds in my soul. +4 | My former life is meaningless, and was ripped to shreds by the claws of Vorgansharax. All that matters now is what I do with the future. +5 | I have faced the worst a dragon can deliver and survived. I am fearless, and my resolve unshakable. +6 | I am haunted my tortured past, and wake at night screaming at half-remembered horrors. +7 | I sleep with my back to a wall or tree, and a weapon within arm's reach. +8 | I am slow to trust, but incredibly loyal to those who have earned it. + +d6 | Ideal +1 | Survivor. No matter the cost, I will take any action necessary to survive. (Any) +2 | Independence. When in trouble, the only person I can rely on is myself. (Chaotic) +3 | Compassionate. I have suffered long at the hands of a Dragon, and take pity and compassion on the suffering of others. (Good) +4 | Secretive. I am withdrawn, and hide my monstrous appearance for fear of drawing unwanted attention. (Chaotic) +5 | Justice. I have been wronged, and will not allow the same fate to befall others. (Lawful) +6 | Sycophant. During my ordeal, I became a willing servant of the Maimed Virulence, and spy on his behalf. (Evil) + +d6 | Bond +1 | I have sworn vengeance on the Maimed Virulence and those that follow him. +2 | I long to reunite with friends and family who may dwell among the Phlan Refugees, and protect them. +3 | While a prisoner of the Maimed Virulence, I overheard rumors of an item or treasure the Dragon seeks. I will have that treasure for myself! +4 | I seek to reclaim and rebuild my former life to the best of my ability. +5 | I have been reborn as a child of Vorgansharax. I will claim my birthright as his chosen heir and successor. +6 | I attribute my survival to the work of the divine, and seek to prove myself worthy of the honor. + +d6 | Flaw +1 | I have been touched with dragon-greed, and have a lust for wealth which can never be satisfied. +2 | I secretly believe others are plotting to harm me. +3 | I no longer enjoy the simple pleasures in life. Food is but ashes and bile in my throat. +4 | Anyone who refuses to celebrate my celebrity does not deserve my company. +5 | I am paranoid and overly suspicious of others. Anyone may be an agent of the Maimed Virulence. +6 | Once I make up my mind, I follow my chosen course of action regardless of the consequences. + + + + + + Iron Route Bandit + Animal Handling, Stealth + + Description + The Iron Route, once the primary trade route between Phlan and Zhentil Keep, used to be a site of extensive banditry until the Phlan's recent occupation. Your time as an erstwhile bandit has given you plenty of experience in the saddle and a knack for acquiring and appraising other people's mounts, pets, and vehicles among other things. This particular set of skills has become very lucrative for you by working for the underground as a horse thief for a local guild of thieves and other shadowy organizations. +• Skill Proficiencies: Animal Handling, Stealth +• Tool Proficiencies: One type of gaming set, vehicles (land) +• Equipment: A set of dark common clothes, pack saddle, burglar's pack, and a belt pouch containing 5 gp +Source: Adventurers League: Curse Of Strahd p. 5 + + + Lifestyle + Poor + + + + Overview + The Iron Route, once the primary trade route between Phlan and Zhentil Keep, used to be a site of extensive banditry until the Phlan's recent occupation. Your time as an erstwhile bandit has given you plenty of experience in the saddle and a knack for acquiring and appraising other people's mounts, pets, and vehicles among other things. This particular set of skills has become very lucrative for you by working for the underground as a horse thief for a local guild of thieves and other shadowy organizations. + + + + Feature: Black-Market Breeder + You know how to find people who are always looking for stolen animals & vehicles, whether to provide for animal pit fights, or to supply some desperate rogues the means to get away faster on mounts during an illegal job. This contact not only provides you with information of what such animals & vehicles are in high demand in the area, but also offer to give you favors and information (DM choice) if you bring such animals & vehicles to them. Note: This is a variant of the Criminal Contact feature. + + + + Suggested Characteristics + d8 | Personality Trait +1 | If people leave their gear unsecured, they must not want it very much. +2 | I feel more comfortable sleeping under the open sky. +3 | I always pre-plan my escape should things go bad; I always like to have an exit strategy. +4 | I tend to give animal owners breeding and care advice whether or not they want it. +5 | I lost a pet as a child and sadly reflect on it to this day. +6 | I always form a powerful, emotional bond with my mount. +7 | I recoil at the thought of killing someone else's pet or mount. +8 | I prefer to hang to the back of a scuffle or discussion. Better to have my enemies in front of me. + +d6 | Ideal +1 | Loyalty. Never bite the hand that feeds. (Good) +2 | Unpredictability. Keep your enemy guessing and off-balance like a confused deer. (Chaotic) +3 | Power. I strive to become leader of the pack at all costs. (Lawful) +4 | Freedom. I bow to no one I don't respect. (Chaotic) +5 | Resourcefulness. Our wits are our most valuable resource in troubled times. (Any) +6 | Unity. Lone wolves fail where the pack succeeds. (Any) + +d6 | Bond +1 | I cannot leave a harmed animal behind; I must save it or put it out of its misery. +2 | I leave behind my own personal calling cards when I do a job. +3 | I do not trust people who do not have a pet, mount, or furry companion. +4 | The pelt I wear on my back was from an animal that died saving my life, I will always cherish it. +5 | If my pet does not like you, I do not like you! +6 | Once you've ridden with me and fought by my side, I'll be there for you odds be damned. + +d6 | Flaw +1 | I talk to animals; I believe they understand me, even if they do not. +2 | I growl at and bite anyone who gets too close to my food while I am eating. +3 | I strongly dislike enclosed spaces and require intoxication or firm encouragement to enter them. +4 | I robbed the wrong caravan once. The owner is a powerful merchant who holds a grudge. +5 | I'm an inveterate gambler. +6 | I judge people based on how well they stand their ground in a fight. I got not time for cowards... + + + + + + Phlan Insurgent + Stealth, Survival + + Description + The taking of Phlan by Vorgansharax is a clear memory in your mind. You were going about your everyday business when the green dragon's forces spilled out of the sewers and assailed your home. Many of Phlan's citizens, young and old alike, were captured, killed, or offered as tribute to the Maimed Virulence. You, yourself were one of those captured. But, either with the help of adventurers or through your own wits and sheer determination, you escaped. +Rather than flee the region, you've chosen to stay and fight. Finding refuge outside the town and the deadly thicket surrounding it, you strike out against the Tears of the Virulence and their monstrous allies. You've learned to survive in dire and desperate circumstances, with supplies running low and the arrival of reinforcements uncertain. You've grown accustomed to acting under the cover of night, dealing what blows you can to avenge the friends and family you lost within the currently occupied Phlan. You will drive Vorgansharax out, or you die trying. +• Skill Proficiencies: Stealth, Survival +• Tool Proficiencies: One type of artisan's tools, vehicles (land) +• Equipment: A bag of caltrops (bag of 20), a small trinket that connects you to the life you once had before the occupation of Phlan, a healer's kit, a set of dark common clothes that includes a cloak and hood, and a belt pouch containing 5 gp +Source: Adventurers League: Curse Of Strahd p. 6 + + + Lifestyle + Poor + + + + Overview + The taking of Phlan by Vorgansharax is a clear memory in your mind. You were going about your everyday business when the green dragon's forces spilled out of the sewers and assailed your home. Many of Phlan's citizens, young and old alike, were captured, killed, or offered as tribute to the Maimed Virulence. You, yourself were one of those captured. But, either with the help of adventurers or through your own wits and sheer determination, you escaped. +Rather than flee the region, you've chosen to stay and fight. Finding refuge outside the town and the deadly thicket surrounding it, you strike out against the Tears of the Virulence and their monstrous allies. You've learned to survive in dire and desperate circumstances, with supplies running low and the arrival of reinforcements uncertain. You've grown accustomed to acting under the cover of night, dealing what blows you can to avenge the friends and family you lost within the currently occupied Phlan. You will drive Vorgansharax out, or you die trying. + + + + Origin + Removed from your life as a townsperson, you've adapted to rough life in the wilds surrounding Phlan. The trade you practiced still influences your outlook, the manner in which you approach situations, and the way you contribute to the resistance movement against the Maimed Virulence. You can roll on the following table to determine what your occupation was before the fall, or choose one that best fits your character (select from either the general column or the specific column, but not both). +d8 | Origin (General) | Origin (Specific) +1 | Fisher | Stojanow River Worker +2 | Hunter | Twilight Marsh Worker +3 | Craftsperson | Mantor's Library Scribe +4 | Priest/Priestess | Clergy of Ilmater +5 | Cook | Laughing Goblin Server +6 | City Watch | Black Fist Guard +7 | Servant | House Sokol Retainer +8 | Unskilled Laborer | Bay of Phlan Dockworker + + + + + Feature: Guerrilla + You've come to know the surrounding forests, streams, caves, and other natural features in which you can take refuge--or set up ambushes. You can quickly survey your environment for advantageous features. Additionally, you can scavenge around your natural surroundings to cobble together simple supplies (such as improvised torches, rope, patches of fabric, etc.) that are consumed after use. Note: This feature is a variant of the Outlander feature. + + + + Suggested Characteristics + You have given up the life you knew as a citizen of Phlan. However, the Maimed Virulence's invasion resonates deep inside you. Perhaps you have a few friends or family members who were able to escape with you. Or, perhaps, everyone you held dear either perished or went missing during the fall. You may know of someone who is, against all odds, surviving within the thicket and you long to liberate them from a life of peril within the town. +d8 | Personality Trait +1 | My patience knows no bounds, so long as my goal is in sight. +2 | In life and in struggle, the ends justify my actions. +3 | If you aren't helping me, you'd best at least stay out of my way. +4 | I long for the life that was taken away from me. +5 | Friends and family perished, tragically, before my eyes. I hope never to undergo that again. +6 | Making the right choices in life are important to me. The choices I make might save not just my life, but the lives of others as well. +7 | I can never allow my foes to get the drop on me. +8 | Time is a precious resource that I must spend wisely. + +d6 | Ideal +1 | Leadership. The oppressed need someone to inspire them to courageous acts. (Good) +2 | Unpredictability. Keeping the enemy guessing and off-balance is my tactical strength. (Chaos) +3 | Determination. Threats to my home must be eliminated at all costs. (Any) +4 | Freedom. Those who are enslaved and unjustly imprisoned deserve my aid. (Good) +5 | Resourcefulness. Our wits are our most valuable resource in troubled times. (Any) +6 | Unity. Working together, we can overcome all obstacles, even the most seemingly insurmountable ones. (Any) + +d6 | Bond +1 | I'll never let my fellow insurgents down. They are my only remaining friends. +2 | I was separated from a loved one during my escape from town. I will find them. +3 | One of the Tears of the Virulence was a trusted friend, until the day they betrayed the city. They will pay harshly for their transgressions. +4 | An item I hold close is my last remaining connection to the family I lost during the fall. +5 | The dragon who took my past life away from me will feel the full extent of my vengeance. +6 | The knowledge in Mantor's Library is an irreplaceable treasure that must be protected. + +d6 | Flaw +1 | I have no respect for those who flee. I harbor a deep grudge against the citizens who abandoned Phlan. +2 | Ale is the only way I can escape the desperation of my circumstances. +3 | It doesn't take much to get me into a fight. +4 | Being an insurgent means doing things that aren't always ethical. I'm still learning to live with that. +5 | My desire to liberate Phlan oftentimes clouds my judgment, despite my best efforts. +6 | I relentlessly despise the Maimed Virulence and his allies. I'd abandon other goals in order to strike out at them. + + + + + + Stojanow Prisoner + Deception, Perception + + Description + Those words still haunt your dreams at night. When everyone was fleeing Phlan, you choose to stay. Whether out of an emotional attachment, or pursuit of riches, you made the decision that would affect the rest of your life. +Food became scarcer for those without connections. You became a beggar and to stay alive you bartered information to any interested party with food or gold to spare. You were good at what you did, and thought you were invincible. That changed when you were captured by the Tears of Virulence, the soldiers of Vorgansharax, the Maimed Virulence, for selling secrets to those bent on overthrowing the dragon. They locked you in the cells of Stojanow Gate. The first weeks you hoped to stay alive. As the weeks turned into months, and the interrogations continued you began to pray for death. +• Skill Proficiencies: Deception, Perception +• Tool Proficiencies: One type of gaming set, thieves' tools +• Equipment: A small knife, a set of common clothes, a trinket from the life you stayed behind to defend, a belt pouch with 10 gp +Source: Adventurers League: Curse Of Strahd p. 8 + + + Lifestyle + Poor + + + + Overview + "We need to leave, now!" Those words still haunt your dreams at night. When everyone was fleeing Phlan, you choose to stay. Whether out of an emotional attachment, or pursuit of riches, you made the decision that would affect the rest of your life. +Food became scarcer for those without connections. You became a beggar and to stay alive you bartered information to any interested party with food or gold to spare. You were good at what you did, and thought you were invincible. That changed when you were captured by the Tears of Virulence, the soldiers of Vorgansharax, the Maimed Virulence, for selling secrets to those bent on overthrowing the dragon. They locked you in the cells of Stojanow Gate. The first weeks you hoped to stay alive. As the weeks turned into months, and the interrogations continued you began to pray for death. + + + + Feature: Ex-Convict + The knowledge gained during your incarceration lets you gain insight into local guards and jailors. You know which will accept bribes, or look the other way for you. You can also seek shelter for yourself from authorities with other criminals in the area. Note: This feature is a variant of the Courtier feature. + + + + Suggested Characteristics + d8 | Personality Trait +1 | I am a bully; others will suffer as I have. +2 | I always say yes even when I mean no; it's just easier. +3 | I aim to misbehave. +4 | I go out of my way to frustrate or anger those in power. +5 | I strive to obey the law. I will never again make the mistake of going against authority. +6 | I always plan everything out. The one time I let others plan things it did not end well for me. +7 | I take blame to protect others from pain. +8 | I hoard information, you never know what may come in handy. + +d6 | Ideal +1 | Loss. I freely give those who offend me what was so brutally denied me, death. (Chaos) +2 | Dedication. I never betray those who trust me. (Law) +3 | Vengeance. I use any means to get information I need; I have been well taught. (Evil) +4 | Redemption. Everyone deserves a second chance. (Good) +5 | Resilience. I can survive any challenge (Any) +6 | Leadership. The best teams are made up of those that society has discarded. + +d6 | Bond +1 | I take up arms to help establish a free Phlan. +2 | The horrors of my time in Stojanow haunt my dreams, only after a day of hard work can I find sleep. +3 | I am indebted to those who freed me from prison, I will repay this debt. +4 | My torturer survived the attack that set me free, I will find him/her. +5 | I will not rest while others suffer fates similar to mine. +6 | I am searching for a way to heal the scars of Stojanow, both physical and emotional. + +d6 | Flaw +1 | During stressful times, I find myself crying for no reason. +2 | My nerve endings are shot from the interrogations; I am numb to all but the harshest touch. +3 | I am incapable of standing up for myself. +4 | I folded under the torture, and gave information that I promised would be kept secret. My life would be in jeopardy if others found out. +5 | Survival is worth more than friendship. +6 | The ghosts from my past hinder my actions. + + + + + + Ticklebelly Nomad + Animal Handling, Nature + + Description + You were born into a nomadic tribe that called the Ticklebelly Hills home. You migrated from location to location, living off the land with your tribe. The tribe would seasonally travel south into the Grass Sea and the Giant's Cairn, north into the Dragonspine Mountains, and even occasionally east across the Stojanow River to the borders of the Quivering forest. +In your migrations, your people have come to know the stone giant tribes that populate the Giant's Cairn. The dragon cultists came to the hills one day—magic-users wearing purple and riding horrid beasts, black-clad warriors wearing wicked masks, and even soldiers from the nearby town of Phlan. Then the dragon called Vorgansharax arrived and laired in the hills, causing horrid thickets to grow and animals to act unusually. The cultists began raiding nomad camps for victims to offer to the wyrm. Eventually, the dragon moved on to attack Phlan, but life was never again the same for the nomads of the Ticklebelly Hills. +• Skill Proficiencies: Animal Handling, Nature +• Tool Proficiencies: Herbalism kit +• Languages: Giant +• Equipment: Herbalism kit, a small article of jewelry that is distinct to your tribe, a hunting trap, a set of common clothes, and a belt pouch containing 5 gp +Source: Adventurers League: Curse Of Strahd p. 9 + + + Lifestyle + Poor + + + + Overview + You were born into a nomadic tribe that called the Ticklebelly Hills home. You migrated from location to location, living off the land with your tribe. The tribe would seasonally travel south into the Grass Sea and the Giant's Cairn, north into the Dragonspine Mountains, and even occasionally east across the Stojanow River to the borders of the Quivering forest. +In your migrations, your people have come to know the stone giant tribes that populate the Giant's Cairn. The dragon cultists came to the hills one day—magic-users wearing purple and riding horrid beasts, black-clad warriors wearing wicked masks, and even soldiers from the nearby town of Phlan. Then the dragon called Vorgansharax arrived and laired in the hills, causing horrid thickets to grow and animals to act unusually. The cultists began raiding nomad camps for victims to offer to the wyrm. Eventually, the dragon moved on to attack Phlan, but life was never again the same for the nomads of the Ticklebelly Hills. + + + + Feature: At Home in the Wild + The wilderness is your home and you are comfortable dwelling in it. You can find a place to hide, rest, or recuperate when out in the wild. This place of rest is secure enough to conceal you from most natural threats. Threats that are supernatural, magical, or are actively seeking you out might do so with difficulty depending on the nature of the threat (as determined by the DM). However, this feature doesn't shield or conceal you from scrying, mental probing, nor from threats that don't necessarily require the five senses to find you. Note: This feature is a variant of the Folk Hero feature. + + + + Suggested Characteristics + Ticklebelly nomads only venture into civilization when necessary. You are social within your tribe, with tribes of other nomads, and even with the stone giant tribes that populate the Giant's Cairn. However, other communities tend to either put you on your guard or put you in a state of wonder. Was it this wonder that enticed you into a life of adventuring? On the other hand, you are fiercely protective of and dedicated to your tribe. Perhaps it was this dedication that led you to venture out; either of your own will or at the behest of your tribe's leaders. +d8 | Personality Trait +1 | I eagerly inject myself into the unknown. +2 | Villages, towns, and cities do not suit me. I'd rather be out in the wilderness any day. +3 | I accomplish my tasks efficiently, using as few resources as possible. +4 | It's difficult for me to remain in one place for long. +5 | I loudly brag about my tribe every chance I get. +6 | Having walked among giants, I am fearless in the face of bigger creatures. +7 | I am quiet and reserved, but observant. Nothing escapes my attention. +8 | My word is my bond. I see a promise to completion, even if it conflicts with my beliefs. + +d6 | Ideal +1 | Kinship. Family is most important in life. Though I may be far from my own, the bonds of family must be protected in others' lives as well. (Good) +2 | Preservation. Nature must not be despoiled by encroaching civilization. (Any) +3 | Wanderlust. One must expand their horizons by seeing the world and exploring. (Chaos) +4 | Isolation. My tribe and its ways must be protected and shielded from outside influence. (Neutral) +5 | Protection. Threats to the land and to the people must be dealt with at any and all costs. (Law) +6 | Belonging: All creatures have a place in the world, so I strive to help others find theirs. (Good) + +d6 | Bond +1 | I ache to return to my tribe and the family I left, but cannot until my obligations are fulfilled. +2 | The dragon cultists that invaded my homeland stole away one of my tribe's people. I will not know rest until I've found them. +3 | The dragon's presence in the hills destroyed valuable territory and resulted in deaths within my tribe. The creature must pay for what it has done. +4 | I carry a trinket that spiritually and emotionally ties me to my people and my home. +5 | I discovered a strange relic in the hills during my tribe's wanderings. I must discover what it is. +6 | One of the stone giant clans from the Giant's Cairn has graced me with a mark of kinship. + +d6 | Flaw +1 | I throw myself and my friends into situations rarely ever thinking about consequences. +2 | Unfamiliar people and surroundings put me on edge. +3 | I have absolutely no patience for slowpokes and those who prove indecisive. +4 | My desire to experience new things causes me to make unsafe choices. +5 | I am overly protective of nature, sometimes to the detriment of my companions and myself. +6 | My lack of worldliness often proves my undoing in social, commercial, and hostile situations. + + + + + diff --git a/FightClub5eXML/Sources/AdventurersLeague/backgrounds-al-ee.xml b/FightClub5eXML/Sources/AdventurersLeague/backgrounds-al-ee.xml new file mode 100644 index 0000000..06a22e3 --- /dev/null +++ b/FightClub5eXML/Sources/AdventurersLeague/backgrounds-al-ee.xml @@ -0,0 +1,330 @@ + + + + Caravan Specialist + Animal Handling, Survival + + Description + You are used to life on the road. You pride yourself at having traveled every major trade way in the Moonsea region, including the best backroads and shortcuts. When traveling these roads, you know where the best inns, campsites, and water sources are located, as well as potential locations of danger such as ambush. Having worked the roads as long as you have, you have made many acquaintances and find it easy to pick up information and rumors floating from town to town. You are skilled with beasts of burden and handling and repairing wagons of all kinds. +• Skill Proficiencies: Animal Handling, Survival +• Tool Proficiencies: Vehicles (land) +• Languages: One of your choice +• Equipment: A whip, a two-person tent, a regional map, a set of traveler's clothes, and a belt pouch containing 10 gp +Source: Adventurers League: Elemental Evil p. 2 + + + Lifestyle + Poor + + + + Overview + You are used to life on the road. You pride yourself at having traveled every major trade way in the Moonsea region, including the best backroads and shortcuts. When traveling these roads, you know where the best inns, campsites, and water sources are located, as well as potential locations of danger such as ambush. Having worked the roads as long as you have, you have made many acquaintances and find it easy to pick up information and rumors floating from town to town. You are skilled with beasts of burden and handling and repairing wagons of all kinds. + + + + Feature: Wagonmaster + You are used to being in charge of the operation and your reputation for reliability has you on a short list when the job is critical. Experience has taught you to rely on your gut. Others recognize this and look to you for direction when a situation gets serious. You are able to identify the most defensible locations for camping. If you are part of a caravan outfit, you are able to attract two additional workers that are loyal to you based on your reputation. You have an excellent memory for maps and geography and can always determine your cardinal directions while traveling. Note: This feature is a variant of the Outlander feature. + + + + Suggested Characteristics + d8 | Personality Trait +1 | Any group is only as strong as its weakest link. Everyone has to pull their own weight. +2 | There's always someone out there trying to take what I've got. Always be vigilant. +3 | Anything can be learned if you have the right teacher. Most folks just need a chance. +4 | Early to bed and early to rise; this much at least is under my control. +5 | You can listen to me or don't and wish you had. Everyone ends up on one side of that fence. +6 | Eventually my hard work will be rewarded. Maybe that time has finally come. +7 | A strong ox or horse is more reliable than most people I've met. +8 | I never had time for books, but wish I had. I admire folks who have taken the time to learn. + +d6 | Ideal +1 | Service. Using my talents to help others is the best way of helping myself. (Good) +2 | Selfish. What people don't know WILL hurt them, but why is that my problem? (Evil) +3 | Wanderer. I go where the road takes me. Sometimes that's a good thing... (Chaotic) +4 | Fittest. On the open road, the law of nature wins. Victims are the unprepared. (Lawful) +5 | Focused. I simply have a job to do, and I'm going to do it. (Neutral) +6 | Motivated. There's a reason I'm good at what I do, I pay attention to the details. (Any) + +d6 | Bond +1 | My brother has a farm In Elmwood and I've helped him and his neighbors move their goods to Mulmaster and other surrounding towns. Those are good people. +2 | A caravan I lead was attacked by bandits and many innocents died. I swear that I will avenge them by killing any bandits I encounter. +3 | The Soldiery are mostly good guys who understand the importance of protecting the roads. The City Watch is who you have to look out for. If they are inspecting your goods, get ready to pay a fine. +4 | The new commander of Southroad Tower, Capt. Holke, understands the importance of safe roads. He's hired me for several jobs and I'm grateful. +5 | There's always a road I haven't traveled before. I'm always looking for new places to explore. +6 | Wealth and power mean little without the freedom to go where and when you want. + +d6 | Flaw +1 | I have trouble trusting people I've just met. +2 | I enjoy the open road. Underground and tight spaces make me very nervous. +3 | I expect others to heed my orders and have little respect or sympathy if they don't. +4 | I am very prideful and have trouble admitting when I'm wrong. +5 | Once I decide on a course of action, I do not waiver. +6 | I like to explore, and my curiosity will sometimes get me into trouble. + + + + + + Earthspur Miner + Athletics, Survival + + Description + You are a down-on your luck miner from the Earthspur Mountains who is no stranger to hardship. You have spent a great deal of time living among the dwarves, goliaths, and denizens of the Underdark that also work mines in the area. At this point, you're just as comfortable working underground as above. You know how to read a seam, dicker for supplies with the deep gnomes, party with dwarves, and find your way back to the surface afterwards. Unfortunately, you haven't struck it rich...yet. Although you've come to Mulmaster looking for work, the tall peaks and deep mines of the Earthspurs still call to you. +• Skill Proficiencies: Athletics, Survival +• Languages: Dwarvish and Undercommon +• Equipment: A shovel or a miner's pick, a block and tackle, a climber's kit, a set of common clothes, and a belt pouch containing 5 gp +Source: Adventurers League: Elemental Evil p. 3 + + + Lifestyle + Poor + + + + Overview + You are a down-on your luck miner from the Earthspur Mountains who is no stranger to hardship. You have spent a great deal of time living among the dwarves, goliaths, and denizens of the Underdark that also work mines in the area. At this point, you're just as comfortable working underground as above. You know how to read a seam, dicker for supplies with the deep gnomes, party with dwarves, and find your way back to the surface afterwards. Unfortunately, you haven't struck it rich...yet. Although you've come to Mulmaster looking for work, the tall peaks and deep mines of the Earthspurs still call to you. + + + + Feature: Deep Miner + You are used to navigating the deep places of the earth. You never get lost in caves or mines if you have either seen an accurate map of them or have been through them before. Furthermore, you are able to scrounge fresh water and food for yourself and as many as five other people each day if you are in a mine or natural caves. Note: This feature is a variant of the Outlander feature. + + + + Suggested Characteristics + d8 | Personality Trait +1 | Nothing bothers me for long. +2 | I hate the horrors of the Underdark with a passion. They took my friends and family and almost got me. +3 | Anything worth doing takes time and patience. I have learned to plan and wait for the things I want and to be patient to achieve my goals. +4 | I can party with everyone. Whether with dwarves, or goliaths, or deep gnomes, I can find a way to have a good time. +5 | I'd rather be mining. This is okay; mining is better. +6 | I think that I will stumble upon great riches if I just keep looking. +7 | People who don't work with their hands and who live in houses are soft and weak. +8 | I wish I were more educated. I look up to people who are. + +d6 | Ideal +1 | Generosity. The riches of the earth are to be shared by all. (Good) +2 | Greed. Gems and precious metals, I want them all for myself. (Evil) +3 | Mooch. Property, schmoperty. If I need it, I take and use it. If I don't, I leave it for someone else. (Chaotic) +4 | Boundaries. Everything and everyone has its prescribed place; I respect that and expect others to do the same. (Lawful) +5 | Let it Be. I don't meddle in the affairs of others if I can avoid it. They're none of my business. (Neutral) +6 | Materialist. I want riches to improve my life. (Any) + +d6 | Bond +1 | The people of the Earthspur mines are my family. I will do anything to protect them. +2 | A deep gnome saved my life when I was injured and alone. I owe his people a great debt. +3 | I must behold and preserve the natural beauty of places below the earth. +4 | Gems hold a special fascination for me, more than gold, land, magic, or power. +5 | I want to explore new depths and scale new heights. +6 | Someday I'm going to find the mother lode, then I'll spend the rest of my life in luxury. + +d6 | Flaw +1 | I'm uncomfortable spending time under the open sky. I'd rather be indoors or underground. +2 | I'm not used to being around other people much and sometimes get grouchy about it. +3 | Good tools are more reliable than people. In a cave in, I would save a sturdy pick before a stranger. +4 | I jealously guard my secrets, because I think others will take advantage of me if they learn what I know. +5 | I am obsessed with getting rich. I always have a scheme brewing for making it big. +6 | I'm afraid of the dark. + + + + + + Harborfolk + Athletics, Sleight Of Hand + + Description + You are one of the hundreds of small-time fishermen and women who haul the bounty of Mulmaster's freshwater harbor to the city's markets each morning. You have spent countless days rowing in the waters in and around Mulmaster and know them and the other fisherfolk, dockworkers, and port inhabitants better than anyone. Though you have left that life behind, you still visit once in a while. +• Skill Proficiencies: Athletics, Sleight of Hand +• Tool Proficiencies: One type of gaming set, vehicles (water) +• Equipment: Fishing tackle, dice set, playing card set, or Three-Dragon Ante set, a set of common clothes, rowboat, and a belt pouch containing 5 gp +Source: Adventurers League: Elemental Evil p. 4 + + + Lifestyle + Poor + + + + Overview + You are one of the hundreds of small-time fishermen and women who haul the bounty of Mulmaster's freshwater harbor to the city's markets each morning. You have spent countless days rowing in the waters in and around Mulmaster and know them and the other fisherfolk, dockworkers, and port inhabitants better than anyone. Though you have left that life behind, you still visit once in a while. + + + + Feature: Harborfolk + You grew up on the docks and waters of Mulmaster Harbor. The harborfolk remember you and still treat you as one of them. They welcome you and your companions. While they might charge you for it, they'll always offer what food and shelter they have; they'll even hide you if the City Watch is after you (but not if the Hawks are). Note: This feature is a variant of the Folk Hero feature. + + + + Suggested Characteristics + d8 | Personality Trait +1 | I am curious. I want to know why things are the way they are and why people do the things that they do. +2 | I can't sing, but that never stops me from doing it, loudly. Everyone loves a good sea chanty! +3 | I think the High Blade is doing a terrific job, don't you? +4 | I'm very excited that the House Built on Gold is being restored. I am a zealous worshipper of Waukeen. +5 | I am quite superstitious. I see portents in everyday occurrences. +6 | I resent the rich and enjoy thwarting their plans and spoiling their fun in small ways. +7 | I have a sea story to fit every occasion. +8 | I'm a fisher, but I secretly detest eating fish. I will do anything to avoid it. + +d6 | Ideal +1 | Calm. For all things, there is a tide. I set sail when it is right, and mend my nets when it is not. (Lawful) +2 | Windblown. I go where the winds blow. No man or woman tells me where or when to sail. (Chaotic) +3 | Aspiring. I will gain the favor of a Zor or Zora patron, maybe even one of the Blades! (Any) +4 | Salty. I want people to look to me as an expert on plying Mulmaster Harbor. (Any) +5 | Selfless. We are all children of the sea. I help everyone in peril afloat and ashore. (Good) +6 | Let them Drown. I refuse to risk my hide to help others. They wouldn't help me if roles were reversed. (Evil) + +d6 | Bond +1 | I once lost everything but my rowboat. I'll do anything to protect it. +2 | My brother was in the Soldiery, but he was killed. I really look up to the men and women who serve. +3 | The Cloaks killed my friend for spellcasting. I'll get them back somehow, someday. +4 | The High House of Hurting helped me when I was hurt and asked nothing in return. I owe them my life. +5 | I was robbed in the Zhent ghetto once. It will not happen again. +6 | I would do anything to protect the other harborfolk. They are my family. + +d6 | Flaw +1 | I drink too much, which causes me to miss the tide. +2 | I killed a drunk member of the City Watch in a brawl. I am terrified that they might find out. +3 | I oversell myself and make promises I can't keep when I want to impress someone. +4 | Book learning is a waste of time. I have no patience for people who don't speak from experience. +5 | I almost always cheat. I can't help myself. +6 | I am a secret informant for the Hawks. I send them reports about everything I see and hear, even what my friends and allies are up to. + + + + + + Mulmaster Aristocrat + Deception, Performance + + Description + From your hilltop home, you have looked down (literally and perhaps figuratively) on the unwashed masses of Mulmaster for your entire life. Your fur-trimmed robes and training in the visual and performing arts mark you as wealthy and perhaps well-born; you are a member of the City of Danger's aristocracy. None of your immediate family members sits on the Council of Blades or is even a Zor or Zora...yet. Nevertheless, you are one of Mulmaster's elite, and whether you personally covet a higher standing or not, you are at home in the dance halls where the aristocracy gathers to plot, to scheme, to do business, to discuss the arts, and, above all, to see, and to be seen. +• Skill Proficiencies: Deception, Performance +• Tool Proficiencies: One type of artistic artisan's tools and one musical instrument +• Equipment: One set of artisan's tools or musical instrument, a set of fine clothes, and a purse containing 10 gp +Source: Adventurers League: Elemental Evil p. 5 + + + Lifestyle + Wealthy + + + + Overview + From your hilltop home, you have looked down (literally and perhaps figuratively) on the unwashed masses of Mulmaster for your entire life. Your fur-trimmed robes and training in the visual and performing arts mark you as wealthy and perhaps well-born; you are a member of the City of Danger's aristocracy. None of your immediate family members sits on the Council of Blades or is even a Zor or Zora...yet. Nevertheless, you are one of Mulmaster's elite, and whether you personally covet a higher standing or not, you are at home in the dance halls where the aristocracy gathers to plot, to scheme, to do business, to discuss the arts, and, above all, to see, and to be seen. + + + + Feature: Highborn + Mulmaster is run by and for its aristocracy. Every other class of citizen in the city defers to you, and even the priesthood, Soldiery, Hawks, and Cloaks treat you with deference. Other aristocrats and nobles accept you in their circles and likely know you or of you. Your connections can get you the ear of a Zor or Zora under the right circumstances. Note: This feature is a variant of the Noble feature. + + + + Suggested Characteristics + d8 | Personality Trait +1 | My ambitions are boundless. I will be a Zor or Zora one day! +2 | I must always look my best. +3 | Beauty is everywhere. I can find it in even the homeliest person and the most horrible tragedy. +4 | Decorum must be preserved at all costs. +5 | I will not admit I am wrong if I can avoid it. +6 | I am extremely well-educated and frequently remind others of that fact. +7 | I take what I can today, because I do not know what tomorrow holds. +8 | My life is full of dance, song, drink, and love. + +d6 | Ideal +1 | Generous. I have a responsibility to help and protect the less fortunate. (Good) +2 | Loyal. My word, once given, is my bond. (Lawful) +3 | Callous. I am unconcerned with any negative effects my actions may have on the lives and fortunes of others. (Evil) +4 | Impulsive. I follow my heart. (Chaotic) +5 | Ignorant. Explanations bore me. (Neutral) +6 | Isolationist. I am concerned with the fortunes of my friends and family. Others must see to themselves. (Any) + +d6 | Bond +1 | I have dedicated my wealth and my talents to the service of one of the city's many temples. +2 | My family and I are loyal supporters of High Blade Jaseen Drakehorn. Our fortunes are inexorably tied to hers. I would do anything to support her. +3 | Like many families who were close to High Blade Selfaril Uoumdolphin, mine has suffered greatly since his fall. We honor his memory in secret. +4 | My family plotted with Rassendyll Uoumdolphin brother usurped brother as High Blade. Betrayal is the quickest route to power. +5 | Wealth and power are nothing. Fulfillment can only be found in artistic expression. +6 | It's not how you feel, who you know, or what you can do - it's how you look, and I look fabulous. + +d6 | Flaw +1 | I have difficulty caring about anyone or anything other than myself. +2 | Having grown up with wealth, I am careless with my finances. I overspend and am overly generous. +3 | The ends (my advancement) justify any means. +4 | I must have what I want and will brook no delay. +5 | My family has lost everything. I must keep up appearances, lest we become a laughingstock. +6 | I have no artistic sense. I hide that fact behind extreme opinions and have become a trendsetter. + + + + + + Phlan Refugee + Insight, Athletics + + Description + Gone are the happier days of walking into the Laughing Goblin Inn after a hard day's labor. Everything has changed, and you are lucky to be alive. Back in Phlan you could count yourself among those street-wise folks who knew when to pay a bribe and who to work with to make a living. Your ability to listen to the winds of change have saved you before, and this time they allowed you to be one of the lucky few who escaped Phlan with something more than just the shirt on your back. +• Skill Proficiencies: Insight, Athletics +• Tool Proficiencies: One type of artisan's tools +• Languages: One of your choice +• Equipment: A set of artisan's tools (one of your choice), a token of the life you once knew, a set of traveler's clothes, and a belt pouch containing 15 gp +Source: Adventurers League: Elemental Evil p. 6 + + + Lifestyle + Modest + + + + Overview + Gone are the happier days of walking into the Laughing Goblin Inn after a hard day's labor. Everything has changed, and you are lucky to be alive. Back in Phlan you could count yourself among those street-wise folks who knew when to pay a bribe and who to work with to make a living. Your ability to listen to the winds of change have saved you before, and this time they allowed you to be one of the lucky few who escaped Phlan with something more than just the shirt on your back. + + + + Feature: Phlan Survivor + Whatever your prior standing was, you are now one of the many refugees that have come to Mulmaster. You are able to find refuge with others from Phlan and those who sympathize with your plight. Within Mulmaster this means that you can find a place to bed down, recover, and hide from the watch with either other refugees from Phlan, or the Zhents within the ghettos. Note: This feature is a variant of the Folk Hero feature. + + + + Suggested Characteristics + d8 | Personality Trait +1 | I may have lost everything I worked for most of my life, but there's work to be done, no time to linger on the past. +2 | I worked hard to get where I am and I refuse to let a little hardship stop me from succeeding. +3 | I protect those around me, you never know when one of them will be useful. +4 | I have always gotten ahead by giving, why change now? +5 | I prepare for everything, it paid off in Phlan and it will pay off again. +6 | I will reclaim my home, though the path may be long, I will never give up hope. +7 | I never cared for personal hygiene, and am amazed that It bothers others. +8 | I am always willing to volunteer my services, just as long as don't have to do anything. + +d6 | Ideal +1 | Justice. Corruption brought Phlan down, I will not tolerate that any longer. (Lawful) +2 | Acceptance. Stability is a myth, to think you can control your future is futile. (Chaotic) +3 | Hope. I am guided by a higher power and I trust that everything will be right in the end. (Good) +4 | Restraint. I hate those who caused my loss. It is all I can do not to lash out at them. (Any) +5 | Strength. As shown in Phlan, the strong survive. If you are weak you deserve what you get (Evil) +6 | Openness. I am always willing to share my life story with anyone who will listen. (Any) + +d6 | Bond +1 | I have the chance at a new life and this time I am going to do things right. +2 | The Lord Regent brought this suffering upon his people. I will see him brought to justice. +3 | I await the day I will be able to return to my home in Phlan. +4 | I will never forget the debt owed to Glevith of the Welcomers. I will be ready to repay that debt when called upon. +5 | There was someone I cared about in Phlan, I will find out what happened to them. +6 | Some say my life wasn't worth saving, I will prove them wrong. + +d6 | Flaw +1 | I used the lives of children to facilitate my escape from Phlan. +2 | I am a sucker for the underdog, and always bet on the loosing team. +3 | I am incapable of standing up for myself. +4 | I will borrow money from friends with no intention to repay it. +5 | I am unable to keep secrets. A secret is just an untold story. +6 | When something goes wrong, it's never my fault. + + + + + diff --git a/FightClub5eXML/Sources/AdventurersLeague/backgrounds-al-rod.xml b/FightClub5eXML/Sources/AdventurersLeague/backgrounds-al-rod.xml new file mode 100644 index 0000000..1b942bd --- /dev/null +++ b/FightClub5eXML/Sources/AdventurersLeague/backgrounds-al-rod.xml @@ -0,0 +1,472 @@ + + + + Cormanthor Refugee + Nature, Survival + + Description + You are one of hundreds of refugees that were driven from Hillsfar or that fled the destruction of Myth Drannor and who now shelter in hidden camps under the northern eaves of the Cormanthor Forest. If you up grew in the camps, you have never been to a settlement other than the village of Elventree. As a guest of the elves, you have learned their ways and the ways of the forest. You are also a traumatized, as residual wild magic, energies released by the fall of Thultanar upon Myth Drannor, and the constant fear of raids hunting for nonhumans to fight in Hillsfar's Arena have taken their toll on you, as they have on everyone in the camps. +• Skill Proficiencies: Nature, Survival +• Tool Proficiencies: One type of artisan's tools +• Languages: Elven +• Equipment: A two-person tent, artisan's tools, a holy symbol, a set of traveler's clothes, a belt pouch containing 5 gp +Source: Adventurers League: Rage Of Demons p. 5 + + + Lifestyle + Poor + + + + Overview + You are one of hundreds of refugees that were driven from Hillsfar or that fled the destruction of Myth Drannor and who now shelter in hidden camps under the northern eaves of the Cormanthor Forest. If you up grew in the camps, you have never been to a settlement other than the village of Elventree. As a guest of the elves, you have learned their ways and the ways of the forest. You are also a traumatized, as residual wild magic, energies released by the fall of Thultanar upon Myth Drannor, and the constant fear of raids hunting for non-humans to fight in Hillsfar's Arena have taken their toll on you, as they have on everyone in the camps. + + + + Feature: Shelter of the Elven Clergy + The clerics of Elventree have vowed to care for the Cormanthor refugees. They will help you when they can, including providing you and your companions with free healing and care at temples, shrines, and other established presences in Elventree. They will also provide you (but only you) with a poor lifestyle. Note: This feature is a variant of the Acolyte feature. + + + + Suggested Characteristics + d8 | Personality Trait +1 | I long for a home that never really existed, whether in the camps, Hillsfar, or Myth Drannor. +2 | Though I am not an elf, I am a fervent, radical worshipper of the elven gods. +3 | I live in the moment, knowing my life could be turned upside down any day. +4 | I appreciate beauty in all of its forms. +5 | I hate the dark elves and the Netherese for each driving the elves out of Cormanthyr in the past. +6 | I am a forest bumpkin who grew up in a tent in the woods and is wholly ignorant of city life. +7 | I was raised alongside children of many other races. I harbor no racial prejudices at all. +8 | The elves have just the right word for so many things that cannot be expressed as well in other languages. I pepper my speech with elven words, phrases, and sayings. + +d6 | Ideal +1 | Patient. The elves have taught me to think and plan for the long-term. (Lawful) +2 | Rebellious. Governments and politicians drove my family to the camps. I subtly defy authority whenever I think I can get away with it. (Chaotic) +3 | Self - Absorbed. I've had to look out for number one so long that it has become second nature. (Any) +4 | Wanderlust. I want to see as much of the world beyond the camps as I can. (Any) +5 | Generous. I give everything I can to help those in need, regardless of who they are. (Good) +6 | To the Abyss with Them. The people of Hillsfar cast me out. I won't risk my hide to help them. (Evil) + +d6 | Bond +1 | The elves took me in when I had nowhere else to go. In return, I do what I can to help elves in need. +2 | I seek revenge against the people of Hillsfar for driving my family into the forest. +3 | My family lost everything when they were driven from Hillsfar. I strive to rebuild that fortune. +4 | The forest has provided me with food and shelter. In return, I protect forests and those who dwell within. +5 | I am deeply, tragically in love with someone whose racial lifespan is far longer or shorter than mine. +6 | Members of my extended family did not make it to the camps or have been kidnapped to fight in the Arena. I search for them tirelessly. + +d6 | Flaw +1 | I am very uncomfortable indoors and underground. +2 | I am haughty. I grew up among the elves and emulate them. Other races are crude in comparison. +3 | Elf this, elf that. I am sick and tired of the elves. +4 | I am a miser. Having lost everything once before, I clutch my possessions and wealth very tightly. +5 | I am a moocher. I am so used to others providing for me that I have come to expect everyone to do it. +6 | I believe the gods have cursed me, my family, and all of the Cormanthor refugees. We are all doomed, doomed I tell you! + + + + + + Gate Urchin + Deception, Sleight Of Hand + + Description + All traffic into and out of the City of Trade passes through the Hillsfar Gate, making it the ideal place for the destitute to gather to panhandle, busk, gossip, and pick pockets. You grew up on the streets in the shadow of that great steel edifice, which houses both Red Plumes and Guild Mages. Though you may have moved on, you still have friends among them, and that life has had a lasting impact on you. +• Skill Proficiencies: Deception, Sleight of Hand +• Tool Proficiencies: Thieves' tools, one type of musical instrument +• Equipment: A battered alms box, a musical instrument, a cast-off military jacket, cap, or scarf, a set of common clothes, a belt pouch, and 10 gp +Source: Adventurers League: Rage Of Demons p. 6 + + + Lifestyle + Poor + + + + Overview + All traffic into and out of the City of Trade passes through the Hillsfar Gate, making it the ideal place for the destitute to gather to panhandle, busk, gossip, and pick pockets. You grew up on the streets in the shadow of that great steel edifice, which houses both Red Plumes and Guild Mages. Though you may have moved on, you still have friends among them, and that life has had a lasting impact on you. + + + + Feature: Red Plume and Mage Guild Contacts + You made a number of friends among the Red Plumes and the Mage's Guild when you lived at the Hillsfar Gate. They remember you fondly and help you in little ways when they can. You can invoke their assistance in and around Hillsfar to obtain food, as well as simple equipment for temporary use. You can also invoke it to gain access to the low-security areas of their garrisons, halls, and encampments. Note: This feature is a variant of the Soldier feature. + + + + Suggested Characteristics + d8 | Personality Trait +1 | I appreciate the simple things in life. a song, a warm meal, a sunny day. I don't need any more. +2 | My problems are always caused by others. I'm never to blame. +3 | I am afraid I could wind up back on the streets any day. +4 | I get along with everyone. +5 | I see people as marks for a con and have difficulty feeling true empathy for them. +6 | I have a real flair for matchmaking. I can find anyone a spouse! +7 | I think money is the true measure of appreciation and affection. Everything else is talk or an act. +8 | I don't like having a lot of stuff, just a few simple things I need. I don't like being tied down and tend to leave things behind when I don't need them anymore. + +d6 | Ideal +1 | Loyal. I never rat out any of my friends, even when the Red Plumes or the Rogues Guild ask. (Lawful) +2 | Adventurous. I don't like doing the same thing every day. I crave variety. (Chaotic) +3 | Strong. Only the strong survive. I respect those who are strong and powerful. (Any) +4 | Witty. Brains are better than brawn. I rely on my wits and respect others who do the same. (Any) +5 | Honest. Others can do what they want, but I won't lie or steal, even to feed my family. (Good) +6 | Ungrateful. Those who give, only do it to make themselves feel better. I steal from them. (Evil) + +d6 | Bond +1 | The Joydancers of Lliira gave me my instrument when I really needed food. I hate them for that. +2 | Busking has taught me to love music above all else. +3 | The Rogues Guild spared me when I did a job without cutting them in. I owe them a great debt. +4 | I know people hate the Red Plumes, but some of them were really good to me. I help Red Plumes whenever I can, and I respect them. They're just doing what they have to do to get by in this world. +5 | I will be wealthy some day. My descendants will live in comfort and style. +6 | I know how hard life on the streets is. I do everything I can for those who have less than me. + +d6 | Flaw +1 | Though I no longer live at the Gate, I am still always concerned about where I will get my next meal. +2 | Years of thieving have become habit. I sometimes steal from strangers without thinking about it. +3 | I am ashamed of my origins. I pretend I am higher-born and fear others will find out the truth. +4 | I think people who grew up in houses are soft, spoiled, and ungrateful. I frequently tell them so. +5 | I am still very uncomfortable wearing nice clothes, sleeping in a warm bed, and eating fine food. +6 | I do not trust anyone who has not had a hard life. + + + + + + Hillsfar Merchant + Insight, Persuasion + + Description + Before becoming an adventurer, you were a successful merchant operating out Hillsfar, the City of Trade. Your family operated warehouses, organized caravans, managed stores, or owned a ship and has trade contacts throughout the Moonsea region, as well as up and down the length of the Sword Coast. Perhaps they import ore, uncut gems, untreated furs, or grain into the City of Trade, or they export fine cloth, faceted gems, fine furs, or Dragon's Breath, a brandy-like liquor. Regardless, you've largely given that life up for some reason and have chosen to seek adventure instead. Nevertheless, the training you received then, and perhaps the contacts you made, serve you well as an adventurer. +• Skill Proficiencies: Insight, Persuasion +• Tool Proficiencies: Vehicles (land) and vehicles (water) +• Equipment: A set of fine clothes, a signet ring, a letter of introduction from your family's trading house, and a purse containing 25 gp +Source: Adventurers League: Rage Of Demons p. 7 + + + Lifestyle + Wealthy + + + + Overview + Before becoming an adventurer, you were a successful merchant operating out Hillsfar, the City of Trade. Your family operated warehouses, organized caravans, managed stores, or owned a ship and has trade contacts throughout the Moonsea region, as well as up and down the length of the Sword Coast. Perhaps they import ore, uncut gems, untreated furs, or grain into the City of Trade, or they export fine cloth, faceted gems, fine furs, or Dragon's Breath, a brandy-like liquor. Regardless, you've largely given that life up for some reason and have chosen to seek adventure instead. Nevertheless, the training you received then, and perhaps the contacts you made, serve you well as an adventurer. +Choose one of the following features: + + + + Feature: Factor + Although you've left the day-to-day life of a merchant behind, your family has assigned you the services of a loyal retainer from the business, a factor, husbanding agent, seafarer, caravan guard, or clerk. This individual is a commoner who can perform mundane tasks for you such as making purchases, delivering messages, and running errands. He or she will not fight for you and will not follow you into obviously dangerous areas (such as dungeons), and will leave if frequently endangered or abused. If he or she is killed, the family assigns you another within a few days. Note: This feature is a variant of the Noble Knight's Retainers feature. + + + + Alternate Feature: Trade Contact + You and your family have trade contacts such as caravan masters, shopkeepers, sailors, artisans, and farmers throughout the Moonsea region and all along the Sword Coast. Once per game session, when adventuring in either of those areas, you can use those contacts to get information about the local area or to pass a message to someone in those areas, even across the great distance between the two areas. Note: This feature is a variant of the Criminal Contact and Researcher features. + + + + Suggested Characteristics + d8 | Personality Trait +1 | I fill my evenings with wine or mead and song. +2 | I greatly admire gladiators and enjoy the Arena. +3 | I take my wealth for granted. It seldom occurs to me that others aren't rich themselves. +4 | I leave broken hearts all around the Moonsea and up and down the Sword Coast. +5 | I work hard and seldom make time for fun. +6 | I am a particularly devout and pray often. +7 | The Red Plumes caught me once. I hate them. +8 | I ask a lot of questions to get information about those with whom I am working and dealing. + +d6 | Ideal +1 | Frugal. I spend my money very carefully. (Lawful) +2 | Profligate. I tend to spend extravagantly. (Chaotic) +3 | Honest. I deal with others above board. (Any) +4 | Sharp. I seek to make the best deal possible. (Any) +5 | Charitable. I give generously to others. (Good) +6 | Greedy. I do not share my wealth with others. (Evil) + +d6 | Bond +1 | I am fiercely loyal to those with whom I work. +2 | I must uphold the good name of my family. +3 | I will prove myself to my family as an adventurer. +4 | Deals are sacrosanct. I never go back on my word. +5 | I love making deals and negotiating agreements. +6 | I guard my wealth jealously. + +d6 | Flaw +1 | I am a braggart. I promote myself shamelessly. +2 | I am vain. I always wear the latest fashions. +3 | I am a glutton. I eat and drink to excess. +4 | I am a snob. I want only the finest things in life. +5 | I am lazy. I want others to take care of everything. +6 | I am overconfident. I overestimate my abilities. + + + + + + Hillsfar Smuggler + Perception, Stealth + + Description + Hillsfar is the City of Trade. However, the Great Law of Trade only protects "legitimate" trade, trade that passes through the city's sole gate, which the Red Plumes monitor and tax. And the Great Law of Humanity banishes non-humans from the city altogether. The two Great Laws create great demand and great risk for smugglers, who shepherd illicit goods and non-humans into and out of the city by secret routes. The Rogues Guild tightly controls all of this activity, taking its cut from sanctioned jobs and exacting punishment for independent jobs. +Perhaps you trafficked Dragon's Breath (a brandy-like liquor) to avoid tariffs or contraband to avoid seizure, or maybe you are a human who sympathizes with the non-humans and worked as part of the network of secret routes and safe houses that helps them pass through Hillsfar. Either way, you have contacts in the smuggling community who can help you slip into and out of the city unnoticed, for a price. +• Skill Proficiencies: Perception, Stealth +• Languages: One racial language +• Tool Proficiencies: Forgery kit +• Equipment: A forgery kit, a set of common clothes, a belt pouch, and 5 gp +Source: Adventurers League: Rage Of Demons p. 8 + + + Lifestyle + Modest + + + + Overview + Hillsfar is the City of Trade. However, the Great Law of Trade only protects "legitimate" trade, trade that passes through the city's sole gate, which the Red Plumes monitor and tax. And the Great Law of Humanity banishes non-humans from the city altogether. The two Great Laws create great demand and great risk for smugglers, who shepherd illicit goods and non-humans into and out of the city by secret routes. The Rogues Guild tightly controls all of this activity, taking its cut from sanctioned jobs and exacting punishment for independent jobs. +Perhaps you trafficked Dragon's Breath (a brandy-like liquor) to avoid tariffs or contraband to avoid seizure, or maybe you are a human who sympathizes with the non-humans and worked as part of the network of secret routes and safe houses that helps them pass through Hillsfar. Either way, you have contacts in the smuggling community who can help you slip into and out of the city unnoticed, for a price. + + + + Feature: Secret Passage + You can call on your contacts within the smuggling community to secure secret passage into or out of Hillsfar for yourself and your adventuring companions, no questions asked, and no Red Plume entanglements. Because you're calling in a favor, you can't be certain they will be able to help on your timetable or at all. Your Dungeon Master will determine whether you can be smuggled into or out of the city. In return for your passage, you and your companions may owe the Rouges Guild a favor and/or may have to pay bribes. Note: This feature is a variant of the Sailor feature. + + + + Suggested Characteristics + d8 | Personality Trait +1 | When I'm not smuggling, I gamble. +2 | I just love Halfling cooking and baking! +3 | I party with dwarves whenever I can. +4 | I'm a terrible singer, but I love to do it. +5 | I was raised to honor Chauntea and still do. +6 | The blood sports of the Arena sicken me. +7 | I think non-humans are really interesting. +8 | I exaggerate the tales of my exploits. + +d6 | Ideal +1 | Fair. I think everyone deserves to be treated fairly. I don't play favorites. (Lawful) +2 | Impulsive. Planning is often a waste of time. No plan survives contact with reality. It's easier to dive in and deal with the consequences. (Chaotic) +3 | Curious. I want to learn as much as I can about the people and places I encounter. (Any) +4 | Prepared. I think success depends on preparing as much as possible in advance. (Any) +5 | Respectful. I think everyone deserves to be treated with respect and dignity, regardless of their race, creed, color, or origin. (Good) +6 | Corrupt. I will break the law or act dishonestly if the money is right. (Evil) + +d6 | Bond +1 | I am loyal to the Rogues Guild and would do anything for them. +2 | I love the city of Hillsfar and my fellow Hillsfarians, despite the recent problems. +3 | I admire the elves. I help them whenever I can. +4 | A gnome helped me once. I pay the favor forward. +5 | I enjoy tricking the Red Plumes at every opportunity. +6 | I smuggled agricultural goods for non-human farmers. I try to help them when I can. + +d6 | Flaw +1 | My hatred for the Red Plumes burns so brightly that I have difficulty suppressing It around them. +2 | The Red Plumes caught me once before, and I was branded for my crime. If they catch me again, for any offense, the punishment will be dire. +3 | I treat all Hillsfarans poorly. I am disgusted with their failure to revolt against the Great Law of Humanity. +4 | I have difficulty trusting strangers. Anyone could be a spy for the authorities. +5 | I am greedy. There Isn't much I won't do for money. +6 | I'm an informant for the Red Plumes. They let me continue my activities, so long as I pass them information about illegal activity in Hillsfar. + + + + + + Secret Identity + Deception, Stealth + + Description + Even though you are a non-human, despite Hillfar's Great Law of Humanity, you continue to live in the City of Trade. You do so by maintaining a secret identity, forging documents, and wearing a disguise. Few, if any, know you aren't human. If you're a halfling or gnome, you pass as a little person or a child. If you're a half-elf, half-orc, or genasi, you disguise your non-human features. Other races use a combination of disguise and concealing clothing to hide. Your reasons for doing so are your own. Perhaps you're a dissident or the agent of a foreign power. Maybe you have a relationship with someone you cannot bear to leave. Regardless, this way of life has taken a heavy toll on you. +• Skill Proficiencies: Deception, Stealth +• Tool Proficiencies: Disguise kit, Forgery kit +• Equipment: A disguise kit, a forgery kit, a set of common clothes, a belt pouch, 5 gp +Source: Adventurers League: Rage Of Demons p. 9 + + + Lifestyle + Modest + + + + Overview + Even though you are a non-human, despite Hillsfar's Great Law of Humanity, you continue to live in the City of Trade. You do so by maintaining a secret identity, forging documents, and wearing a disguise. Few, if any, know you aren't human. If you're a halfling or gnome, you pass as a little person or a child. If you're a half-elf, half-orc, or genasi, you disguise your non-human features. Other races use a combination of disguise and concealing clothing to hide. Your reasons for doing so are your own. Perhaps you're a dissident or the agent of a foreign power. Maybe you have a relationship with someone you cannot bear to leave. Regardless, this way of life has taken a heavy toll on you. + + + + Feature: Secret Identity + You have created a secret identity that you use to conceal your true race and that offers a covering explanation for your presence in Hillsfar. In addition, you can forge documents, including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy Note: This feature is a variant of the Charlatan feature. + + + + Suggested Characteristics + d8 | Personality Trait +1 | Despite its problems, I love Hillsfar, it's the greatest city in the world. The only one for me. +2 | I move from place to place, never staying anywhere long and leaving nothing behind. +3 | I think flattery is the best way to direct attention away from me. +4 | I don't make friends easily. They're a liability I cannot afford. +5 | Risk and danger are exhilarate me. Pulling off schemes and deceptions is a rush. +6 | The First Lord is right, humans are superior. I really admire them, despite the atrocities. +7 | I avoid people of my own race, as well as things associated with my race, lest they give me away. +8 | I live for the Arena. I admire gladiators and enjoy the thrill of blood on the sands! + +d6 | Ideal +1 | Quisling. Supporting the rulers of the land and following the laws is the road to salvation. (Lawful) +2 | Scoflaw. The laws and lawmakers are corrupt. I follow laws only when it suits me. (Chaotic) +3 | Optimist. Everyone Is basically good. Though the government is misguided it will all be okay. (Any) +4 | Secretive. I am in the habit of not talking about myself. My business is none of yours. (Any) +5 | Heroic. I do everything I can to help non-humans, regardless of the personal cost to me. (Good) +6 | Depraved. I have lost my moral compass. The ends justify most any means. (Evil) + +d6 | Bond +1 | The humans of Hillsfar have inflicted terrible harm on me, my family, and my race. I will have revenge. +2 | I am part of an underground network that smuggles non-humans into and out of the city. +3 | I am a partisan. I commit minor acts of defiance against the First Lord and Red Plumes when I can. +4 | I am a spy. I report on events in and around Hillsfar. +5 | My secret identity is the only thing protecting me from the Arena. I will stop at nothing to maintain it. +6 | I am madly in love with a human who does not know my true identity, and I fear rejection if I reveal it. + +d6 | Flaw +1 | After years of denying who I am, I now despise myself and other members of my pathetic race. +2 | Years of hiding have made me somewhat paranoid. I trust no one. +3 | I've been lying so often and for so long that I can't help it anymore. I frequently lie for no reason at all. +4 | I am ashamed. I failed to protect a member of my family who was seized and thrown into the Area. +5 | I am struggling with maintaining my secret identity. I subconsciously want to get caught and therefore sometimes let my secret identity slip. +6 | Years of successfully deceiving others have made me cocky. I think no one can see through my lies. + + + + + + Shade Fanatic + Deception, Intimidation + + Description + You grew up at a time when the wizards of Netheril were at war with the elves of Cormanthor. You recall sitting cross-legged hearing the stories of the glorious Thultanthar, also called the Shade Enclave and the City of Shade, and aspired to study there and maybe even did, for a time. Your dreams came crashing down a few years ago when Thultanthar fell from the sky upon Myth Drannor. You know that there was a Netherese Garrison stationed near Hillsfar and have heard rumors that its downfall came from traitors within the ranks. You remain loyal to Netheril and seek other Shade loyalists and fanatics in the Cormanthor forest and the areas surrounding Hillsfar. +• Skill Proficiencies: Deception, Intimidation +• Tool Proficiencies: Forgery kit +• Languages: Netherese +• Equipment: A forgery kit, a transparent cylinder of shadow that has no opening, a signet ring, a set of fine clothes, and 15 gp +Source: Adventurers League: Rage Of Demons p. 10 + + + Lifestyle + Modest + + + + Overview + You grew up at a time when the wizards of Netheril were at war with the elves of Cormanthor. You recall sitting cross-legged hearing the stories of the glorious Thultanthar, also called the Shade Enclave and the City of Shade, and aspired to study there and maybe even did, for a time. Your dreams came crashing down a few years ago when Thultanthar fell from the sky upon Myth Drannor. +You know that there was a Netherese Garrison stationed near Hillsfar and have heard rumors that its downfall came from traitors within the ranks. You remain loyal to Netheril and seek other Shade loyalists and fanatics in the Cormanthor forest and the areas surrounding Hillsfar. + + + + Feature: Secret Society + You have a special way of communicating with others who feel the same way you do about the Shade. When you enter a village or larger city you can identify contact who will give you information on those that would hinder your goals and those would help you simply because of your desire to see the Shade Enclave return in all its glory. Note: This feature is a variant of the Criminal feature. + + + + Suggested Characteristics + d8 | Personality Trait +1 | I am a bully; I try to hide it though. +2 | I let my actions speak for themselves +3 | I am important; I will not let anyone forget that. +4 | You are either with me or against me. +5 | I know it is only a time before I am betrayed by those I care for. +6 | I never understand why people get so emotional. +7 | They are out to get me. It is only my cunning that keeps me ahead of them +8 | Everyone has a choice, the one I make is always right though. + +d6 | Ideal +1 | Hope. I know even if I need do evil acts, history will be my redemption. (Chaos) +2 | Dedicated. I can do anything I put my mind to (Lawful) +3 | Exciting. I have found the truth of the Shadovar and want to share it with everyone. (Any) +4 | Frugal. I horde my possessions knowing that someday I will be called upon to give everything I have to the cause (Any) +5 | Eloquent. I use my words to sway others to my beliefs. (Any) +6 | Compassionate. It is through love that others will join in our cause. (Good) + +d6 | Bond +1 | They say the Shade broke the bonds of mortality; I want to find out how. +2 | The whispers in my head remind me that there is power to be found in the shadows. +3 | For the glory of Netheril, I will grow in power. +4 | I once lived in Hillsfar, I was chased out before I was able to say farewell. +5 | My true love was a killed by the Red Plumes; I plot to make them suffer. +6 | I had a loved one die in the arena at Hillsfar; I am out to prove I am stronger than them! + +d6 | Flaw +1 | I always over exaggerate my abilities. +2 | I cannot bear to let those I care for out of my sight. +3 | I am incapable of standing up for myself. +4 | The group I am with has committed atrocities; I am always worried their actions will become public. +5 | I always enjoy a good mug of ale... or five. +6 | I know what I do is wrong, but am afraid to speak up about it. + + + + + + Trade Sheriff + Investigation, Persuasion + + Description + You are one of the many people that make sure the trade routes are clear at ALL times. You assure that the Great Law of Trade is followed at all costs. You work by yourself or in groups to quell bandits and brigands who might stop trade routes from going through. You investigate potential ambushes and possible rumors as to someone wanting to rob or stop caravans. You are as much an investigator as you are law enforcement. You are able to go into a town/village around the Hillsfar area and find a contact that is willing to give you information from rumor to fact. This sometimes comes at a cost of a minor bribe of 1-9 silver pieces. +• Skill Proficiencies: Investigation, Persuasion +• Tool Proficiencies: Thieves' tools +• Languages: Elvish +• Equipment: Thieves' tools, a gray cloak, Sheriff's insignia (badge) a set of fine clothes, and 17 gp +Source: Adventurers League: Rage Of Demons p. 11 + + + Lifestyle + Modest + + + + Overview + You are one of the many people that make sure the trade routes are clear at ALL times. You assure that the Great Law of Trade is followed at all costs. You work by yourself or in groups to quell bandits and brigands who might stop trade routes from going through. You investigate potential ambushes and possible rumors as to someone wanting to rob or stop caravans. You are as much an investigator as you are law enforcement. +You are able to go into a town/village around the Hillsfar area and find a contact that is willing to give you information from rumor to fact. This sometimes comes at a cost of a minor bribe of 1-9 silver pieces. + + + + Feature: Investigative Services + You are part of a small force outside of Hillsfar. You have a special way of communicating with others and they seem to be at ease around you. You can invoke your rank to allow you access to a crime scene or to requisition equipment or horses on a temporary basis. When you enter a town or village around Hillsfar you can identify a contact who will give you information on the local rumors and would help you simply because of your desire to get answers and information for anyone wanting to disrupt trade. Note: This feature is a variant of the soldier feature. + + + + Suggested Characteristics + d8 | Personality Trait +1 | I am always polite and respectful +2 | I let my actions speak for themselves +3 | I am haunted by my past having seen the murder of a close friend or family member and it is the one case I always needed to solve but have not been able to. +4 | I am quick to judge and slow to vindicate +5 | I can be very persuasive and am able to ask quest ions where others might not be able to. +6 | I have a quirky personality that seems to take others off their guard. +7 | My sense of humor is considered by most to be awkward. +8 | Everyone has a choice, and they can always make the right choice, mine! + +d6 | Ideal +1 | Hope. my job is to speak for the victim (Good) +2 | Dedicated. Once I start an investigation, until told to do so, I do not quit, not matter where it leads. (Lawful) +3 | Nation. My city, nation, or people are all that matter. (Any) +4 | Mercenary. When I do investigations, I expect answers immediately. (Any) +5 | Eloquent. I use my words to sway others to give me answers. (Good) +6 | Might. It is through threats and force that I get my answers. (Lawful) + +d6 | Bond +1 | To this day an unsolved case will always leave me haunted and bother me. +2 | Through the might of my personality I will solve an investigation or puzzle. +3 | It is my right to believe what I will, just try and stop me. +4 | I need to prove my worth to my fellow Sheriffs +5 | Someone I cared for died under suspicious circumstances. I will find out what happened to them and bring their killer to justice. +6 | I speak for those that cannot speak for themselves. + +d6 | Flaw +1 | I always over exaggerate my abilities. +2 | I cannot bear to let those I care for out of my sight. +3 | I took a bribe to tank an investigation and I would do anything to keep it secret. +4 | I have little respect for those that are of "low" intelligence/race. +5 | I always enjoy a good mug of ale... or five to cover up my past. +6 | I speak for the First Lord of Hillsfar and make sure everyone knows it. + + + + + diff --git a/FightClub5eXML/Sources/BaldursGateDescentIntoAvernus/backgrounds-bgdia.xml b/FightClub5eXML/Sources/BaldursGateDescentIntoAvernus/backgrounds-bgdia.xml new file mode 100644 index 0000000..fced37e --- /dev/null +++ b/FightClub5eXML/Sources/BaldursGateDescentIntoAvernus/backgrounds-bgdia.xml @@ -0,0 +1,1096 @@ + + + + Baldur's Gate Acolyte + Insight, Religion + + Description + • Skill Proficiencies: Insight, Religion +• Languages: Two of your choice +• Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 gp +Source: Baldur's Gate: Descent Into Avernus p. 202 + + + Feature: Shelter of the Faithful + As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. +You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. + + + + Baldur's Gate Feature: Religious Community + The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate. +You're tightly connected with the religious community of Baldur's Gate. You know if a deity has a following in the city and any places that faith openly congregates and the neighborhoods those faithful typically inhabit. While this isn't remarkable for most of the city's larger faiths, keeping track of the hundreds of religions newcomers bring with them is no mean feat. + + + + Suggested Characteristics + Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme. +d8 | Personality Trait +1 | I idolize a particular hero of my faith, and constantly refer to that person's deeds and example. +2 | I can find common ground between the fiercest enemies, empathizing with them and always working toward peace. +3 | I see omens in every event and action. The gods try to speak to us, we just need to listen. +4 | Nothing can shake my optimistic attitude. +5 | I quote (or misquote) sacred texts and proverbs in almost every situation. +6 | I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods. +7 | I've enjoyed fine food, drink, and high society among my temple's elite. Rough living grates on me. +8 | I've spent so long in the temple that I have little practical experience dealing with people in the outside world. + +d6 | Ideal +1 | Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful) +2 | Charity. I always try to help those in need, no matter what the personal cost. (Good) +3 | Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic) +4 | Power. I hope to one day rise to the top of my faith's religious hierarchy. (Lawful) +5 | Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful) +6 | Aspiration. I seek to prove myself worthy of my god's favor by matching my actions against his or her teachings. (Any) + +d6 | Bond +1 | I would die to recover an ancient relic of my faith that was lost long ago. +2 | I will someday get revenge on the corrupt temple hierarchy who branded me a heretic. +3 | I owe my life to the priest who took me in when my parents died. +4 | Everything I do is for the common people. +5 | I will do anything to protect the temple where I served. +6 | I seek to preserve a sacred text that my enemies consider heretical and seek to destroy. + +d6 | Flaw +1 | I judge others harshly, and myself even more severely. +2 | I put too much trust in those who wield power within my temple's hierarchy. +3 | My piety sometimes leads me to blindly trust those that profess faith in my god. +4 | I am inflexible in my thinking. +5 | I am suspicious of strangers and expect the worst of them. +6 | Once I pick a goal, I become obsessed with it to the detriment of everything else in my life. + + + + + + Baldur's Gate Charlatan + Deception, Sleight Of Hand + + Description + • Skill Proficiencies: Deception, Sleight of Hand +• Tool Proficiencies: Disguise kit, Forgery kit +• Equipment: A set of fine clothes, a disguise kit, tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cards, or a signet ring of an imaginary duke), and a belt pouch containing 15 gp +Source: Baldur's Gate: Descent Into Avernus p. 202 + + + Feature: False Identity + You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy. + + + + Baldur's Gate Feature: Long-Lost Heir + The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate. +You're well-versed in the mannerisms and idiosyncrasies of Baldurian patriars and other nobles, imitating them smoothly enough to convince even the snootiest family heads of your authenticity. You're skilled at posing as the long-lost heir to some imaginary or extinguished patriar lineage. +Because of your skill in passing yourself off as a patriar, you have a Watch token that allows you alone into the Upper City of Baldur's Gate. You might be able to bluff others through with you, or even convince members of the Watch that you're a patriar. However, any true test of your authenticity is likely to reveal your deception. + + + + Favorite Schemes + Every charlatan has an angle he or she uses in preference to other schemes. Choose a favorite scam or roll on the table below. +d6 | Scam +1 | I cheat at games of chance. +2 | I shave coins or forge documents. +3 | I insinuate myself into people's lives to prey on their weakness and secure their fortunes. +4 | I put on new identities like clothes. +5 | I run sleight-of-hand cons on street corners. +6 | I convince people that worthless junk is worth their hard-earned money. + + + + + Suggested Characteristics + Charlatans are colorful characters who conceal their true selves behind the masks they construct. They reflect what people want to see, what they want to believe, and how they see the world. But their true selves are sometimes plagued by an uneasy conscience, an old enemy, or deep-seated trust issues. +d8 | Personality Trait +1 | I fall in and out of love easily, and am always pursuing someone. +2 | I have a joke for every occasion, especially occasions where humor is inappropriate. +3 | Flattery is my preferred trick for getting what I want. +4 | I'm a born gambler who can't resist taking a risk for a potential payoff. +5 | I lie about almost everything, even when there's no reason to. +6 | Sarcasm and insults are my weapons of choice. +7 | I keep multiple holy symbols on me and invoke whatever deity might come in useful at any given moment. +8 | I pocket anything I see that might have some value. + +d6 | Ideal +1 | Independence. I am a free spirit—no one tells me what to do. (Chaotic) +2 | Fairness. I never target people who can't afford to lose a few coins. (Lawful) +3 | Charity. I distribute the money I acquire to the people who really need it. (Good) +4 | Creativity. I never run the same con twice. (Chaotic) +5 | Friendship. Material goods come and go. Bonds of friendship last forever. (Good) +6 | Aspiration. I'm determined to make something of myself. (Any) + +d6 | Bond +1 | I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about. +2 | I owe everything to my mentor—a horrible person who's probably rotting in jail somewhere. +3 | Somewhere out there, I have a child who doesn't know me. I'm making the world better for him or her. +4 | I come from a noble family, and one day I'll reclaim my lands and title from those who stole them from me. +5 | A powerful person killed someone I love. Some day soon, I'll have my revenge. +6 | I swindled and ruined a person who didn't deserve it. I seek to atone for my misdeeds but might never be able to forgive myself. + +d6 | Flaw +1 | I can't resist a pretty face. +2 | I'm always in debt. I spend my ill-gotten gains on decadent luxuries faster than I bring them in. +3 | I'm convinced that no one could ever fool me the way I fool others. +4 | I'm too greedy for my own good. I can't resist taking a risk if there's money involved. +5 | I can't resist swindling people who are more powerful than me. +6 | I hate to admit it and will hate myself for it, but I'll run and preserve my own hide if the going gets tough. + + + + + + Baldur's Gate Criminal + Deception, Stealth + + Description + • Skill Proficiencies: Deception, Stealth +• Tool Proficiencies: One type of gaming set, thieves' tools +• Equipment: A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 gp +Source: Baldur's Gate: Descent Into Avernus p. 202 + + + Feature: Criminal Contact + You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you. + + + + Baldur's Gate Feature: Criminal Connections + The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate. +In Baldur's Gate, crime is just another business. As a result, you can arrange a meeting with a low-ranking operative of nearly any business, patriar family, crew, government institution, or—certainly—the Guild. This operative will hear you out and, at their discretion, take your information or request up their chain of command. These meetings almost always occur in shady venues. + + + + Criminal Origins + Criminals are pervasive in Baldur's Gate. If you wish, you may roll on the Criminal Origins table for an event that began your life of crime. +Criminal Origins +d8 | Origin +1 | You crippled a Guild kingpin's cousin without realizing the connection. You got the Guild to back off demands for your death by offering to make amends by working for the criminals, but even so the kingpin still plots a personal revenge. +2 | The Guild took over your family business, ran it into the ground, and burned the building for insurance money. You were driven into crime yourself, but you'll never work for the Guild. You take special joy in hitting its targets first, tipping off its con victims and otherwise frustrating its schemes. +3 | It's always been about money. You're not paid what you're worth, working for someone who has more than they deserve. But the Guild offered you a way to fix that. You keep doing what you've always done—guard work, dock labor, business accounting—but what you learn you pass on to the Guild. +4 | The inequality of Baldur's Gate has driven you to take matters into your own hands. You steal from patriars and rich Lower City residents, funneling the money through charitable fronts to help the needy. +5 | You got into crime as a bored patriar looking for excitement. Your family has no idea of your activities, and neither does the Guild. If either of them ever finds out, your life as you know it will be over. +6 | A close friend or relative joined the Guild and vanished mysteriously. You've worked your way into the lower ranks hoping to find out what happened to them. +7 | You've always wanted to be a member of the Guild. As a child, you looked up to the Guild members' swagger, their flashy dress, and their competence, which all marked them as different from the other adults you knew. As soon as you could, you joined the organization. +8 | To you, this is just a way to earn a living. You go to work, do what needs to be done, and get paid. Anyone who pursues crime for thrill-seeking, to strike back at unjust authorities, or anything else are amateurs, and they're liable to get you arrested or killed with their idiocy. + + + + + Specialty + There are many kinds of criminals, and within a thieves' guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life, or roll on the table below. +d8 | Specialty +1 | Blackmailer +2 | Burglar +3 | Enforcer +4 | Fence +5 | Highway robber +6 | Hired killer +7 | Pickpocket +8 | Smuggler + + + + + Suggested Characteristics + Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority. +d8 | Personality Trait +1 | I always have a plan for when things go wrong. +2 | I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. +3 | The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden. +4 | I would rather make a new friend than a new enemy. +5 | I am incredibly slow to trust. Those who seem the fairest often have the most to hide. +6 | I don't pay attention to the risks in a situation. Never tell me the odds. +7 | The best way to get me to do something is to tell me I can't do it. +8 | I blow up at the slightest insult. + +d6 | Ideal +1 | Honor. I don't steal from others in the trade. (Lawful) +2 | Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic) +3 | Charity. I steal from the wealthy so that I can help people in need. (Good) +4 | Greed. I will do whatever it takes to become wealthy. (Evil) +5 | People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral) +6 | Redemption. There's a spark of good in everyone. (Good) + +d6 | Bond +1 | I'm trying to pay off an old debt I owe to a generous benefactor. +2 | My ill-gotten gains go to support my family. +3 | Something important was taken from me, and I aim to steal it back. +4 | I will become the greatest thief that ever lived. +5 | I'm guilty of a terrible crime. I hope I can redeem myself for it. +6 | Someone I loved died because of a mistake I made. That will never happen again. + +d6 | Flaw +1 | When I see something valuable, I can't think about anything but how to steal it. +2 | When faced with a choice between money and my friends, I usually choose the money. +3 | If there's a plan, I'll forget it. If I don't forget it, I'll ignore it. +4 | I have a 'tell' that reveals when I'm lying. +5 | I turn tail and run when things look bad. +6 | An innocent person is in prison for a crime that I committed. I'm okay with that. + + + + + + Baldur's Gate Entertainer + Acrobatics, Performance + + Description + • Skill Proficiencies: Acrobatics, Performance +• Tool Proficiencies: Disguise kit, one type of musical instrument +• Equipment: A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), costume clothes, and a belt pouch containing 15 gp +Source: Baldur's Gate: Descent Into Avernus p. 202 + + + Feature: By Popular Demand + You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you. + + + + Baldur's Gate Feature: Backstage Pass + The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate. +You've learned that most of the real business of entertainment (or any other venture) happens behind the scenes. It's easy for you to case what sorts of audiences attend what venue—like how toughs gather at the Blushing Mermaid or how brash patriars congregate at the Helm and Cloak. After a successful performance, you may meet an enthusiastic member of the crowd—someone of an occupation or social class that frequents the establishment. This contact is delighted to talk with you, and to listen. + + + + Specialty + A good entertainer is versatile, spicing up every performance with a variety of different routines. Choose one to three routines or roll on the table below to define your expertise as an entertainer. +d10 | Routines +1 | Actor +2 | Dancer +3 | Fire-eater +4 | Jester +5 | Juggler +6 | Instrumentalist +7 | Poet +8 | Singer +9 | Storyteller +10 | Tumbler + + + + + Suggested Characteristics + Successful entertainers have to be able to capture and hold an audience's attention, so they tend to have flamboyant or forceful personalities. They're inclined toward the romantic and often cling to high-minded ideals about the practice of art and the appreciation of beauty. +d8 | Personality Trait +1 | I know a story relevant to almost every situation. +2 | Whenever I come to a new place, I collect local rumors and spread gossip. +3 | I'm a hopeless romantic, always searching for that "special someone". +4 | Nobody stays angry at me or around me for long, since I can defuse any amount of tension. +5 | I love a good insult, even one directed at me. +6 | I get bitter if I'm not the center of attention. +7 | I'll settle for nothing less than perfection. +8 | I change my mood or my mind as quickly as I change key in a song. + +d6 | Ideal +1 | Beauty. When I perform, I make the world better than it was. (Good) +2 | Tradition. The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful) +3 | Creativity. The world is in need of new ideas and bold action. (Chaotic) +4 | Greed. I'm only in it for the money and fame. (Evil) +5 | People. I like seeing the smiles on people's faces when I perform. That's all that matters. (Neutral) +6 | Honesty. Art should reflect the soul; it should come from within and reveal who we really are. (Any) + +d6 | Bond +1 | My instrument is my most treasured possession, and it reminds me of someone I love. +2 | Someone stole my precious instrument, and someday I'll get it back. +3 | I want to be famous, whatever it takes. +4 | I idolize a hero of the old tales and measure my deeds against that person's. +5 | I will do anything to prove myself superior to my hated rival. +6 | I would do anything for the other members of my old troupe. + +d6 | Flaw +1 | I'll do anything to win fame and renown. +2 | I'm a sucker for a pretty face. +3 | A scandal prevents me from ever going home again. That kind of trouble seems to follow me around. +4 | I once satirized a noble who still wants my head. It was a mistake that I will likely repeat. +5 | I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble. +6 | Despite my best efforts, I am unreliable to my friends. + + + + + + Baldur's Gate Folk Hero + Animal Handling, Survival + + Description + • Skill Proficiencies: Animal Handling, Survival +• Tool Proficiencies: One type of artisan's tools, vehicles (land) +• Equipment: A set of artisan's tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a belt pouch containing 10 gp +Source: Baldur's Gate: Descent Into Avernus p. 204 + + + Feature: Rustic Hospitality + Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you. + + + + Baldur's Gate Feature: Social Vengeance + The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate. +You've lived your entire life in the Lower or Outer City of Baldur's Gate. You grew up seeing arrogant patriars flaunt their wealth while your hardworking neighbors struggled. As a result, you know how eager commoners in Baldur's Gate are to see any patriar get what they deserve. While in a busy part of the Lower City or Outer City of Baldur's Gate, you can spend 2d10 minutes to convince 1d6 commoner to perform a non-illegal act that inconveniences a member of the Watch or Flaming Fist, a patriar, or some other wealthy looking individual. + + + + Folk Hero Origins + Folk heroes might rise from a variety of circumstances, or their origins might be a secret as they do their work anonymously. If you wish, you may roll on the Folk Hero Origins table for an event that started you down your heroic path. +Folk Hero Origins +d6 | Origin +1 | You helped get healing for a sick child. Now the sick come to you, knowing you'll help them find a way to salvation. +2 | You helped break a Guild protection racket afflicting a community of immigrants in the Outer City. Now, you can't travel through that part of the city without your dozen adopted grandparents inviting you in for a meal. +3 | Seeing a lost patriar after dark in the Outer City, you guided the wayward noble through back streets to safety. The patriar repaid your help by paying for improved roofs and lamps in your neighborhood, causing the entire community to celebrate your deed. +4 | Fueled by alcohol, you faced down a carrion crawler that slunk out of the sewer, knocking it out with a single punch. Since then, however, the ale you once credited with your heroism has drowned it, and even your most patient admirers are losing hope. You're hoping for one last chance to win back the goodwill you've drunk away. +5 | You once defeated a raging bugbear with a hand mirror, a mounted deer's head, and two kicks to the groin. Later, you and the bugbear became friends. +6 | Last winter, you dove into the frigid river to haul out a foundering fishing boat with your bare hands, saving all aboard. Now, everyone on the docks knows your name. + + + + + Specialty + You previously pursued a simple profession among the peasantry, perhaps as a farmer, miner, servant, shepherd, woodcutter, or gravedigger. But something happened that set you on a different path and marked you for greater things. Choose or randomly determine a defining event that marked you as a hero of the people. +d10 | Defining Event +1 | I stood up to a tyrant's agents. +2 | I saved people during a natural disaster. +3 | I stood alone against a terrible monster. +4 | I stole from a corrupt merchant to help the poor. +5 | I led a militia to fight of an invading army. +6 | I broke into a tyrant's castle and stole weapons to arm the people. +7 | I trained the peasantry to use farming implements as weapons against a tyrant's soldiers. +8 | A lord rescinded an unpopular decree after I led a symbolic act of protest against it. +9 | A celestial, fey, or similar creature gave me a blessing or revealed my secret origin. +10 | Recruited into a lord's army, I rose to leadership and was commended for my heroism. + + + + + Suggested Characteristics + A folk hero is one of the common people, for better or for worse. Most folk heroes look on their humble origins as a virtue, not a shortcoming, and their home communities remain very important to them. +d8 | Personality Trait +1 | I judge people by their actions, not their words. +2 | If someone is in trouble, I'm always ready to lend help. +3 | When I set my mind to something, I follow through no matter what gets in my way. +4 | I have a strong sense of fair play and always try to find the most equitable solution to arguments. +5 | I'm confident in my own abilities and do what I can to instill confidence in others. +6 | Thinking is for other people. I prefer action. +7 | I misuse long words in an attempt to sound smarter. +8 | I get bored easily. When am I going to get on with my destiny? + +d6 | Ideal +1 | Respect. People deserve to be treated with dignity and respect. (Good) +2 | Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful) +3 | Freedom. Tyrants must not be allowed to oppress the people. (Chaotic) +4 | Might. If I become strong, I can take what I want—what I deserve. (Evil) +5 | Sincerity. There's no good in pretending to be something I'm not. (Neutral) +6 | Destiny. Nothing and no one can steer me away from my higher calling. (Any) + +d6 | Bond +1 | I have a family, but I have no idea where they are. One day, I hope to see them again. +2 | I worked the land, I love the land, and I will protect the land. +3 | A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter. +4 | My tools are symbols of my past life, and I carry them so that I will never forget my roots. +5 | I protect those who cannot protect themselves. +6 | I wish my childhood sweetheart had come with me to pursue my destiny. + +d6 | Flaw +1 | The tyrant who rules my land will stop at nothing to see me killed. +2 | I'm convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure. +3 | The people who knew me when I was young know my shameful secret, so I can never go home again. +4 | I have a weakness for the vices of the city, especially hard drink. +5 | Secretly, I believe that things would be better if I were a tyrant lording over the land. +6 | I have trouble trusting in my allies. + + + + + + Baldur's Gate Guild Artisan + Insight, Persuasion + + Description + • Skill Proficiencies: Insight, Persuasion +• Tool Proficiencies: One type of artisan's tools +• Languages: One of your choice +• Equipment: A set of artisan's tools (one of your choice), a letter of introduction from your guild, a set of traveler's clothes, and a belt pouch containing 15 gp +Source: Baldur's Gate: Descent Into Avernus p. 204 + + + Feature: Guild Membership + As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings. +Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers. +You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces. + + + + Baldur's Gate Feature: Professional Courtesy + The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate. +You're familiar with the city's crews, their territories, and inter-crew politics. Choose one of the three districts of Baldur's Gate: the Upper City, the Lower City, or the Outer City. This is the district where you conduct most of your business. Whenever you need information about something in one of that district's neighborhoods, you can seek out crew members in that area and learn the local gossip. You can also gain unimpeded entry to nearly any bank, guild hall, place of business, workhouse, or crew meeting place in your district. + + + + Specialty + Guilds are generally found in cities large enough to support several artisans practicing the same trade. However, your guild might instead be a loose network of artisans who each work in a different village within a larger realm. Work with your DM to determine the nature of your guild. You can select your guild business from the Guild Business table or roll randomly. +d20 | Guild Business +1 | Alchemists and apothecaries +2 | Armorers, locksmiths, and finesmiths +3 | Brewers, distillers, and vintners +4 | Calligraphers, scribes, and scriveners +5 | Carpenters, roofers, and plasterers +6 | Cartographers, surveyors, and chart-makers +7 | Cobblers and shoemakers +8 | Cooks and bakers +9 | Glassblowers and glaziers +10 | Jewelers and gemcutters +11 | Leatherworkers, skinners, and tanners +12 | Masons and stonecutters +13 | Painters, limners, and sign-makers +14 | Potters and tile-makers +15 | Shipwrights and sail-makers +16 | Smiths and metal-forgers +17 | Tinkers, pewterers, and casters +18 | Wagon-makers and wheelwrights +19 | Weavers and dyers +20 | Woodcarvers, coopers, and bowyers + + + + + Suggested Characteristics + Guild artisans are among the most ordinary people in the world—until they set down their tools and take up an adventuring career. They understand the value of hard work and the importance of community, but they're vulnerable to sins of greed and covetousness. +d8 | Personality Trait +1 | I believe that anything worth doing is worth doing right. I can't help it—I'm a perfectionist. +2 | I'm a snob who looks down on those who can't appreciate fine art. +3 | I always want to know how things work and what makes people tick. +4 | I'm full of witty aphorisms and have a proverb for every occasion. +5 | I'm rude to people who lack my commitment to hard work and fair play. +6 | I like to talk at length about my profession. +7 | I don't part with my money easily and will haggle tirelessly to get the best deal possible. +8 | I'm well known for my work, and I want to make sure everyone appreciates it. I'm always taken aback when people haven't heard of me. + +d6 | Ideal +1 | Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful) +2 | Generosity. My talents were given to me so that I could use them to benefit the world. (Good) +3 | Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic) +4 | Greed. I'm only in it for the money. (Evil) +5 | People. I'm committed to the people I care about, not to ideals. (Neutral) +6 | Aspiration. I work hard to be the best there is at my craft. (Any) + +d6 | Bond +1 | The workshop where I learned my trade is the most important place in the world to me. +2 | I created a great work for someone, and then found them unworthy to receive it. I'm still looking for someone worthy. +3 | I owe my guild a great debt for forging me into the person I am today. +4 | I pursue wealth to secure someone's love. +5 | One day I will return to my guild and prove that I am the greatest artisan of them all. +6 | I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood. + +d6 | Flaw +1 | I'll do anything to get my hands on something rare or priceless. +2 | I'm quick to assume that someone is trying to cheat me. +3 | No one must ever learn that I once stole money from guild coffers. +4 | I'm never satisfied with what I have—I always want more. +5 | I would kill to acquire a noble title. +6 | I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals. + + + + + + Baldur's Gate Hermit + Medicine, Religion + + Description + • Skill Proficiencies: Medicine, Religion +• Tool Proficiencies: Herbalism kit +• Languages: One of your choice +• Equipment: A Map or Scroll Case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 5 gp +Source: Baldur's Gate: Descent Into Avernus p. 204 + + + Feature: Discovery + The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society. +Work with your DM to determine the details of your discovery and its impact on the campaign. + + + + Baldur's Gate Feature: The Real City + The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate. +You know the Baldur's Gate most Baldurians ignore, the dog-eat-dog world of the homeless and unfortunate. You know where to go in the Lower City and Outer City for anonymity. In these slums and alley camps, you can get a damp bed and a bad meal, but also a degree of privacy and no questions asked. Living here isn't comfortable, but it's unlikely anyone will find you—and you can stay as long as you want. + + + + Hermit Origins + Any number of personal choices or ill-fated circumstances might have led you to turn away from society. You may, if you wish, choose or roll an origin event from the Hermit Origins table. +Hermit Origins +d6 | Origin +1 | You led an ill-fated expedition into the Riverveins. Your friends were swept away by flooding, and you've never been able to shake the guilt of causing their deaths over a frivolous lark. You've maintained a solitary vigil outside the cavern entrance ever since. +2 | You crossed the Guild in a bad way. Fortunately, its members think you're dead. Less fortunately, maintaining that deception might require you to stay in hiding until you actually are. +3 | You study the puzzles of mortal natures. You've seen followers of evil deities perform miracles for the helpless at Twin Songs, and you've seen patriars who worship good deities turn their backs on the poor daily. Bearing witness to such things, and meditating on their contradictions, fills your hours. +4 | You tend to some part of the city's forgotten history: the unmarked graves in Cliffside Cemetery, the crumbling remains of dead patriar families' manors, or a collection of religious texts stuffed into an attic and forgotten when a believer's patron deity died. In this solitary work, you've learned secrets no one else knows. +5 | You killed a patriar's scion in an illegal duel. The family swore revenge, and you fled to the slums rather than risk bringing their wrath down on your kin. +6 | You aren't originally from Baldur's Gate. You came here seeking something else, only to learn that the quest that drove you had become impossible to fulfill—its object was destroyed or its purpose was negated by some superseding event. Suddenly directionless and unable to return to your homeland, you have lingered, adrift, in this wretched city. + + + + + Specialty + What was the reason for your isolation, and what changed to allow you to end your solitude? You can work with your DM to determine the exact nature of your seclusion, or you can choose or roll on the table below to determine the reason behind your seclusion. +d8 | Life of Seclusion +1 | I was searching for spiritual enlightenment. +2 | I was partaking of communal living in accordance with the dictates of a religious order. +3 | I was exiled for a crime I didn't commit. +4 | I retreated from society after a life-altering event. +5 | I needed a quiet place to work on my art, literature, music, or manifesto. +6 | I needed to commune with nature, far from civilization. +7 | I was the caretaker of an ancient ruin or relic. +8 | I was a pilgrim in search of a person, place, or relic of spiritual significance. + + + + + Suggested Characteristics + Some hermits are well suited to a life of seclusion, whereas others chafe against it and long for company. Whether they embrace solitude or long to escape it, the solitary life shapes their attitudes and ideals. A few are driven slightly mad by their years apart from society. +d8 | Personality Trait +1 | I've been isolated for so long that I rarely speak, preferring gestures and the occasional grunt. +2 | I am utterly serene, even in the face of disaster. +3 | The leader of my community had something wise to say on every topic, and I am eager to share that wisdom. +4 | I feel tremendous empathy for all who suffer. +5 | I'm oblivious to etiquette and social expectations. +6 | I connect everything that happens to me to a grand, cosmic plan. +7 | I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings. +8 | I am working on a grand philosophical theory and love sharing my ideas. + +d6 | Ideal +1 | Greater Good. My gifts are meant to be shared with all, not used for my own benefit. (Good) +2 | Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful) +3 | Free Thinking. Inquiry and curiosity are the pillars of progress. (Chaotic) +4 | Power. Solitude and contemplation are paths toward mystical or magical power. (Evil) +5 | Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral) +6 | Self-Knowledge. If you know yourself, there's nothing left to know. (Any) + +d6 | Bond +1 | Nothing is more important than the other members of my hermitage, order, or association. +2 | I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them. +3 | I'm still seeking the enlightenment I pursued in my seclusion, and it still eludes me. +4 | I entered seclusion because I loved someone I could not have. +5 | Should my discovery come to light, it could bring ruin to the world. +6 | My isolation gave me great insight into a great evil that only I can destroy. + +d6 | Flaw +1 | Now that I've returned to the world, I enjoy its delights a little too much. +2 | I harbor dark, bloodthirsty thoughts that my isolation and meditation failed to quell. +3 | I am dogmatic in my thoughts and philosophy. +4 | I let my need to win arguments overshadow friendships and harmony. +5 | I'd risk too much to uncover a lost bit of knowledge. +6 | I like keeping secrets and won't share them with anyone. + + + + + + Baldur's Gate Noble + History, Persuasion + + Description + • Skill Proficiencies: History, Persuasion +• Tool Proficiencies: One type of gaming set +• Languages: One of your choice +• Equipment: A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp +Source: Baldur's Gate: Descent Into Avernus p. 204 + + + Feature: Position of Privilege + Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to. + + + + Baldur's Gate Feature: Patriar + The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate. +As a member of one of the elite families of Baldur's Gate, you may pass through city gates without paying tolls, mingle among the Gate's nobility unquestioned, and impress those on the lookout for wealthy patrons. You are welcome in the Upper City and may stay there after dark without being harassed or evicted. Your word is accepted over others' without question, and any corruption among guards or government officials tends to work in your favor, not against you—at least until you make some effort to expose it. + + + + Suggested Characteristics + Nobles are born and raised to a very different lifestyle than most people ever experience, and their personalities reflect that upbringing. A noble title comes with a plethora of bonds—responsibilities to family, to other nobles (including the sovereign), to the people entrusted to the family's care, or even to the title itself. But this responsibility is often a good way to undermine a noble. +d8 | Personality Trait +1 | My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world. +2 | The common folk love me for my kindness and generosity. +3 | No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses. +4 | I take great pains to always look my best and follow the latest fashions. +5 | I don't like to get my hands dirty, and I won't be caught dead in unsuitable accommodations. +6 | Despite my noble birth, I do not place myself above other folk. We all have the same blood. +7 | My favor, once lost, is lost forever. +8 | If you do me an injury, I will crush you, ruin your name, and salt your fields. + +d6 | Ideal +1 | Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good) +2 | Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful) +3 | Independence. I must prove that I can handle myself without coddling from my family. (Chaotic) +4 | Power. If I can attain more power, no one will tell me what to do. (Evil) +5 | Family. Blood runs thicker than water. (Any) +6 | Noble Obligation. It is my duty to protect and care for the people beneath me. (Good) + +d6 | Bond +1 | I will face any challenge to win the approval of my family. +2 | My house's alliance with another noble family must be sustained at all costs. +3 | Nothing is more important than the other members of my family. +4 | I am in love with the heir of a family that my family despises. +5 | My loyalty to my sovereign is unwavering. +6 | The common folk must see me as a hero of the people. + +d6 | Flaw +1 | I secretly believe that everyone is beneath me. +2 | I hide a truly scandalous secret that could ruin my family forever. +3 | I too often hear veiled insults and threats in every word addressed to me, and I'm quick to anger. +4 | I have an insatiable desire for carnal pleasures. +5 | In fact, the world does revolve around me. +6 | By my words and actions, I often bring shame to my family. + + + + + + Baldur's Gate Outlander + Athletics, Survival + + Description + • Skill Proficiencies: Athletics, Survival +• Tool Proficiencies: One type of musical instrument +• Languages: One of your choice +• Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 10 gp +Source: Baldur's Gate: Descent Into Avernus p. 204 + + + Feature: Wanderer + You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. + + + + Baldur's Gate Feature: Immigrant Experience + The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate. +Even after your short time in Baldur's Gate, you've learned the city holds more walls and gates than those the Watch and Flaming Fist patrols. You are known within the city's immigrant communities. Should you ever need to learn about a foreign land, people, tradition, or history, you know where to find someone with firsthand experience—likely somewhere in the Outer City. + + + + Outlander Origins + Foreigners of all kinds come to Baldur's Gate daily, drawn by countless reasons from countless lands. The Outlander Origins table provides ideas for how your character might have come to Baldur's Gate. +Outlander Origins +d6 | Origin +1 | Someone stole something precious from your people. You tracked the thief to the city gates, but finding clues in an urban environment is very different from tracking someone across the wilderness. You don't know where to go from here, but your people need you to succeed. +2 | You've always been fascinated by the glitter and glamor of city life, so different from the slow pace of life in your homeland. Now you're here, ready to make your mark in the world, but unsure how to begin. +3 | War, plague, famine, or a marauding monster ravaged your home, forcing you to flee for your life. You don't even know how many of your people survived or where to find them. Alone or accompanied by a handful of equally bereft survivors, you must navigate a new life that you never asked for. +4 | You were captured by kidnappers and taken far from your home. The Knights of the Unicorn freed you and brought you here, but now you're on your own. +5 | You were exiled for breaking a trivial-seeming taboo. For this seemingly minor transgression, you lost your friends, family, and homeland in one fell swoop, and were given little choice but to strike out on your own. +6 | A peddler once brought something astonishing to your homeland—a Gondan clockwork, shimmering cloth of gold, a trained speaking bird, or some other small wonder—and told you that it came from Baldur's Gate. You've come to see the source of such wonders, and perhaps learn to create them. + + + + + Specialty + You've been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character. +d10 | Origin +1 | Forester +2 | Trapper +3 | Homesteader +4 | Guide +5 | Exile or outcast +6 | Bounty hunter +7 | Pilgrim +8 | Tribal nomad +9 | Hunter-gatherer +10 | Tribal marauder + + + + + Suggested Characteristics + Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders. +d8 | Personality Trait +1 | I'm driven by a wanderlust that led me away from home. +2 | I watch over my friends as if they were a litter of newborn pups. +3 | I once ran twenty-five miles without stopping to warn to my clan of an approaching orc horde. I'd do it again if I had to. +4 | I have a lesson for every situation, drawn from observing nature. +5 | I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear. +6 | I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them. +7 | I feel far more comfortable around animals than people. +8 | I was, in fact, raised by wolves. + +d6 | Ideal +1 | Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic) +2 | Greater Good. It is each person's responsibility to make the most happiness for the whole tribe. (Good) +3 | Honor. If I dishonor myself, I dishonor my whole clan. (Lawful) +4 | Might. The strongest are meant to rule. (Evil) +5 | Nature. The natural world is more important than all the constructs of civilization. (Neutral) +6 | Glory. I must earn glory in battle, for myself and my clan. (Any) + +d6 | Bond +1 | My family, clan, or tribe is the most important thing in my life, even when they are far from me. +2 | An injury to the unspoiled wilderness of my home is an injury to me. +3 | I will bring terrible wrath down on the evildoers who destroyed my homeland. +4 | I am the last of my tribe, and it is up to me to ensure their names enter legend. +5 | I suffer awful visions of a coming disaster and will do anything to prevent it. +6 | It is my duty to provide children to sustain my tribe. + +d6 | Flaw +1 | I am too enamored of ale, wine, and other intoxicants. +2 | There's no room for caution in a life lived to the fullest. +3 | I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me. +4 | I am slow to trust members of other races, tribes, and societies. +5 | Violence is my answer to almost any challenge. +6 | Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish. + + + + + + Baldur's Gate Sage + Arcana, History + + Description + • Skill Proficiencies: Arcana, History +• Languages: Two of your choice +• Equipment: A Ink (1-ounce bottle), a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 gp +Source: Baldur's Gate: Descent Into Avernus p. 204 + + + Feature: Researcher + When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature, Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. + + + + Baldur's Gate Feature: Rumor Monger + The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate. +Via your personal rumor mill and articles published in Baldur's Mouth, you can surmise a great deal about Baldurians' secrets—who's practicing necromancy, who's involved in spying or smuggling, who would purchase or craft dangerous magical wares without batting an eyelash. Whenever a noteworthy crime or mysterious happening occurs in the city, you immediately have a list of 1d4 suspects who, if they aren't involved, have a strong chance of knowing who is. + + + + Specialty + To determine the nature of your scholarly training, roll a d8 or choose from the options in the table below. +d8 | Field of Study +1 | Alchemist +2 | Astronomer +3 | Discredited academic +4 | Librarian +5 | Professor +6 | Researcher +7 | Wizard's apprentice +8 | Scribe + + + + + Suggested Characteristics + Sages are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, a sage values knowledge highly—sometimes in its own right, sometimes as a means toward other ideals. +d8 | Personality Trait +1 | I use polysyllabic words that convey the impression of great erudition. +2 | I've read every book in the world's greatest libraries—or I like to boast that I have. +3 | I'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything to others. +4 | There's nothing I like more than a good mystery. +5 | I'm willing to listen to every side of an argument before I make my own judgment. +6 | I... speak... slowly... when talking... to idiots,... which... almost... everyone... is... compared... to me. +7 | I am horribly, horribly awkward in social situations. +8 | I'm convinced that people are always trying to steal my secrets. + +d6 | Ideal +1 | Knowledge. The path to power and self-improvement is through knowledge. (Neutral) +2 | Beauty. What is beautiful points us beyond itself toward what is true. (Good) +3 | Logic. Emotions must not cloud our logical thinking. (Lawful) +4 | No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic) +5 | Power. Knowledge is the path to power and domination. (Evil) +6 | Self-Improvement. The goal of a life of study is the betterment of oneself. (Any) + +d6 | Bond +1 | It is my duty to protect my students. +2 | I have an ancient text that holds terrible secrets that must not fall into the wrong hands. +3 | I work to preserve a library, university, scriptorium, or monastery. +4 | My life's work is a series of tomes related to a specific field of lore. +5 | I've been searching my whole life for the answer to a certain question. +6 | I sold my soul for knowledge. I hope to do great deeds and win it back. + +d6 | Flaw +1 | I am easily distracted by the promise of information. +2 | Most people scream and run when they see a demon. I stop and take notes on its anatomy. +3 | Unlocking an ancient mystery is worth the price of a civilization. +4 | I overlook obvious solutions in favor of complicated ones. +5 | I speak without really thinking through my words, invariably insulting others. +6 | I can't keep a secret to save my life, or anyone else's. + + + + + + Baldur's Gate Sailor + Athletics, Perception + + Description + • Skill Proficiencies: Athletics, Perception +• Tool Proficiencies: Navigator's tools, vehicles (water) +• Equipment: A belaying pin (club), silk rope (50 feet), a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10 gp +Source: Baldur's Gate: Descent Into Avernus p. 204 + + + Feature: Ship's Passage + When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage. + + + + Baldur's Gate Feature: Smuggler's Sense + The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate. +You're familiar with the docks of Baldur's Gate, the movement of inspectors and tax collectors, the way cargo and coin flows. As a result, it's easy for you to hustle a load of cargo ashore or see such a cargo onto a cooperative ship without attracting suspicion or taxation. You also know the movements of the Gray Wavers—the Flaming Fist harbor guards—and have a sense of how to operate the city's mechanized cranes. + + + + Suggested Characteristics + Sailors can be a rough lot, but the responsibilities of life on a ship make them generally reliable as well. Life aboard a ship shapes their outlook and forms their most important attachments. +d8 | Personality Trait +1 | My friends know they can rely on me, no matter what. +2 | I work hard so that I can play hard when the work is done. +3 | I enjoy sailing into new ports and making new friends over a flagon of ale. +4 | I stretch the truth for the sake of a good story. +5 | To me, a tavern brawl is a nice way to get to know a new city. +6 | I never pass up a friendly wager. +7 | My language is as foul as an otyugh nest. +8 | I like a job well done, especially if I can convince someone else to do it. + +d6 | Ideal +1 | Respect. The thing that keeps a ship together is mutual respect between captain and crew. (Good) +2 | Fairness. We all do the work, so we all share in the rewards. (Lawful) +3 | Freedom. The sea is freedom—the freedom to go anywhere and do anything. (Chaotic) +4 | Mastery. I'm a predator, and the other ships on the sea are my prey. (Evil) +5 | People. I'm committed to my crewmates, not to ideals. (Neutral) +6 | Aspiration. Someday, I'll own my own ship and chart my own destiny. (Any) + +d6 | Bond +1 | I'm loyal to my captain first, everything else second. +2 | The ship is most important—crewmates and captains come and go. +3 | I'll always remember my first ship. +4 | In a harbor town, I have a paramour whose eyes nearly stole me from the sea. +5 | I was cheated out of my fair share of the profits, and I want to get my due. +6 | Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine. + +d6 | Flaw +1 | I follow orders, even if I think they're wrong. +2 | I'll say anything to avoid having to do extra work. +3 | Once someone questions my courage, I never back down no matter how dangerous the situation. +4 | Once I start drinking, it's hard for me to stop. +5 | I can't help but pocket loose coins and other trinkets I come across. +6 | My pride will probably lead to my destruction. + + + + + + Baldur's Gate Soldier + Athletics, Intimidation + + Description + • Skill Proficiencies: Athletics, Intimidation +• Tool Proficiencies: One type of gaming set, vehicles (land) +• Equipment: An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a bone dice set or playing card set, a set of common clothes, and a belt pouch containing 10 gp +Source: Baldur's Gate: Descent Into Avernus p. 204 + + + Feature: Military Rank + You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. + + + + Baldur's Gate Feature: City Guard + The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate. +You may choose to currently serve in either the Flaming Fist or the Watch. If you do, you have responsibilities related to your post. For as long as you perform these responsibilities, you gain benefits. If you stop performing your responsibilities, though, you lose access to the benefits and might suffer further fallout. Should you lose these benefits, you may regain them by having an unpleasant conversation with your commanding officer and fulfilling your responsibilities for a month. + + + + Baldur's Gate Feature: Loyalty Test + The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate. +You've had enough dealings with crooked soldiers that you can spot the behaviors common to corrupt guards and military officers a mile away. While awareness of such corruption doesn't equate to evidence of it, and your sense certainly isn't foolproof, your instinct proves a useful starting point when determining who might take a bribe, who might turn a blind eye to a crime, or who might have criminal connections. You can also use this sense to get a feeling about who might fulfill their duties strictly by the book. + + + + Specialty + During your time as a soldier, you had a specific role to play in your unit or army. Roll a d8 or choose from the options in the table below to determine your role: +d8 | Role +1 | Officer +2 | Scout +3 | Infantry +4 | Cavalry +5 | Healer +6 | Quartermaster +7 | Standard-bearer +8 | Support staff (cook, blacksmith, or the like) + + + + + Suggested Characteristics + The horrors of war combined with the rigid discipline of military service leave their mark on all soldiers, shaping their ideals, creating strong bonds, and often leaving them scarred and vulnerable to fear, shame, and hatred. +d8 | Personality Trait +1 | I'm always polite and respectful. +2 | I'm haunted by memories of war. I can't get the images of violence out of my mind. +3 | I've lost too many friends, and I'm slow to make new ones. +4 | I'm full of inspiring and cautionary tales from my military experience relevant to almost every combat situation. +5 | I can stare down a hell hound without flinching. +6 | I enjoy being strong and like breaking things. +7 | I have a crude sense of humor. +8 | I face problems head-on. A simple, direct solution is the best path to success. + +d6 | Ideal +1 | Greater Good. Our lot is to lay down our lives in defense of others. (Good) +2 | Responsibility. I do what I must and obey just authority. (Lawful) +3 | Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic) +4 | Might. In life as in war, the stronger force wins. (Evil) +5 | Live and Let Live. Ideals aren't worth killing over or going to war for. (Neutral) +6 | Nation. My city, nation, or people are all that matter. (Any) + +d6 | Bond +1 | I would still lay down my life for the people I served with. +2 | Someone saved my life on the battlefield. To this day, I will never leave a friend behind. +3 | My honor is my life. +4 | I'll never forget the crushing defeat my company suffered or the enemies who dealt it. +5 | Those who fight beside me are those worth dying for. +6 | I fight for those who cannot fight for themselves. + +d6 | Flaw +1 | The monstrous enemy we faced in battle still leaves me quivering with fear. +2 | I have little respect for anyone who is not a proven warrior. +3 | I made a terrible mistake in battle that cost many lives—and I would do anything to keep that mistake secret. +4 | My hatred of my enemies is blinding and unreasoning. +5 | I obey the law, even if the law causes misery. +6 | I'd rather eat my armor than admit when I'm wrong. + + + + + + Baldur's Gate Urchin + Sleight Of Hand, Stealth + + Description + • Skill Proficiencies: Sleight of Hand, Stealth +• Tool Proficiencies: Disguise kit, Thieves' tools +• Equipment: A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a belt pouch containing 10 gp +Source: Baldur's Gate: Descent Into Avernus p. 204 + + + Feature: City Secrets + You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow. + + + + Baldur's Gate Feature: Gateguide Connection + The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate. +Even though you might not be a member of the Gateguides crew, you've associated with enough of them that you know their torch-based code. From the lighting, placement, and type of torch arranged on or near a structure, you can gather a great deal of information about those who live or do business there, particularly if they deal fairly with strangers, have Guild or government connections, or have either helped or denied the Gateguides in the past. + + + + Suggested Characteristics + Urchins are shaped by lives of desperate poverty, for good and for ill. They tend to be driven either by a commitment to the people with whom they shared life on the street or by a burning desire to find a better life—and maybe get some payback on all the rich people who treated them badly. +d8 | Personality Trait +1 | I hide scraps of food and trinkets away in my pockets. +2 | I ask a lot of questions. +3 | I like to squeeze into small places where no one else can get to me. +4 | I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in my arms. +5 | I eat like a pig and have bad manners. +6 | I think anyone who's nice to me is hiding evil intent. +7 | I don't like to bathe. +8 | I bluntly say what others are hinting at or hiding. + +d6 | Ideal +1 | Respect. All people, rich or poor, deserve respect. (Good) +2 | Community. We have to take care of each other, because no one else is going to do it. (Lawful) +3 | Change. The low are lifted up, and the high and mighty are brought down. Change is the nature of things. (Chaotic) +4 | Retribution. The rich need to be shown what life and death are like in the gutters. (Evil) +5 | People. I help the people who help me—that's what keeps us alive. (Neutral) +6 | Aspiration. I'm going to prove that I'm worthy of a better life. (Any) + +d6 | Bond +1 | My town or city is my home, and I'll fight to defend it. +2 | I sponsor an orphanage to keep others from enduring what I was forced to endure. +3 | I owe my survival to another urchin who taught me to live on the streets. +4 | I owe a debt I can never repay to the person who took pity on me. +5 | I escaped my life of poverty by robbing an important person, and I'm wanted for it. +6 | No one else should have to endure the hardships I've been through. + +d6 | Flaw +1 | If I'm outnumbered, I will run away from a fight. +2 | Gold seems like a lot of money to me, and I'll do just about anything for more of it. +3 | I will never fully trust anyone other than myself. +4 | I'd rather kill someone in their sleep than fight fair. +5 | It's not stealing if I need it more than someone else. +6 | People who can't take care of themselves get what they deserve. + + + + + + Faceless + Deception, Intimidation + + Description + Being who you are, you could never be a hero. Whether due to your class, your people, your family, or your sins, something about you prevents you from effectively pursuing the path you've chosen. Even so, that doesn't stop you. You've left your old face behind, taking on a new persona, becoming something more. +Characters with the faceless background don a disguise—literally or otherwise—as they adventure. This persona might be dramatic or subtle. In a way, though, many characters have such larger than life personalities. Therefore, this background largely focuses on detailing the hero behind the mask. +• Skill Proficiencies: Deception, Intimidation +• Tool Proficiencies: Disguise kit +• Languages: One of your choice +• Equipment: Disguise kit, a costume clothes, a pouch containing 10 gp +Source: Baldur's Gate: Descent Into Avernus p. 203 + + + Faceless Persona + A faceless character adventures behind the mask of a public persona. This persona is as natural to them as their hidden, true face, but it disguises their identity. Roll on the Faceless Persona table to determine your persona, or work with the DM to create a persona that's unique to your character and suits the tone of your game. + +d10 | Faceless Persona +1 | A flamboyant spy or brigand +2 | The incarnation of a nation or people +3 | A scoundrel with a masked guise +4 | A vengeful spirit +5 | The manifestation of a deity or your faith +6 | One whose beauty is greatly accented using makeup +7 | An impersonation of another hero +8 | The embodiment of a school of magic +9 | A warrior with distinctive armor +10 | A disguise with animalistic or monstrous characteristics, meant to inspire fear + + + + + Feature: Dual Personalities + Most of your fellow adventurers and the world know you as your persona. Those who seek to learn more about you—your weaknesses, your origins, your purpose—find themselves stymied by your disguise. Upon donning a disguise and behaving as your persona, you are unidentifiable as your true self. By removing your disguise and revealing your true face, you are no longer identifiable as your persona. This allows you to change appearances between your two personalities as often as you wish, using one to hide the other or serve as convenient camouflage. However, should someone realize the connection between your persona and your true self, your deception might lose its effectiveness. + + + + Suggested Characteristics + A faceless character usually plays their persona—the hero or extraordinary person they are every day. That's all a facade, though, or a part of them expressed to an extreme. To define a persona, feel free to choose characteristics from other backgrounds, particularly folk hero, hermit, or noble. For the person behind the persona, the one who truly strives to be faceless, consider a distinct set of faceless characteristics. As a result, those with this background have two sets of characteristics, one for their persona, and one for their faceless selves. +d8 | Personality Trait +1 | I'm earnest and uncommonly direct. +2 | I strive to have no personality—it's easier to forget what's hardly there. +3 | I treasure a memento of the person or instance that set me upon my path. +4 | I sleep just as much as I need to and on an unusual schedule. +5 | I think far ahead, a detachedness often mistaken for daydreaming. +6 | I cultivate a single obscure hobby or study and eagerly discuss it at length. +7 | I am ever learning how to be among others—when to stay quiet, when to laugh. +8 | I behave like an extreme opposite of my persona. + +d6 | Ideal +1 | Justice. Place in society shouldn't determine one's access to what is right. (Good) +2 | Security. Doing what must be done can't bring the innocent to harm. (Lawful) +3 | Confusion. Deception is a weapon. Strike from where your foes won't expect. (Chaotic) +4 | Infamy. My name will be a malediction, a curse that fulfills my will. (Evil) +5 | Incorruptibility. Be a symbol, and leave your flawed being behind. (Any) +6 | Anonymity. It's my deeds that should be remembered, not their instrument. (Any) + +d6 | Bond +1 | I do everything for my family. My first thought is keeping them safe. +2 | What I do, I do for the world. The people don't realize how much they need me. +3 | I've seen too many in need. I must not fail them as everyone else has. +4 | I stand in opposition, lest the wicked go unopposed. +5 | I am exceptional. I do this because no one else can, and no one can stop me. +6 | I do everything for those who were taken from me. + +d6 | Flaw +1 | I am callous about death. It comes to us all eventually. +2 | I never make eye contact or hold it unflinchingly. +3 | I have no sense of humor. Laughing is uncomfortable and embarrassing. +4 | I overexert myself, sometimes needing to recuperate for a day or more. +5 | I think far ahead, a detachedness often mistaken for daydreaming. +6 | I see morality entirely in black and white. + + + + + diff --git a/FightClub5eXML/Sources/BaldursGateDescentIntoAvernus/items-bgdia.xml b/FightClub5eXML/Sources/BaldursGateDescentIntoAvernus/items-bgdia.xml new file mode 100644 index 0000000..3c02797 --- /dev/null +++ b/FightClub5eXML/Sources/BaldursGateDescentIntoAvernus/items-bgdia.xml @@ -0,0 +1,212 @@ + + + + Battle Standard of Infernal Power + Wondrous item + W + 1 + + + This hell-forged battle standard is made of infernal iron and fitted with a small, unopenable cage containing a quasit. The trapped quasit is incapacitated, and its cage has AC 19, 10 hit points, and immunity to all types of damage except force damage. If killed or somehow released, the quasit disappears in a cloud of smoke, and a new one appears in the cage, provided the cage is intact. +While you hold the banner, your weapon attacks and those of all allied creatures within 300 feet of you count as magical for the purposes of overcoming damage immunities and resistances. +Source: Baldur's Gate: Descent Into Avernus p. 223 + + + Blade of Avernus + Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage. +When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. 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. Such a creature instead takes an extra 6d8 slashing damage from the hit. +Random Properties: The sword has the following randomly determined properties, as described in chapter 7 of the Dungeon Master's Guide: +• 2 minor beneficial properties +• 1 major beneficial property +• 1 major detrimental property, which is suppressed while the sword is attuned to an archdevil +Ruler of Avernus: As an action, you can point this sword at one devil you can see within 60 feet of you. That devil must succeed on a DC 22 Charisma saving throw or be charmed by you for 1 hour. While charmed in this way, the devil follows your orders to the best of its ability. If you command the devil to do something it perceives as suicidal, the effect ends and you can no longer use this power of the sword against that devil. +Infernal Recall: As an action, you can use the sword to cast word of recall. Creatures transported by this spell appear in an unoccupied space within 30 feet of the current ruler of Avernus, or a sanctuary you designate if you rule Avernus. +Destroying the Sword: The sword can be destroyed by casting it into the River Styx or melting it down in the forge that created it. +Source: Baldur's Gate: Descent Into Avernus p. 150 + 6d8 + + + Candle Mace + simple Weapon, Melee Weapon + M + 4 + + 1d6 + B + The head of this mace sheds bright light in a 5-foot-radius and dim light for an additional 5 feet. When you wield this mace, you can extinguish or ignite its light as an action. +Source: Baldur's Gate: Descent Into Avernus p. 39 + + + Fane-Eater + Melee Weapon + M + 4 + V + 1d8 + 1d10 + S + Fane-Eater is a battleaxe belonging to Arkhan the Cruel. +You gain a +3 bonus to attack and damage rolls with Fane-Eater. If you attack a creature with this weapon and roll a 20 on the attack roll, the creature takes an extra 2d8 necrotic damage, and you regain a number of hit points equal to the necrotic damage taken. +Source: Baldur's Gate: Descent Into Avernus p. 223 + 2d8 + + + Gauntlets of Flaming Fury + Wondrous item + W + 1 + + + While you wear both of these steel gauntlets, any non- magical weapon you grasp with either gauntlet is treated as a magic weapon. As a bonus action, you can use the gauntlets to cause magical flames to envelop one or two melee weapons in your grasp. Each flaming weapon deals an extra 1d6 fire damage on a hit. The flames last until you sheath or let go of either weapon. Once used, this property can't be used again until the next dawn. +Source: Baldur's Gate: Descent Into Avernus p. 223 + 1d6 + + + Helm of Devil Command + Wondrous item + W + 1 + + + This bulky, eyeless helmet is made for a pit fiend but magically resizes to fit the heads of other wearers. +While wearing the helm, you can see out of it as though you weren't wearing it. In addition, you know the exact location and type of all devils within 1,000 feet of you. You can telepathically communicate with a devil within range, or you can broadcast your thoughts to all devils within range. The devils receiving your broadcasted thoughts have no special means of replying to them. +The helm has 3 charges. As an action, you can expend 1 charge to cast dominate monster (save DC 21), which affects devils only. (The spell fails and the charge is wasted if you target any creature that's not a devil.) If a devil can see you when you cast this spell on it, the devil knows you tried to charm it. The helm regains all its charges 24 hours after its last charge is expended. +If you are not a devil, using the helm's dominate monster property in the Nine Hells has a 20 percent chance of attracting a narzugon, which arrives on the back of a nightmare mount in 1d4 hours. The narzugon tries to recover the helm, killing you if necessary to obtain it. If it gets the helm, the narzugon tries to deliver it to its infernal master. +Source: Baldur's Gate: Descent Into Avernus p. 223 + 1d4 + + + Infernal Puzzle Box + Wondrous item + W + 1 + + + An infernal puzzle box is a cube-shaped container 5 to 6 inches on a side, composed of airtight, interlocking parts made from materials found in the Nine Hells. Most of these boxes are made of infernal iron, though some are carved from bone or horn. Infernal puzzle boxes are used to safeguard diabolical contracts signed between devils and mortals, even after the terms of these contracts are fulfilled. An empty infernal puzzle box weighs 3 pounds regardless of the materials used to fashion it. +When an object small enough to fit inside an infernal puzzle box is placed in it, the container magically seals shut around the object, and no magic can force the box open. The sealed box becomes immune to all damage as well. Every infernal puzzle box is constructed with a unique means of opening it. The trick to solving the puzzle is always mundane, never magical. Once a creature figures out the trick or sequence of steps needed to open a particular infernal puzzle box, that creature can open the box as an action, allowing access to the box's contents. +A creature that spends 1 hour holding an infernal puzzle box while trying to open it can make a DC 30 Intelligence (Investigation) check. If the check succeeds, the creature figures out the trick or sequence of steps needed to open the box. If the check fails by 5 or more, the creature must make a DC 18 Wisdom saving throw, taking 42 (12d6) psychic damage on a failed save, or half as much damage on a successful one. +Source: Baldur's Gate: Descent Into Avernus p. 224 + 12d6 + + + Matalotok + Melee Weapon + M + 2 + V + 1d8 + 1d10 + B + 20/60 + Matalotok, the Frost Father, is an ancient hammer fashioned by Thrym, the god of frost giants. The favored weapon of the demon lord Kostchtchie, Matalotok is frigid to the touch and wreathed in mist. +You are immune to cold damage while holding Matalotok. Whenever it deals damage to a creature, the hammer radiates a burst of intense cold in a 30-foot-radius sphere. Each creature in that area takes 10 (3d6) cold damage. +Source: Baldur's Gate: Descent Into Avernus p. 224 + 3d6 + + + Obsidian Flint Dragon Plate + Heavy Armor + HA + 65 + + 18 + 1 + 15 + You gain a +2 bonus to AC and resistance to poison damage while you wear this armor. In addition, you gain advantage on ability checks and saving throws made to avoid or end the grappled condition on yourself. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Source: Baldur's Gate: Descent Into Avernus p. 224 + + + Shatterstick + Other + G + + + A shatterstick is a nonmagical, 12-inch-long, 4-pound stake made of blue-tinged infernal iron mined on Cania, the eighth layer of the Nine Hells. When embedded in earth or pounded into solid rock, the stake emits a seismic vibration in a 20-foot radius centered on itself for 1 minute, shaking the ground in that area for the duration. When the effects ends, the shatterstick breaks apart, becoming useless, and all structures within 20 feet of it take 35 (10d6) bludgeoning damage. +Source: Baldur's Gate: Descent Into Avernus p. 99 + 10d6 + + + Shield of the Hidden Lord + Shield + S + 6 + + 2 + The Shield of the Hidden Lord is of celestial origin and serves as a prison for the pit fiend Gargauth, whose mortal followers revere it as a god. Over time, Gargauth's evil has warped the shield's appearance, so that its celestial motif and designs have become twisted into a fiendish face that subtly moves in disturbing ways. +While holding this shield, you gain a +2 bonus to AC and resistance to fire damage. +Sentience: The Shield of the Hidden Lord is sentient as long as it imprisons Gargauth. While sentient, the shield has the following properties: +• The shield has an Intelligence of 22, a Wisdom of 18, and a Charisma of 24, as well as hearing and truesight out to a range of 120 feet. +• The shield can speak, read, and understand Common and Infernal, and it can communicate telepathically with any creature it can sense within 120 feet of it. Its voice is a deep, hollow whisper. +• The shield has 3 charges. You can use an action to expend 1 charge to cast fireball or 2 charges to cast wall of fire from the shield (save DC 21 for each). The wall of fire spell lasts for 1 minute (no concentration required). The shield regains all expended charges daily at dawn. +• Anytime during your turn, the shield can choose to radiate an aura of dread for 1 minute. (This is not a power of the shield that you control.) Any creature hostile to you that starts its turn within 20 feet of the shield must make a DC 18 Wisdom saving throw. On a failed save, the creature is frightened until the start of its next turn. On a successful save, the creature is immune to this power of the shield for the next 24 hours. Once the shield uses this power, it can't use it again until the next dawn. +Gargauth's Personality: Gargauth desperately seeks freedom but can't escape on its own. The pit fiend won't reveal its true nature, referring to itself only as the Hidden Lord. It drops hints and subtle suggestions that it is an angel trapped in an unholy prison. If released from the shield, the pit fiend honors the terms of whatever bargain it struck to facilitate its escape. +While trapped in the shield, Gargauth carefully steers the shield's current owner toward committing acts of cruelty and domination, hoping to condemn the individual's soul to the Nine Hells. Conflict occurs if the shield's owner does anything that would make it more difficult for Gargauth to escape its prison, such as leaving the shield in a place where others are unlikely to find it. +Gargauth doesn't know how to escape from the shield. The pit fiend believes (incorrectly) that it can break free of the shield if it's brought to the Nine Hells, for it's convinced that the shield's powers are weaker there. +Freeing Gargauth: Casting dispel evil and good on the shield has a 1 percent chance of freeing the pit fiend, or automatically succeeds if the spell is cast by a solar, a planetar, or an archdevil. A god can release the pit fiend by touching the shield and speaking Gargauth's name. When released, Gargauth appears in a random, unoccupied space as close to the shield as possible. +Source: Baldur's Gate: Descent Into Avernus p. 225 + + + Soul Coin + Wondrous item + W + 1 + + + Soul coins are about 5 inches across and about an inch thick, minted from infernal iron. Each coin weighs one-third of a pound, and is inscribed with Infernal writing and a spell that magically binds a single soul to the coin. Because each soul coin has a unique soul trapped within it, each has a story. A creature might have been imprisoned as a result of defaulting on a deal, while another might be the victim of a night hag's curse. +Carrying Soul Coins: To hold a soul coin is to feel the soul bound within it—overcome with rage or fraught with despair. +An evil creature can carry as many soul coins as it wishes (up to its maximum weight allowance). A non-evil creature can carry a number of soul coins equal to or less than its Constitution modifier without penalty. A non-evil creature carrying a number of soul coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws. +Using a Soul Coin: A soul coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a soul coin and use it to do one of the following: +• Drain Life.: You siphon away some of the soul's essence and gain 1d10 temporary hit points. +• Query.: You telepathically ask the soul a question and receive a brief telepathic response, which you can understand. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic. +Freeing a Soul: Casting a spell that removes a curse on a soul coin frees the soul trapped within it, as does expending all of the coin's charges. The coin itself rusts from within and is destroyed once the soul is released. A freed soul travels to the realm of the god it served or the outer plane most closely tied to its alignment (DM's choice). The souls of lawful evil creatures released from soul coins typically emerge from the River Styx as lemure devils. +A soul can also be freed by destroying the coin that contains it. A soul coin has AC 19, 1 hit point for each charge it has remaining, and immunity to all damage except that which is dealt by a hellfire weapon or an infernal war machine's furnace (see "Soul Fuel"). +Freeing a soul from a soul coin is considered a good act, even if the soul belongs to an evil creature. +Hellish Currency: Soul coins are a currency of the Nine Hells and are highly valued by devils. The coins are used among the infernal hierarchy to barter for favors, bribe the unwilling, and reward the faithful for services rendered. +Soul coins are created by Mammon and his greater devils on Minauros, the third layer of the Nine Hells, in a vast chamber where the captured souls of evil mortals are bound into the coins. These coins are then distributed throughout the Nine Hells to be used for goods and services, infernal deals, dark bargains, and bribes. +Source: Baldur's Gate: Descent Into Avernus p. 225 + 1d10 + + + Sword of Zariel + Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + This longsword belonged to the angel Zariel before her fall from grace. Fashioned from celestial steel, it gives off a faint glow and hum. The weapon chooses who can attune to it and who can't. It desires a wielder who embodies bravery and heroism. +Attunement: The sword allows you to attune to it immediately, without having to take a short rest. The first time you attune to the sword, you are transformed into a heavenly, idealized version of yourself, blessed with otherworldly beauty and a touch of heaven in your heart. Neither magic nor divine intervention can reverse this transformation. Your alignment becomes lawful good, and you gain the following traits: +• Angelic Language: You can speak, read, and write Celestial. +• Celestial Resistance: You have resistance to necrotic and radiant damage. +• Divine Presence: Your Charisma score becomes 20, unless it is already 20 or higher. +• Feathered Wings: You sprout a beautiful pair of feathered wings that grant you a flying speed of 90 feet and the ability to hover. If you already have a different kind of wings, these new wings replace the old ones, which fall off. +• Truesight: Your eyes become luminous pools of silver. You can see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, perceive the original form of a shapechanger or a creature that is transformed by magic, and see into the Ethereal Plane, all within a range of 60 feet. +You gain new personality traits, determined by rolling once on each of the following tables. These traits override any conflicting personality trait, ideal, bond, or flaw. +You gain new personality traits, determined by rolling once on each of the following tables. These traits override any conflicting personality trait, ideal, bond, or flaw. +You gain new personality traits, determined by rolling once on each of the following tables. These traits override any conflicting personality trait, ideal, bond, or flaw. +You gain new personality traits, determined by rolling once on each of the following tables. These traits override any conflicting personality trait, ideal, bond, or flaw. +You gain new personality traits, determined by rolling once on each of the following tables. These traits override any conflicting personality trait, ideal, bond, or flaw. +Holy Light: The sword sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Fiends find the sword's light disconcerting and painful, even if they can't see it, and have disadvantage on attack rolls made within the weapon's radius of bright light. +As a bonus action, you can intensify the sword's light, causing it to shed bright light in a 15-foot radius and dim light for an additional 15 feet, or reduce its glow to its normal intensity. +Random Properties: The sword has 2 minor beneficial properties. +Searing Radiance: The sword deals an extra 9 (2d8) radiant damage to any creature it hits, or 16 (3d10) radiant damage if you're wielding the weapon with two hands. An evil creature that takes this radiant damage must succeed on a DC 17 Constitution saving throw or be blinded until the end of its next turn. +Sentience: The Sword of Zariel is a sentient, lawful good item with an Intelligence of 10, a Wisdom of 20, and a Charisma of 18. It has hearing and normal vision out to a range of 30 feet. +The sword communicates by transmitting emotion to the creature carrying or wielding it. +Truth Seer: While holding the sword, you gain advantage on all Wisdom (Insight) checks. +Destroying the Sword: Zariel can destroy the sword simply by grasping it. She couldn't bring herself to do so when she was an angel, but as an archdevil she has no compunction about ridding the multiverse of the weapon. The sword is also destroyed if it's used to shatter the Companion (see "Shattering the Companion"), unless the blade is wielded by an angel of challenge rating 15 or higher, or a good-aligned cleric or paladin of at least 10th level. +If Zariel is killed for good (that is, if she dies in the Nine Hells), the sword becomes no harder to destroy than a normal longsword. +Source: Baldur's Gate: Descent Into Avernus p. 226 + 2d8 + 3d10 + + diff --git a/FightClub5eXML/Sources/CurseOfStrahd/backgrounds-cos.xml b/FightClub5eXML/Sources/CurseOfStrahd/backgrounds-cos.xml new file mode 100644 index 0000000..628a867 --- /dev/null +++ b/FightClub5eXML/Sources/CurseOfStrahd/backgrounds-cos.xml @@ -0,0 +1,76 @@ + + + + Haunted One + + + Description + You are haunted by something so terrible that you dare not speak of it. You've tried to bury it and run away from it, to no avail. Whatever this thing is that haunts you can't be slain with a sword or banished with a spell. It might come to you as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken its toll, isolating you from most people and making you question your sanity. You must find a way to overcome it before it destroys you. +• Skill Proficiencies: Choose two of Arcana, Investigation, Religion, or Survival +• Languages: Choose two languages, one of which is exotic (Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan, or Undercommon) +• Equipment: Monster hunter's pack, a set of common clothes, one trinket of special significance (choose one or roll on the Gothic Trinkets table), and 1 sp +Source: Curse of Strahd p. 209 + + + Feature: Heart of Darkness + Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone. + + + + Harrowing Event + Prior to becoming an adventurer, your path in life was defined by one dark moment, one fateful decision, or one tragedy. Now you feel a darkness threatening to consume you, and you fear there may be no hope of escape. Choose a harrowing event that haunts you, or roll 1d10. +d10 | Harrowing Event +1 | A monster that slaughtered dozens of innocent people spared your life, and you don't know why. +2 | You were born under a dark star. You can feel it watching you, coldly and distantly. Sometimes it beckons you in the dead of night. +3 | An apparition that has haunted your family for generations now haunts you. You don't know what it wants, and it won't leave you alone. +4 | Your family has a history of practicing the dark arts. You dabbled once and felt something horrible clutch at your soul, whereupon you fled in terror. +5 | An oni took your sibling one cold, dark night, and you were unable to stop it. +6 | You were cursed with lycanthropy and later cured. You are now haunted by the innocents you slaughtered. +7 | A hag kidnapped and raised you. You escaped, but the hag still has a magical hold over you and fills your mind with evil thoughts. +8 | You opened an eldritch tome and saw things unfit for a sane mind. You burned the book, but its words and images are burned into your psyche. +9 | A fiend possessed you as a child. You were locked away but escaped. The fiend is still inside you, but now you try to keep it locked away. +10 | You did terrible things to avenge the murder of someone you loved. You became a monster, and it haunts your waking dreams. + + + + + Suggested Characteristics + You have learned to live with the terror that haunts you. You are a survivor, who can be very protective of those who bring light into your darkened life. +d8 | Personality Trait +1 | I don't run from evil. Evil runs from me. +2 | I like to read and memorize poetry. It keeps me calm and brings me fleeting moments of happiness. +3 | I spend money freely and live life to the fullest, knowing that tomorrow I might die. +4 | I live for the thrill of the hunt. +5 | I don't talk about the thing that torments me. I'd rather not burden others with my curse. +6 | I expect danger around every corner. +7 | I refuse to become a victim, and I will not allow others to be victimized. +8 | I put no trust in divine beings. + +d6 | Ideal +1 | I try to help those in need, no matter what the personal cost. (Good) +2 | I'll stop the spirits that haunt me or die trying. (Any) +3 | I kill monsters to make the world a safer place, and to exorcise my own demons. (Good) +4 | I have a dark calling that puts me above the law. (Chaotic) +5 | I like to know my enemy's capabilities and weaknesses before rushing into battle. (Lawful) +6 | I'm a monster that destroys other monsters, and anything else that gets in my way. (Evil) + +d6 | Bond +1 | I keep my thoughts and discoveries in a journal. My journal is my legacy. +2 | I would sacrifice my life and my soul to protect the innocent. +3 | My torment drove away the person I love. I strive to win back the love I've lost. +4 | A terrible guilt consumes me. I hope that I can find redemption through my actions. +5 | There's evil in me, I can feel it. It must never be set free. +6 | I have a child to protect. I must make the world a safer place for him (or her). + +d6 | Flaw +1 | I have certain rituals that I must follow every day. I can never break them. +2 | I assume the worst in people. +3 | I feel no compassion for the dead. They're the lucky ones. +4 | I have an addiction. +5 | I am a purveyor of doom and gloom who lives in a world without hope. +6 | I talk to spirits that no one else can see. + + + + + diff --git a/FightClub5eXML/Sources/CurseOfStrahd/items-cos.xml b/FightClub5eXML/Sources/CurseOfStrahd/items-cos.xml new file mode 100644 index 0000000..5656090 --- /dev/null +++ b/FightClub5eXML/Sources/CurseOfStrahd/items-cos.xml @@ -0,0 +1,272 @@ + + + + Blood Spear + Melee Weapon + M + 3 + T,V + 1d6 + 1d8 + P + 20/60 + Kavan was a ruthless chieftain whose tribe lived in the Balinok Mountains centuries before the arrival of Strahd von Zarovich. Although he was very much alive, Kavan had some traits in common with vampires: he slept during the day and hunted at night, he drank the blood of his prey, and he lived underground. In battle, he wielded a spear stained with blood. His was the first blood spear, a weapon that drains life from those it kills and transfers that life to its wielder, imbuing that individual with the stamina to keep fighting. +When you hit with a melee attack using this magic spear and reduce the target to 0 hit points, you gain 2d6 temporary hit points. +Any creature can wield the spear, but only the character chosen by Kavan to wield it gains a +2 bonus to attack and damage rolls made with this magic weapon. +Source: Curse of Strahd p. 221 + 2d6 + + + Green Copper Ewer + Other + G + + + Any poisonous liquid poured into the ewer is instantly transformed into an equal amount of sweet wine. Furthermore, a creature that grasps the ewer's handle can command the ewer to fill with 1 gallon of wine, and it can't produce more wine until the next dawn. +Source: Curse of Strahd p. 188 + + + Gulthias Staff + Staff + ST + 4 + V + 1d6 + 1d8 + B + Made from the branch of a Gulthias tree (see the twig blight entry of the Monster Manual), a Gulthias staff is a spongy, black length of wood. Its evil makes beasts visibly uncomfortable while within 30 feet of it. The staff has 10 charges and regains 1d6 + 4 of its expended charges daily at dusk. +If the staff is broken or burned to ashes, its wood releases a terrible, inhuman scream that can be heard out to a range of 300 feet. All blights that can hear the scream immediately wither and die. +Vampiric Strike: The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to regain a number of hit points equal to the damage dealt by the weapon. Each time a charge is spent, red blood oozes from the staff's pores, and you must succeed on a DC 12 Wisdom saving throw or be afflicted with short term madness (see "Madness" in chapter 8 of the Dungeon Master's Guide). +Blight Bane: While you are attuned to the staff, blights and other evil plant creatures don't regard you as hostile unless you harm them. +Source: Curse of Strahd p. 221 + 1d6+4 + + + Holy Symbol of Ravenkind + Wondrous item + W + 1 + + + The Holy Symbol of Ravenkind is a unique holy symbol sacred to the good-hearted faithful of Barovia. It predates the establishment of any church in Barovia. According to legend, it was delivered to a paladin named Lugdana by a giant raven - or an angel in the form of a giant raven. Lugdana used the holy symbol to root out and destroy nests of vampires until her death. The high priests of Ravenloft kept and wore the holy symbol after Lugdana's passing. +The holy symbol is a platinum amulet shaped like the sun, with a large crystal embedded in its center. +The holy symbol has 10 charges for the following properties. It regains 1d6 + 4 charges daily at dawn. +Hold Vampires: As an Action, you can expend 1 charge and present the holy symbol to make it flare with holy power. Vampires and vampire spawn within 30 feet of the holy symbol when it flares must make a DC 15 Wisdom saving throw. On a failed save, a target is paralyzed for 1 minute. It can repeat the saving throw at the end of its turns to end the effect on itself. +Turn Undead: If you have the Turn Undead or the Turn the Unholy feature, you can expend 3 charges when you present the holy symbol while using that feature. When you do so, undead have disadvantage on their saving throws against the effect. +Sunlight: As an action, you can expend 5 charges while presenting the holy symbol to make it shed bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight and lasts for 10 minutes or until you end the effect (no action required). +Source: Curse of Strahd p. 222 + 1d6+4 + + + Icon of Ravenloft + Wondrous item + W + 1 + 10 + + The Icon of Ravenloft is a 12-inch tall statuette made of the purest silver, weighing 10 pounds. It depicts a cleric kneeling in supplication. +The icon was given to Strahd by the archpriest Ciril Romulich, an old family friend, to consecrate the castle and its chapel. +While within 30 feet of the icon, a creature is under the effect of a protection from evil and good spell against fiends and undead. Only a creature attuned to the icon can use its other properties. +Augury: You can use an action to cast an augury spell from the icon, with no material components required. Once used, this property can't be used again until the next dawn. +Bane of the Undead: You can use the icon as a holy symbol while using the Turn Undead or Turn the Unholy feature. If you do so, increase the save DC by 2. +Cure Wounds: While holding the icon, you can take an action to heal one creature that you can see within 30 feet of you. The target regains 3d8 + 3 hit points, unless it is an undead, a construct, or a fiend. Once used, this property can't be used again until the next dawn. +Source: Curse of Strahd p. 222 + 3d8+3 + + + Jakarion's Staff of Frost + major, Staff + ST + 4 + V + 1d6 + 1d8 + B + You have resistance to cold damage while you hold this staff. +The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges). +The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the staff turns to water and is destroyed. +Imprinted on this staff is a fragment of a dead wizard's personality. The first character who touches the staff gains the following flaw: "I crave power above all else, and will do anything to obtain more of it." This flaw trumps any conflicting personality trait. +Found On: Magic Item Table H +Source: Curse of Strahd p. 187 + 1d6+4 + + + Lost Sword + Melee Weapon + M + 2 + F,L + 1d6 + P + The Lost Sword is a sentient lawful good +1 shortsword (Intelligence 11, Wisdom 13, Charisma 13). It has hearing and normal vision out to a range of 120 feet. It communicates by transmitting emotion to the creature carrying or wielding it. +The sword's purpose is to fight evil. The sword has the following additional properties: +• The sword continually sheds bright light in a 15-foot radius and dim light for an additional 15 feet. Only by destroying the sword can this light be extinguished. +• A lawful good creature can attune itself to the sword in 1 minute. +• While attuned to the weapon, the sword's wielder can use the sword to cast the crusader's mantle spell. Once used, this property of the sword can't be used again until the next dawn. +Source: Curse of Strahd p. 81 + + + Monster Hunter's Pack + Adventuring Gear + G + 48.5 + 33.0 + + Includes: +• a chest +• a crowbar +• a hammer +• three wooden stakes +• a holy symbol +• a holy water (flask) +• a set of manacles +• a steel mirror +• a oil (flask) +• a tinderbox +• 3 torch +Source: Curse of Strahd p. 209 + + + Order of the Silver Dragon +2 Shield + major, Shield + S + 6 + + 2 + While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. +The shield is emblazoned with a stylized silver dragon that is the emblem of the Order of the Silver Dragon (see Curse of Strahd, chapter 7). The shield whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated. +A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. +Source: Curse of Strahd p. 68 + + + Saint Markovia's Thighbone + Melee Weapon + M + 4 + + 1d6 + B + Saint Markovia's thighbone has the properties of a mace of disruption. If it scores one or more hits against a vampire or a vampire spawn in the course of a single battle, the thighbone crumbles into dust once the battle concludes. +As a youth, Markovia followed her heart and became a priest of the Morninglord soon after her eighteenth birthday. She proved to be a charismatic proselytizer and, before the age of thirty, had gained a reputation for allowing no evil to stand before her. +Markovia had long considered Strahd a mad tyrant, but only after his transformation into a vampire did she dare to challenge him. As she rallied her followers and prepared to march on Castle Ravenloft, Strahd sent a group of vampire spawn to her abbey. They confronted Markovia and were destroyed to a one. +Suffused with confidence born of a righteous victory, Markovia advanced on Castle Ravenloft. A great battle raged from the catacombs to the parapets. In the end, Markovia never returned to Barovia, and Strahd long afterward walked with a limp and a grimace of pain. It is said that he trapped Markovia in a crypt beneath his castle, and her remains linger there yet. +The essence of Markovia's saintliness passed partly into her bones as the rest of her body decomposed. Her remaining thighbone is imbued with power that inflicts grievous injury on the undead. +Mace of Disruption. When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn. +While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. +Source: Curse of Strahd p. 222 + 2d6 + + + Statuette of Saint Markovia + Other + G + + 250.0 + + This golden statuette grants any good-aligned creature that carries it a +1 bonus to saving throws. +Source: Curse of Strahd p. 152 + + + Sunsword + Melee Weapon + M + 3 + F,V + 1d8 + 1d10 + R + The Sunsword is a unique blade once possessed by Strahd's brother, Sergei von Zarovich. In its original form, it had a platinum hilt and guard, and a thin crystal blade as strong as steel. +Strahd employed a powerful wizard named Khazan to destroy the weapon after Sergei's death. The first part of the process required the hilt and the blade to be separated, which Khazan accomplished. While Khazan was busying himself destroying the blade, his apprentice stole the hilt and fled. Khazan later located his apprentice's mutilated corpse in the Svalich Woods, but the hilt was nowhere to be found. To avoid the vampire's wrath, Khazan told Strahd that the entire weapon had been destroyed. +The hilt, which is sentient, knows that it can never be reunited with its original crystal blade. It has, however, gained the properties of a sun blade. +Sentience: The Sunsword is a sentient chaotic good weapon with an Intelligence of 11, a Wisdom of 17, and a Charisma of 16. It has hearing and normal vision out to a range of 60 feet. The weapon communicates by transmitting emotions to the creature carrying it or wielding it. +Personality: The Sunsword's special purpose is to destroy Strahd, not so much because it wants to free the land of Barovia from evil but because it wants revenge for the loss of its crystal blade. The weapon secretly fears its own destruction. +Sun blade. This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortsword or longsword, you are proficient with the sun blade. +You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. +The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. +Source: Curse of Strahd p. 223 + 1d8 + + + Tome of Strahd + Adventuring Gear + G + 5 + + The Tome of Strahd is an ancient work penned by Strahd, a tragic tale of how he came to his fallen state. The book is bound in a thick leather cover with steel hinges and fastenings. The pages are of parchment and very brittle. Most of the book is written in the curious shorthand that only Strahd employs. Stains and age have made most of the work illegible, but several paragraphs remain intact. +Source: Curse of Strahd p. 221 + + + Treebane + Melee Weapon + M + 2 + V + 1d8 + 1d10 + S + The axe's handle is carved with leaves and vines, and it weighs half as much as a normal battleaxe. When the axe hits a plant, whether an ordinary plant or a plant creature, the target takes an extra 1d8 slashing damage. When a creature of non-good alignment wields the axe, it sprouts thorns whenever its wielder makes an attack with it. These thorns prick the wielder for 1 piercing damage after the attack is made, and this damage is considered magical. +Source: Curse of Strahd p. 198 + 1d8 + + + Trinket (Gothic) + Adventuring Gear + G + + + When you make your character, you can roll once on the Trinkets table to gain a trinket, a simple item lightly touched by mystery. The DM might also use this table. It can help stock a room in a dungeon or fill a creatures pockets. +Curse of Strahd. Character Options, Gothic Trinket Table +d100 | Trinket +01-02 | A picture you drew as a child of your imaginary friend +03-04 | A lock that opens when blood is dripped in its keyhole +05-06 | Clothes stolen from a scarecrow +07-08 | A spinning top carved with four faces: happy, sad, wrathful, and dead +09-10 | The necklace of a sibling who died on the day you were born +11-12 | A wig from someone executed by beheading +13-14 | The unopened letter to you from your dying father +15-16 | A pocket watch that runs backward for an hour every midnight +17-18 | A winter coat stolen from a dying soldier +19-20 | A bottle of invisible ink that can only be read at sunset +21-22 | A wineskin that refills when interred with a dead person for a night +23-24 | A set of silverware used by a king for his last meal +25-26 | A spyglass that always shows the world suffering a terrible storm +27-28 | A cameo with the profile's face scratched away +29-30 | A lantern with a black candle that never runs out and that burns with green flame +31-32 | A teacup from a child's tea set, stained with blood +33-34 | A little black book that records your dreams, and yours alone, when you sleep +35-36 | A necklace formed of the interlinked holy symbols of a dozen deities +37-38 | A hangman's noose that feels heavier than it should +39-40 | A birdcage into which small birds fly but once inside never eat or leave +41-42 | A lepidopterist's box filled dead moths with skulllike patterns on their wings +43-44 | A jar of pickled ghouls' tongues +45-46 | The wooden hand of a notorious pirate +47-48 | An urn with the ashes of a dead relative +49-50 | A hand mirror backed with a bronze depiction of a medusa +51-52 | Pallid leather gloves crafted with ivory fingernails +53-54 | Dice made from the knuckles of a notorious charlatan +55-56 | A ring of keys for forgotten locks +57-58 | Nails from the coffin of a murderer +59-60 | A key to the family crypt +61-62 | A bouquet of funerary flowers that always looks and smells fresh +63-64 | A switch used to discipline you as a child +65-66 | A music box that plays by itself whenever someone holding it dances +67-68 | A walking cane with an iron ferrule that strikes sparks on stone +69-70 | A flag from a ship lost at sea +71-72 | Porcelain doll's head that always seems to be looking at you +73-74 | A wolf's head wrought in silver that is also a whistle +75-76 | A small mirror that shows a much older version of the viewer +77-78 | Small, worn book of children's nursery rhymes +79-80 | A mummified raven claw +81-82 | A broken pendent of a silver dragon that's always cold to the touch +83-84 | A small locked box that quietly hums a lovely melody at night but you always forget it in the morning +85-86 | An inkwell that makes one a little nauseous when staring at it +87-88 | An old little doll made from a dark, dense wood and missing a hand and a foot +89-90 | A black executioner's hood +91-92 | A pouch made of flesh, with a sinew drawstring +93-94 | A tiny spool of black thread that never runs out +95-96 | A tiny clockwork figurine of a dancer that's missing a gear and doesn't work +97-98 | A black wooden pipe that creates puffs of smoke that look like skulls +99-00 | A vial of perfume, the scent of which only certain creatures can detect +Source: Curse of Strahd p. 2 + + diff --git a/FightClub5eXML/Sources/DivineContention/items-dc.xml b/FightClub5eXML/Sources/DivineContention/items-dc.xml new file mode 100644 index 0000000..5fa4db5 --- /dev/null +++ b/FightClub5eXML/Sources/DivineContention/items-dc.xml @@ -0,0 +1,32 @@ + + + + Gnomengarde Grenade + Wondrous item + W + 1 + + + This small metallic object is comprised of rune-covered parts made from different metals, linked together with a variety of gears, bands, bits, and bobs. The metals are all different colors, making the grenade shine with a rainbow of color when held up in the light. +As a bonus action, a creature can turn a special key to arm the grenade. Once armed, the grenade explodes in a matter of seconds. As an action, the wielder can hurl the grenade up to 120 feet. At the end of their turn, the grenade explodes. All creatures within 60 feet of the grenade when it explodes suffer the following effects: +• Each creature must make a DC 15 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much fire damage on a successful one. +• Each creature must make a DC 15 Constitution saving throw. On a failed save, it takes 28 (8d6) thunder damage and is stunned until the end of its next turn. On a successful save, it takes half as much thunder damage and is not stunned. +• The wielder rolls on the chart* for the wand of wonder three times, rerolling any duplicate results. Any effects that specify a target affect all creatures in range of the grenade when it explodes. Any effects that would affect the wielder of the wand instead affect the closest creature to the grenade when it goes off. +The grenade explodes immediately if a creature places it in an extradimensional space or teleports while in possession of it. The effects of the explosion will be felt at both the origin and terminus of the teleportation, but only affecting all creatures within 30 feet of either location. +Source: Essentials Kit: Divine Contention + 8d6 + + + Ruinstone + Wondrous item + W + 1 + + + A fiery red crystal the size of a human palm. +Once per day as a bonus action, a villain can activate the ruinstone to undo one deed they have performed. The possibilities here are broad, but in combat it's simplest to allow them the opportunity to "rewind" one action and take it again, or to reroll a failed saving throw (if it can still take actions). +Each use of the artifact has a terrible side effect: someone known to the wielder is also erased from reality. After the villain uses the ruinstone, roll a d20: on a 5-20, one of their allies disintegrates, on an 1-4, one of the player characters disintegrates. +If a creature bound its soul to the ruinstone in the "Thalivar's Beacon" quest, the artifact explodes when used and the creature who is bound to it disintegrates, disappearing from reality and can only be brought back with a wish spell, or similar magic. +Source: Essentials Kit: Divine Contention + + diff --git a/FightClub5eXML/Sources/DungeonMastersGuide/items-dmg.xml b/FightClub5eXML/Sources/DungeonMastersGuide/items-dmg.xml new file mode 100644 index 0000000..39b0aa4 --- /dev/null +++ b/FightClub5eXML/Sources/DungeonMastersGuide/items-dmg.xml @@ -0,0 +1,6663 @@ + + + + +1 Rod of the Pact Keeper + major + RD + 2 + + While holding this rod, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. +In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 197 + + + +1 Wand of the War Mage + major + WD + 1 + + While you are holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 212 + + + +2 Rod of the Pact Keeper + major + RD + 2 + + While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. +In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 197 + + + +2 Wand of the War Mage + major + WD + 1 + + While you are holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 212 + + + +3 Rod of the Pact Keeper + major + RD + 2 + + While holding this rod, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. +In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 197 + + + +3 Wand of the War Mage + major + WD + 1 + + While you are holding this wand, you gain a +3 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 212 + + + Airship + Vehicle (air) + G + + 20000.0 + + Source: Dungeon Master's Guide p. 119 + + + Alchemy Jug + Wondrous item, minor + W + 1 + 12 + + This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty. +You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named. +Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn. +Liquid | Max Amount +Acid | 8 ounces +Basic poison | ½ ounce +Beer | 4 gallons +Honey | 1 gallon +Mayonnaise | 2 gallons +Oil | 1 quart +Vinegar | 2 gallons +Water, fresh | 8 gallons +Water, salt | 12 gallons +Wine | 1 gallon +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 150 + + + Alexandrite + + $ + + 500.0 + + A transparent dark green gemstone. +Source: Dungeon Master's Guide p. 134 + + + Amber + + $ + + 100.0 + + A transparent watery gold to rich gold gemstone. +Source: Dungeon Master's Guide p. 134 + + + Amethyst + + $ + + 100.0 + + A transparent deep purple gemstone. +Source: Dungeon Master's Guide p. 134 + + + Amulet of Health + Wondrous item, major + W + 1 + 1 + + Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is already 19 or higher without it. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 150 + + + Amulet of Proof against Detection and Location + Wondrous item, major + W + 1 + 1 + + While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 150 + + + Amulet of the Planes + Wondrous item, major + W + 1 + 1 + + While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the plane shift spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1-60, you travel to a random location on the plane you named. On a 61-100, you travel to a randomly determined plane of existence. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 150 + + + Animated Shield + major, Shield + S + 6 + + 2 + While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 151 + + + Apparatus of Kwalish + Wondrous item, major + W + 1 + 500 + + This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster. +The apparatus of Kwalish is a Large object with the following statistics: +• Armor Class:: 20 +• Hit Points:: 200 +• Speed:: 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren't extended) +• Damage Immunities:: poison, psychic +To be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside. +The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure. +A creature in the compartment can use an action to move as many as two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of Kwalish Levers table. +Apparatus of Kwalish Levers: +Lever | Up | Down +1 | Legs and tail extend, allowing the apparatus to walk and swim. | Legs and tail retract, reducing the apparatus's speed to 0 and making it unable to benefit from bonuses to speed. +2 | Forward window shutter opens. | Forward window shutter closes. +3 | Side window shutters open (two per side). | Side window shutters close (two per side). +4 | Two claws extend from the front sides of the apparatus. | The claws retract. +5 | Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage. | Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: The target is grappled (escape DC 15). +6 | The apparatus walks or swims forward. | The apparatus walks or swims backward. +7 | The apparatus turns 90 degrees left. | The apparatus turns 90 degrees right. +8 | Eyelike fixtures emit bright light in a 30-foot radius and dim light for an additional 30 feet. | The light turns off. +9 | The apparatus sinks as much as 20 feet in liquid. | The apparatus rises up to 20 feet in liquid. +10 | The rear hatch unseals and opens. | The rear hatch closes and seals. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 151 + 2d6 + + + Aquamarine + + $ + + 500.0 + + A transparent pale blue-green gemstone. +Source: Dungeon Master's Guide p. 134 + + + Armor of Invulnerability + major, Heavy Armor + HA + 65 + + 18 + 1 + 15 + You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can't be used again until the next dawn. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 152 + + + Armor of Vulnerability (Bludgeoning) + major, Cursed item, Heavy Armor + HA + 65 + + 18 + 1 + 15 + While wearing this armor, you have resistance to bludgeoning damage. +Curse: This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed you have vulnerability to piercing and slashing damage. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Source: Dungeon Master's Guide p. 152 + + + Armor of Vulnerability (Piercing) + major, Cursed item, Heavy Armor + HA + 65 + + 18 + 1 + 15 + While wearing this armor, you have resistance to piercing damage. +Curse: This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed you have vulnerability to bludgeoning and slashing damage. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Source: Dungeon Master's Guide p. 152 + + + Armor of Vulnerability (Slashing) + major, Cursed item, Heavy Armor + HA + 65 + + 18 + 1 + 15 + While wearing this armor, you have resistance to slashing damage. +Curse: This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed you have vulnerability to bludgeoning and piercing damage. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Source: Dungeon Master's Guide p. 152 + + + Arrow-Catching Shield + major, Shield + S + 6 + + 2 + You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 152 + + + Assassin's Blood + Adventuring Gear, Poison + G + + 150.0 + + A creature subjected to this poison must make a DC 10 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. +Source: Dungeon Master's Guide p. 258 + 1d12 + + + Axe of the Dwarvish Lords + Cursed item, Melee Weapon + M + 4 + T,V + 1d8 + 1d10 + S + 20/60 + Seeing the peril his people faced, a young dwarf prince came to believe that his people needed something to unite them. Thus, he set out to forge a weapon that would be such a symbol. +Venturing deep under the mountains, deeper than any dwarf had ever delved, the young prince came to the blazing heart of a great volcano. With the aid of Moradin, the dwarven god of creation, he first crafted four great tools: the Brutal Pick, the Earthheart Forge, the Anvil of Songs, and the Shaping Hammer. With them, he forged the Axe of the Dwarvish Lords. +Armed with the artifact, the prince returned to the dwarf clans and brought peace. His axe ended grudges and answered slights. The clans became allies, and they threw back their enemies and enjoyed an era of prosperity. This young dwarf is remembered as the First King. When he became old, he passed the weapon, which had become his badge of office, to his heir. The rightful inheritors passed the axe on for many generations. +Later, in a dark era marked by treachery and wickedness, the axe was lost in a bloody civil war fomented by greed for its power and the status it bestowed. Centuries later, the dwarves still search for the axe, and many adventurers have made careers of chasing after rumors and plundering old vaults to find it. +Magic Weapon: The Axe of the Dwarvish Lords is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. The axe also functions as a belt of dwarvenkind, a dwarven thrower, and a sword of sharpness. +Random Properties: The axe has the following randomly determined properties: +• 2 minor beneficial properties +• 1 major beneficial property +• 2 minor detrimental properties +Blessings of Moradin: If you are a dwarf attuned to the axe, you gain the following benefits: +• You have immunity to poison damage. +• The range of your darkvision increases by 60 feet. +• You gain proficiency with artisan's tools related to blacksmithing, brewing, and stonemasonry. +Conjure Earth Elemental: If you are holding the axe, you can use your action to cast the conjure elemental spell from it, summoning an earth elemental. You can't use this property again until the next dawn. +Travel the Depths: You can use an action to touch the axe to a fixed piece of dwarven stonework and cast the teleport spell from the axe. If your intended destination is underground, there is no chance of a mishap or arriving somewhere unexpected. You can't use this property again until 3 days have passed. +Curse: The axe bears a curse that affects any non-dwarf that becomes attuned to it. Even if the attunement ends, the curse remains. With each passing day, the creature's physical appearance and stature become more dwarflike. After seven days, the creature looks like a typical dwarf, but the creature neither loses its racial traits nor gains the racial traits of a dwarf. The physical changes wrought by the axe aren't considered magical in nature (and therefore can't be dispelled), but they can be undone by any effect that removes a curse, such as a greater restoration or remove curse spell. +Destroying the Axe: The only way to destroy the axe is to melt it down in the Earthheart Forge, where it was created. It must remain in the burning forge for fifty years before it finally succumbs to the fire and is consumed. +Source: Dungeon Master's Guide p. 221 + + + Azurite + + $ + + 10.0 + + An opaque mottled deep blue gemstone. +Source: Dungeon Master's Guide p. 134 + + + Bag of Beans + Wondrous item, minor + W + 1 + 0.5 + + Inside this heavy cloth bag are 3d4 dry beans. The bag weighs ½ pound plus ¼ pound for each bean it contains. +If you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried. +If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The DM can choose an effect from the following table, determine it randomly, or create an effect. +d100 | Effect +01 | 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary hit points for 1 hour. +02-10 | A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (DM's choice) 30 feet into the air for 1d12 rounds. +11-20 | A treant sprouts. There's a 50 chance that the treant is chaotic evil and attacks. +21-30 | An animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours. +31-40 | A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished). +41-50 | 1d6 + 6 shrieker sprout. +51-60 | 1d4 + 8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the DM's choice. The monster remains for 1 minute, then disappears in a puff of bright pink smoke. +61-70 | A hungry bulette burrows up and attacks. +71-80 | A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly determined magic potions, while one acts as an ingested poison of the DM's choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days. +81-90 | A nest of 1d4 + 3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 force damage from an internal magical explosion. +91-99 | A pyramid with a 60-foot-square base bursts upward. Inside is a sarcophagus containing a mummy lord. The pyramid is treated as the mummy lord lair, and its sarcophagus contains treasure of the DM's choice. +00 | A giant beanstalk sprouts, growing to a height of the DM's choice. The top leads where the DM chooses, such as to a great view, a cloud giant castle, or a different plane of existence. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 152 + 3d4 + 5d4 + 5d6 + 1d12 + 1d6+6 + 1d4+8 + 1d10+20 + 1d8 + 1d4+3 + 10d6 + + + Bag of Devouring + Wondrous item, minor + W + 1 + 0.5 + + This bag superficially resembles a bag of holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice. +The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed. +Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The DM determines the time and plane. +If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane. +Found On: Magic Item Table D +Source: Dungeon Master's Guide p. 153 + + + Bag of Holding + Wondrous item, minor + W + 1 + 15 + + This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. +If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. +Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. +Found On: Magic Item Table A, Magic Item Table B +Source: Dungeon Master's Guide p. 153 + + + Bag of Tricks, Gray + Wondrous item, major + W + 1 + 0.5 + + This ordinary bag, made from gray cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. +You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table. The creature vanishes at the next dawn or when it is reduced to 0 hit points. +The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. +Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn. +d8 | Creature +1 | Weasel +2 | Giant rat +3 | Badger +4 | Boar +5 | Panther +6 | Giant badger +7 | Dire wolf +8 | Giant elk +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 154 + + + Bag of Tricks, Rust + Wondrous item, major + W + 1 + 0.5 + + This ordinary bag, made from rust cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. +You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table. The creature vanishes at the next dawn or when it is reduced to 0 hit points. +The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. +Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn. +d8 | Creature +1 | Rat +2 | Owl +3 | Mastiff +4 | Goat +5 | Giant goat +6 | Giant boar +7 | Lion +8 | Brown bear +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 154 + + + Bag of Tricks, Tan + Wondrous item, major + W + 1 + 0.5 + + This ordinary bag, made from tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. +You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table. The creature vanishes at the next dawn or when it is reduced to 0 hit points. +The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. +Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn. +d8 | Creature +1 | Jackal +2 | Ape +3 | Baboon +4 | Axe beak +5 | Black bear +6 | Giant weasel +7 | Giant hyena +8 | Tiger +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 154 + + + Banded Agate + + $ + + 10.0 + + A translucent striped brown, blue, white, or red gemstone. +Source: Dungeon Master's Guide p. 134 + + + Bead of Force + Wondrous item, minor + W + 1 + 0.0625 + + This small black sphere measures ¾ of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 beads of force are found together. +You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can. +An enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 154 + 1d4+4 + 5d4 + + + Bejeweled ivory drinking horn with gold filigree + + $ + + 7500.0 + + Source: Dungeon Master's Guide p. 135 + + + Belt of Cloud Giant Strength + Wondrous item, major + W + 1 + + + While wearing this belt, your Strength score changes to 27. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 155 + + + Belt of Dwarvenkind + Wondrous item, major + W + 1 + + + While wearing this belt, you gain the following benefits: +• Your Constitution score increases by 2, to a maximum of 20. +• You have advantage on Charisma (Persuasion) checks made to interact with dwarves. +In addition, while attuned to the belt, you have a 50 chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one. +If you aren't a dwarf, you gain the following additional benefits while wearing the belt: +• You have advantage on saving throws against poison, and you have resistance against poison damage. +• You have darkvision out to a range of 60 feet. +• You can speak, read, and write Dwarvish. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 155 + + + Belt of Fire Giant Strength + Wondrous item, major + W + 1 + + + While wearing this belt, your Strength score changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 155 + + + Belt of Frost Giant Strength + Wondrous item, major + W + 1 + + + While wearing this belt, your Strength score changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 155 + + + Belt of Hill Giant Strength + Wondrous item, major + W + 1 + + + While wearing this belt, your Strength score changes to 21. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 155 + + + Belt of Stone Giant Strength + Wondrous item, major + W + 1 + + + While wearing this belt, your Strength score changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 155 + + + Belt of Storm Giant Strength + Wondrous item, major + W + 1 + + + While wearing this belt, your Strength score changes to 29. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 155 + + + Black Dragon Scale Mail + major, Medium Armor + MA + 45 + + 14 + 1 + Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to acid damage. +Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest black dragon within 30 miles of you. This special action can't be used again until the next dawn. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 165 + + + Black Opal + + $ + + 1000.0 + + A translucent dark green with black mottling and golden flecks gemstone. +Source: Dungeon Master's Guide p. 134 + + + Black Pearl + + $ + + 500.0 + + An opaque pure black gemstone. +Source: Dungeon Master's Guide p. 134 + + + Black Sapphire + + $ + + 5000.0 + + A translucent lustrous black with glowing highlights gemstone. +Source: Dungeon Master's Guide p. 134 + + + Black velvet mask stitched with silver thread + + $ + + 25.0 + + Source: Dungeon Master's Guide p. 134 + + + Blackrazor + Melee Weapon + M + 6 + H,2H + 2d6 + S + Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian. +You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties. +Devour Soul: Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a wish spell. +When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature's hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks. +If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul. +Soul Hunter: While you hold the weapon. you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren't constructs or undead. You also can't be charmed or frightened. +Blackrazor can cast the haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don't have to. +Sentience: Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet. +The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know. +Personality: Blackrazor speaks with an imperious tone, as though accustomed to being obeyed. +The sword's purpose is to consume souls. It doesn't care whose souls it eats, including the wielder's. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along. +Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious. +Blackrazor's hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset. +Source: Dungeon Master's Guide p. 216 + 1d10 + + + Bloodstone + + $ + + 50.0 + + An opaque dark gray with red flecks gemstone. +Source: Dungeon Master's Guide p. 134 + + + Blue Dragon Scale Mail + major, Medium Armor + MA + 45 + + 14 + 1 + Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to lightning damage. +Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest blue dragon within 30 miles of you. This special action can't be used again until the next dawn. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 165 + + + Blue Quartz + + $ + + 10.0 + + A transparent pale blue gemstone. +Source: Dungeon Master's Guide p. 134 + + + Blue Sapphire + + $ + + 1000.0 + + A transparent blue-white to medium blue gemstone. +Source: Dungeon Master's Guide p. 134 + + + Blue Spinel + + $ + + 500.0 + + A transparent deep blue gemstone. +Source: Dungeon Master's Guide p. 134 + + + Book of Exalted Deeds + Wondrous item + W + 1 + 5 + + The definitive treatise on all that is good in the multiverse, the fabled Book of Exalted Deeds figures prominently in many religions. Rather than being a scripture devoted to a particular faith, the book's various authors filled the pages with their own vision of true virtue, providing guidance for defeating evil. +The Book of Exalted Deeds rarely lingers in one place. As soon as the book is read, it vanishes to some other corner of the multiverse where its moral guidance can bring light to a darkened world. Although attempts have been made to copy the work, efforts to do so fail to capture its magical nature or translate the benefits it offers to those pure of heart and firm of purpose. +A heavy clasp, wrought to look like angel wings, keeps the book's contents secure. Only a creature of good alignment that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to digest its contents and gain its benefits. Other creatures that peruse the book's open pages can read the text but glean no deeper meaning and reap no benefits. An evil creature that tries to read from the book takes 24d6 radiant damage. This damage ignores resistance and immunity, and can't be reduced or avoided by any means. A creature reduced to 0 hit points by this damage disappears in a blinding flash and is destroyed, leaving its possessions behind. +Benefits granted by the Book of Exalted Deeds last only as long as you strive to do good. If you fail to perform at least one act of kindness or generosity within the span of 10 days, or if you willingly perform an evil act, you lose all the benefits granted by the book. +Random Properties: The Book of Exalted Deeds has the following random properties: +• 2 minor beneficial properties +• 2 major beneficial properties +Increased Wisdom: After you spend the requisite amount of time reading and studying the book, your Wisdom score increases by 2, to a maximum of 24. You can't gain this benefit from the book more than once. +Enlightened Magic: Once you've read and studied the book, any spell slot you expend to cast a cleric or paladin spell counts as a spell slot of one level higher. +Halo: Once you've read and studied the book, you gain a protective halo. This halo sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You can dismiss or manifest the halo as a bonus action. While present, the halo gives you advantage on Charisma (Persuasion) checks made to interact with good creatures and Charisma (Intimidation) checks made to interact with evil creatures. In addition, fiends and undead within the halo's bright light make attack rolls against you with disadvantage. +Destroying the Book: It is rumored that the Book of Exalted Deeds can't be destroyed as long as good exists in the multiverse. However, drowning the book in the River Styx removes all writing and imagery from its pages and renders the book powerless for 1d100 years. +Source: Dungeon Master's Guide p. 222 + 24d6 + 1d100 + + + Book of Vile Darkness + Wondrous item + W + 1 + 5 + + The contents of this foul manuscript of ineffable wickedness are the meat and drink of those in evil's thrall. No mortal was meant to know the secrets it contains, knowledge so horrid that to even glimpse the scrawled pages invites madness. +Most believe the lich-god Vecna authored the Book of Vile Darkness. He recorded in its pages every diseased idea, every unhinged thought, and every example of blackest magic he came across or devised. Vecna covered every vile topic he could, making the book a gruesome catalog of all mortal wrongs. +Other practitioners of evil have held the book and added their own input to its catalog of vile knowledge. Their additions are clear, for the writers of later works stitched whatever they were writing into the tome or, in some cases, made notations and additions to existing text. There are places where pages are missing, torn. or covered so completely with ink, blood, and scratches that the original text can't be divined. +Nature can't abide the book's presence. Ordinary plants wither in its presence, animals are unwilling to approach it, and the book gradually destroys whatever it touches. Even stone cracks and turns to powder if the book rests on it long enough. +A creature attuned to the book must spend 80 hours reading and studying it to digest its contents and reap its benefits. The creature can then freely modify the book's contents, provided that those modifications advance evil and expand the lore already contained within. +Whenever a non-evil creature attunes to the Book of Vile Darkness, that creature must make a DC 17 Charisma saving throw. On a failed save, the creature's alignment changes to neutral evil. +The Book of Vile Darkness remains with you only as long as you strive to work evil in the world. If you fail to perform at least one evil act within the span of 10 days, or if you willingly perform a good act, the book disappears. If you die while attuned to the book, an entity of great evil claims your soul. You can't be restored to life by any means while your soul remains imprisoned. +Random Properties: The Book of Vile Darkness has the following random properties: +• 3 minor beneficial properties +• 1 major beneficial property +• 3 minor detrimental properties +• 2 major detrimental properties +Adjusted Ability Scores: After you spend the requisite amount of time reading and studying the book, one ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to a minimum of 3. The book can't adjust your ability scores again. +Mark of Darkness: After you spend the requisite amount of time reading and studying the book, you acquire a physical disfigurement as a hideous sign of your devotion to vile darkness. An evil rune might appear on your face, your eyes might become glossy black, or horns might sprout from your forehead. Or you might become wizened and hideous, lose all facial features, gain a forked tongue, or some other feature the DM chooses. The mark of darkness grants you advantage on Charisma (Persuasion) checks made to interact with evil creatures and Charisma (Intimidation) checks made to interact with non-evil creatures. +Command Evil: While you are attuned to the book and holding it, you can use an action to cast the dominate monster spell on an evil target (save DC 18). You can't use this property again until the next dawn. +Dark Lore: You can reference the Book of Vile Darkness whenever you make an Intelligence check to recall information about some aspect of evil, such as lore about demons. When you do so, double your proficiency bonus on that check. +Dark Speech: While you carry the Book of Vile Darkness and are attuned to it, you can use an action to recite word from its pages in a foul language known as Dark Speech. Each time you do so, you take 1d12 psychic damage, and each non-evil creature within 15 feet of you takes 3d6 psychic damage. +Destroying the Book: The Book of Vile Darkness allows pages to be torn from it, but any evil lore contained on those pages finds its way back into the book eventually, usually when a new author adds pages to the tome. +If a solar tears the book in two, the book is destroyed for 1d100 years, after which it reforms in some dark corner of the multiverse. +A creature attuned to the book for one hundred years can unearth a phrase hidden in the original text that, when translated to Celestial and spoken aloud, destroys both the speaker and the book in a blinding flash of radiance. However, as long as evil exists in the multiverse, the book reforms 1d10 x 100 years later. +If all evil in the multiverse is wiped out, the book turns to dust and is forever destroyed. +Source: Dungeon Master's Guide p. 222 + 1d12 + 3d6 + 1d100 + 1d10 + + + Boots of Elvenkind + Wondrous item, major + W + 1 + + + While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 155 + + + Boots of Levitation + Wondrous item, major + W + 1 + + + While you wear these boots, you can use an action to cast the levitate spell on yourself at will. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 155 + + + Boots of Speed + Wondrous item, major + W + 1 + + + While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. +When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 155 + + + Boots of Striding and Springing + Wondrous item, major + W + 1 + + + While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 156 + + + Boots of the Winterlands + Wondrous item, major + W + 1 + + + These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits: +• You have resistance to cold damage. +• You ignore difficult terrain created by ice or snow. +• You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 156 + + + Bottle stopper cork embossed with gold leaf and set with amethysts + + $ + + 750.0 + + Source: Dungeon Master's Guide p. 135 + + + Bowl of Commanding Water Elementals + Wondrous item, major + W + 1 + 3 + + While this bowl is filled with water, you can use an action to speak the bowl's command word and summon a water elemental, as if you had cast the conjure elemental spell. The bowl can't be used this way again until the next dawn. +The bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 156 + + + Box of turquoise animal figurines + + $ + + 250.0 + + Source: Dungeon Master's Guide p. 135 + + + Bracers of Archery + Wondrous item, major + W + 1 + + + While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 156 + + + Bracers of Defense + Wondrous item, major + W + 1 + + + While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 156 + + + Brass Dragon Scale Mail + major, Medium Armor + MA + 45 + + 14 + 1 + Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to fire damage. +Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest brass dragon within 30 miles of you. This special action can't be used again until the next dawn. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 165 + + + Brass mug with jade inlay + + $ + + 250.0 + + Source: Dungeon Master's Guide p. 135 + + + Brazier of Commanding Fire Elementals + Wondrous item, major + W + 1 + 5 + + While a fire burns in this brass brazier, you can use an action to speak the brazier's command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can't be used this way again until the next dawn. +The brazier weighs 5 pounds. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 156 + + + Bronze crown + + $ + + 250.0 + + Source: Dungeon Master's Guide p. 135 + + + Bronze Dragon Scale Mail + major, Medium Armor + MA + 45 + + 14 + 1 + Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to lightning damage. +Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest bronze dragon within 30 miles of you. This special action can't be used again until the next dawn. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 165 + + + Brooch of Shielding + Wondrous item, major + W + 1 + + + While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 156 + + + Broom of Flying + Wondrous item, major + W + 1 + 3 + + This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land. +You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 156 + + + Burnt Othur Fumes + Adventuring Gear, Poison + G + + 500.0 + + A creature subjected to this poison must succeed on a DC 13 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 character takes 3 (1d6) poison damage. After three successful saves, the poison ends. +Source: Dungeon Master's Guide p. 258 + 3d6 + 1d6 + + + Candle of Invocation + Wondrous item, major + W + 1 + + + This slender taper is dedicated to a deity and shares that deity's alignment. The candle's alignment can be detected with the detect evil and good spell. The DM chooses the god and associated alignment or determines the alignment randomly. +d20 | Alignment +1-2 | Chaotic evil +3-4 | Chaotic neutral +5-7 | Chaotic good +8-9 | Neutral evil +10-11 | Neutral +12-13 | Neutral good +14-15 | Lawful evil +16-17 | Lawful neutral +18-20 | Lawful good +The candle's magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle's total burn time. +While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle's can cast 1st-level spells he or she has prepared without expending spell slots, though the spell's effect is as if cast with a 1st-level slot. +Alternatively, when you light the candle for the first time, you can cast the gate spell with it. Doing so destroys the candle. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 157 + + + Cap of Water Breathing + Wondrous item, minor + W + 1 + + + While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 157 + + + Cape of the Mountebank + Wondrous item, major + W + 1 + + + This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can't be used again until the next dawn. +When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 157 + + + Carnelian + + $ + + 50.0 + + An opaque orange to red-brown gemstone. +Source: Dungeon Master's Guide p. 134 + + + Carpet of Flying, 3 ft. × 5 ft. + Wondrous item, major + W + 1 + + + You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it. +A 3 ft. x 5 ft. carpet can carry up to 200 lb. at a fly speed of 80 feet. A carpet can carry up to twice this weight, but it flies at half speed if it carries more than its normal capacity. +Source: Dungeon Master's Guide p. 157 + + + Carpet of Flying, 4 ft. × 6 ft. + Wondrous item, major + W + 1 + + + You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it. +A 4 ft. x 6 ft. carpet can carry up to 400 lb. at a fly speed of 60 feet. A carpet can carry up to twice this weight, but it flies at half speed if it carries more than its normal capacity. +Source: Dungeon Master's Guide p. 157 + + + Carpet of Flying, 5 ft. × 7 ft. + Wondrous item, major + W + 1 + + + You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it. +A 5 ft. x 7 ft. carpet can carry up to 600 lb. at a fly speed of 40 feet. A carpet can carry up to twice this weight, but it flies at half speed if it carries more than its normal capacity. +Source: Dungeon Master's Guide p. 157 + + + Carpet of Flying, 6 ft. × 9 ft. + Wondrous item, major + W + 1 + + + You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it. +A 6 ft. x 9 ft. carpet can carry up to 800 lb. at a fly speed of 30 feet. A carpet can carry up to twice this weight, but it flies at half speed if it carries more than its normal capacity. +Source: Dungeon Master's Guide p. 157 + + + Carrion Crawler Mucus + major, Adventuring Gear, Poison + G + + 200.0 + + This poison must be harvested from a dead or incapacitated carrion crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be 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. +Source: Dungeon Master's Guide p. 258 + + + Carved bone statuette + + $ + + 25.0 + + Source: Dungeon Master's Guide p. 134 + + + Carved harp of exotic wood with ivory inlay and zircon gems + + $ + + 750.0 + + Source: Dungeon Master's Guide p. 135 + + + Carved ivory statuette + + $ + + 250.0 + + Source: Dungeon Master's Guide p. 135 + + + Censer of Controlling Air Elementals + Wondrous item, major + W + 1 + 1 + + While incense is burning in this censer, you can use an action to speak the censer's command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can't be used this way again until the next dawn. +This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 158 + + + Ceremonial electrum dagger with a black pearl in the pommel + + $ + + 750.0 + + Source: Dungeon Master's Guide p. 135 + + + Chalcedony + + $ + + 50.0 + + An opaque white gemstone. +Source: Dungeon Master's Guide p. 134 + + + Chime of Opening + Wondrous item, minor + W + 1 + 1 + + This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens. +The chime can be used ten times. After the tenth time it cracks and becomes useless. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 158 + + + Chrysoberyl + + $ + + 100.0 + + A transparent yellow-green to pale green gemstone. +Source: Dungeon Master's Guide p. 134 + + + Chrysoprase + + $ + + 50.0 + + A translucent green gemstone. +Source: Dungeon Master's Guide p. 134 + + + Circlet of Blasting + Wondrous item, major + W + 1 + + + While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 158 + + + Citrine + + $ + + 50.0 + + A transparent pale yellow-brown gemstone. +Source: Dungeon Master's Guide p. 134 + + + Cloak of Arachnida + Wondrous item, major + W + 1 + + + This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits: +• You have resistance to poison damage. +• You have a climbing speed equal to your walking speed. +• You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. +• You can't be caught in webs of any sort and can move through webs as if they were difficult terrain. +• You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 158 + + + Cloak of Displacement + Wondrous item, major + W + 1 + + + While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 158 + + + Cloak of Elvenkind + Wondrous item, major + W + 1 + + + While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 158 + + + Cloak of Invisibility + Wondrous item, major + W + 1 + + + While wearing this cloak, you can pull its hood over your head to cause yourself to become invisible. While you are invisible, anything you are carrying or wearing is invisible with you. You become visible when you cease wearing the hood. Pulling the hood up or down requires an action. +Deduct the time you are invisible, in increments of 1 minute, from the cloak's maximum duration of 2 hours. After 2 hours of use, the cloak ceases to function. For every uninterrupted period of 12 hours the cloak goes unused, it regains 1 hour of duration. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 158 + + + Cloak of Protection + Wondrous item, major + W + 1 + + + You gain a +1 bonus to AC and saving throws while you wear this cloak. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 159 + + + Cloak of the Bat + Wondrous item, major + W + 1 + + + While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. +While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 159 + + + Cloak of the Manta Ray + Wondrous item, minor + W + 1 + + + While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 159 + + + Cloth-of-gold vestments + + $ + + 25.0 + + Source: Dungeon Master's Guide p. 134 + + + Copper chalice with silver filigree + + $ + + 25.0 + + Source: Dungeon Master's Guide p. 134 + + + Copper Dragon Scale Mail + major, Medium Armor + MA + 45 + + 14 + 1 + Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to acid damage. +Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest copper dragon within 30 miles of you. This special action can't be used again until the next dawn. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 165 + + + Coral + + $ + + 100.0 + + An opaque crimson gemstone. +Source: Dungeon Master's Guide p. 134 + + + Crystal Ball + Wondrous item, major + W + 1 + 3 + + This crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 159 + + + Crystal Ball of Mind Reading + Wondrous item, major + W + 1 + 3 + + This crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. +You can use an action to cast the detect thoughts spell (save DC 17) while you are scrying with the crystal ball, targeting creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this detect thoughts to maintain it during its duration, but it ends if scrying ends. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 159 + + + Crystal Ball of Telepathy + Wondrous item, major + W + 1 + 3 + + This crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. +While scrying with the crystal ball, you can communicate telepathically with creatures you can see within 30 feet of the spell's sensor. You can also use an action to cast the suggestion spell (save DC 17) through the sensor on one of those creatures. You don't need to concentrate on this suggestion to maintain it during its duration, but it ends if scrying ends. Once used, the suggestion power of the crystal ball can't be used again until the next dawn. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 159 + + + Crystal Ball of True Seeing + Wondrous item, major + W + 1 + 3 + + This crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. +While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell's sensor. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 159 + + + Cube of Force + Wondrous item, major + W + 1 + + + This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn. +You can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration. If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains. +Cube of Force Faces +Face | Charges | Effect +1 | 1 | Gases, wind, and fog can't pass through the barrier. +2 | 2 | Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. +3 | 3 | Living matter can't pass through the barrier. +4 | 4 | Spell effects can't pass through the barrier. +5 | 5 | Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. +6 | 0 | The barrier deactivates. +The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below. +Spell or item | Charges Lost +Disintegrate | 1d12 +Horn of blasting | 1d10 +Passwall | 1d6 +Prismatic spray | 1d20 +Wall of fire | 1d4 +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 159 + 1d20 + 1d12 + 1d10 + 1d6 + 1d4 + + + Cubic Gate + Wondrous item, major + W + 1 + + + This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the DM. +You can use an action to press one side of the cube to cast the gate spell with it, opening a portal to the plane keyed to that side. Alternatively, if you use an action to press one side twice, you can cast the plane shift spell (save DC 17) with the cube and transport the targets to the plane keyed to that side. +The cube has 3 charges. Each use of the cube expends 1 charge. The cube regains 1d3 expended charges daily at dawn. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 160 + 1d3 + + + Daern's Instant Fortress + Wondrous item, major + W + 1 + + + You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty. +The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors. with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening. +Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically. +The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a wish spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 160 + 10d10 + + + Dagger of Venom + major, Melee Weapon + M + 1 + F,L,T + 1d4 + P + 20/60 + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 161 + 2d10 + + + Decanter of Endless Water + Wondrous item, minor + W + 1 + 2 + + This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. +You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: +• "Stream" produces 1 gallon of water. +• "Fountain" produces 5 gallons of water. +• "Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 161 + 1d4 + + + Deck of Illusions + Wondrous item, major + W + 1 + + + This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards. +The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you. +An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent. +The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again. +1d33 | Illusion +1 | adult red dragon +2 | Knight and four guard +3 | Succubus +4 | Druid +5 | Cloud giant +6 | Ettin +7 | Bugbear +8 | Goblin +9 | Beholder +10 | Archmage and mage apprentice +11 | Night hag +12 | Assassin +13 | Fire giant +14 | oni +15 | Gnoll +16 | Kobold +17 | Lich +18 | Priest and two acolyte +19 | Medusa +20 | Veteran +21 | Frost giant +22 | Troll +23 | Hobgoblin +24 | Goblin +25 | Iron golem +26 | Bandit captain and three bandit +27 | Erinyes +28 | Berserker +29 | Hill giant +30 | Ogre +31 | Orc +32 | Kobold +33-34 | You (the deck's owner) +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 161 + 1d20-1 + 1d33 + + + Deck of Many Things + Wondrous item, major + W + 1 + + + Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two. +Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once. +Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice. +A Question of Enmity: Two of the cards in a deck of many things can earn a character the enmity of another being. With the Flames card, the enmity is overt. The character should experience the devil's malevolent efforts on multiple occasions. Seeking out the fiend shouldn't be a simple task, and the adventurer should clash with the devil's allies and followers a few times before being able to confront the devil itself. +In the case of the Rogue card, the enmity is secret and should come from someone thought to be a friend or an ally. As Dungeon Master, you should wait for a dramatically appropriate moment to reveal this enmity, leaving the adventurer guessing who is likely to become a betrayer. +1d22 | Card | Effect +1 | Vizier* | At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with wisdom on how to apply it. +2 | Sun | You gain 50,000 XP, and a wondrous item (which the DM determines randomly) appears in your hands. +3 | Moon | You are granted the ability to cast the wish spell 1d3 times. +4 | Star | Increase one of your ability scores by 2. The score can exceed 20 but can't exceed 24. +5 | Comet* | If you single-handedly defeat the next hostile monster or group of monsters you encounter, you gain experience points enough to gain one level. Otherwise, this card has no effect. +6 | The Fates* | Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die. +7 | Throne | You gain proficiency in the Persuasion skill, and you double your proficiency bonus on checks made with that skill. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently in the hands of monsters, which you must clear out before you can claim the keep as yours. +8 | Key | A rare or rarer magic weapon with which you are proficient appears in your hands. The DM chooses the weapon. +9 | Knight | You gain the service of a 4th-level fighter who appears in a space you choose within 30 feet of you. The fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character. +10 | Gem* | Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet. +11 | Talons* | Every magic item you wear or carry disintegrates. Artifacts in your possession aren't destroyed but do vanish. +12 | The Void | This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the DM's choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is incapacitated. A wish spell can't restore your soul, but the spell reveals the location of the object that holds it. You draw no more cards. +13 | Flames | A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies. +14 | Skull | You summon an avatar of death-a ghostly humanoid skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the DM's choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death. A creature slain by an avatar of death can't be restored to life. +15 | Idiot* | Permanently reduce your Intelligence by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws. +16 | Donjon* | You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can't be located by any divination magic, but a wish spell can reveal the location of your prison. You draw no more cards. +17 | Ruin | All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears. +18 | Euryale | The card's medusa-like visage curses you. You take a -2 penalty on saving throws while cursed in this way. Only a god or the magic of The Fates card can end this curse. +19 | Rogue | A nonplayer character of the DM's choice becomes hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Nothing less than a wish spell or divine intervention can end the NPC's hostility toward you. +20 | Balance* | Your mind suffers a wrenching alteration, causing your alignment to change. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you. +21 | Fool* | You lose 10,000 XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you with just enough XP to keep your level. +22 | Jester | You gain 10,000 XP, or you can draw two additional cards beyond your declared draws. +* Found only in a deck with twenty-two cards +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 162 + 1d22 + 1d3 + 1d4+1 + + + Demon Armor + major, Cursed item, Heavy Armor + HA + 65 + + 18 + 1 + 15 + While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor's clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack and damage rolls and a damage die of 1d8. +Curse: Once you don this cursed armor, you can't doff it unless you are targeted by the remove curse spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 165 + 1d8 + + + Diamond + + $ + + 5000.0 + + A transparent blue-white, canary, pink, brown, or blue gemstone. +Source: Dungeon Master's Guide p. 134 + + + Dimensional Shackles + Wondrous item, major + W + 1 + + + You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing-through an interdimensional portal. +You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 165 + + + Driftglobe + Wondrous item, minor + W + 1 + 1 + + This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn. +You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out. +Found On: Magic Item Table A, Magic Item Table B +Source: Dungeon Master's Guide p. 166 + + + Drow Poison + Adventuring Gear, Poison + G + + 200.0 + + This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 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. +Source: Dungeon Master's Guide p. 258 + + + Dust of Disappearance + Wondrous item, minor + W + 1 + + + Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 166 + 2d4 + + + Dust of Dryness + Wondrous item, minor + W + 1 + + + This small packet contains 1d6 + 4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible. +Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet's magic. +An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 166 + 1d6+4 + 10d6 + + + Dust of Sneezing and Choking + Wondrous item, minor + W + 1 + + + Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance, and an identify spell reveals it to be such. There is enough of it for one use. +When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 166 + + + Dwarven Plate + major, Heavy Armor + HA + 65 + + 18 + 1 + 15 + While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 167 + + + Dwarven Thrower + major, Melee Weapon + M + 2 + T,V + 1d8 + 1d10 + B + 20/60 + You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 167 + 1d8 + 2d8 + + + Efreeti Bottle + Wondrous item, major + W + 1 + 1 + + This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an efreeti appears in an unoccupied space within 30 feet of you. +The first time the bottle is opened, the DM rolls to determine what happens. +d100 | Effect +01-10 | The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic. +11-90 | The efreeti serves you for 1 hour, doing as you command. Then the efreeti returns to the bottle, and a new stopper contains it. The stopper can't be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic. +91-00 | The efreeti can cast the wish spell three times for you. It disappears when it grants the final wish or after 1 hour, and the bottle loses its magic. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 167 + + + Efreeti Chain + major, Heavy Armor + HA + 55 + + 16 + 1 + 13 + While wearing this armor, you gain a +3 bonus to AC, you are immune to fire damage, and you can understand and speak Primordial. In addition, you can stand on and walk across molten rock as if it were solid ground. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 167 + + + Elemental Gem, Blue Sapphire + Wondrous item, minor + W + 1 + + + This gem contains a mote of elemental energy. When you use an action to break the gem, an air elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. +Source: Dungeon Master's Guide p. 167 + + + Elemental Gem, Emerald + Wondrous item, minor + W + 1 + + + This gem contains a mote of elemental energy. When you use an action to break the gem, a water elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. +Source: Dungeon Master's Guide p. 167 + + + Elemental Gem, Red Corundum + Wondrous item, minor + W + 1 + + + This gem contains a mote of elemental energy. When you use an action to break the gem, a fire elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. +Source: Dungeon Master's Guide p. 167 + + + Elemental Gem, Yellow Diamond + Wondrous item, minor + W + 1 + + + This gem contains a mote of elemental energy. When you use an action to break the gem, an earth elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. +Source: Dungeon Master's Guide p. 167 + + + Elixir of Health + minor + P + + + When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 168 + + + Elven Chain + major, Medium Armor + MA + 20 + + 13 + You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 168 + + + Embroidered glove set with jewel chips + + $ + + 2500.0 + + Source: Dungeon Master's Guide p. 135 + + + Embroidered silk and velvet mantle set with numerous moonstones + + $ + + 2500.0 + + Source: Dungeon Master's Guide p. 135 + + + Embroidered silk handkerchief + + $ + + 25.0 + + Source: Dungeon Master's Guide p. 134 + + + Emerald + + $ + + 1000.0 + + A transparent deep bright green gemstone. +Source: Dungeon Master's Guide p. 134 + + + Essence of Ether + Adventuring Gear, Poison + G + + 300.0 + + A creature subjected to this poison must succeed on a DC 15 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. +Source: Dungeon Master's Guide p. 258 + + + Eversmoking Bottle + Wondrous item, major + W + 1 + 1 + + Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet. +The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 168 + + + Eye Agate + + $ + + 10.0 + + A translucent circles of gray, white, brown, blue, or green gemstone. +Source: Dungeon Master's Guide p. 134 + + + Eye of Vecna + Wondrous item + W + 1 + + + Seldom is the name of Vecna spoken except in a hushed voice. Vecna was, in his time, one of the mightiest of all wizards. Through dark magic and conquest, he forged a terrible empire. For all his power, Vecna couldn't escape his own mortality. He began to fear death and take steps to prevent his end from ever coming about. +Orcus, the demon prince of undeath, taught Vecna a ritual that would allow him to live on as a lich. Beyond death, he became the greatest of all liches. Even though his body gradually withered and decayed, Vecna continued to expand his evil dominion. So formidable and hideous was his temper that his subjects feared to speak his name. He was the Whispered One, the Master of the Spider Throne, the Undying King, and the Lord of the Rotted Tower. +Some say that Vecna's lieutenant Kas coveted the Spider Throne for himself, or that the sword his lord made for him seduced him into rebellion. Whatever the reason, Kas brought the Undying King's rule to an end in a terrible battle that left Vecna's tower a heap of ash. Of Vecna, all that remained were one hand and one eye, grisly artifacts that still seek to work the Whispered One's will in the world. +The Eye of Vecna and the Hand of Vecna might be found together or separately. The eye looks like a bloodshot organ torn free from the socket. The hand is a mummified and shriveled left extremity. +To attune to the eye, you must gouge out your own eye and press the artifact into the empty socket. The eye grafts itself to your head and remains there until you die. Once in place, the eye transforms into a golden eye with a slit for a pupil, much like that of a cat. If the eye is ever removed, you die. +To attune to the hand, you must lop off your left hand at the wrist and the press the artifact against the stump. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die. +Random Properties: The Eye of Vecna and the Hand of Vecna each have the following random properties: +• 1 minor beneficial property +• 1 major beneficial property +• 1 minor detrimental property +Properties of the Eye: Your alignment changes to neutral evil, and you gain the following benefits: +• You have truesight. +• You can use an action to see as if you were wearing a ring of X-ray vision. You can end this effect as a bonus action. +• The eye has 8 charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: clairvoyance (2 charges), crown of madness (1 charge), disintegrate (4 charges), dominate monster (5 charges), or eyebite (4 charges). The eye regains 1d4 + 4 expended charges daily at dawn. Each time you cast a spell from the eye, there is a 5 chance that Vecna tears your soul from your body, devours it, and then takes control of the body like a puppet. If that happens, you become an NPC under the DM's control. +Properties of the Eye and Hand: If you are attuned to both the hand and eye, you gain the following additional benefits: +• You are immune to disease and poison. +• Using the eye's X-ray vision never causes you to suffer exhaustion. +• You experience premonitions of danger and, unless you are incapacitated, can't be surprised. +• If you start your turn with at least 1 hit point, you regain 1d10 hit points. +• If a creature has a skeleton, you can attempt to turn its bones to jelly with a touch of the Hand of Vecna. You can do so by using an action to make a melee attack against a creature you can reach, using your choice of your melee attack bonus for weapons or spells. On a hit, the target must succeed on a DC 18 Constitution saving throw or drop to 0 hit points. +• You can use an action to cast wish. This property can't be used again until 30 days have passed. +Destroying the Eye and Hand: If the Eye of Vecna and the Hand of Vecna are both attached to the same creature, and that creature is slain by the Sword of Kas, both the eye and the hand burst into flame, turn to ash, and are destroyed forever. Any other attempt to destroy the eye or hand seems to work, but the artifact reappears in one of Vecna's many hidden vaults, where it waits to be rediscovered. +Source: Dungeon Master's Guide p. 224 + 1d4+4 + 1d10 + + + Eye patch with a mock eye set in blue sapphire and moonstone + + $ + + 2500.0 + + Source: Dungeon Master's Guide p. 135 + + + Eyes of Charming + Wondrous item, major + W + 1 + + + These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the charm person spell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 168 + + + Eyes of Minute Seeing + Wondrous item, minor + W + 1 + + + These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 168 + + + Eyes of the Eagle + Wondrous item, major + W + 1 + + + These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 168 + + + Figurine of Wondrous Power, Bronze Griffon + Wondrous item, major + W + 1 + + + A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. +The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. +The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. +griffon. +This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 169 + + + Figurine of Wondrous Power, Ebony Fly + Wondrous item, major + W + 1 + + + A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. +The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. +The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. +giant fly. +This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 2 days have passed. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 169 + + + Figurine of Wondrous Power, Golden Lions + Wondrous item, major + W + 1 + + + A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. +The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. +The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. +lion. +These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a lion for up to 1 hour. Once a lion has been used, it can't be used again until 7 days have passed. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 169 + + + Figurine of Wondrous Power, Ivory Goats + Wondrous item, major + W + 1 + + + A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. +The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. +The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. +riding horse. +These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows: +• The goat of traveling can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all its charges. +• The goat of travail becomes a giant goat for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed. +• The goat of terror becomes a giant goat for up to 3 hours. The goat can't attack, but you can remove its horns and use them as weapons. One horn becomes a +1 lance, and the other becomes a +2 longsword. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat's aura for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 169 + + + Figurine of Wondrous Power, Marble Elephant + Wondrous item, major + W + 1 + + + A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. +The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. +The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. +elephant. +This marble statuette is about 4 inches high and long. It can become an elephant for up to 24 hours. Once it has been used, it can't be used again until 7 days have passed. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 170 + + + Figurine of Wondrous Power, Obsidian Steed + Wondrous item, major + W + 1 + + + A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. +The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. +The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. +nightmare. +This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed. +If you have a good alignment, the figurine has a 10 chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 170 + + + Figurine of Wondrous Power, Onyx Dog + Wondrous item, major + W + 1 + + + A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. +The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. +The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. +mastiff. +This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has dark vision out to a range of 60 feet and can see invisible creatures and objects within that range. Once it has been used, it can't be used again until 7 days have passed. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 170 + + + Figurine of Wondrous Power, Serpentine Owl + Wondrous item, major + W + 1 + + + A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. +The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. +The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. +giant owl. +This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can't be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 170 + + + Figurine of Wondrous Power, Silver Raven + Wondrous item, major + W + 1 + + + A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. +The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. +The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. +raven. +This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 170 + + + Fine gold chain set with a fire opal + + $ + + 2500.0 + + Source: Dungeon Master's Guide p. 135 + + + Fire Opal + + $ + + 1000.0 + + A translucent fiery red gemstone worth. +Source: Dungeon Master's Guide p. 134 + + + Folding Boat + Wondrous item, minor + W + 1 + 4 + + This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it. +One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. +The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide; and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably. +When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. +The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 170 + + + Galley + Vehicle (water) + G + + 30000.0 + + Source: Dungeon Master's Guide p. 119 + + + Garnet + + $ + + 100.0 + + A transparent red, brown-green, or violet gemstone. +Source: Dungeon Master's Guide p. 134 + + + Gauntlets of Ogre Power + Wondrous item, major + W + 1 + + + Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher without them. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 171 + + + Gem of Brightness + Wondrous item, major + W + 1 + 1 + + This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects: +• The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem. +• The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded 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. +• The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word. +When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 171 + + + Gem of Seeing + Wondrous item, major + W + 1 + 1 + + This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem. +The gem regains 1d3 expended charges daily at dawn. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 172 + 1d3 + + + Glamoured Studded Leather + major, Light Armor + LA + 13 + + 12 + While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 172 + + + Gloves of Missile Snaring + Wondrous item, major + W + 1 + + + These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 172 + 1d10 + + + Gloves of Swimming and Climbing + Wondrous item, major + W + 1 + + + While wearing these gloves, climbing and swimming don't cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 172 + + + Gloves of Thievery + Wondrous item, major + W + 1 + + + These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 172 + + + Goggles of Night + Wondrous item, minor + W + 1 + + + While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 172 + + + Gold bird cage with electrum filigree + + $ + + 250.0 + + Source: Dungeon Master's Guide p. 135 + + + Gold circlet set with four aquamarines + + $ + + 2500.0 + + Source: Dungeon Master's Guide p. 135 + + + Gold cup set with emeralds + + $ + + 7500.0 + + Source: Dungeon Master's Guide p. 135 + + + Gold dragon comb set with red garnets as eyes + + $ + + 750.0 + + Source: Dungeon Master's Guide p. 135 + + + Gold Dragon Scale Mail + major, Medium Armor + MA + 45 + + 14 + 1 + Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to fire damage. +Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest gold dragon within 30 miles of you. This special action can't be used again until the next dawn. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 165 + + + Gold jewelry box with platinum filigree + + $ + + 7500.0 + + Source: Dungeon Master's Guide p. 135 + + + Gold locket with a painted portrait inside + + $ + + 25.0 + + Source: Dungeon Master's Guide p. 134 + + + Gold music box + + $ + + 2500.0 + + Source: Dungeon Master's Guide p. 135 + + + Gold ring set with bloodstones + + $ + + 250.0 + + Source: Dungeon Master's Guide p. 135 + + + Green Dragon Scale Mail + major, Medium Armor + MA + 45 + + 14 + 1 + Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to poison damage. +Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest green dragon within 30 miles of you. This special action can't be used again until the next dawn. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 165 + + + Hammer of Thunderbolts + major, Melee Weapon + M + 10 + H,2H + 2d6 + B + You gain a +1 bonus to attack and damage rolls made with this magic weapon. +Giant's Bane (Requires Attunement): You must be wearing a belt of giant strength (any variety) and gauntlets of ogre power to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die. +The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4 + 1 expended charges daily at dawn. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 173 + 1d4+1 + + + Hand of Vecna + Wondrous item + W + 1 + + + Seldom is the name of Vecna spoken except in a hushed voice. Vecna was, in his time, one of the mightiest of all wizards. Through dark magic and conquest, he forged a terrible empire. For all his power, Vecna couldn't escape his own mortality. He began to fear death and take steps to prevent his end from ever coming about. +Orcus, the demon prince of undeath, taught Vecna a ritual that would allow him to live on as a lich. Beyond death, he became the greatest of all liches. Even though his body gradually withered and decayed, Vecna continued to expand his evil dominion. So formidable and hideous was his temper that his subjects feared to speak his name. He was the Whispered One, the Master of the Spider Throne, the Undying King, and the Lord of the Rotted Tower. +Some say that Vecna's lieutenant Kas coveted the Spider Throne for himself, or that the sword his lord made for him seduced him into rebellion. Whatever the reason, Kas brought the Undying King's rule to an end in a terrible battle that left Vecna's tower a heap of ash. Of Vecna, all that remained were one hand and one eye, grisly artifacts that still seek to work the Whispered One's will in the world. +The Eye of Vecna and the Hand of Vecna might be found together or separately. The eye looks like a bloodshot organ torn free from the socket. The hand is a mummified and shriveled left extremity. +To attune to the eye, you must gouge out your own eye and press the artifact into the empty socket. The eye grafts itself to your head and remains there until you die. Once in place, the eye transforms into a golden eye with a slit for a pupil, much like that of a cat. If the eye is ever removed, you die. +To attune to the hand, you must lop off your left hand at the wrist and the press the artifact against the stump. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die. +Random Properties: The Eye of Vecna and the Hand of Vecna each have the following random properties: +• 1 minor beneficial property +• 1 major beneficial property +• 1 minor detrimental property +Properties of the Hand: Your alignment changes to neutral evil, and you gain the following benefits: +• Your Strength score becomes 20, unless it is already 20 or higher. +• Any melee spell attack you make with the hand, and any melee weapon attack made with a weapon held by it, deals an extra 2d8 cold damage on a hit. +• The hand has 8 charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: finger of death (5 charges), sleep (1 charge), slow (2 charges), or teleport (3 charges). The hand regains 1d4 + 4 expended charges daily at dawn. Each time you cast a spell from the hand, it casts the suggestion spell on you (save DC 18), demanding that you commit an evil act. The hand might have a specific act in mind or leave it up to you. +Properties of the Eye and Hand: If you are attuned to both the hand and eye, you gain the following additional benefits: +• You are immune to disease and poison. +• Using the eye's X-ray vision never causes you to suffer exhaustion. +• You experience premonitions of danger and, unless you are incapacitated, can't be surprised. +• If you start your turn with at least 1 hit point, you regain 1d10 hit points. +• If a creature has a skeleton, you can attempt to turn its bones to jelly with a touch of the Hand of Vecna. You can do so by using an action to make a melee attack against a creature you can reach, using your choice of your melee attack bonus for weapons or spells. On a hit, the target must succeed on a DC 18 Constitution saving throw or drop to 0 hit points. +• You can use an action to cast wish. This property can't be used again until 30 days have passed. +Destroying the Eye and Hand: If the Eye of Vecna and the Hand of Vecna are both attached to the same creature, and that creature is slain by the Sword of Kas, both the eye and the hand burst into flame, turn to ash, and are destroyed forever. Any other attempt to destroy the eye or hand seems to work, but the artifact reappears in one of Vecna's many hidden vaults, where it waits to be rediscovered. +Source: Dungeon Master's Guide p. 224 + 2d8 + 1d4+4 + 1d10 + + + Hat of Disguise + Wondrous item, major + W + 1 + + + While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 173 + + + Headband of Intellect + Wondrous item, major + W + 1 + + + Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher without it. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 173 + + + Helm of Brilliance + Wondrous item, major + W + 1 + + + This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic. +You gain the following benefits while wearing it: +• You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm. +• As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage. +• As long as the helm has at least one ruby, you have resistance to fire damage. +• As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon. +Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 173 + 1d10 + 2d10 + 3d10 + 4d10 + 1d6 + + + Helm of Comprehending Languages + Wondrous item, minor + W + 1 + + + While wearing this helm, you can use an action to cast the comprehend languages spell from it at will. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 173 + + + Helm of Telepathy + Wondrous item, major + W + 1 + + + While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply—using a bonus action to do so—while your focus on it continues. +While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 174 + + + Helm of Teleportation + Wondrous item, major + W + 1 + + + This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the teleport spell from it. The helm regains 1d3 expended charges daily at dawn. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 174 + 1d3 + + + Hematite + + $ + + 10.0 + + An opaque gray-black gemstone. +Source: Dungeon Master's Guide p. 134 + + + Heward's Handy Haversack + Wondrous item, minor + W + 1 + 5 + + This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents. +Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top. +The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate. +Placing the haversack inside an extradimensional space created by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10-feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 174 + + + Horn of Blasting + Wondrous item, major + W + 1 + 2 + + You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. +Each use of the horn's magic has a 20 chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 174 + 5d6 + 10d6 + + + Horn of Valhalla, Brass + Wondrous item, major + W + 1 + 2 + + You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. +A brass horn summons 3d4 + 3 berserker. To use the brass horn, you must be proficient with all simple weapons. +If you blow the horn without meeting its requirement, the summoned berserker attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 175 + 3d4+3 + + + Horn of Valhalla, Bronze + Wondrous item, major + W + 1 + 2 + + You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. +A bronze horn summons 4d4 + 4 berserker. To use the bronze horn, you must be proficient with medium armor. +If you blow the horn without meeting its requirement, the summoned berserker attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 175 + 4d4+4 + + + Horn of Valhalla, Iron + Wondrous item, major + W + 1 + 2 + + You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. +The iron horn summons 5d4 + 5 berserker. To use the iron horn, you must be proficient with all martial weapons. +If you blow the horn without meeting its requirement, the summoned berserker attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 175 + 5d4+5 + + + Horn of Valhalla, Silver + Wondrous item, major + W + 1 + 2 + + You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. +The silver horn summons 2d4 + 2 berserker. +The berserker are friendly to you and your companions and follow your commands. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 175 + 2d4+2 + + + Horseshoes of a Zephyr + Wondrous item, minor + W + 1 + + + These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march. +Found On: Magic Item Table D +Source: Dungeon Master's Guide p. 175 + + + Horseshoes of Speed + Wondrous item, minor + W + 1 + + + These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature's walking speed by 30 feet. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 175 + + + Immovable Rod + minor + RD + 2 + + This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 175 + + + Instrument of the Bards, Anstruth Harp + Wondrous item, major, Instrument + G + 1 + 2 + + An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. +You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. +You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. +All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. +In addition, the Anstruth harp can be used to cast control weather, cure wounds (5th level), and wall of thorns. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 176 + 2d4 + + + Instrument of the Bards, Canaith Mandolin + Wondrous item, major, Instrument + G + 1 + 2 + + An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. +You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. +You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. +All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. +In addition, the Canaith mandolin can be used to cast cure wounds (3rd level), dispel magic, and protection from energy (lightning only). +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 176 + 2d4 + + + Instrument of the Bards, Cli Lyre + Wondrous item, major, Instrument + G + 1 + 2 + + An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. +You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. +You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. +All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. +In addition, the Cli lyre can be used to cast stone shape, wall of fire, and wind wall. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 176 + 2d4 + + + Instrument of the Bards, Doss Lute + Wondrous item, major, Instrument + G + 1 + 2 + + An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. +You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. +You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. +All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. +In addition, the Doss lute can be used to cast animal friendship, protection from energy (fire only), and protection from poison. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 176 + 2d4 + + + Instrument of the Bards, Fochlucan Bandore + Wondrous item, major, Instrument + G + 1 + 2 + + An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. +You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. +You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. +All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. +In addition, the Fochlucan bandore can be used to cast entangle, faerie fire, shillelagh, and speak with animals. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 176 + 2d4 + + + Instrument of the Bards, Mac-Fuirmidh Cittern + Wondrous item, major, Instrument + G + 1 + 2 + + An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. +You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. +You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. +All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. +In addition, the Mac-Fuirmidh cittern can be used to cast barkskin, cure wounds, and fog cloud. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 176 + 2d4 + + + Instrument of the Bards, Ollamh Harp + Wondrous item, major, Instrument + G + 1 + 2 + + An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. +You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. +You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. +All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. +In addition, the Ollamh harp can be used to cast confusion, control weather, and fire storm. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 176 + 2d4 + + + Ioun Stone, Absorption + Wondrous item, major + W + 1 + + + An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. +When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. +A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. +While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you. +Once the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 176 + 1d3 + + + Ioun Stone, Agility + Wondrous item, major + W + 1 + + + An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. +When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. +A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. +Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 176 + 1d3 + + + Ioun Stone, Awareness + Wondrous item, major + W + 1 + + + An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. +When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. +A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. +You can't be surprised while this dark blue rhomboid orbits your head. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 176 + 1d3 + + + Ioun Stone, Fortitude + Wondrous item, major + W + 1 + + + An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. +When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. +A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. +Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 176 + 1d3 + + + Ioun Stone, Greater Absorption + Wondrous item, major + W + 1 + + + An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. +When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. +A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. +While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you. Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 176 + 1d3 + + + Ioun Stone, Insight + Wondrous item, major + W + 1 + + + An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. +When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. +A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. +Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 176 + 1d3 + + + Ioun Stone, Intellect + Wondrous item, major + W + 1 + + + An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. +When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. +A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. +Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 176 + 1d3 + + + Ioun Stone, Leadership + Wondrous item, major + W + 1 + + + An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. +When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. +A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. +Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 176 + 1d3 + + + Ioun Stone, Mastery + Wondrous item, major + W + 1 + + + An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. +When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. +A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. +Your proficiency bonus increases by 1 while this pale green prism orbits your head. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 176 + 1d3 + + + Ioun Stone, Protection + Wondrous item, major + W + 1 + + + An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. +When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. +A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. +You gain a +1 bonus to AC while this dusty rose prism orbits your head. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 176 + 1d3 + + + Ioun Stone, Regeneration + Wondrous item, major + W + 1 + + + An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. +When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. +A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. +You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 176 + 1d3 + + + Ioun Stone, Reserve + Wondrous item, major + W + 1 + + + An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. +When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. +A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. +This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4 - 1 levels of stored spells chosen by the DM. +Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. +While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 176 + 1d3 + 1d4-1 + + + Ioun Stone, Strength + Wondrous item, major + W + 1 + + + An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. +When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. +A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. +Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 176 + 1d3 + + + Ioun Stone, Sustenance + Wondrous item, major + W + 1 + + + An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. +When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. +A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. +You don't need to eat or drink while this clear spindle orbits your head. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 176 + 1d3 + + + Iron Bands of Bilarro + Wondrous item, major + W + 1 + 1 + + This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands. +Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more. +A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. +Once the bands are used, they can't be used again until the next dawn. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 177 + + + Iron Flask + Wondrous item, major + W + 1 + 1 + + This iron bottle has a brass stopper. You can use an action to speak the flask's command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't need to breathe, eat, or drink and doesn't age. +You can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment. +An identify spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the DM or determined randomly. +d100 | Contents +01-50 | Empty +51 | Arcanaloth +52 | Cambion +53-54 | Dao +55-57 | Demon (type 1): barlgura, shadow demon, or vrock +58-60 | Demon (type 2): chasme or hezrou +61-62 | Demon (type 3): glabrezu or yochlol +63-64 | Demon (type 4): nalfeshnee +65 | Demon (type 5): marilith +66 | Demon (type 6): balor or goristro +67 | Deva +68-69 | Devil (greater): horned devil, erinyes, ice devil, or pit fiend +70-72 | Devil (lesser): imp, spined devil, bearded devil, barbed devil, chain devil, or bone devil +73-74 | Djinni +75-76 | Efreeti +77-78 | Elemental (any) +79 | Githyanki knight +80 | Githzerai zerth +81-82 | Invisible stalker +83-84 | Marid +85-86 | Mezzoloth +87-88 | Night hag +89-90 | Nycaloth +91 | Planetar +92-93 | Salamander +94-95 | Slaad (any) +96 | Solar +97-98 | succubus +99 | Ultroloth +00 | Xorn +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 178 + + + Jacinth + + $ + + 5000.0 + + A transparent fiery orange gemstone. +Source: Dungeon Master's Guide p. 134 + + + Jade + + $ + + 100.0 + + A translucent light green, deep green, or white gemstone. +Source: Dungeon Master's Guide p. 134 + + + Jade game board with solid gold playing pieces + + $ + + 7500.0 + + Source: Dungeon Master's Guide p. 135 + + + Jasper + + $ + + 50.0 + + An opaque blue, black, or brown gemstone. +Source: Dungeon Master's Guide p. 134 + + + Javelin of Lightning + major, Melee Weapon + M + 2 + T + 1d6 + P + 30/120 + This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. +The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 178 + 4d6 + + + Jet + + $ + + 100.0 + + An opaque deep black gemstone. +Source: Dungeon Master's Guide p. 134 + + + Jeweled anklet + + $ + + 2500.0 + + Source: Dungeon Master's Guide p. 135 + + + Jeweled gold crown + + $ + + 7500.0 + + Source: Dungeon Master's Guide p. 135 + + + Jeweled platinum ring + + $ + + 7500.0 + + Source: Dungeon Master's Guide p. 135 + + + Keelboat + Vehicle (water) + G + + 3000.0 + + Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. +Source: Dungeon Master's Guide p. 119 + + + Keoghtom's Ointment + Wondrous item, minor + W + 1 + + + This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh ½ pound. +As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 179 + 1d4+1 + 2d8+2 + + + Lantern of Revealing + Wondrous item, minor + W + 1 + 2 + + While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 179 + + + Lapis Lazuli + + $ + + 10.0 + + An opaque light and dark blue with yellow flecks gemstone. +Source: Dungeon Master's Guide p. 134 + + + Large gold bracelet + + $ + + 250.0 + + Source: Dungeon Master's Guide p. 135 + + + Large well-made tapestry + + $ + + 250.0 + + Source: Dungeon Master's Guide p. 135 + + + Longship + Vehicle (water) + G + + 10000.0 + + Source: Dungeon Master's Guide p. 119 + + + Mace of Disruption + major, Melee Weapon + M + 4 + + 1d6 + B + When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn. +While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 179 + 2d6 + + + Mace of Smiting + major, Melee Weapon + M + 4 + + 1d6 + B + You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct. +When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or an extra 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 179 + + + Mace of Terror + major, Melee Weapon + M + 4 + + 1d6 + B + This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. +The mace regains 1d3 expended charges daily at dawn. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 180 + 1d3 + + + Malachite + + $ + + 10.0 + + An opaque striated light and dark green gemstone. +Source: Dungeon Master's Guide p. 134 + + + Malice + Adventuring Gear, Poison + G + + 250.0 + + A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded. +Source: Dungeon Master's Guide p. 258 + + + Mantle of Spell Resistance + Wondrous item, major + W + 1 + + + You have advantage on saving throws against spells while you wear this cloak. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 180 + + + Manual of Bodily Health + Wondrous item, major + W + 1 + 5 + + This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 180 + + + Manual of Clay Golems + Wondrous item, major + W + 1 + 5 + + This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage. +To create a clay golem, you must spend 30 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 65,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands. +Source: Dungeon Master's Guide p. 180 + 6d6 + + + Manual of Flesh Golems + Wondrous item, major + W + 1 + 5 + + This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage. +To create a flesh golem, you must spend 60 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 50,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands. +Source: Dungeon Master's Guide p. 180 + 6d6 + + + Manual of Gainful Exercise + Wondrous item, major + W + 1 + 5 + + This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 180 + + + Manual of Iron Golems + Wondrous item, major + W + 1 + 5 + + This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage. +To create an iron golem, you must spend 120 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 100,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands. +Source: Dungeon Master's Guide p. 180 + 6d6 + + + Manual of Quickness of Action + Wondrous item, major + W + 1 + 5 + + This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 181 + + + Manual of Stone Golems + Wondrous item, major + W + 1 + 5 + + This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage. +To create a stone golem, you must spend 90 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 80,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands. +Source: Dungeon Master's Guide p. 180 + 6d6 + + + Medallion of Thoughts + Wondrous item, major + W + 1 + 1 + + The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the detect thoughts spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 181 + 1d3 + + + Midnight Tears + Adventuring Gear, Poison + G + + 1500.0 + + 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 DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one. +Source: Dungeon Master's Guide p. 258 + 9d6 + + + Mirror of Life Trapping + Wondrous item, major + W + 1 + 50 + + When this 4-foot-tall mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, 10 hit points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 hit points. +If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can use an action to speak its command word and activate it. It remains activated until you use an action to speak the command word again. +Any creature other than you that sees its reflection in the activated mirror while within 30 feet of it must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror's twelve extradimensional cells. This saving throw is made with advantage if the creature knows the mirror's nature, and constructs succeed on the saving throw automatically. +An extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror's cells don't age, and they don't need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed. +If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it. +While within 5 feet of the mirror, you can use an action to speak the name of one creature trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror's surface. You and the creature can then communicate normally. +In a similar way, you can use an action to speak a second command word and free one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to the mirror and facing away from it. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 181 + + + Moonblade + Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + Of all the magic items created by the elves, one of the most prized and jealously guarded is a moon blade. In ancient times, nearly all elven noble houses claimed one such blade. Over the centuries, some blades have faded from the world, their magic lost as family lines have become extinct. Other blades have vanished with their bearers during great quests. Thus, only a few of these weapons remain. +A moonblade passes down from parent to child. The sword chooses its bearer and remains bonded to that person for life. If the bearer dies, another heir can claim the blade. If no worthy heir exists, the sword lies dormant. It functions like a normal longsword until a worthy soul finds it and lays claim to its power. +A moonblade serves only one master at a time. The attunement process requires a special ritual in the throne room of an elven regent or in a temple dedicated to the elven gods. +A moonblade won't serve anyone it regards as craven, erratic, corrupt, or at odds with preserving and protecting elvenkind. If the blade rejects you, you make ability checks, attack rolls, and saving throws with disadvantage for 24 hours. If the blade accepts you, you become attuned to it and a new rune appears on the blade. You remain attuned to the weapon until you die or the weapon is destroyed. +A moonblade has one rune on its blade for each master it has served (typically 1d6 + 1). The first rune always grants a +1 bonus to attack and damage rolls made with this magic weapon. Each rune beyond the first grants the moon blade an additional property. The DM chooses each property or determines it randomly on the Moon Blade Properties table. +Moonblade Properties +d100 | Property +01-40 | Increase the bonus to attack and damage rolls by 1, to a maximum of +3. Reroll if the moonblade already has a +3 bonus. +41-80 | The moonblade gains a randomly determined minor property (see "Special Features" DMG p143). +81-82 | The moonblade gains the finesse property. +83-84 | The moonblade gains the thrown property (range 20/60 feet). +85-86 | The moonblade functions as a defender. +87-90 | The moon blade scores a critical hit on a roll of 19 or 20. +91-92 | When you hit with an attack using the moon blade, the attack deals an extra 1d6 slashing damage. +93-94 | When you hit a creature of a specific type (such as dragon, fiend, or undead) with the moonblade, the target takes an extra 1d6 damage of one of these types: acid, cold, fire, lightning, or thunder. +95-96 | You can use a bonus action to cause the moonblade to flash brightly. Each creature that can see you and is within 30 feet of you must succeed on a DC 15 Constitution saving throw or become blinded 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. This property can't be used again until you take a short rest while attuned to the weapon. +97-98 | The moonblade functions as a ring of spell storing. +99 | You can use an action to call forth an elfshadow, provided that you don't already have one serving you. The elfshadow appears in an unoccupied space within 120 feet of you. It uses the statistics for a shadow, except it is neutral, immune to effects that turn undead, and doesn't create new shadows. You control this creature, deciding how it acts and moves. It remains until it drops to 0 hit points or you dismiss it as an action. +00 | The moonblade functions as a vorpal sword. +Sentience: A moon blade is a sentient neutral good weapon with an Intelligence of 12, a Wisdom of 10, and a Charisma of 12. It has hearing and darkvision out to a range of 120 feet. +The weapon communicates by transmitting emotions, sending a tingling sensation through the wielder's hand when it wants to communicate something it has sensed. It can communicate more explicitly, through visions or dreams, when the wielder is either in a trance or asleep. +Personality: Every moonblade seeks the advancement of elvenkind and elven ideals. Courage, loyalty, beauty, music, and life are all part of this purpose. +The weapon is bonded to the family line it is meant to serve. Once it has bonded with an owner who shares its ideals, its loyalty is absolute. +If a moon blade has a flaw, it is overconfidence. Once it has decided on an owner, it believes that only that person should wield it, even if the owner falls short of elven ideals. +Source: Dungeon Master's Guide p. 217 + 1d6+1 + 1d6 + + + Moonstone + + $ + + 50.0 + + A translucent white with pale blue glow gemstone. +Source: Dungeon Master's Guide p. 134 + + + Moss Agate + + $ + + 10.0 + + A translucent pink or yellow-white with mossy gray or green markings gemstone. +Source: Dungeon Master's Guide p. 134 + + + Necklace of Adaptation + Wondrous item, major + W + 1 + 1 + + While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons). +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 182 + + + Necklace of Fireballs + Wondrous item, minor + W + 1 + 1 + + This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15). +You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 182 + 1d6+3 + + + Necklace of Prayer Beads + Wondrous item, major + W + 1 + 1 + + This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. +Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn. +d20 | Bead of... | Spell +1-6 | Blessing | Bless +7-12 | Curing | Cure wounds (2nd level) or lesser restoration +13-16 | Favor | Greater restoration +17-18 | Smiting | Branding smite +19 | Summons | Planar ally +20 | Wind walking | Wind walk +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 182 + 1d4+2 + + + Necklace string of small pink pearls + + $ + + 2500.0 + + Source: Dungeon Master's Guide p. 135 + + + Nolzur's Marvelous Pigments + Wondrous item, minor + W + 1 + 1 + + Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image. +Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features—such as a door, a pit, flowers, trees, cells, rooms, or weapons—that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet. +When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create. +Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material. +If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything. +Found On: Magic Item Table D +Source: Dungeon Master's Guide p. 183 + 1d4 + + + Oathbow + major, Ranged Weapon + R + 2 + A,H,2H + 1d8 + P + 150/600 + When you nock an arrow on this bow, it whispers in Elvish, "Swift defeat to my enemies." When you use this weapon to make a ranged attack, you can, as a command phrase, say, "Swift death to you who have wronged me." The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. +When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage. +While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 183 + 3d6 + + + Obsidian + + $ + + 10.0 + + An opaque black gemstone. +Source: Dungeon Master's Guide p. 134 + + + Obsidian statuette with gold fittings and inlay + + $ + + 750.0 + + Source: Dungeon Master's Guide p. 135 + + + Oil of Etherealness + minor + P + + + Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the etherealness spell for 1 hour. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 183 + + + Oil of Sharpness + minor + P + + + This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls. +Found On: Magic Item Table D +Source: Dungeon Master's Guide p. 184 + + + Oil of Slipperiness + minor + P + + + This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours. +Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 184 + + + Oil of Taggit + Adventuring Gear, Poison + G + + 400.0 + + A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage. +Source: Dungeon Master's Guide p. 258 + + + Old masterpiece painting + + $ + + 2500.0 + + Source: Dungeon Master's Guide p. 135 + + + Onyx + + $ + + 50.0 + + An opaque black and white banded, or pure black or white gemstone. +Source: Dungeon Master's Guide p. 134 + + + Opal + + $ + + 1000.0 + + A translucent pale blue with green and golden mottling gemstone. +Source: Dungeon Master's Guide p. 134 + + + Orb of Dragonkind + Wondrous item + W + 1 + 3 + + Ages past, on the world of Krynn, elves and humans waged a terrible war against evil dragons. When the world seemed doomed, the wizards of the Towers of High Sorcery came together and worked their greatest magic, forging five Orbs of Dragonkind (or Dragon Orbs) to help them defeat the dragons. One orb was taken to each of the five towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure dragons to them, then destroyed the dragons with powerful magic. +As the Towers of High Sorcery fell in later ages, the orbs were destroyed or faded into legend, and only three are thought to survive. Their magic has been warped and twisted over the centuries, so although their primary purpose of calling dragons still functions, they also allow some measure of control over dragons. +Each orb contains the essence of an evil dragon, a presence that resents any attempt to coax magic from it. Those lacking in force of personality might find themselves enslaved to an orb. +An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it. +While attuned to an orb, you can use an action to peer into the orb's depths and speak its command word. You must then make a DC 15 Charisma check. On a successful check, you control the orb for as long as you remain attuned to it. On a failed check, you become charmed by the orb for as long as you remain attuned to it. +While you are charmed by the orb, you can't voluntarily end your attunement to it, and the orb casts suggestion on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular people, freedom from the orb, to spread suffering in the world, to advance the worship of Takhisis (Tiamat name on Krynn), or something else the DM decides. +Random Properties: An Orb of Dragon kind has the following random properties: +• 2 minor beneficial properties +• 1 minor detrimental property +• 1 major detrimental property +Spells: The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: cure wounds (5th-level version, 3 charges), daylight (1 charge), death ward (2 charges), or scrying (3 charges). You can also use an action to cast the detect magic spell from the orb without using any charges. +Call Dragons: While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all directions for 40 miles. Evil dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Dragons drawn to the orb might be hostile toward you for compelling them against their will. Once you have used this property, it can't be used again for 1 hour. +Destroying an Orb: An Orb of Dragonkind appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A disintegrate spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however. +Source: Dungeon Master's Guide p. 225 + 1d4+3 + + + Painted gold child's sarcophagus + + $ + + 7500.0 + + Source: Dungeon Master's Guide p. 135 + + + Painted gold war mask + + $ + + 750.0 + + Source: Dungeon Master's Guide p. 135 + + + Pair of engraved bone dice + + $ + + 25.0 + + Source: Dungeon Master's Guide p. 134 + + + Pale Tincture + Adventuring Gear, Poison + G + + 250.0 + + A creature subjected to this poison must succeed on a DC 16 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. +Source: Dungeon Master's Guide p. 258 + 1d6 + + + Pearl + + $ + + 100.0 + + An opaque lustrous white, yellow, or pink gemstone. +Source: Dungeon Master's Guide p. 134 + + + Pearl of Power + Wondrous item, major + W + 1 + + + While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can't be used again until the next dawn. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 184 + + + Periapt of Health + Wondrous item, minor + W + 1 + 1 + + You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed while you wear the pendant. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 184 + + + Periapt of Proof against Poison + Wondrous item, major + W + 1 + 1 + + This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 184 + + + Periapt of Wound Closure + Wondrous item, major + W + 1 + 1 + + While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 184 + + + Peridot + + $ + + 500.0 + + A transparent rich olive green gemstone. +Source: Dungeon Master's Guide p. 134 + + + Philter of Love + minor + P + + + The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed. This potion's rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 184 + + + Pipes of Haunting + Wondrous item, major, Instrument + G + 1 + 2 + + You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 185 + 1d3 + + + Pipes of the Sewers + Wondrous item, major, Instrument + G + 1 + 2 + + You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them. +The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rat with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain 1d3 expended charges daily at dawn. +Whenever a swarm of rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes' music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can't hear the pipes' music, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 185 + 1d3 + + + Plate Armor of Etherealness + major, Heavy Armor + HA + 65 + + 18 + 1 + 15 + While you're wearing this armor, you can speak its command word as an action to gain the effect of the etherealness spell, which lasts for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can't be used again until the next dawn. +The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 185 + + + Platinum bracelet set with a sapphire + + $ + + 2500.0 + + Source: Dungeon Master's Guide p. 135 + + + Portable Hole + Wondrous item, minor + W + 1 + + + This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. +You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. +You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing. +If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate. +Placing a portable hole inside an extradimensional space created by a bag of holding, Heward's handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. +Found On: Magic Item Table D +Source: Dungeon Master's Guide p. 185 + + + Potion of Acid Resistance + minor + P + + + When you drink this potion, you gain resistance to acid damage for 1 hour. +Source: Dungeon Master's Guide p. 188 + + + Potion of Animal Friendship + minor + P + + + When you drink this potion, you can cast the animal friendship spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 187 + + + Potion of Clairvoyance + minor + P + + + When you drink this potion, you gain the effect of the clairvoyance spell. An eyeball bobs in this yellowish liquid but vanishes when the potion is opened. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 187 + + + Potion of Climbing + minor + P + + + When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors. +Found On: Magic Item Table A +Source: Dungeon Master's Guide p. 187 + + + Potion of Cloud Giant Strength + minor + P + + + When you drink this potion, your Strength score changes to 27 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. +This potion's transparent liquid has floating in it a sliver of fingernail from a cloud giant. +Found On: Magic Item Table D +Source: Dungeon Master's Guide p. 187 + + + Potion of Cold Resistance + minor + P + + + When you drink this potion, you gain resistance to cold damage for 1 hour. +Source: Dungeon Master's Guide p. 188 + + + Potion of Diminution + minor + P + + + When you drink this potion, you gain the "reduce" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 187 + 1d4 + + + Potion of Fire Breath + minor + P + + + After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed. This potion's orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 187 + 4d6 + + + Potion of Fire Giant Strength + minor + P + + + When you drink this potion, your Strength score changes to 25 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. +This potion's transparent liquid has floating in it a sliver of fingernail from a fire giant. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 187 + + + Potion of Fire Resistance + minor + P + + + When you drink this potion, you gain resistance to fire damage for 1 hour. +Source: Dungeon Master's Guide p. 188 + + + Potion of Flying + minor + P + + + When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it. +Found On: Magic Item Table D +Source: Dungeon Master's Guide p. 187 + + + Potion of Force Resistance + minor + P + + + When you drink this potion, you gain resistance to force damage for 1 hour. +Source: Dungeon Master's Guide p. 188 + + + Potion of Frost Giant Strength + minor + P + + + When you drink this potion, your Strength score changes to 23 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. +This potion's transparent liquid has floating in it a sliver of fingernail from a frost giant. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 187 + + + Potion of Gaseous Form + minor + P + + + When you drink this potion, you gain the effect of the gaseous form spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion's container seems to hold fog that moves and pours like water. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 187 + + + Potion of Greater Healing + minor + P + + + You regain 4d4 + 4 hit points when you drink this potion. The potion's red liquid glimmers when agitated. +Found On: Magic Item Table A, Magic Item Table B +Source: Dungeon Master's Guide p. 187 + 4d4+4 + + + Potion of Growth + minor + P + + + When you drink this potion, you gain the "enlarge" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 187 + 1d4 + + + Potion of Healing + minor + P + 0.5 + 50.0 + + You regain 2d4 + 2 hit points when you drink this potion. The potion's red liquid glimmers when agitated. +Found On: Magic Item Table A +Source: Dungeon Master's Guide p. 187 + 2d4+2 + + + Potion of Heroism + minor + P + + + For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required). This blue potion bubbles and steams as if boiling. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 188 + + + Potion of Hill Giant Strength + minor + P + + + When you drink this potion, your Strength score changes to 21 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. +This potion's transparent liquid has floating in it a sliver of fingernail from a hill giant. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 187 + + + Potion of Invisibility + minor + P + + + This potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell. +Found On: Magic Item Table D +Source: Dungeon Master's Guide p. 188 + + + Potion of Invulnerability + minor + P + + + For 1 minute after you drink this potion, you have resistance to all damage. The potion's syrupy liquid looks like liquefied iron. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 188 + + + Potion of Lightning Resistance + minor + P + + + When you drink this potion, you gain resistance to lightning damage for 1 hour. +Source: Dungeon Master's Guide p. 188 + + + Potion of Longevity + minor + P + + + When you drink this potion, your physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. Each time you subsequently drink a potion of longevity, there is 10 percent cumulative chance that you instead age by 1d6 + 6 years. Suspended in this amber liquid are a scorpion's tail, an adder's fang, a dead spider, and a tiny heart that, against all reason, is still beating. These ingredients vanish when the potion is opened. +Found On: Magic Item Table D +Source: Dungeon Master's Guide p. 188 + 1d6+6 + 1d6+6 + + + Potion of Mind Reading + minor + P + + + When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 188 + + + Potion of Necrotic Resistance + minor + P + + + When you drink this potion, you gain resistance to necrotic damage for 1 hour. +Source: Dungeon Master's Guide p. 188 + + + Potion of Poison + minor + P + + + 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. +If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 188 + 3d6 + 1d6 + + + Potion of Poison Resistance + minor + P + + + When you drink this potion, you gain resistance to poison damage for 1 hour. +Source: Dungeon Master's Guide p. 188 + + + Potion of Psychic Resistance + minor + P + + + When you drink this potion, you gain resistance to psychic damage for 1 hour. +Source: Dungeon Master's Guide p. 188 + + + Potion of Radiant Resistance + minor + P + + + When you drink this potion, you gain resistance to radiant damage for 1 hour. +Source: Dungeon Master's Guide p. 188 + + + Potion of Speed + minor + P + + + When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). The potion's yellow fluid is streaked with black and swirl on its own. +Found On: Magic Item Table D +Source: Dungeon Master's Guide p. 188 + + + Potion of Stone Giant Strength + minor + P + + + When you drink this potion, your Strength score changes to 23 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. +This potion's transparent liquid has floating in it a sliver of fingernail from a stone giant. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 187 + + + Potion of Storm Giant Strength + minor + P + + + When you drink this potion, your Strength score changes to 29 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. +This potion's transparent liquid has floating in it a sliver of fingernail from a storm giant. +Found On: Magic Item Table E +Source: Dungeon Master's Guide p. 187 + + + Potion of Superior Healing + minor + P + + + You regain 8d4 + 8 hit points when you drink this potion. The potion's red liquid glimmers when agitated. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 187 + 8d4+8 + + + Potion of Supreme Healing + minor + P + + + You regain 10d4 + 20 hit points when you drink this potion. The potion's red liquid glimmers when agitated. +Found On: Magic Item Table D, Magic Item Table E +Source: Dungeon Master's Guide p. 187 + 10d4+20 + + + Potion of Thunder Resistance + minor + P + + + When you drink this potion, you gain resistance to thunder damage for 1 hour. +Source: Dungeon Master's Guide p. 188 + + + Potion of Vitality + minor + P + + + When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat. +Found On: Magic Item Table D +Source: Dungeon Master's Guide p. 188 + + + Potion of Water Breathing + minor + P + + + You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 188 + + + Purple Worm Poison + Adventuring Gear, Poison + G + + 2000.0 + + This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. +Source: Dungeon Master's Guide p. 258 + 12d6 + + + Quaal's Feather Token, Anchor + Wondrous item, minor + W + 1 + + + This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. +Anchor: You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears. +Source: Dungeon Master's Guide p. 188 + + + Quaal's Feather Token, Bird + Wondrous item, minor + W + 1 + + + This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. +Bird: You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can't attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day. with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action. +Source: Dungeon Master's Guide p. 188 + + + Quaal's Feather Token, Fan + Wondrous item, minor + W + 1 + + + This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. +Fan: If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action. +Source: Dungeon Master's Guide p. 188 + + + Quaal's Feather Token, Swan Boat + Wondrous item, minor + W + 1 + + + This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. +Swan Boat: You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action. +Source: Dungeon Master's Guide p. 188 + + + Quaal's Feather Token, Tree + Wondrous item, minor + W + 1 + + + This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. +Tree: You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. +Source: Dungeon Master's Guide p. 188 + + + Quaal's Feather Token, Whip + Wondrous item, minor + W + 1 + + + This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. +Whip: You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 force damage. +As a bonus action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are incapacitated or die. +Source: Dungeon Master's Guide p. 188 + 1d6+5 + + + Quartz + + $ + + 50.0 + + A transparent white, smoky gray, or yellow gemstone. +Source: Dungeon Master's Guide p. 134 + + + Quiver of Ehlonna + Wondrous item, major + W + 1 + 2 + + Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrow, crossbow bolt, or similar objects. The midsize compartment holds up to eighteen javelin or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaff, or spear. +You can draw any item the quiver contains as if doing so from a regular quiver or scabbard. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 189 + + + Red Dragon Scale Mail + major, Medium Armor + MA + 45 + + 14 + 1 + Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to fire damage. +Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest red dragon within 30 miles of you. This special action can't be used again until the next dawn. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 165 + + + Rhodochrosite + + $ + + 10.0 + + An opaque light pink gemstone. +Source: Dungeon Master's Guide p. 134 + + + Ring of Acid Resistance + major + RG + + + You have resistance to acid damage while wearing this ring. +Source: Dungeon Master's Guide p. 192 + + + Ring of Air Elemental Command + major + RG + + + While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Air, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Air. +The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. +You can expend 2 of the ring's charges to cast dominate monster on an air elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran. +If you help slay an air elemental while attuned to the ring, you gain access to the following additional properties: +• You have resistance to lightning damage. +• You have a flying speed equal to your walking speed and can hover. +• You can cast the following spells from the ring, expending the necessary number of charges: chain lightning (3 charges), gust of wind (2 charges), or wind wall (1 charge). +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 190 + 1d4+1 + + + Ring of Animal Influence + major + RG + + + This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells: +• Animal friendship (save DC 13) +• Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower +• Speak with animals +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 189 + 1d3 + + + Ring of Cold Resistance + major + RG + + + You have resistance to cold damage while wearing this ring. +Source: Dungeon Master's Guide p. 192 + + + Ring of Djinni Summoning + major + RG + + + While wearing this ring, you can speak its command word as an action to summon a particular djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of you. It remains as long as you concentrate (as if concentrating on a spell), to a maximum of 1 hour, or until it drops to 0 hit points. It then returns to its home plane. +While summoned, the djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it, the djinni defends itself against attackers but takes no other actions. +After the djinni departs, it can't be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 190 + + + Ring of Earth Elemental Command + major + RG + + + While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Earth and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Earth. +The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. +You can expend 2 of the ring's charges to cast dominate monster on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran. +If you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties: +• You have resistance to acid damage. +• You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied. +• You can cast the following spells from the ring, expending the necessary number of charges: stone shape (2 charges), stoneskin (3 charges), or wall of stone (3 charges). +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 190 + 1d4+1 + + + Ring of Evasion + major + RG + + + This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 191 + 1d3 + + + Ring of Feather Falling + major + RG + + + When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 191 + + + Ring of Fire Elemental Command + major + RG + + + While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Fire and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Fire. +The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. +You can expend 2 of the ring's charges to cast dominate monster on a fire elemental. In addition, you have resistance to fire damage. You can also speak and understand Ignan. +If you help slay a fire elemental while attuned to the ring, you gain access to the following additional properties: +• You are immune to fire damage. +• You can cast the following spells from the ring, expending the necessary number of charges: burning hands (1 charge), fireball (2 charges), and wall of fire (3 charges). +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 190 + 1d4+1 + + + Ring of Fire Resistance + major + RG + + + You have resistance to fire damage while wearing this ring. +Source: Dungeon Master's Guide p. 192 + + + Ring of Force Resistance + major + RG + + + You have resistance to force damage while wearing this ring. +Source: Dungeon Master's Guide p. 192 + + + Ring of Free Action + major + RG + + + While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 191 + + + Ring of Invisibility + major + RG + + + While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 191 + + + Ring of Jumping + major + RG + + + While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 191 + + + Ring of Lightning Resistance + major + RG + + + You have resistance to lightning damage while wearing this ring. +Source: Dungeon Master's Guide p. 192 + + + Ring of Mind Shielding + major + RG + + + While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. +You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. +If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 191 + + + Ring of Necrotic Resistance + major + RG + + + You have resistance to necrotic damage while wearing this ring. +Source: Dungeon Master's Guide p. 192 + + + Ring of Poison Resistance + major + RG + + + You have resistance to poison damage while wearing this ring. +Source: Dungeon Master's Guide p. 192 + + + Ring of Protection + major + RG + + + You gain a +1 bonus to AC and saving throws while wearing this ring. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 191 + + + Ring of Psychic Resistance + major + RG + + + You have resistance to psychic damage while wearing this ring. +Source: Dungeon Master's Guide p. 192 + + + Ring of Radiant Resistance + major + RG + + + You have resistance to radiant damage while wearing this ring. +Source: Dungeon Master's Guide p. 192 + + + Ring of Regeneration + major + RG + + + While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 191 + 1d6 + 1d6+1 + + + Ring of Shooting Stars + major + RG + + + While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action. +The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. +Faerie Fire: You can expend 1 charge as an action to cast faerie fire from the ring. +Ball Lightning: You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually. +Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. +As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. (4 spheres = 2d4, 3 spheres = 2d6, 2 spheres = 5d4, 1 sphere = 4d12) +Shooting Stars: You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 192 + 1d6 + 2d4 + 2d6 + 5d4 + 4d12 + + + Ring of Spell Storing + major + RG + + + This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the DM. +Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. +While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 192 + 1d6-1 + + + Ring of Spell Turning + major + RG + + + While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 193 + + + Ring of Swimming + minor + RG + + + You have a swimming speed of 40 feet while wearing this ring. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 193 + + + Ring of Telekinesis + major + RG + + + While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren't being worn or carried. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 193 + + + Ring of the Ram + major + RG + + + This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you. +Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 193 + 1d3 + 2d10 + + + Ring of Three Wishes + major + RG + + + While wearing this ring, you can use an action to expend 1 of its 3 charges to cast the wish spell from it. The ring becomes nonmagical when you use the last charge. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 193 + + + Ring of Thunder Resistance + major + RG + + + You have resistance to thunder damage while wearing this ring. +Source: Dungeon Master's Guide p. 192 + + + Ring of Warmth + major + RG + + + While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 193 + + + Ring of Water Elemental Command + major + RG + + + While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Water and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Water. +The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. +You can expend 2 of the ring's charges to cast dominate monster on a water elemental. In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand Aquan. +If you help slay a water elemental while attuned to the ring, you gain access to the following additional properties: +• You can breathe underwater and have a swimming speed equal to your walking speed. +• You can cast the following spells from the ring, expending the necessary number of charges: create or destroy water (1 charge), control water (3 charges), ice storm (2 charges), or wall of ice (3 charges). +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 190 + 1d4+1 + + + Ring of Water Walking + major + RG + + + While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 193 + + + Ring of X-ray Vision + major + RG + + + While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. +Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 193 + + + Robe of Eyes + Wondrous item, major + W + 1 + + + This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits: +• The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight. +• You have darkvision out to a range of 120 feet. +• You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet. +The eyes on the robe can't be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe. +A light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for light or DC 15 for daylight), ending the blindness on a success. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 193 + + + Robe of Scintillating Colors + Wondrous item, major + W + 1 + + + This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 194 + 1d3 + + + Robe of Stars + Wondrous item, major + W + 1 + + + This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it. +Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe. +While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 194 + 1d6 + + + Robe of the Archmagi + Wondrous item, major + W + 1 + + + This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a robe of the archmagi that doesn't correspond to your alignment. +You gain these benefits while wearing the robe: +• If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier. +• You have advantage on saving throws against spell and other magical effects. +• Your spell save DC and spell attack bonus each increase by 2. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 194 + + + Robe of Useful Items + Wondrous item, minor + W + 1 + + + This robe has cloth patches of various shapes and colors covering it. While wearing the robe. you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. +The robe has two of each of the following patches: +• Dagger +• Bullseye lantern (filled and lit) +• Steel mirror +• 10-foot pole +• Hempen rope (50 feet, coiled) +• Sack +In addition, the robe has 4d4 other patches. The DM chooses the patches or determines them randomly. +d100 | Patch +01-08 | Bag of 100 gp +09-15 | Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp +16-22 | Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself +23-30 | 10 gems worth 100 gp each +31-44 | Wooden ladder (24 feet long) +45-51 | A riding horse with saddle bags +52-59 | Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you +60-68 | 4 potion of healing +69-75 | Rowboat (12 feet long) +76-83 | Spell scroll containing one spell of 1st to 3rd level +84-90 | 2 mastiff +91-96 | Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach +97-00 | Portable ram +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 195 + 4d4 + + + Rod of Absorption + major + RD + 2 + + While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy—not the spell itself—is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell. +When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored. +If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot. +A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 195 + 1d10 + + + Rod of Alertness + major + RD + 2 + + This rod has a flanged head and the following properties. +Alertness: While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative. +Spells: While holding the rod, you can use an action to cast one of the following spells from it: detect evil and good, detect magic, detect poison and disease, or see invisibility. +Protective Aura: As an action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light. +The rod's head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can't be used again until the next dawn. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 196 + + + Rod of Lordly Might + major + RD + 2 + + This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage roll made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below. +Six Buttons: You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. +If you press button 1, the rod becomes a flame tongue as a fiery blade sprouts from the end opposite the rod's flanged head (you choose the type of sword). +If you press button 2, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it. +If you press button 3, the rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a+3 bonus to attack and damage rolls made with it. +If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form. +If you press button 5, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers. +If you press button 6, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it. +Drain Life: When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target rakes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can't be used again until the next dawn. +Paralyze: When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can't be used again until the next dawn. +Terrify: While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until the next dawn. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 196 + 4d6 + + + Rod of Resurrection + major + RD + 2 + + The rod has 5 charges. While you hold it, you can use an action to cast one of the following spells from it: heal (expends 1 charge) or resurrection (expends 5 charges). +The rod regains 1 expended charge daily at dawn. If the rod is reduced to 0 charges, roll a d20. On a 1, the rod disappears in a burst of radiance. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 197 + + + Rod of Rulership + major + RD + 2 + + You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 197 + + + Rod of Security + major + RD + 2 + + While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space. +For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down). +When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 197 + + + Rope of Climbing + Wondrous item, minor + W + 1 + 3 + + This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying. +If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it. +The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 197 + + + Rope of Entanglement + Wondrous item, major + W + 1 + 3 + + This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained. +You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target's choice). On a success, the creature is no longer restrained by the rope. +The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 197 + + + Rowboat + Vehicle (water) + G + 100 + 50.0 + + Keelboats and rowboats are used on lakes and rivers, If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land. +Source: Dungeon Master's Guide p. 119 + + + Ruby + + $ + + 5000.0 + + A transparent clear red to deep crimson gemstone. +Source: Dungeon Master's Guide p. 134 + + + Saddle of the Cavalier + Wondrous item, minor + W + 1 + + + While in this saddle on a mount, you can't be dismounted against your will if you're conscious, and attack rolls against the mount have disadvantage. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 199 + + + Sailing Ship + Vehicle (water) + G + + 10000.0 + + Source: Dungeon Master's Guide p. 119 + + + Sardonyx + + $ + + 50.0 + + An opaque bands of red and white gemstone. +Source: Dungeon Master's Guide p. 134 + + + Scarab of Protection + Wondrous item, major + W + 1 + + + If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person: +• You have advantage on saving throws against spells. +• The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 199 + + + Scimitar of Speed + major, Melee Weapon + M + 3 + F,L + 1d6 + S + You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 199 + + + Scroll of Protection from Aberrations + minor + SC + + + Using an action to read the scroll encloses you in an invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents aberrations from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that an aberration would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier. +Source: Dungeon Master's Guide p. 199 + + + Scroll of Protection from Beasts + minor + SC + + + Using an action to read the scroll encloses you in an invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents beasts from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a beast would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier. +Source: Dungeon Master's Guide p. 199 + + + Scroll of Protection from Celestials + minor + SC + + + Using an action to read the scroll encloses you in an invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents celestials from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a celestial would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier. +Source: Dungeon Master's Guide p. 199 + + + Scroll of Protection from Elementals + minor + SC + + + Using an action to read the scroll encloses you in an invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents elementals from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that an elemental would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier. +Source: Dungeon Master's Guide p. 199 + + + Scroll of Protection from Fey + minor + SC + + + Using an action to read the scroll encloses you in an invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents fey from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a fey would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier. +Source: Dungeon Master's Guide p. 199 + + + Scroll of Protection from Fiends + minor + SC + + + Using an action to read the scroll encloses you in an invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents fiends from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a fiend would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier. +Source: Dungeon Master's Guide p. 199 + + + Scroll of Protection from Plants + minor + SC + + + Using an action to read the scroll encloses you in an invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents plants from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a plant would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier. +Source: Dungeon Master's Guide p. 199 + + + Scroll of Protection from Undead + minor + SC + + + Using an action to read the scroll encloses you in an invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents undead from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that an undead would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier. +Source: Dungeon Master's Guide p. 199 + + + Sending Stones + Wondrous item, minor + W + 1 + + + Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell. +Once sending is cast through the stones, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 199 + + + Sentinel Shield + major, Shield + S + 6 + + 2 + While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 199 + + + Serpent Venom + Adventuring Gear, Poison + G + + 200.0 + + This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. +Source: Dungeon Master's Guide p. 258 + 3d6 + + + Shield of Missile Attraction + major, Cursed item, Shield + S + 6 + + 2 + While holding this shield, you have resistance to damage from ranged weapon attacks. +Curse: This shield is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 200 + + + Silk robe with gold embroidery + + $ + + 250.0 + + Source: Dungeon Master's Guide p. 135 + + + Silver and gold brooch + + $ + + 750.0 + + Source: Dungeon Master's Guide p. 135 + + + Silver chalice set with moonstones + + $ + + 750.0 + + Source: Dungeon Master's Guide p. 135 + + + Silver Dragon Scale Mail + major, Medium Armor + MA + 45 + + 14 + 1 + Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to cold damage. +Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest silver dragon within 30 miles of you. This special action can't be used again until the next dawn. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 165 + + + Silver ewer + + $ + + 25.0 + + Source: Dungeon Master's Guide p. 134 + + + Silver necklace with a gemstone pendant + + $ + + 250.0 + + Source: Dungeon Master's Guide p. 135 + + + Silver-plated steel longsword with jet set in hilt + + $ + + 750.0 + + Source: Dungeon Master's Guide p. 135 + + + Slippers of Spider Climbing + Wondrous item, major + W + 1 + + + While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 200 + + + Small gold bracelet + + $ + + 25.0 + + Source: Dungeon Master's Guide p. 134 + + + Small gold idol + + $ + + 750.0 + + Source: Dungeon Master's Guide p. 135 + + + Small gold statuette set with rubies + + $ + + 7500.0 + + Source: Dungeon Master's Guide p. 135 + + + Small mirror set in a painted wooden frame + + $ + + 25.0 + + Source: Dungeon Master's Guide p. 134 + + + Sovereign Glue + Wondrous item, minor + W + 1 + + + This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with oil of slipperiness. When found, a container contains 1d6 + 1 ounces. +One ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of universal solvent or oil of etherealness, or with a wish spell. +Found On: Magic Item Table E +Source: Dungeon Master's Guide p. 200 + 1d6+1 + + + Spell Scroll (1st Level) + minor + SC + + + A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. +If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 11. On a failed check, the spell disappears from the scroll with no other effect. +Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. +A spell cast from this scroll has a save DC of 13 and an attack bonus of +5. +A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 11 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. +Found On: Magic Item Table A +Source: Dungeon Master's Guide p. 200 + + + Spell Scroll (2nd Level) + minor + SC + + + A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. +If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 12. On a failed check, the spell disappears from the scroll with no other effect. +Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. +A spell cast from this scroll has a save DC of 13 and an attack bonus of +5. +A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 12 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. +Found On: Magic Item Table A, Magic Item Table B +Source: Dungeon Master's Guide p. 201 + + + Spell Scroll (3rd Level) + minor + SC + + + A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. +If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 13. On a failed check, the spell disappears from the scroll with no other effect. +Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. +A spell cast from this scroll has a save DC of 15 and an attack bonus of +7. +A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 13 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 202 + + + Spell Scroll (4th Level) + minor + SC + + + A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. +If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 14. On a failed check, the spell disappears from the scroll with no other effect. +Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. +A spell cast from this scroll has a save DC of 15 and an attack bonus of +7. +A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 14 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 203 + + + Spell Scroll (5th Level) + minor + SC + + + A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. +If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 15. On a failed check, the spell disappears from the scroll with no other effect. +Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. +A spell cast from this scroll has a save DC of 17 and an attack bonus of +9. +A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 15 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 204 + + + Spell Scroll (6th Level) + minor + SC + + + A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. +If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 16. On a failed check, the spell disappears from the scroll with no other effect. +Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. +A spell cast from this scroll has a save DC of 17 and an attack bonus of +9. +A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 16 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. +Found On: Magic Item Table D +Source: Dungeon Master's Guide p. 205 + + + Spell Scroll (7th Level) + minor + SC + + + A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. +If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 17. On a failed check, the spell disappears from the scroll with no other effect. +Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. +A spell cast from this scroll has a save DC of 18 and an attack bonus of +10. +A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 17 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. +Found On: Magic Item Table D +Source: Dungeon Master's Guide p. 206 + + + Spell Scroll (8th Level) + minor + SC + + + A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. +If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 18. On a failed check, the spell disappears from the scroll with no other effect. +Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. +A spell cast from this scroll has a save DC of 18 and an attack bonus of +10. +A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 18 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. +Found On: Magic Item Table D, Magic Item Table E +Source: Dungeon Master's Guide p. 207 + + + Spell Scroll (9th Level) + minor + SC + + + A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. +If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 19. On a failed check, the spell disappears from the scroll with no other effect. +Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. +A spell cast from this scroll has a save DC of 19 and an attack bonus of +11. +A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 19 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. +Found On: Magic Item Table E +Source: Dungeon Master's Guide p. 208 + + + Spell Scroll (Cantrip) + minor + SC + + + A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. +If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 10. On a failed check, the spell disappears from the scroll with no other effect. +Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. +A spell cast from this scroll has a save DC of 13 and an attack bonus of +5. +Found On: Magic Item Table A +Source: Dungeon Master's Guide p. 199 + + + Spellguard Shield + major, Shield + S + 6 + + 2 + While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 201 + + + Sphere of Annihilation + Wondrous item, major + W + 1 + + + This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it. +The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a sphere of annihilation, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 4d10 force damage. +The sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence (Arcana) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 x your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, taking 4d10 force damage. +If you attempt to control a sphere that is under another creature's control, you make an Intelligence (Arcana) check contested by the other creature's Intelligence (Arcana) check. The winner of the contest gains control of the sphere and can levitate it as normal. +If the sphere comes into contact with a planar portal, such as that created by the gate spell, or an extradimensional space, such as that within a portable hole, the DM determines randomly what happens, using the following table. +d100 | Result +01-50 | The sphere is destroyed. +51-85 | The sphere moves through the portal or into the extradimensional space. +86-00 | A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 201 + 4d10 + + + Spinel + + $ + + 100.0 + + A transparent red, red-brown, or deep green gemstone. +Source: Dungeon Master's Guide p. 134 + + + Staff of Charming + major, Staff + ST + 4 + V + 1d6 + 1d8 + B + While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff. +If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. +The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 201 + 1d8+2 + + + Staff of Fire + major, Staff + ST + 4 + V + 1d6 + 1d8 + B + You have resistance to fire damage while you hold this staff. +The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: burning hands (1 charge), fireball (3 charges), or wall of fire (4 charges). +The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 201 + 1d6+4 + + + Staff of Frost + major, Staff + ST + 4 + V + 1d6 + 1d8 + B + You have resistance to cold damage while you hold this staff. +The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges). +The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the staff turns to water and is destroyed. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 202 + 1d6+4 + + + Staff of Healing + major, Staff + ST + 4 + V + 1d6 + 1d8 + B + This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: cure wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges). or mass cure wounds (5 charges). +The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the staff vanishes in a flash of light, lost forever. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 202 + 1d6+4 + + + Staff of Power + major, Staff + ST + 4 + V + 1d6 + 1d8 + B + This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. +The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain 1d8 + 2 charges. +Power Strike: When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. +Spells: While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges). lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges). +Retributive Strike: You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. +You have a 50 chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 x the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 202 + 2d8+4 + 1d8+2 + 1d6 + + + Staff of Striking + major, Staff + ST + 4 + V + 1d6 + 1d8 + B + This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. +The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 203 + 1d6 + 1d6+4 + + + Staff of Swarming Insects + major, Staff + ST + 4 + V + 1d6 + 1d8 + B + This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses. +Spells: While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: giant insect (4 charges) or insect plague (5 charges). +Insect Cloud: While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 203 + 1d6+4 + + + Staff of the Adder + major, Staff + ST + 4 + V + 1d6 + 1d8 + B + You can use a bonus action to speak this staff's command word and make the head of the staff become that of an animate poisonous snake for 1 minute. By using another bonus action to speak the command word again, you return the staff to its normal inanimate form. +You can make a melee attack using the snake head, which has a reach of 5 feet. Your proficiency bonus applies to the attack roll. On a hit, the target takes 1d6 piercing damage and must succeed on a DC 15 Constitution saving throw or take 3d6 poison damage. +The snake head can be attacked while it is animate. It has an Armor Class of 15 and 20 hit points. If the head drops to 0 hit points, the staff is destroyed. As long as it's not destroyed, the staff regains all lost hit points when it reverts to its inanimate form. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 203 + 1d6 + 3d6 + + + Staff of the Magi + major, Staff + ST + 4 + V + 1d6 + 1d8 + B + This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls. +The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges. +Spell Absorption: While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its retributive strike (see below). +Spells: While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock (2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges). +You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good. +Retributive Strike: You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. +You have a 50 chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 x the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. +Distance from Origin | Damage +10 ft. away or closer | 8 x the number of charges in the staff +11 to 20 ft. away | 6 x the number of charges in the staff +21 to 30 ft. away | 4 x the number of charges in the staff +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 203 + 4d6+2 + 1d12+1 + + + Staff of the Python + major, Staff + ST + 4 + V + 1d6 + 1d8 + B + You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake. +On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location. +If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 204 + + + Staff of the Woodlands + major, Staff + ST + 4 + V + 1d6 + 1d8 + B + This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. +The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff. +Spells: You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges). +You can also use an action to cast the pass without trace spell from the staff without using any charges. +Tree Form: You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 204 + 1d6+4 + + + Staff of Thunder and Lightning + major, Staff + ST + 4 + V + 1d6 + 1d8 + B + This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn. +Lightning: When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage. +Thunder: When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn. +Lightning Strike: You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one. +Thunderclap: You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened. +Thunder and Lightning: You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 204 + 2d6 + 9d6 + + + Staff of Withering + major, Staff + ST + 4 + V + 1d6 + 1d8 + B + This staff has 3 charges and regains 1d3 expended charges daily at dawn. +The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 205 + 1d3 + 2d10 + + + Star rose quartz + + $ + + 50.0 + + A translucent rosy stone with white star-shaped center gemstone. +Source: Dungeon Master's Guide p. 134 + + + Star Ruby + + $ + + 1000.0 + + A translucent ruby with white star-shaped center gemstone. +Source: Dungeon Master's Guide p. 134 + + + Star Sapphire + + $ + + 1000.0 + + A translucent blue sapphire with white star-shaped center gemstone. +Source: Dungeon Master's Guide p. 134 + + + Stone of Controlling Earth Elementals + Wondrous item, major + W + 1 + 5 + + If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the conjure elemental spell. The stone can't be used this way again until the next dawn. The stone weighs 5 pounds. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 205 + + + Stone of Good Luck + Wondrous item, major + W + 1 + + + While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 205 + + + Sun Blade + major, Melee Weapon + M + 3 + F,V + 1d8 + 1d10 + R + This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortsword or longsword, you are proficient with the sun blade. +You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. +The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 205 + 1d8 + + + Sword of Answering (Answerer) + major, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. +Answerer, the Chaotic Good sword, has an emerald set in its pommel. +You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, 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. +Source: Dungeon Master's Guide p. 206 + + + Sword of Answering (Back Talker) + major, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. +Back Talker, the Chaotic Evil sword, has jet set in its pommel. +You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, 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. +Source: Dungeon Master's Guide p. 206 + + + Sword of Answering (Concluder) + major, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. +Concluder, the Lawful Neutral sword, has an amethyst set in its pommel. +You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, 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. +Source: Dungeon Master's Guide p. 206 + + + Sword of Answering (Last Quip) + major, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. +Last Quip, the Chaotic Neutral sword, has a tourmaline set in its pommel. +You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, 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. +Source: Dungeon Master's Guide p. 206 + + + Sword of Answering (Rebutter) + major, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. +Rebutter, the Neutral Good sword, has a topaz set in its pommel. +You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, 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. +Source: Dungeon Master's Guide p. 206 + + + Sword of Answering (Replier) + major, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. +Replier, the Neutral sword, has a peridot set in its pommel. +You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, 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. +Source: Dungeon Master's Guide p. 206 + + + Sword of Answering (Retorter) + major, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. +Retorter, the Lawful Good sword, has an aquamarine set in its pommel. +You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, 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. +Source: Dungeon Master's Guide p. 206 + + + Sword of Answering (Scather) + major, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. +Scather, the Lawful Evil sword, has a garnet set in its pommel. +You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, 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. +Source: Dungeon Master's Guide p. 206 + + + Sword of Answering (Squelcher) + major, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. +Squelcher, the Neutral Evil sword, has a spinel set in its pommel. +You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, 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. +Source: Dungeon Master's Guide p. 206 + + + Sword of Kas + Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + When Vecna grew in power, he appointed an evil and ruthless lieutenant, Kas the Bloody Handed, to act as his bodyguard and right hand. This despicable villain served as advisor, warlord, and assassin. His successes earned him Vecna's admiration and a reward: a sword with as dark a pedigree as the man who would wield it. +For a long time, Kas faithfully served the lich but as Kas's power grew, so did his hubris. His sword urged him to supplant Vecna, so that they could rule the lich empire in Vecna's stead. Legend says Vecna's destruction came at Kas's hand, but Vecna also wrought his rebellious lieutenant's doom, leaving only Kas's sword behind. The world was made brighter thereby. +The Sword of Kas is a magic, sentient longsword that grants a +3 bonus to attack and damage rolls made with it. It scores a critical hit on a roll of 19 or 20, and deals an extra 2d10 slashing damage to undead. +If the sword isn't bathed in blood within 1 minute of being drawn from its scabbard, its wielder must make a DC 15 Charisma saving throw. On a successful save, the wielder takes 3d6 psychic damage. On a failed save, the wielder is dominated by the sword, as if by the dominate monster spell, and the sword demands that it be bathed in blood. The spell effect ends when the sword's demand is met. +Random Properties: The Sword of Kas has the following random properties: +• 1 minor beneficial property +• 1 major beneficial property +• 1 minor detrimental property +• 1 major detrimental property +Spirit of Kas: While the sword is on your person, you add a d10 to your initiative at the start of every combat. In addition, when you use an action to attack with the sword, you can transfer some or all of its attack bonus to your Armor Class instead. The adjusted bonuses remain in effect until the start of your next turn. +Spells: While the sword is on your person, you can use an action to cast one of the following spells (save 18) from it: call lightning, divine word, or finger of death. Once you use the sword to cast a spell, you can't cast that spell again from it until the next dawn. +Sentience: The Sword of Kas is a sentient chaotic evil weapon with an Intelligence of 15, a Wisdom of 13, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet. +The weapon communicates telepathically with its wielder and can speak, read, and understand Common +Personality: The sword's purpose is to bring ruin to Vecna. Killing Vecna's worshipers, destroying the lich works, and foiling his machinations all help to fulfill this goal. +The Sword of Kas also seeks to destroy anyone corrupted by the Eye and Hand of Vecna. The sword's obsession with those artifacts eventually becomes a fixation for its wielder. +Destroying the Sword: A creature attuned to both the Eye of Vecna and the Hand of Vecna can use the wish property of those combined artifacts to unmake the Sword of Kas. The creature must cast the wish spell and make a Charisma check contested by the Charisma check of the sword. The sword must be within 30 feet of the creature, or the spell fails. If the sword wins the contest, nothing happens, and the wish spell is wasted. If the sword loses the contest, it is destroyed. +Source: Dungeon Master's Guide p. 226 + 2d10 + 3d6 + + + Talisman of Pure Good + Wondrous item, major + W + 1 + 1 + + This talisman is a mighty symbol of goodness. A creature that is neither good nor evil in alignment takes 6d6 radiant damage upon touching the talisman. An evil creature takes 8d6 radiant damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman. +If you are a good cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it. +The talisman has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see on the ground within 120 feet of you. If the target is of evil alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 207 + 6d6 + 8d6 + + + Talisman of the Sphere + Wondrous item, major + W + 1 + 1 + + When you make an Intelligence (Arcana) check to control a sphere of annihilation while you are holding this talisman, you double your proficiency bonus on the check. In addition, when you start your turn with control over a sphere of annihilation, you can use an action to levitate it 10 feet plus a number of additional feet equal to 10 x your Intelligence modifier. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 207 + + + Talisman of Ultimate Evil + Wondrous item, major + W + 1 + 1 + + This item symbolizes unrepentant evil. A creature that is neither good nor evil in alignment takes 6d6 necrotic damage upon touching the talisman. A good creature takes 8d6 necrotic damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman. +If you are an evil cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it. +The talisman has 6 charges. If you are wearing or holding it, you can use an action to expend 1 charge from the talisman and choose one creature you can see on the ground within 120 feet of you. If the target is of good alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 207 + 6d6 + 8d6 + + + Tentacle Rod + major + RD + 2 + + Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 208 + 1d6 + + + Tiger Eye + + $ + + 10.0 + + A translucent brown with golden center gemstone. +Source: Dungeon Master's Guide p. 134 + + + Tome of Clear Thought + Wondrous item, major + W + 1 + 5 + + This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 208 + + + Tome of Leadership and Influence + Wondrous item, major + W + 1 + 5 + + This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 208 + + + Tome of the Stilled Tongue + Wondrous item, major + W + 1 + 5 + + This thick leather-bound volume has a desiccated tongue pinned to the front cover. Five of these tomes exist, and it's unknown which one is the original. The grisly cover decoration on the first tome of the stilled tongue once belonged to a treacherous former servant of the lich-god Vecna, keeper of secrets. The tongues pinned to the covers of the four copies came from other spellcasters who crossed Vecna. The first few pages of each tome are filled with indecipherable scrawls. The remaining pages are blank and pristine. +If you can attune to this item, you can use it as a spellbook and an arcane focus. In addition, while holding the tome, you can use a bonus action to cast a spell you have written in this tome, without expending a spell slot or using any verbal or somatic component. Once used, this property of the tome can't be used again until the next dawn. +While attuned to the book, you can remove the tongue from the book's cover. If you do so, all spells written in the book are permanently erased. +Vecna watches anyone using this tome. He can also write cryptic messages in the book. These messages appear at midnight and fade away after they are read. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 208 + + + Tome of Understanding + Wondrous item, major + W + 1 + 5 + + This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 209 + + + Topaz + + $ + + 500.0 + + A transparent golden yellow gemstone. +Source: Dungeon Master's Guide p. 134 + + + Torpor + Adventuring Gear, Poison + G + + 600.0 + + A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated. +Source: Dungeon Master's Guide p. 258 + 4d6 + + + Tourmaline + + $ + + 100.0 + + A transparent pale green, blue, brown, or red gemstone. +Source: Dungeon Master's Guide p. 134 + + + Trident of Fish Command + major, Melee Weapon + M + 4 + T,V + 1d6 + 1d8 + P + 20/60 + This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 209 + 1d3 + + + Truth Serum + Adventuring Gear, Poison + G + + 150.0 + + A creature subjected to this poison must succeed on a DC 11 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. +Source: Dungeon Master's Guide p. 258 + + + Turquoise + + $ + + 10.0 + + An opaque light blue-green gemstone. +Source: Dungeon Master's Guide p. 134 + + + Universal Solvent + Wondrous item, minor + W + 1 + + + This tube holds milky liquid with a strong alcohol smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including sovereign glue. +Found On: Magic Item Table E +Source: Dungeon Master's Guide p. 209 + + + Wand of Binding + major + WD + 1 + + This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. +Spells: While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges). +Assisted Escape: While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 209 + 1d6+1 + + + Wand of Enemy Detection + major + WD + 1 + + This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand. +The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 210 + 1d6+1 + + + Wand of Fear + major + WD + 1 + + This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. +Command: While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15). +Cone of Fear: While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevent it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 210 + 1d6+1 + + + Wand of Fireballs + major + WD + 1 + + This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. +The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 210 + 1d6+1 + + + Wand of Lightning Bolts + major + WD + 1 + + This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. +The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 211 + 1d6+1 + + + Wand of Magic Detection + minor + WD + 1 + + This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 211 + 1d3 + + + Wand of Magic Missiles + major + WD + 1 + + This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. +The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 211 + 1d6+1 + + + Wand of Orcus + + WD + 4 + + The ghastly Wand of Orcus rarely leaves Orcus side. The device, as evil as its creator, shares the demon lord's aims to snuff out the lives of all living things and bind the Material Plane in the stasis of undeath. Orcus allows the wand to slip from his grasp from time to time. When it does, it magically appears wherever its master senses an opportunity to achieve some fell goal. +Made from bones as hard as iron, the wand is topped with a magically enlarged skull that once belonged to a human hero slain by Orcus. The wand can magically change in size to better conform to the grip of its user. Plants wither, drinks spoil, flesh rots, and vermin thrive in the wand's presence. +Any creature besides Orcus that tries to attune to the wand must make a DC 17 Constitution saving throw. On a successful save, the creature takes 10d6 necrotic damage. On a failed save, the creature dies and rises as a zombie. +In the hands of one who is attuned to it, the wand can be wielded as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The wand deals an extra 2d12 necrotic damage on a hit. +Random Properties: The Wand of Orcus has the following random properties: +• 2 minor beneficial properties +• 1 major beneficial property +• 2 minor detrimental properties +• 1 major detrimental property +The detrimental properties of the Wand of Orcus are suppressed while the wand is attuned to Orcus himself. +Protection: You gain a +3 bonus to Armor Class while holding the wand. +Spells: The wand has 7 charges. While holding it, you can use an action and expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: animate dead (1 charge), blight (2 charges), circle of death (3 charges), finger of death (3 charges), power word kill (4 charges), or speak with dead (1 charge). The wand regains 1d4 + 3 expended charges daily at dawn. +While attuned to the wand, Orcus or a follower blessed by him can cast each of the wand's spells using 2 fewer charges (minimum of 0). +Call Undead: While you are holding the wand, you can use an action to conjure skeleton and zombie, calling forth as many of them as you can divide 500 hit points among, each undead having average hit points. The undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of you and obey your commands until they are destroyed or until dawn of the next day, when they collapse into inanimate piles of bones and rotting corpses. Once you use this property of the wand, you can't use it again until the next dawn. +While attuned to the wand, Orcus can summon any kind of undead, not just skeletons and zombies. The undead don't perish or disappear at dawn the following day, remaining until Orcus dismisses them. +Sentience: The Wand of Orcus is a sentient, chaotic evil item with an Intelligence of 16, a Wisdom of 12, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet. +The wand communicates telepathically with its wielder and can speak, read, and understand Abyssal and Common. +Personality: The wand's purpose is to help satisfy Orcus desire to slay everything in the multiverse. The wand is cold, cruel, nihilistic, and bereft of humor. In order to further its master's goals, the wand feigns devotion to its current user and makes grandiose promises that it has no intention of fulfilling, such as vowing to help its user overthrow Orcus. +Destroying the Wand: Destroying the Wand of Orcus requires that it be taken to the Positive Energy Plane by the ancient hero whose skull surmounts it. For this to happen, the long-lost hero must first be restored to life—no easy task, given the fact that Orcus has imprisoned the hero's soul and keeps it hidden and well guarded. +Bathing the wand in positive energy causes it to crack and explode, but unless the above conditions are met, the wand instantly reforms on Orcus layer of the Abyss. +Source: Dungeon Master's Guide p. 227 + 10d6 + 2d12 + 1d4+3 + + + Wand of Paralysis + major + WD + 1 + + This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success. +The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 211 + 1d6+1 + + + Wand of Polymorph + major + WD + 1 + + This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it. +The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 211 + 1d6+1 + + + Wand of Secrets + minor + WD + 1 + + The wand has 3 charges. While holding it. you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn. +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 211 + 1d3 + + + Wand of Web + major + WD + 1 + + This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it. +The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 212 + 1d6+1 + + + Wand of Wonder + major + WD + 1 + + This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens. +If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already. +If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the DM randomly determines which ones are affected. +The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed. +d100 | Effect +01-05 | You cast slow. +06-10 | You cast faerie fire. +11-15 | You are stunned until the start of your next turn, believing something awesome just happened. +16-20 | You cast gust of wind. +21-25 | You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage. +26-30 | You cast stinking cloud. +31-33 | Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn. +34-36 | An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01-25, a rhinoceros appears; on a 26-50, an elephant appears; and on a 51-100, a rat appears. +37-46 | You cast lightning bolt. +47-49 | A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes. +50-53 | You enlarge the target as if you had cast enlarge/reduce. If the target can't be affected by that spell or if you didn't target a creature, you become the target. +54-58 | You cast darkness. +59-62 | Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute. +63-65 | An object of the DM 's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension. +66-69 | You shrink yourself as if you had cast enlarge/reduce on yourself. +70-79 | You cast fireball. +80-84 | You cast invisibility on yourself. +85-87 | Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours. +88-90 | A stream of 1d4 x 10 gems, each worth 1 gp, shoots from the wand 's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line. +91-95 | A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded 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. +96-97 | The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected. +98-00 | If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 212 + 1d6+1 + 1d6 + 1d4 + 1d10 + + + Warship + Vehicle (water) + G + + 25000.0 + + Source: Dungeon Master's Guide p. 119 + + + Wave + Melee Weapon + M + 4 + T,V + 1d6 + 1d8 + P + 20/60 + Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts. +You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum. +The weapon also functions as a trident of fish command and a weapon of warning. It can confer the benefit of a cap of water breathing while you hold it, and you can use it as a cube of force by choosing the effect, instead of pressing cube sides to select it. +Sentience: Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. +The weapon communicates telepathically with its wielder and can speak, read, and understand Aquan. It can also speak with aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation. +Personality: When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods. +Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to further the weapon's objectives in the world. The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to—or rebellion against—that god. +Wave harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea god's demise. This destiny is something Wave might not be able to avert. +Source: Dungeon Master's Guide p. 218 + + + Well of Many Worlds + Wondrous item, major + W + 1 + + + This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. +You can use an action to unfold and place the well of many worlds on a solid surface, whereupon it creates a two-way portal to another world or plane of existence. Each time the item opens a portal, the DM decides where it leads. You can use an action to close an open portal by taking hold of the edges of the cloth and folding it up. Once well of many worlds has opened a portal, it can't do so again for 1d8 hours. +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 213 + 1d8 + + + Whelm + Melee Weapon + M + 2 + T,V + 1d8 + 1d10 + B + 20/60 + Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain. +You gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after you first make an attack roll with Whelm, you develop a fear of being outdoors that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky. +Thrown Weapon: Whelm has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged weapon attack using it, the target takes an extra 1d8 bludgeoning damage, or an extra 2d8 bludgeoning damage if the target is a giant. Each time you throw the weapon, it flies back to your hand after the attack. If you don't have a hand free, the weapon lands at your feet. +Shock Wave: You can use an action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned 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. Once used, this property can't be used again until the next dawn. +Supernatural Awareness: While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can use an action to cast detect evil and good or locate object from the weapon. Once you cast either spell, you can't cast it from the weapon again until the next dawn. +Sentience: Whelm is a sentient lawful neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet. +The weapon communicates telepathically with its wielder and can speak, read, and understand Dwarvish. Giant, and Goblin. It shouts battle cries in Dwarvish when used in combat. +Personality: Whelm's purpose is to slaughter giants and goblinoids. It also seeks to protect dwarves against all enemies. Conflict arises if the wielder fails to destroy goblins and giants or to protect dwarves. Whelm has ties to the dwarf clan that created it, variously called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. It would do anything to protect those dwarves from harm. The hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a vampire. His will was strong enough that he bent Whelm to his evil purposes, even killing members of his own clan. +Source: Dungeon Master's Guide p. 218 + 1d8 + 2d8 + + + White Dragon Scale Mail + major, Medium Armor + MA + 45 + + 14 + 1 + Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to cold damage. +Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest white dragon within 30 miles of you. This special action can't be used again until the next dawn. +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Dungeon Master's Guide p. 165 + + + Wind Fan + Wondrous item, major + W + 1 + + + While holding this fan, you can use an action to cast the gust of wind spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 chance of not working and tearing into useless, nonmagical tatters. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 213 + + + Winged Boots + Wondrous item, major + W + 1 + + + While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. +The boots regain 2 hours of flying capability for every 12 hours they aren't in use. +Found On: Magic Item Table F +Source: Dungeon Master's Guide p. 214 + + + Wings of Flying + Wondrous item, major + W + 1 + + + While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours. +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 214 + 1d12 + + + Wyvern Poison + Adventuring Gear, Poison + G + + 1200.0 + + This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. +Source: Dungeon Master's Guide p. 258 + 7d6 + + + Yellow Sapphire + + $ + + 1000.0 + + A transparent fiery yellow or yellow-green gemstone. +Source: Dungeon Master's Guide p. 134 + + + Zircon + + $ + + 50.0 + + A transparent pale blue-green gemstone. +Source: Dungeon Master's Guide p. 134 + + + Armor of Resistance + Generic Variant, major + G + + + Armor of Acid Resistance +Armor of Cold Resistance +Armor of Fire Resistance +Armor of Force Resistance +Armor of Lightning Resistance +Armor of Necrotic Resistance +Armor of Poison Resistance +Armor of Psychic Resistance +Armor of Radiant Resistance +Armor of Thunder Resistance +Source: Dungeon Master's Guide p. 162 + + + Armor of Vulnerability + major, Cursed item, Heavy Armor + HA + 65 + + 18 + 1 + 15 + The wearer has disadvantage on Stealth (Dexterity) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Armor of Vulnerability (Bludgeoning) +Armor of Vulnerability (Piercing) +Armor of Vulnerability (Slashing) +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 152 + + + Bag of Tricks + Wondrous item, major + W + 1 + 0.5 + + Bag of Tricks, Gray +Bag of Tricks, Rust +Bag of Tricks, Tan +Source: Dungeon Master's Guide p. 154 + + + Belt of Giant Strength + Wondrous item + W + 1 + + + Belt of Cloud Giant Strength +Belt of Fire Giant Strength +Belt of Frost Giant Strength +Belt of Hill Giant Strength +Belt of Stone Giant Strength +Belt of Storm Giant Strength +Source: Dungeon Master's Guide p. 155 + + + Carpet of Flying + Wondrous item, major + W + 1 + + + Carpet of Flying, 3 ft. x 5 ft. +Carpet of Flying, 4 ft. x 6 ft. +Carpet of Flying, 5 ft. x 7 ft. +Carpet of Flying, 6 ft. x 9 ft. +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 157 + + + Crystal Ball (Legendary Version) + Wondrous item, major + W + 1 + 3 + + Crystal Ball of Mind Reading +Crystal Ball of Telepathy +Crystal Ball of True Seeing +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 159 + + + Dragon Scale Mail + major, Medium Armor + MA + 45 + + 14 + 1 + The wearer has disadvantage on Stealth (Dexterity) checks. +Black Dragon Scale Mail +Blue Dragon Scale Mail +Brass Dragon Scale Mail +Bronze Dragon Scale Mail +Copper Dragon Scale Mail +Gold Dragon Scale Mail +Green Dragon Scale Mail +Red Dragon Scale Mail +Silver Dragon Scale Mail +White Dragon Scale Mail +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 165 + + + Elemental Gem + Wondrous item, minor + W + 1 + + + Elemental Gem, Blue Sapphire +Elemental Gem, Emerald +Elemental Gem, Red Corundum +Elemental Gem, Yellow Diamond +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 167 + + + Figurine of Wondrous Power + Wondrous item + W + 1 + + + Figurine of Wondrous Power, Bronze Griffon +Figurine of Wondrous Power, Ebony Fly +Figurine of Wondrous Power, Golden Lions +Figurine of Wondrous Power, Ivory Goats +Figurine of Wondrous Power, Marble Elephant +Figurine of Wondrous Power, Obsidian Steed +Figurine of Wondrous Power, Onyx Dog +Figurine of Wondrous Power, Serpentine Owl +Figurine of Wondrous Power, Silver Raven +Source: Dungeon Master's Guide p. 169 + + + Horn of Valhalla + Wondrous item + W + 1 + + + Horn of Valhalla, Brass +Horn of Valhalla, Bronze +Horn of Valhalla, Iron +Horn of Valhalla, Silver +Source: Dungeon Master's Guide p. 175 + + + Instrument of the Bards + Wondrous item, Instrument + G + 1 + + + Instrument of the Bards, Anstruth Harp +Instrument of the Bards, Canaith Mandolin +Instrument of the Bards, Cli Lyre +Instrument of the Bards, Doss Lute +Instrument of the Bards, Fochlucan Bandore +Instrument of the Bards, Mac-Fuirmidh Cittern +Instrument of the Bards, Ollamh Harp +Source: Dungeon Master's Guide p. 176 + + + Ioun Stone + Wondrous item + W + 1 + + + Ioun Stone, Absorption +Ioun Stone, Agility +Ioun Stone, Awareness +Ioun Stone, Fortitude +Ioun Stone, Greater Absorption +Ioun Stone, Insight +Ioun Stone, Intellect +Ioun Stone, Leadership +Ioun Stone, Mastery +Ioun Stone, Protection +Ioun Stone, Regeneration +Ioun Stone, Reserve +Ioun Stone, Strength +Ioun Stone, Sustenance +Source: Dungeon Master's Guide p. 176 + + + Manual of Golems + Wondrous item, major + W + 1 + 5 + + Manual of Clay Golems +Manual of Flesh Golems +Manual of Iron Golems +Manual of Stone Golems +Found On: Magic Item Table H +Source: Dungeon Master's Guide p. 180 + + + Potion of Giant Strength + + P + + + Potion of Cloud Giant Strength +Potion of Fire Giant Strength +Potion of Frost Giant Strength +Potion of Hill Giant Strength +Potion of Stone Giant Strength +Potion of Storm Giant Strength +Source: Dungeon Master's Guide p. 187 + + + Potion of Healing (*) + + P + + + * This item group has the same name and source as the item potion of healing. +Potion of Healing +Potion of Greater Healing +Potion of Superior Healing +Potion of Supreme Healing +Source: Dungeon Master's Guide p. 187 + + + Potion of Resistance + minor + P + + + Potion of Acid Resistance +Potion of Cold Resistance +Potion of Fire Resistance +Potion of Force Resistance +Potion of Lightning Resistance +Potion of Necrotic Resistance +Potion of Poison Resistance +Potion of Psychic Resistance +Potion of Radiant Resistance +Potion of Thunder Resistance +Found On: Magic Item Table B +Source: Dungeon Master's Guide p. 188 + + + Quaal's Feather Token + Wondrous item + W + 1 + + + This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The DM chooses the kind of token or determines it randomly. +d100 | Feather Token +01-20 | Quaal's Feather Token, Anchor +21-35 | Quaal's Feather Token, Bird +36-50 | Quaal's Feather Token, Fan +51-65 | Quaal's Feather Token, Swan Boat +66-90 | Quaal's Feather Token, Tree +91-100 | Quaal's Feather Token, Whip +Quaal's Feather Token, Anchor +Quaal's Feather Token, Bird +Quaal's Feather Token, Fan +Quaal's Feather Token, Swan Boat +Quaal's Feather Token, Tree +Quaal's Feather Token, Whip +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 188 + + + Ring of Elemental Command + major + RG + + + Ring of Air Elemental Command +Ring of Earth Elemental Command +Ring of Fire Elemental Command +Ring of Water Elemental Command +Source: Dungeon Master's Guide p. 190 + + + Ring of Resistance + major + RG + + + Ring of Acid Resistance +Ring of Cold Resistance +Ring of Fire Resistance +Ring of Force Resistance +Ring of Lightning Resistance +Ring of Necrotic Resistance +Ring of Poison Resistance +Ring of Psychic Resistance +Ring of Radiant Resistance +Ring of Thunder Resistance +Found On: Magic Item Table G +Source: Dungeon Master's Guide p. 192 + + + Scroll of Protection + minor + SC + + + Scroll of Protection from Aberrations +Scroll of Protection from Beasts +Scroll of Protection from Celestials +Scroll of Protection from Elementals +Scroll of Protection from Fey +Scroll of Protection from Fiends +Scroll of Protection from Plants +Scroll of Protection from Undead +Found On: Magic Item Table C +Source: Dungeon Master's Guide p. 199 + + + Spell Scroll + + SC + + + Spell Scroll (Cantrip) +Spell Scroll (1st Level) +Spell Scroll (2nd Level) +Spell Scroll (3rd Level) +Spell Scroll (4th Level) +Spell Scroll (5th Level) +Spell Scroll (6th Level) +Spell Scroll (7th Level) +Spell Scroll (8th Level) +Spell Scroll (9th Level) +Source: Dungeon Master's Guide p. 200 + + + Sword of Answering + major, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + Sword of Answering (Answerer) +Sword of Answering (Back Talker) +Sword of Answering (Concluder) +Sword of Answering (Last Quip) +Sword of Answering (Rebutter) +Sword of Answering (Replier) +Sword of Answering (Retorter) +Sword of Answering (Scather) +Sword of Answering (Squelcher) +Found On: Magic Item Table I +Source: Dungeon Master's Guide p. 206 + + diff --git a/FightClub5eXML/Sources/EberronRisingFromTheLastWar/backgrounds-erlw.xml b/FightClub5eXML/Sources/EberronRisingFromTheLastWar/backgrounds-erlw.xml new file mode 100644 index 0000000..4dbf0db --- /dev/null +++ b/FightClub5eXML/Sources/EberronRisingFromTheLastWar/backgrounds-erlw.xml @@ -0,0 +1,92 @@ + + + + House Agent + Investigation, Persuasion + + Description + You have sworn fealty to a dragonmarked house. If you have a dragonmark, you're likely a member of one of the house's influential families; otherwise you're an outsider who hopes to make your fortune through the house. Your main task is to serve as the eyes of your house, but you could be called on at any time to act as its hand. Such missions can be perilous but lucrative. +• Skill Proficiencies: Investigation, Persuasion +• Tool Proficiency: Two proficiencies from the House Tool Proficiencies table +• Equipment: A set of fine clothes, house signet ring, identification papers, and a purse containing 20 gp. +House Tool Proficiencies +Your House | Proficiencies +Cannith | Alchemist's supplies and tinker's tools +Deneith | One gaming set and vehicles (land) +Ghallanda | Brewer's supplies and cook's utensils +Jorasco | Alchemist's supplies and herbalism kit +Kundarak | Thieves' tools and tinker's tools +Lyrandar | Navigator's tools and vehicles (sea and air) +Medani | Disguise kit and thieves' tools +Orien | One gaming set and vehicles (land) +Phiarlan | Disguise kit and one musical instrument +Sivis | Calligrapher's supplies and forgery kit +Tharashk | One gaming set and thieves' tools +Thuranni | One musical instrument and poisoner's kit +Vadalis | herbalism kit and vehicles (land) +Source: Eberron: Rising from the Last War p. 53, Wayfinder's Guide to Eberron p. 94 + + + Role + You always gather information for your house, but when a baron give you a specific mission, what sort of work do you do? The House Agent Role table gives possibilities. +House Agent Role +d8 | Role +1 | Acquisition +2 | Investigation +3 | Research & Development +4 | Security +5 | Intimidation +6 | Exploration +7 | Negotiation +8 | Covert Operations + + + + + Feature: House Connections + As an agent of your house, you can always get food and lodging for yourself and your friends at a house enclave. When the house assigns you a mission, it will usually provide you with the necessary supplies and transportation. Beyond this, you have many old friends, mentors, and rivals in your house, and you may encounter one of them when you interact with a house business. The degree to which such acquaintances are willing to help you depends on your current standing in your house. + + + + Suggested Characteristics + House agents are diverse. Consider the house you serve and the work you do when choosing characteristics. +Personality Traits +d6 | Personality Trait +1 | I'm always looking to improve efficiency. +2 | I love to share trivia about my house's business. +3 | I never forget an insult against me or my house. +4 | I'm enthusiastic about everything my house does. +5 | I represent my house and take pride in my looks. +6 | I'm critical of monarchies and limits on the houses. + +Ideals +d6 | Ideal +1 | Common Good. My house serves a vital function, and its prosperity will help everyone. (Good) +2 | Tradition. I uphold traditions of my house and bring honor to my family. (Lawful) +3 | Innovation. Abandon old traditions and find better ways to do things. (Chaotic) +4 | Power. I want to ensure the prosperity of my house and wield its power myself. (Evil) +5 | Discovery. I want to learn all I can, both for my house and for my own curiosity. (Any) +6 | Comfort. I want to ensure that me and mine enjoy the best things in life. (Any) + +Bonds +d6 | Bond +1 | My house is my family. I would do anything for it. +2 | I love someone from another house, but the relationship is forbidden. +3 | Someone I love was killed by a rival faction within my house, and I will have revenge. +4 | I don't care about the house as a whole, but I would do anything for my old mentor. +5 | My house must evolve, and I'll lead the evolution. +6 | I'm determined to impress the leaders of my house, and to become a leader myself. + +Flaws +d6 | Flaw +1 | I'm fixated on following official protocols. +2 | I'm obsessed with conspiracy theories and worried about secret societies and hidden demons. +3 | My house and bloodline make me the best! +4 | My secret could get me expelled from my house. +5 | My religious beliefs aren't widespread in my house. +6 | I'm working for a hidden faction in my house that gives me secret assignments. + + + + + diff --git a/FightClub5eXML/Sources/EberronRisingFromTheLastWar/items-erlw.xml b/FightClub5eXML/Sources/EberronRisingFromTheLastWar/items-erlw.xml new file mode 100644 index 0000000..38839c3 --- /dev/null +++ b/FightClub5eXML/Sources/EberronRisingFromTheLastWar/items-erlw.xml @@ -0,0 +1,350 @@ + + + + Arcane Propulsion Arm + Wondrous item + W + 1 + + T + 1d8 + FC + 20/60 + This prosthetic appendage was developed by artificers of House Cannith. To attune to this item, you must attach it to your arm at the wrist, elbow, or shoulder, at which point the prosthetic magically forms a copy of the appendage it's replacing. +While attached, the prosthetic provides these benefits: +• The prosthetic is a fully capable part of your body. +• You can take an action to remove the prosthetic, and it removes itself if your attunement to it ends. It can't be removed against your will. +• The prosthetic is a magic melee weapon with which you're proficient. It deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the prosthetic detaches and flies at the target of the attack, then immediately returns to you and reattaches. +Source: Eberron: Rising from the Last War p. 276 + 1d8 + + + Belashyrra's Beholder Crown + Wondrous item + W + 1 + + + This symbiotic crown is carved from dark purple and mauve stone, with ten points like stalks set with gemstones resembling the eyestalks of a beholder. To attune to this item, you must wear it on your head for the entire attunement period, during which the crown's hidden tendrils burrow into your scalp to bond with your skull. +While wearing the crown, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. +Spells: The crown has 10 charges. While wearing it, you can use an action to expend some of its charges to cast one of the following spells from it (spell save DC 16): charm person (1 charge), disintegrate (6 charges), fear (3 charges), finger of death (7 charges), flesh to stone (6 charges), hold person (2 charges), ray of enfeeblement (2 charges), sleep (1 charge), slow (3 charges), telekinesis (5 charges). +The crown regains 1d6 + 3 expended charges daily at dawn. +Symbiotic Nature: The crown can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the crown ends, and it detaches from you. +The daelkyr Belashyrra made these crowns. While on the same plane of existence as the crown, Belashyrra can see through its eyestalks. +Source: Eberron: Rising from the Last War p. 276 + 1d6+3 + + + Cleansing Stone + Wondrous item + W + 1 + + + A cleansing stone is a sphere 1 foot in diameter, engraved with mystic sigils. When touching the stone, you can use an action to activate it and remove dirt and grime from your garments and your person. +Such stones are often embedded in pedestals in public squares in Aundair or in high-end Ghallanda inns. +Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 115 + + + Common Glamerweave + Wondrous item + W + 1 + + + Glamerweave is clothing imbued with harmless illusory magic. While wearing the common version of these clothes, you can use a bonus action to create a moving illusory pattern within the cloth. +Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 115 + + + Docent + Wondrous item + W + 1 + + + A docent is a small metal sphere, about 2 inches across, studded with dragonshards. To attune to a docent, you must embed the item somewhere on your body, such as your chest or your eye socket. +Sentience: A docent is a sentient item of any alignment with an Intelligence of 16, a Wisdom of 14, and a Charisma of 14. It perceives the world through your senses. It communicates telepathically with you and can speak, read, and understand any language it knows (see "Random Properties" below). +Life Support: Whenever you end your turn with 0 hit points, the docent can make a Wisdom (Medicine) check with a +6 bonus. If this check succeeds, the docent stabilizes you. +Random Properties: A docent has the following properties: +Languages. The docent knows Common, Giant, and 1d4 additional languages chosen by the DM. If a docent knows fewer than six languages, it can learn a new language after it hears or reads the language through your senses. +Skills. The docent has a +7 bonus to one of the following skills (roll a d4): (1) Arcana, (2) History, (3) Investigation, or (4) Nature. +Spells. The docent knows one of the following spells and can cast it at will, requiring no components (roll a d6): (1–2) detect evil and good or (3–6) detect magic. The docent decides when to cast the spell. +Personality: A docent is designed to advise and assist the warforged it's attached to. One of the simple functions of a docent is to serve as a translator. The docent's properties are under its control, and if you have a bad relationship with your docent, it might refuse to assist you. +Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120 + 1d4 + + + Dragon's Blood + Other + G + + + Introduced into Sharn by Daask, dragon's blood is a potent and highly addictive stimulant. In addition to inducing euphoria, it can enhance spellcasting ability or even temporarily imbue a user with the ability to cast sorcerer spells. The drug's effects are potentially dangerous and always unpredictable. This isn't something a player character should want to use; adventurers are more likely to interfere with Daask smugglers or deal with an addict who accidentally casts a fireball in a crowded street. The specific effects of dragon's blood are up to you, but you can take inspiration from the PHB. +Source: Eberron: Rising from the Last War p. 244 + + + Dreamlily + Other + G + + + A psychoactive liquid that smells and tastes like your favorite beverage, essence of dreamlily is a Sarlonan opiate. First imported to help manage pain during the Last War, it's now the most commonly abused substance in Sharn. Though dreamlily isn't illegal if used for medicinal purposes, it's heavily taxed, and thus most dreamlily is smuggled in and sold on the black market. Dreamlily dens can be found across the lower wards. Consuming dreamlily causes disorienting euphoria and brings about remarkable resistance to pain. A creature under the effects of dreamlily is poisoned for 1 hour. While poisoned in this way, the creature is immune to fear, and the first time it drops to 0 hit points without being killed outright, it drops to 1 hit point instead. A dose of dreamlily costs around 1 gp, or up to ten times that if purchased through legal channels. There are many varieties of the drug, however, and the duration or the price might vary accordingly. +Source: Eberron: Rising from the Last War p. 244 + + + Dyrrn's Tentacle Whip + martial Weapon, Melee Weapon + M + 3 + F,R + 1d4 + S + This long, whip-like strand of tough muscle bears a sharp stinger at one end. To attune to this symbiotic weapon, you wrap the whip around your wrist for the entire attunement period, during which time the whip painfully embeds its tendrils into your arm. +You gain a +2 bonus to attack and damage rolls made with this magic whip, but attack rolls made against aberrations with this weapon have disadvantage. A creature hit by this weapon takes an extra 1d6 psychic damage. When you roll a 20 on the d20 for an attack roll with this weapon, the target is stunned until the end of its next turn. +As a bonus action, you can sheathe the whip by causing it to retract into your arm, or draw the whip out of your arm again. +Symbiotic Nature: The whip can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the whip ends, and it detaches from you. +Source: Eberron: Rising from the Last War p. 276 + 1d6 + + + Earworm + Wondrous item + W + 1 + + + To attune to this symbiont, you must hold it against the skin behind your ear for the entire attunement period, whereupon it burrows into your head and bonds to your skull. While the earworm is inside you, you can speak, read, and write Deep Speech. +Spells: The earworm has 4 charges. You can cast the following spells from it, expending the necessary number of charges (spell save DC 15): detect thoughts (2 charges) or dissonant whispers (1 charge). Each time you use the earworm to cast the detect thoughts spell, it sends the information gleaned to the nearest daelkyr, or to the next nearest earworm until it reaches a daelkyr. +The earworm regains 1d4 expended charges daily at dawn. +Symbiotic Nature: The earworm can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the earworm ends, and it exits your body. +Source: Eberron: Rising from the Last War p. 277 + 1d4 + + + Everbright Lantern + Wondrous item + W + 1 + + + This bullseye lantern contains an Eberron dragonshard that sheds light comparable to that produced by a continual flame spell. An everbright lantern sheds light in a 120-foot cone; the closest 60 feet is bright light, and the farthest 60 feet is dim light. +Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 115 + + + Feather Token + Wondrous item + W + 1 + + + This small metal disk is inscribed with the image of a feather. When you fall at least 20 feet while the token is on your person, you descend 60 feet per round and take no damage from falling. The token's magic is expended after you land, whereupon the disk becomes nonmagical. +Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 115 + + + Finder's Goggles + Wondrous item + W + 1 + + + The lenses of these garish goggles are carved from Siberys dragonshards. While wearing these lenses, you gain the following benefits: +• When you make a Wisdom (Insight) check, you can roll a d4 and add the number rolled to the check. +• As an action, you can use the goggles to examine an object to identify the aura of the last creature that touched it. Make a Wisdom (Insight) check against a DC of 13 + the number of days since the last contact occurred. On a success, you learn the creature's type and can immediately use the goggles to cast locate creature to find that creature. This property can't be used again until the next dawn. +Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 115 + + + Keycharm + Wondrous item + W + 1 + + + This small stylized key plays a vital role in the work of House Kundarak. If you cast the alarm, arcane lock, or glyph of warding spell, you can tie the effect to the keycharm so that whoever holds it receives the notification from the alarm spell, bypasses the lock of the arcane lock spell, or avoids triggering the glyph placed by the glyph of warding spell. In addition, the holder (who needn't be attuned to the item) can take an action to end any one spell tied to it, provided the holder knows the command word you set for ending the tied spells. The keycharm can have up to three tied spells at one time. +Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 115 + + + Kyrzin's Ooze + Wondrous item + W + 1 + + + This opalescent, symbiotic goo comes sealed in a jar and slowly shifts and moves, as if endlessly exploring the jar's interior. To attune to this item, you must first drink the contents of the jar, unlocking the following properties. +Resistant: While attuned to Kyrzin's ooze, you have resistance to poison and acid damage, and you're immune to the poisoned condition. +Amorphous: As an action, you can speak a command word and cause your body to assume the amorphous qualities of an ooze. For the next minute, you (along with any equipment you're wearing or carrying) can move through a space as narrow as 1 inch wide without squeezing. Once you use this property, it can't be used again until the next dawn. +Acid Breath: As an action, you can exhale acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 36 (8d8) acid damage on a failed save, or half as much damage on a successful one. Once you use this property, it can't be used again until the next dawn. +Symbiotic Nature: The ooze can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the ooze ends, as it seeps out of you. +If you die while the ooze is inside you, it bursts out and engulfs you, turning your corpse into a black pudding allied with the daelkyr. +Source: Eberron: Rising from the Last War p. 278 + 8d8 + + + Living Gloves + Wondrous item + W + 1 + + + These symbiotic gloves—made of thin chitin and sinew—pulse with a life of their own. To attune to them, you must wear them for the entire attunement period, during which the gloves bond with your skin. +While attuned to these gloves, you gain one of the following proficiencies (your choice when you attune to the gloves): +• Sleight of Hand +• Thieves' tools +• One kind of artisan's tools of your choice +• One kind of musical instrument of your choice +When you make an ability check using the chosen proficiency, you add double your proficiency bonus to the check, instead of your normal proficiency bonus. +Symbiotic Nature: The gloves can't be removed from you while you're attuned to them, and you can't voluntarily end your attunement to them. If you're targeted by a spell that ends a curse, your attunement to the gloves ends, and they can be removed. +Source: Eberron: Rising from the Last War p. 278 + + + Prosthetic Limb + Wondrous item + W + 1 + + + This artificial limb replaces a hand, arm, foot, leg, or similar appendage that was lost or removed. While the prosthetic is attached and attuned to you, it functions identically to the body part it is replacing. You can detach or reattach it as an action, and it can't be removed by anyone else. +If you have multiple prosthetic limbs, they count as a single magic item with regard to the number of magic items you can attune to. +Source: Eberron: Rising from the Last War p. 278, Explorer's Guide to Wildemount + + + Scribe's Pen + Wondrous item + W + 1 + + + You can use this pen to write on any surface. You decide whether the writing is visible or invisible, but the writing is always visible to a person with the Mark of Scribing. +Any creature with the Mark of Scribing can use an action to touch the invisible writing, making it visible to all. +If you use the pen to write on a creature that isn't a construct, the writing fades after 7 days. +Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 115 + + + Shiftweave + Wondrous item + W + 1 + + + When a suit of shiftweave is created, up to five different outfits can be embedded into the cloth. While wearing the clothing, you can speak its command word as a bonus action to transform your outfit into your choice of one of the other designs contained within it. Regardless of its appearance, the outfit can't be anything but clothing. Although it can duplicate the look of other magical clothing, it doesn't gain their magical properties. +Source: Eberron: Rising from the Last War p. 279, Wayfinder's Guide to Eberron p. 115 + + + Speaking Stone + Wondrous item + W + 1 + + + The key to long-distance, virtually instantaneous communication across Khorvaire is House Sivis's network of message stations. Each station contains at least one speaking stone, which is carved from a Siberys dragonshard and inscribed with arcane symbols that uniquely identify it. If you're a gnome with the Mark of Scribing, you can touch the stone and use an action to cast the sending spell from it. The target is any other speaking stone whose location or unique sequence of symbols you know. A creature within 5 feet of the stone hears the message as if they were the target. +In a Sivis message station, a gnome is always on duty by the speaking stone, listening for messages that might come in and transcribing them for delivery to their intended recipients. +Source: Eberron: Rising from the Last War p. 279 + + + Spellshard + Wondrous item + W + 1 + + + This polished Eberron dragonshard fits in the hand and stores information similar to a book. The shard can hold the equivalent of one book that's no more than 320 pages long. A shard can be created blank or already filled with information. When the shard is created, the creator can set a passphrase that must be spoken to access the information stored within. +While holding the shard, you can use an action to open your mind to the shard, seeing its content in your mind. On subsequent rounds, reading the text or scribing new text on blank "pages" in the shard requires concentration (as if concentrating on a spell) and takes the same amount of time it takes you to read and write normally. Thinking of a particular phrase or topic draws you to the first section in the shard that addresses it. +A wizard can use a spellshard as a spellbook, with the usual cost in gold and time to "scribe" a spell into the shard. +Source: Eberron: Rising from the Last War p. 279, Wayfinder's Guide to Eberron p. 115 + + + Uncommon Glamerweave + Wondrous item + W + 1 + + + Glamerweave is clothing imbued with harmless illusory magic. While wearing these clothes, you can use a bonus action to create a moving illusory pattern within the cloth. Alternatively, you can have the pattern rise from the cloth. For example, a glamerweave gown might be wreathed in harmless, illusory flames, while a glamerweave hat might have illusory butterflies fluttering around it. +When you make a Charisma (Performance) or Charisma (Persuasion) check while wearing the glamerweave, you can roll a d4 and add the number rolled to the check. Once you use this property, it can't be used again until the next dawn. +Source: Eberron: Rising from the Last War p. 277 + + + Ventilating Lungs + Wondrous item + W + 1 + + + These metallic nodules were created in response to the poisonous gases used on the battlefields of the Last War. When you attune to these lungs, they replace the lungs in your chest, which disappear. The lungs allow you to breathe normally, even in an antimagic field, and their breathing function can't be suppressed by magic. +Outside an antimagic field or any other effect that suppresses magic, these lungs allow you to breathe normally in any environment (including a vacuum), and you have advantage on saving throws against harmful gases such as those created by a cloudkill spell, a stinking cloud spell, inhaled poisons, and gaseous breath weapons. +As an action, you can use these lungs to exhale a gust of wind, as if you had cast the gust of wind spell (spell save DC 15) with no components. This property of the lungs can't be used again until the next dawn. +If your attunement to the lungs ends, your original lungs reappear. +Source: Eberron: Rising from the Last War p. 279 + + + Wand Sheath + Wondrous item + W + 1 + + + A wand sheath clamps onto your arm and imparts the following benefits: +• The wand sheath can't be removed from you while you're attuned to it. +• You can insert a wand into the sheath as an action. The sheath can hold only one wand at a time. +• You can retract or extend a wand from the sheath as a bonus action. While the wand is extended, you can use it as if you were holding it, but your hand remains free. +If a sheathed wand requires attunement, you must attune to the wand before you can use it. However, the wand sheath and the attached wand count as a single magic item with regard to the number of magic items you can attune to. If you remove the wand from the sheath, your attunement to the wand ends. +Source: Eberron: Rising from the Last War p. 279, Wayfinder's Guide to Eberron p. 115 + + + Wheel of Wind and Water + Wondrous item + W + 1 + + + When mounted at the helm of an elemental galleon or airship, this wheel allows a creature that possesses the Mark of Storm to telepathically control the elemental bound inside the vessel. +If a wheel of wind and water is mounted on a mundane sailing ship, a creature with the Mark of Storm who is using the wheel can create an area of ideal conditions around the vessel, increasing its speed by 5 miles per hour. +Source: Eberron: Rising from the Last War p. 280, Wayfinder's Guide to Eberron p. 115 + + + Glamerweave + Wondrous item + W + 1 + + + Common Glamerweave +Uncommon Glamerweave +Source: Eberron: Rising from the Last War p. 277 + + + Imbued Wood Focus + Wondrous item, Spellcasting Focus + G + 1 + + + An arcane focus is a special item–an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item–designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. +Imbued Wood (Fernian Ash) +Imbued Wood (Irian Rosewood) +Imbued Wood (Kythrian Manchineel) +Imbued Wood (Lamannian Oak) +Imbued Wood (Mabaran Ebony) +Imbued Wood (Risian Pine) +Imbued Wood (Shavarran Birch) +Imbued Wood (Xorian Wenge) +Source: Eberron: Rising from the Last War p. 277 + + + Orb of Shielding + Wondrous item, Spellcasting Focus + G + 1 + 3 + + An arcane focus is a special item–an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item–designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. +Orb of Shielding (Fernian Basalt) +Orb of Shielding (Irian Quartz) +Orb of Shielding (Kythrian Skarn) +Orb of Shielding (Lamannian Flint) +Orb of Shielding (Mabaran Obsidian) +Orb of Shielding (Risian Shale) +Orb of Shielding (Shavarran Chert) +Orb of Shielding (Xorian Marble) +Source: Eberron: Rising from the Last War p. 278 + + diff --git a/FightClub5eXML/Sources/ExplorersGuideToWildemount/backgrounds-egw.xml b/FightClub5eXML/Sources/ExplorersGuideToWildemount/backgrounds-egw.xml new file mode 100644 index 0000000..9635ded --- /dev/null +++ b/FightClub5eXML/Sources/ExplorersGuideToWildemount/backgrounds-egw.xml @@ -0,0 +1,399 @@ + + + + Augen Trust (Spy) + + + Description + Source: Explorer's Guide to Wildemount p. 203 + + + + Cobalt Scholar (Sage) + Arcana, History + + Description + • Skill Proficiencies: Arcana, History +• Languages: Two of your choice +• Equipment: A Ink (1-ounce bottle), a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 gp +Source: Explorer's Guide to Wildemount p. 203 + + + Feature: Researcher + When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature, Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. + + + + Specialty + To determine the nature of your scholarly training, roll a d8 or choose from the options in the table below. +d8 | Field of Study +1 | Alchemist +2 | Astronomer +3 | Discredited academic +4 | Librarian +5 | Professor +6 | Researcher +7 | Wizard's apprentice +8 | Scribe + + + + + Suggested Characteristics + Sages are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, a sage values knowledge highly—sometimes in its own right, sometimes as a means toward other ideals. +d8 | Personality Trait +1 | I use polysyllabic words that convey the impression of great erudition. +2 | I've read every book in the world's greatest libraries—or I like to boast that I have. +3 | I'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything to others. +4 | There's nothing I like more than a good mystery. +5 | I'm willing to listen to every side of an argument before I make my own judgment. +6 | I... speak... slowly... when talking... to idiots,... which... almost... everyone... is... compared... to me. +7 | I am horribly, horribly awkward in social situations. +8 | I'm convinced that people are always trying to steal my secrets. + +d6 | Ideal +1 | Knowledge. The path to power and self-improvement is through knowledge. (Neutral) +2 | Beauty. What is beautiful points us beyond itself toward what is true. (Good) +3 | Logic. Emotions must not cloud our logical thinking. (Lawful) +4 | No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic) +5 | Power. Knowledge is the path to power and domination. (Evil) +6 | Self-Improvement. The goal of a life of study is the betterment of oneself. (Any) + +d6 | Bond +1 | It is my duty to protect my students. +2 | I have an ancient text that holds terrible secrets that must not fall into the wrong hands. +3 | I work to preserve a library, university, scriptorium, or monastery. +4 | My life's work is a series of tomes related to a specific field of lore. +5 | I've been searching my whole life for the answer to a certain question. +6 | I sold my soul for knowledge. I hope to do great deeds and win it back. + +d6 | Flaw +1 | I am easily distracted by the promise of information. +2 | Most people scream and run when they see a demon. I stop and take notes on its anatomy. +3 | Unlocking an ancient mystery is worth the price of a civilization. +4 | I overlook obvious solutions in favor of complicated ones. +5 | I speak without really thinking through my words, invariably insulting others. +6 | I can't keep a secret to save my life, or anyone else's. + + + + + + Grinner + Deception, Performance + + Description + The Golden Grin began in the far-off land of Tal'Dorei, trading secret messages through a network of bards and minstrels to undermine an iron-fisted king's authoritarian rule. Today, Tal'Dorei is a relatively peaceful republic, and some Grinners have grown restless while waiting for tyranny to raise its ugly head again. A contingent of such Grinners traveled to the Menagerie Coast and set up a network of secret bases in the cities of the Clovis Concord, from which they are presently working their way into the highest echelons of the Dwendalian Empire. +You are a Grinner. Your goals are to spread freedom and inspire hope—or, in time, revolution—in the hearts of the oppressed. +• Skill Proficiencies: Deception, Performance +• Tool Proficiencies: One type of musical instrument, thieves' tools +• Equipment: A set of fine clothes, a disguise kit, a musical instrument of your choice, a gold-plated ring depicting a smiling face, and a pouch containing 15 gp +Source: Explorer's Guide to Wildemount p. 200 + + + Favorite Code-Song + All members of the Golden Grin have learned a handful of folk songs in their travels, and use those songs to send secret codes and alert fellow Grinners to danger. Choose a favorite song or roll on the Favorite Code-Songs table. +d6 | Favorite Code-Song +1 | Zan's Comin' Back. This hopeful Tal'Dorei folk song declares the inevitable return of a just ruler. Use it to seek out potential allies. +2 | Blow Fire Down the Coast. A rowdy fighting song from the Clovis Concord, this ditty talks of blasting up pirate ships. Use it to encourage battle. +3 | Hush! Onward Come the Dragons. This Tal'Dorei folk song recounts the terror in the days after the invasion of the red dragon called the Cinder King. Use it to encourage caution in speech and deed. +4 | Let the Sword Grow Rust. An antiwar anthem from Marquet, this song has uncertain origins. Use it to help quell violent encounters. +5 | Drink Deep, Li'l Hummingbird. A drinking rondo from the Menagerie Coast, this song tells the tale of a young person who drinks so heavily that they awaken to find they've stowed away on a ship. Use it to encourage alertness in social situations. +6 | Dirge for the Emerald Fire. This elven song supposedly has thousands of obscure verses. Use the first two verses to spread news of death or defeat. + + + + + Feature: Ballad of the Grinning Fool + Like every Grinner, you know how to find a hideout. In any city of 10,000 people or more on the Menagerie Coast or in the lands of the Dwendalian Empire, you can play the "Ballad of the Grinning Fool" in a major tavern or inn. A member of the Golden Grin will find you and give shelter to you and any companions you vouch for. This shelter might be discontinued if it becomes too dangerous to hide you, at the DM's discretion. +This feature must be used with caution, for not all who know the ballad are your friends. Some are traitors, counterspies, or agents of tyranny. + + + + Suggested Characteristics + Grinners are trained in the art of secrecy and innuendo, and are skilled at hiding in plain sight by being the loudest and brightest person in the room. Their skills in subterfuge and combat lend themselves well to an adventuring lifestyle, and traveling with mercenaries and treasure hunters creates a convenient excuse to journey through lands bent under tyranny. +d8 | Personality Trait +1 | I love the spotlight. Everyone, look at me! +2 | Give me a drink and I'm your friend. +3 | Talk to me about yourself. I'm a hell of a listener. +4 | I hate to start fights, but I love to finish them. +5 | I can't sit still. +6 | I'm always humming an old tune from my past. +7 | When I don't have a reason to smile, I'm miserable. +8 | I'm lucky like you wouldn't believe. + +d6 | Ideal +1 | Revolution. Tyrants must fall, no matter the cost. (Chaotic) +2 | Compassion. The only way to make a better world is to perform small kindnesses. (Good) +3 | Justice. A nation built upon just foundations will uphold freedom for all. (Law) +4 | Expression. Music, joy, and laughter are the keys to freedom. (Good) +5 | Self-Determination. People should be free to do as they please. (Chaotic) +6 | Vigilance. A free people must be carefully taught, lest they be misled. (Neutral) + +d6 | Bond +1 | I lost someone important to an agent of the Dwendalian Empire. That regime will fall. +2 | The first people to be hurt by this war will be the common folk. I need to protect them. +3 | Music helped me through a dark time in my life. Now, I'll use music to change the world. +4 | I will be known as the greatest spy who ever lived. +5 | All life is precious to me. I know I can change the world without taking a humanoid life. +6 | The elite in their ivory towers don't understand how we suffer. I intend to show them. + +d6 | Flaw +1 | I've never lied once in my life. What? No, I'm not crossing my fingers! +2 | I do everything big! Subtlety? I don't know the meaning of subtlety! Oh, that's a problem? +3 | Being a spy in wartime is painful. I've seen so much suffering, I think I'm losing my mind. +4 | I can't focus on my mission. I just want to carouse and sing and play! +5 | Yeah, that's my name. Yeah, I'm a Grinner spy. Who cares about staying undercover? +6 | I can't afford to trust anyone. Not. Anyone. + + + + + + Luxonborn (Acolyte) + Insight, Religion + + Description + • Skill Proficiencies: Insight, Religion +• Languages: Two of your choice +• Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 gp +Source: Explorer's Guide to Wildemount p. 203 + + + Feature: Shelter of the Faithful + As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. +You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. + + + + Suggested Characteristics + Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme. +d8 | Personality Trait +1 | I idolize a particular hero of my faith, and constantly refer to that person's deeds and example. +2 | I can find common ground between the fiercest enemies, empathizing with them and always working toward peace. +3 | I see omens in every event and action. The gods try to speak to us, we just need to listen. +4 | Nothing can shake my optimistic attitude. +5 | I quote (or misquote) sacred texts and proverbs in almost every situation. +6 | I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods. +7 | I've enjoyed fine food, drink, and high society among my temple's elite. Rough living grates on me. +8 | I've spent so long in the temple that I have little practical experience dealing with people in the outside world. + +d6 | Ideal +1 | Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful) +2 | Charity. I always try to help those in need, no matter what the personal cost. (Good) +3 | Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic) +4 | Power. I hope to one day rise to the top of my faith's religious hierarchy. (Lawful) +5 | Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful) +6 | Aspiration. I seek to prove myself worthy of my god's favor by matching my actions against his or her teachings. (Any) + +d6 | Bond +1 | I would die to recover an ancient relic of my faith that was lost long ago. +2 | I will someday get revenge on the corrupt temple hierarchy who branded me a heretic. +3 | I owe my life to the priest who took me in when my parents died. +4 | Everything I do is for the common people. +5 | I will do anything to protect the temple where I served. +6 | I seek to preserve a sacred text that my enemies consider heretical and seek to destroy. + +d6 | Flaw +1 | I judge others harshly, and myself even more severely. +2 | I put too much trust in those who wield power within my temple's hierarchy. +3 | My piety sometimes leads me to blindly trust those that profess faith in my god. +4 | I am inflexible in my thinking. +5 | I am suspicious of strangers and expect the worst of them. +6 | Once I pick a goal, I become obsessed with it to the detriment of everything else in my life. + + + + + + Myriad Operative (Criminal) + Deception, Stealth + + Description + • Skill Proficiencies: Deception, Stealth +• Tool Proficiencies: One type of gaming set, thieves' tools +• Equipment: A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 gp +Source: Explorer's Guide to Wildemount p. 203 + + + Feature: Criminal Contact + You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you. + + + + Specialty + There are many kinds of criminals, and within a thieves' guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life, or roll on the table below. +d8 | Specialty +1 | Blackmailer +2 | Burglar +3 | Enforcer +4 | Fence +5 | Highway robber +6 | Hired killer +7 | Pickpocket +8 | Smuggler + + + + + Suggested Characteristics + Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority. +d8 | Personality Trait +1 | I always have a plan for when things go wrong. +2 | I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. +3 | The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden. +4 | I would rather make a new friend than a new enemy. +5 | I am incredibly slow to trust. Those who seem the fairest often have the most to hide. +6 | I don't pay attention to the risks in a situation. Never tell me the odds. +7 | The best way to get me to do something is to tell me I can't do it. +8 | I blow up at the slightest insult. + +d6 | Ideal +1 | Honor. I don't steal from others in the trade. (Lawful) +2 | Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic) +3 | Charity. I steal from the wealthy so that I can help people in need. (Good) +4 | Greed. I will do whatever it takes to become wealthy. (Evil) +5 | People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral) +6 | Redemption. There's a spark of good in everyone. (Good) + +d6 | Bond +1 | I'm trying to pay off an old debt I owe to a generous benefactor. +2 | My ill-gotten gains go to support my family. +3 | Something important was taken from me, and I aim to steal it back. +4 | I will become the greatest thief that ever lived. +5 | I'm guilty of a terrible crime. I hope I can redeem myself for it. +6 | Someone I loved died because of a mistake I made. That will never happen again. + +d6 | Flaw +1 | When I see something valuable, I can't think about anything but how to steal it. +2 | When faced with a choice between money and my friends, I usually choose the money. +3 | If there's a plan, I'll forget it. If I don't forget it, I'll ignore it. +4 | I have a 'tell' that reveals when I'm lying. +5 | I turn tail and run when things look bad. +6 | An innocent person is in prison for a crime that I committed. I'm okay with that. + + + + + + Revelry Pirate (Sailor) + Athletics, Perception + + Description + • Skill Proficiencies: Athletics, Perception +• Tool Proficiencies: Navigator's tools, vehicles (water) +• Equipment: A belaying pin (club), silk rope (50 feet), a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10 gp +Source: Explorer's Guide to Wildemount p. 203 + + + Feature: Ship's Passage + When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage. + + + + Suggested Characteristics + Sailors can be a rough lot, but the responsibilities of life on a ship make them generally reliable as well. Life aboard a ship shapes their outlook and forms their most important attachments. +d8 | Personality Trait +1 | My friends know they can rely on me, no matter what. +2 | I work hard so that I can play hard when the work is done. +3 | I enjoy sailing into new ports and making new friends over a flagon of ale. +4 | I stretch the truth for the sake of a good story. +5 | To me, a tavern brawl is a nice way to get to know a new city. +6 | I never pass up a friendly wager. +7 | My language is as foul as an otyugh nest. +8 | I like a job well done, especially if I can convince someone else to do it. + +d6 | Ideal +1 | Respect. The thing that keeps a ship together is mutual respect between captain and crew. (Good) +2 | Fairness. We all do the work, so we all share in the rewards. (Lawful) +3 | Freedom. The sea is freedom—the freedom to go anywhere and do anything. (Chaotic) +4 | Mastery. I'm a predator, and the other ships on the sea are my prey. (Evil) +5 | People. I'm committed to my crewmates, not to ideals. (Neutral) +6 | Aspiration. Someday, I'll own my own ship and chart my own destiny. (Any) + +d6 | Bond +1 | I'm loyal to my captain first, everything else second. +2 | The ship is most important—crewmates and captains come and go. +3 | I'll always remember my first ship. +4 | In a harbor town, I have a paramour whose eyes nearly stole me from the sea. +5 | I was cheated out of my fair share of the profits, and I want to get my due. +6 | Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine. + +d6 | Flaw +1 | I follow orders, even if I think they're wrong. +2 | I'll say anything to avoid having to do extra work. +3 | Once someone questions my courage, I never back down no matter how dangerous the situation. +4 | Once I start drinking, it's hard for me to stop. +5 | I can't help but pocket loose coins and other trinkets I come across. +6 | My pride will probably lead to my destruction. + + + + + + Volstrucker Agent + Deception, Stealth + + Description + The Volstrucker are a clandestine organization of arcane assassins and enforcers in the service of the Cerberus Assembly. Their operatives bear no official title, but are referred to in hushed tones as "scourgers" by residents of large Dwendalian cities such as Zadash and Rexxentrum. +You are a Volstrucker agent. Your duty is to silence dissidents who would undermine the will of King Dwendal—and more importantly, the will of the Assembly. +• Skill Proficiencies: Deception, Stealth +• Tool Proficiencies: Poisoner's kit +• Languages: One of your choice +• Equipment: A set of common clothes, a black cloak with a hood, a poisoner's kit, and a pouch containing 10 gp +Source: Explorer's Guide to Wildemount p. 202 + + + Tragedy + Happy people aren't selected to join the Volstrucker. The Cerberus Assembly preys upon talented individuals who have been broken by tragedy—in some cases, tragedy that the Volstrucker has arranged for. A slightly broken mind is more easily reshaped and reeducated. Choose the tragedy that set you on this path, or roll on the Tragedies table. +d6 | Tragedy +1 | Familicide. Through deceit or manipulation, the Volstrucker convinced you to slaughter your own family. +2 | Amnesia. You were forced to study magic so potent that it strained your mind beyond mortal limits, stealing away the memories of your past. +3 | Capture. You were captured and tortured by agents of the Kryn Dynasty, and barely escaped. +4 | Starvation. A terrible blight afflicted your rural village, and many of your friends and family members starved to death. You survived, but only barely. +5 | Disfigurement. One of your arcane experiments went wrong and scarred or dismembered you so gravely that others now shun you. Only the Volstrucker showed you kindness after that day. +6 | Vicissitude. You were once the scion of a wealthy family who lost their entire fortune in the blink of an eye. + + + + + Feature: Shadow Network + You have access to the Volstrucker shadow network, which allows you to communicate with other members of the order over long distances. If you write a letter in a special arcane ink, address it to a member of the Volstrucker, and cast it into a fire, the letter will burn to cinders and materialize whole again on the person of the agent you addressed it to. +The ink used to send a letter across the shadow network is the same as that used by a wizard to scribe spells in a spellbook. Writing a letter in this ink costs 10 gp per page. + + + + Suggested Characteristics + Agents of the Volstrucker are groomed to follow orders without question and to kill without mercy. The trauma that brings one into the order can fester even more strongly against the darkness of a Volstrucker agent's assignments. Officially, no one ever leaves the order—but those desperate enough do whatever it takes to gain some measure of freedom. +d6 | Personality Trait +1 | I prefer to keep my thoughts to myself. +2 | I indulge vice in excess to quiet my conscience. +3 | I've left emotion behind me. I'm now perfectly placid. +4 | Some event from the past keeps worming its way into my mind, making me restless. +5 | I always keep my word—except when I'm commanded to break it. +6 | I laugh off insults and never take them personally. + +d6 | Ideal +1 | Order. The will of the crown is absolute. (Law) +2 | True Loyalty. The Cerberus Assembly is greater than any power, even the crown. (Law) +3 | Death. The penalty for disloyalty is death. (Evil) +4 | Determination. I cannot fail. Not ever. (Neutral) +5 | Fear. People should not respect power. They should fear it. (Evil) +6 | Escape. The Volstrucker are pure evil! I can't atone for what I've done for them, but I can escape with my life. (Any) + +d4 | Bond +1 | The job is all that matters. I will see it through. +2 | My orders are important, but my comrades are worth more than anything. I would die for them. +3 | Everything I've done, I've done to protect someone close to me. +4 | If the empire falls, all of civilization falls with it. I will hold back chaos and barbarism at any cost. + +d4 | Flaw +1 | I drink to dull the pain in the back of my head. +2 | I go a bit mad when I see blood. +3 | I can hear the voices of everyone I've killed. I see their faces. I can't be free of these ghosts. +4 | Fear is a powerful motivator. I will do whatever it takes to prevent those who know what I am from seeing me fail, and from those I care about from knowing what I am. + + + + + diff --git a/FightClub5eXML/Sources/ExplorersGuideToWildemount/items-egw.xml b/FightClub5eXML/Sources/ExplorersGuideToWildemount/items-egw.xml new file mode 100644 index 0000000..d16a4b5 --- /dev/null +++ b/FightClub5eXML/Sources/ExplorersGuideToWildemount/items-egw.xml @@ -0,0 +1,867 @@ + + + + Amulet of the Drunkard + Wondrous item + W + 1 + + + This amulet smells of old, ale-stained wood. While wearing it, you can regain 4d4 + 4 hit points when you drink a pint of beer, ale, mead, or wine. Once the amulet has restored hit points, it can't do so again until the next dawn. +Source: Explorer's Guide to Wildemount p. 265 + 4d4+4 + + + Arcane Cannon + Wondrous item + W + 1 + + + This Large cannon is imbued with magic. It requires no ammunition and doesn't need to be loaded. It takes one action to aim the cannon and one action to fire it. After the cannon has fired, it must recharge for 5 minutes before it can be fired again. +The creature firing the cannon chooses the effect from the following options: +Acid Jet: The cannon discharges acid in a line 300 feet long and 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one. In addition, a creature that fails its saving throw takes 11 (2d10) acid damage at the start of each of its turns; a creature can end this damage by using its action to wash off the acid with a pint or more of water. +Fire Jet: The cannon discharges fire in a line 300 feet long and 5 feet wide. Each creature in the area must make a DC 15 Dexterity saving throw, taking 33 (6d10) fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. +Frost Shot: The cannon shoots a ball of frost to a point you can see within 1,200 feet of the cannon. The ball then expands to form a 30-foot-radius sphere centered on that point. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, a creature takes 22 (4d10) cold damage, and its speed is reduced by 10 feet for 1 minute. On a successful save, the creature takes half as much damage, and its speed isn't reduced. A creature whose speed is reduced by this effect can repeat the save at the end of each of its turns, ending the effect on itself on a success. +Lightning Shot: The cannon shoots a ball of lightning to a point you can see within 1,200 feet of the cannon. The lightning then expands to form a 20-foot-radius sphere centered on that point. Each creature in that area must make a DC 15 Dexterity saving throw, taking 33 (6d10) lightning damage on a failed save, or half as much damage on a successful one. Creatures wearing metal armor have disadvantage on the save. +Poison Spray: The cannon expels poison gas in a 60-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, the creature takes 22 (4d10) poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and isn't poisoned. A creature poisoned in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. +Source: Explorer's Guide to Wildemount p. 265 + 4d10 + 2d10 + 6d10 + + + Battering Shield + Shield + S + 6 + + 2 + While holding this iron tower shield, you gain a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. +Additionally, the shield has 3 charges, and it regains 1d3 expended charges daily at dawn. If you are holding the shield and push a creature within your reach at least 5 feet away, you can expend 1 charge to push that creature an additional 10 feet, knock it prone, or both. +Source: Explorer's Guide to Wildemount p. 266 + 1d3 + + + Black Sap + + P + + 300.0 + + This tarry substance harvested from the dark boughs of the death's head willow is a powerful intoxicant. It can be smoked as a concentrate or injected directly into the bloodstream. A creature subjected to a dose of black sap cannot be charmed or frightened for 1d6 hours. +For each dose of black sap consumed, a creature must succeed on a DC 15 Constitution saving throw or become poisoned for 2d4 hours—an effect that is cumulative with multiple doses. +Source: Explorer's Guide to Wildemount p. 152 + 1d6 + 2d4 + + + Blade of Broken Mirrors + simple Weapon, Melee Weapon + M + 1 + F,L,T + 1d4 + P + 20/60 + A weapon of Tharizdun, this dagger is a piece of jagged stone whose blade is scribed with a maze-like pattern with no beginning or end. +Sentience: The Blade of Broken Mirrors is a sentient chaotic evil weapon with an Intelligence of 21, a Wisdom of 24, and a Charisma of 24. It has hearing and darkvision out to a range of 120 feet. +The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal and Common. +Personality: An insane glabrezu named Ragazuu lives within the Blade of Broken Mirrors. The weapon yearns to cause chaos. It learns its wielder's principles, then uses those ideals to encourage reckless action. The dagger whispers ideas of revolution. +Dormant: The dagger grants the following benefits in its dormant state: +• You can speak, read, and write Abyssal. +• You gain a +1 bonus to attack and damage rolls made with this magic weapon. Immediately after you make a ranged attack with this weapon, it returns to your hand. +• Whenever you kill a humanoid with an attack using the Blade of Broken Mirrors, the blade remembers the creature's appearance. While holding the dagger, you can use an action to change your form to match any humanoid the blade remembers. Your statistics, other than your size, don't change. Any equipment you are wearing or carrying isn't transformed. You can revert to your true appearance as an action. You revert to your true appearance automatically when you die. When the Blade of Broken Mirrors attunes to a new wielder, the appearances of humanoids it has killed are wiped from its memory. +Awakened: When the dagger reaches an awakened state, it gains the following properties: +• The weapon's bonus to attack and damage rolls increases to +2. +• While holding the weapon, you can use an action to cast one of the following spells from it (save DC 15): fabricate, hallucinatory terrain, major image, or phantasmal killer. Once a spell has been cast using the dagger, that spell can't be cast from the dagger again until the next dawn. +Exalted: When the dagger reaches an exalted state, it gains the following properties: +• The weapon's bonus to attack and damage rolls increases to +3. +• The saving throw DC for spells cast from the dagger increases to 17. +• While holding the dagger, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until you stop holding the dagger, until you attack or cast a spell that forces a creature to make a saving throw, or until you use a bonus action to become visible again. +Betrayer Artifact Properties: The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more information. +Source: Explorer's Guide to Wildemount p. 275 + + + Blasting Powder + Adventuring Gear + G + + + This volatile alchemical powder comes in a small pouch. When ignited by an open flame or a fuse, the powder explodes. Each creature within 5 feet of the exploding pouch must make a DC 13 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. +A character can bind multiple pouches of blasting powder together so they explode at the same time. Each additional pouch increases the damage by 1d6 (maximum of 10d6) and the blast radius by 5 feet (maximum of 20 feet). +Source: Explorer's Guide to Wildemount p. 225 + 3d6 + 1d6 + 10d6 + + + Blight Ichor + + P + + 200.0 + + This bitter chartreuse concoction is distilled from a fungus native to the Blightshore badlands. The sickly green liqueur harbors potent psychedelic properties. Provided it is neither a construct nor undead, a creature subjected to a dose of blight ichor gains advantage on Intelligence and Wisdom checks, as well as vulnerability to psychic damage, for 1 hour. For each dose of blight ichor consumed, the creature must succeed on a DC 15 Constitution saving throw or become poisoned for 1d6 hours and suffer the effects of a confusion spell for 1 minute. An undead creature subjected to a dose of blight ichor gains advantage on all Dexterity checks and is immune to the frightened condition for 1 hour. +Source: Explorer's Guide to Wildemount p. 152 + 1d6 + + + Bloodaxe + martial Weapon, Melee Weapon + M + 7 + 30.0 + H,2H + 1d12 + S + You gain a +2 bonus to attack and damage rolls made with this magic axe. The axe deals an extra 1d6 necrotic damage to creatures that aren't constructs or undead. If you reduce such a creature to 0 hit points with an attack using this axe, you gain 10 temporary hit points. +This axe is forged from a dark, rust-colored metal and once belonged to the goliath barbarian Grog Strongjaw of Vox Machina. +Source: Explorer's Guide to Wildemount p. 266 + 1d6 + + + Breathing Bubble + Wondrous item + W + 1 + + + This translucent, bubble-like sphere has a slightly tacky outer surface, and you gain the item's benefits only while wearing it over your head like a helmet. +The bubble contains 1 hour of breathable air. The bubble regains all its expended air daily at dawn. +Source: Explorer's Guide to Wildemount p. 266 + + + Brooch of Living Essence + Wondrous item + W + 1 + + + While wearing this nondescript brooch, spells and anything else that would detect or reveal your creature type treat you as humanoid, and those that would reveal your alignment treat it as neutral. +Source: Explorer's Guide to Wildemount p. 266 + + + Butcher's Bib + Wondrous item + W + 1 + + + This black leather apron is perpetually covered by blood, even after being washed off. You gain the following benefits while wearing the apron: +• Once per turn when you roll damage for a melee attack with a weapon, you can reroll the weapon's damage dice. If you do so, you must use the second total. +• Your weapon attacks that deal slashing damage score a critical hit on a roll of 19 or 20 on the d20. +Source: Explorer's Guide to Wildemount p. 266 + + + Coin of Delving + Wondrous item + W + 1 + + + This scintillating copper coin sheds dim light in a 5-foot radius. If dropped a distance greater than 5 feet, the coin issues a melodious ringing sound when it hits a surface. Any creature that can hear the chime can determine the distance the coin dropped based on the tone. +Source: Explorer's Guide to Wildemount p. 266 + + + Danoth's Visor + Wondrous item + W + 1 + + + These mithral-frame goggles with clear diamond lenses were used by the evoker Danoth Oro to spot invisible enemies and scout areas from afar. +Dormant: While wearing the goggles in their dormant state, you can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. Additionally, you have advantage on Intelligence (Investigation) and Wisdom (Perception) checks that rely on sight. +Awakened: When Danoth's Visor reaches an awakened state, it gains the following properties: +• You see invisible creatures and objects within 60 feet of you as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. +• As a bonus action, you can speak a command word and use the goggles to see into and through solid matter. This vision has a radius of 60 feet and lasts for 1 minute. To you, solid objects within that radius appear transparent. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. This property can't be used again until the next dawn. +• As a bonus action, you can speak a command word to switch the goggles into spyglass mode. While in this mode, creatures and objects viewed through the goggles are magnified to twice their size. Speaking the command word again reverts the goggles to their normal operation. +Exalted: When Danoth's Visor reaches an exalted state, it gains the following properties: +• You automatically detect illusions you can see and automatically succeed on saving throws against them. In addition, you see a bright aura around any creature that isn't in its true form. +• As an action, you can cast the antimagic field spell from the visor. This property can't be used again until the next dawn. +Source: Explorer's Guide to Wildemount p. 270 + + + Dispelling Stone + Wondrous item + W + 1 + + + This smooth, rainbow-colored, egg-shaped stone can be thrown up to 30 feet and explodes in a 10-foot-radius sphere of magical energy on impact, destroying the stone. Any active spell of 5th level or lower in the sphere ends. +Source: Explorer's Guide to Wildemount p. 266 + + + Duskcrusher + martial Weapon, Melee Weapon + M + 2 + 15.0 + V + 1d8 + 1d10 + B + This item takes the form of a leather-wrapped metal rod emblazoned with the symbol of Pelor, the Dawn Father. While grasping the rod, you can use a bonus action to cause a warhammer head of crackling radiance to spring into existence. The warhammer's radiant head emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. You can use an action to make the radiant head disappear. +While the radiant head is active, you gain a +2 bonus to attack and damage rolls made with this magic weapon, and attacks with the weapon deal radiant damage instead of bludgeoning damage. An undead creature hit by the weapon takes an extra 1d8 radiant damage. +While you are holding Duskcrusher and its radiant head is active, you can use an action to cast the sunbeam spell (save DC 15) from the weapon, and this action can't be used again until the next dawn. +Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Dust of Deliciousness + Wondrous item + W + 1 + + + This reddish brown dust can be sprinkled over any edible substance to greatly improve the flavor. The dust also dulls the eater's senses: anyone eating food treated with this dust has disadvantage on Wisdom ability checks and Wisdom saving throws for 1 hour. There is enough dust to flavor six servings. +Source: Explorer's Guide to Wildemount p. 267 + + + Explosive Seed + Adventuring Gear + G + + + This acorn-sized sphere of brass contains a small amount of blasting powder and a clockwork trigger. An explosive seed can be thrown up to 30 feet as an action, detonating on impact. Each creature within 5 feet of the exploding seed must make a DC 10 Dexterity saving throw, taking 1d8 bludgeoning damage on a failed save, or half as much damage on a successful one. +Source: Explorer's Guide to Wildemount p. 225 + 1d8 + + + Goggles of Object Reading + Wondrous item + W + 1 + + + These leather-framed goggles feature purple crystal lenses. While wearing the goggles, you have advantage on Intelligence (Arcana) checks made to reveal information about a creature or object you can see. +In addition, you can cast the identify spell using the googles. Once you do so, you can't do so again until the next dawn. +Source: Explorer's Guide to Wildemount p. 267 + + + Grimoire Infinitus + Wondrous item + W + 1 + 3 + + Several of these spellbooks with gilded pages and silver-plated covers were created during the Age of Arcanum, but only one has been found since the Calamity ended. The book has an infinite number of pages, is three inches thick, eight inches wide, twelve inches long, and weighs three pounds. +Dormant: Most of the book is blank, but the following spells are recorded in the first pages of the tome: alarm, antimagic field, Bigby's hand, blight, charm person, confusion, control weather, create undead, detect thoughts, enlarge/reduce, fear, foresight, gaseous form, glyph of warding, legend lore, Leomund's tiny hut, mass suggestion, mislead, misty step, Mordenkainen's faithful hound, prismatic spray, ray of enfeeblement, silent image, teleport, and thunderwave. +You can use the grimoire as your spellbook, and you can scribe new spells into it as normal. When you prepare wizard spells using the grimoire, the number of wizard spells you can prepare increases by 1. +Awakened: When the Grimoire Infinitus reaches an awakened state, it gains the following properties: +• While you carry the spellbook, you have advantage on saving throws against spells and magical effects. +• When you prepare wizard spells using the grimoire as your spellbook, the number of spells you can prepare increases by 1 again. +Exalted: When the Grimoire Infinitus reaches an exalted state, it gains the following properties: +• You can now use your Arcane Recovery feature twice between long rests, rather than once. +• When you prepare wizard spells using the grimoire as your spellbook, the number of spells you can prepare increases by 1 again. +Source: Explorer's Guide to Wildemount p. 271 + + + Grovelthrash + martial Weapon, Melee Weapon + M + 2 + V + 1d8 + 1d10 + B + Crafted from a single piece of obsidian, this warhammer of Torog hums with magical energy and is carved with the images of faces screaming in pain. +Sentience: Grovelthrash is a sentient neutral evil weapon with an Intelligence of 18, a Wisdom of 15, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet. +The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Infernal. +Personality: A covetous ultroloth named Ciria lives within Grovelthrash. The weapon values material possessions and doling out pain. It compliments its wielder whenever they claim treasure and takes pleasure in harming others. +Dormant: The warhammer grants the following benefits in its dormant state: +• You can speak, read, and write Abyssal and Infernal. +• You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this warhammer, you can deal an extra 2d6 bludgeoning damage to the target. If you do, you take 1d6 psychic damage. The warhammer deals double damage to objects and structures. +• While holding this weapon, you have advantage on Wisdom (Insight) checks made to discern a lie spoken in a language you understand. +Awakened: When the warhammer reaches an awakened state, it gains the following properties: +• The weapon's bonus to attack and damage rolls increases to +2. +• You gain a burrowing speed equal to your walking speed. You can use your burrowing speed to move through sand, loose earth, mud, or ice, not solid rock. +• When a creature you can see within 30 feet of you hits you with an attack while you are wielding the warhammer, you can use your reaction to deal an amount of psychic damage to that creature equal to the damage you took from the attack. This property can't be used again until the next dawn. +Exalted: When the warhammer reaches an exalted state, it gains the following properties: +• The weapon's bonus to attack and damage rolls increases to +3. +• When you have fewer hit points than half your hit point maximum, the warhammer deals an extra 2d6 bludgeoning damage on a hit. You can burrow through solid rock at half your burrowing speed and leave a 5-foot-diameter tunnel in your wake. +• As an action, you can use the warhammer to cast one of the following spells from it (save DC 17): earthquake, meld into stone, or stone shape. Once a spell has been cast using the warhammer, that spell can't be cast from the warhammer again until the next dawn. +Betrayer Artifact Properties: The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more information. +Source: Explorer's Guide to Wildemount p. 275 + 2d6 + 1d6 + + + Hide of the Feral Guardian + Light Armor + LA + 13 + 45.0 + + 12 + It is believed that this polished and beautifully detailed leather armor was a gift from Melora, bestowed on a long-forgotten archdruid and champion of the natural world before the terrors of the Calamity. +Dormant: While wearing the armor in its dormant state, you gain the following benefits: +• The armor grants you a +1 bonus to AC. +• While you are transformed by an effect that replaces any of your game statistics with those of another creature, you have a +1 bonus to melee attack and damage rolls, and you retain the benefits of this armor. +• As an action, you can use the armor to cast polymorph on yourself, transforming into a giant owl while retaining your Intelligence, Wisdom, and Charisma scores. This property can't be used again until the next dawn. +Awakened: When the armor reaches an awakened state, it gains the following properties: +• The AC bonus of the armor increases to +2. +• While you are transformed by an effect that replaces any of your game statistics with those of another creature, your bonus to melee attack and damage rolls increases by 1 (to +2). +• When you cast the polymorph spell using this armor, you can transform into a cave bear. +Exalted: When the armor reaches an exalted state, it gains the following properties: +• The AC bonus of the armor increases to +3. +• While you are transformed by an effect that replaces any of your game statistics with those of another creature, your bonus to melee attack and damage rolls increases by 1 (to +3). +• When you cast the polymorph spell using this armor, you can transform into a guardian wolf. +Source: Explorer's Guide to Wildemount p. 271 + + + Hunter's Coat + Light Armor + LA + 10 + 10.0 + + 11 + You have a +1 bonus to AC while wearing this armor. +The coat has 3 charges. When you hit a creature with an attack and that creature doesn't have all its hit points, you can expend 1 charge to deal an extra 1d10 necrotic damage to the target. The coat regains 1d3 expended charges daily at dawn. +The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. +Source: Explorer's Guide to Wildemount p. 267 + 1d10 + 1d3 + + + Infiltrator's Key + Wondrous item + W + 1 + + + This mithral skeleton key was forged using the blood of twelve master thieves executed for trying to steal magic items during the Age of Arcanum. +Dormant: The Infiltrator's Key grants the following benefits in its dormant state: +• The key can be used as thieves' tools for the purpose of opening locks. When using the key, you are considered proficient in thieves' tools and you have advantage on ability checks made to open locks. +• While holding the key, your steps are muffled, giving you advantage on Dexterity (Stealth) checks made to move silently. +Awakened: When the Infiltrator's Key reaches an awakened state, it gains the following properties: +• While holding the key, you can use a bonus action to transform the key into a magic dagger or back into a key. While the key is in the form of a dagger, you gain a +1 bonus to attack and damage rolls made with it, and it returns to your hand immediately after it is used to make a ranged attack. +• While holding the key, you can use an action to cast one of the following spells from it: alter self, invisibility, knock, or pass without trace. Once a spell has been cast using the key, it can't be used to cast that spell again until the next dawn. +Exalted: When the Infiltrator's Key reaches an exalted state, it gains the following properties: +• As a bonus action, you can touch the key to a floor, wall, or ceiling that is no more than 5 feet thick and cause a magical opening to appear in the surface. When you create the opening, you choose its length and width, up to 10 feet for each dimension. The opening lasts until the key passes through it to the other side, at which point it disappears (if a creature is in the opening when the doorway closes, the creature is safely shunted to the nearest unoccupied space). The key can't be used to create another opening until the next dawn. +• While holding the key, you can use an action to cast one of the following spells from it: dimension door, gaseous form, or mislead. Once a spell has been cast using the key, it can't be used to cast that spell again until the next dawn. +Source: Explorer's Guide to Wildemount p. 272 + + + Lash of Shadows + martial Weapon, Melee Weapon + M + 3 + F,R + 1d4 + S + This snakeskin whip is touched by the power of Zehir and ends in five animated serpent heads. +Sentience: The Lash of Shadows is a sentient chaotic evil weapon with an Intelligence of 18, a Wisdom of 16, and a Charisma of 20. It has hearing and darkvision out to a range of 120 feet. +The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Draconic. +Personality: A mad marilith named Sizlifeth lives within the Lash of Shadows. The weapon has a short temper and experiences only extreme emotions. It is most happy when dealing harm. +Dormant: The whip grants the following benefits in its dormant state: +• You can speak, read, and write Abyssal and Draconic. +• You gain a +1 bonus to attack and damage rolls made with this magic weapon. +• You can attempt to poison any creature that is hit by the whip. The creature must succeed on a DC 13 Constitution saving throw or suffer the effect of one of the following poisons of your choice; once a poison other than Serpent Venom has been used, that poison can't be used again until the next dawn: +• Dead Eyes.: A creature that fails the saving throw against this poison is poisoned for 1 hour. While poisoned in this way, the creature is blinded. + +• Serpent Venom.: A creature that fails the saving throw against this poison takes 3d6 poison damage, or half as much damage on a successful save. + +Awakened: When the whip reaches an awakened state, it gains the following properties: +• The weapon's bonus to attack and damage rolls increases to +2. +• The saving throw DC for the weapon's poisons increases to 15. +• The weapon gains a new poison option called Ghoul's Blood. A creature that fails the saving throw against this poison is poisoned for 1 minute. While poisoned in this way, the 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. +Exalted: When the whip reaches an exalted state, it gains the following additional properties: +• The weapon's bonus to attack and damage rolls increases to +3. +• The saving throw DC for the weapon's poisons increases to 17. +• The weapon gains a new poison option called Cockatrice Tears. A creature that fails the saving throw against this poison 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. +Betrayer Artifact Properties: The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more information. +Source: Explorer's Guide to Wildemount p. 276 + 3d6 + + + Luxon Beacon + Wondrous item + W + 1 + + + This dodecahedron of faintly glowing crystal is heavier than it appears. A set of handles are affixed to its sides, and it pulsates and thrums when touched. +Fragment of Possibility: A creature that touches the beacon and concentrates for 1 minute receives a Fragment of Possibility, which looks like a Tiny, grayish bead of energy that follows the creature around, staying within 1 foot of it at all times. The fragment lasts for 8 hours or until used. Once the beacon grants a Fragment of Possibility, it can't grant another until the next dawn. A creature with a Fragment of Possibility from a Luxon Beacon can't gain another Fragment of Possibility from any source. +When a creature with a Fragment of Possibility makes an attack roll, an ability check, or a saving throw, it can expend its fragment to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the creature, it can expend its fragment to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled. +If the original d20 roll has advantage or disadvantage, the creature rolls its d20 after advantage or disadvantage has been applied to the original roll. +Soul Snare: If a follower of the Luxon who has undergone a ritual of consecution dies within 100 miles of a Luxon Beacon, their soul is ensnared by it. This soul will be reincarnated within the body of a random humanoid baby developing within 100 miles of the beacon. +Source: Explorer's Guide to Wildemount p. 268 + + + Mace of the Black Crown + simple Weapon, Melee Weapon + M + 4 + + 1d6 + B + This mace has a haft of black iron and a ruby head with a fiendish countenance. Carrying the boon of Asmodeus, it is fit for the most powerful servants of the Nine Hells. +Sentience: The Mace of the Black Crown is a sentient lawful evil weapon with an Intelligence of 20, a Wisdom of 12, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. +The weapon communicates telepathically with its wielder and can speak, read, and understand Common and Infernal. +Personality: A greedy erinyes named Xartaza lives within the Mace of the Black Crown. Xartaza wants to recruit more souls for Asmodeus, so the weapon pushes its wielder toward lawful evil actions by manipulating the wielder's dreams. A former Blood War general, Xartaza hates demons and relishes crafting sound battle plans in any conflict. +Dormant: The mace grants the following benefits in its dormant state: +• You can speak, read, and write Infernal. +• You gain a +1 bonus to attack and damage rolls made with this magic weapon. +• While holding the mace, you can use a bonus action to speak its Infernal command word, causing flames to erupt from the head. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the mace is ablaze, it deals an extra 1d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you are no longer holding the mace. +• While holding the mace, you can use an action to summon an imp. Any devil you summon with this mace is friendly to you and your companions for the duration. The imp obeys any verbal commands that you issue to it and returns to the Nine Hells 10 minutes after you summoned it. This property can't be used again until the next dawn. +Awakened: When the mace reaches an awakened state, it gains the following properties: +• The weapon's bonus to attack and damage rolls increases to +2, and the extra fire damage dealt by the weapon when it is ignited increases to 2d6. +• The weapon's Summon Devil feature can also be used to summon a bearded devil. +• You have resistance to poison damage while holding this weapon. +Exalted: When the mace reaches an exalted state, it gains the following properties: +• The weapon's bonus to attack and damage rolls increases to +3, and the extra fire damage dealt by the weapon when it is ignited increases to 3d6. Fire damage dealt by the mace ignores resistance to fire damage. +• The weapon's Summon Devil feature can also be used to summon a barbed devil. +• You have resistance to fire damage while you hold this weapon. +Betrayer Artifact Properties: The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more information. +Source: Explorer's Guide to Wildemount p. 276 + 1d6 + 2d6 + 3d6 + + + Moorbounder + Mount + G + + 400.0 + + Beasts of burden are common throughout Xhorhas, and often horses and other riding animals are the best or only option. For those who require speed and have a little more coin to spend, the best option is often a moorbounder. However, moorbounders that haven't undergone proper training or established bonds of trust with their masters tend to attack and even eat their riders. +Moorbounders can cost anywhere from 300 to 500 gp each. They're often cheaper and more abundant in towns on the wastes than in cities like Rosohna. +Source: Explorer's Guide to Wildemount p. 132 + + + Muroosa Balm + + P + + 100.0 + + This paste made from the muroosa bush is known to help prevent sunburn, but it is also a fire retardant. After spending 1 minute applying a quarter pint of muroosa balm to your skin, you gain resistance against fire damage for 1 hour. +A dose of muroosa balm sufficient for treating sunburn costs 1 gp. +Source: Explorer's Guide to Wildemount p. 70 + + + Needle of Mending + simple Weapon, Melee Weapon + M + 1 + 2.0 + F,L,T + 1d4 + P + 20/60 + This weapon is a magic dagger disguised as a sewing needle. When you hold it and use a bonus action to speak its command word, it transforms into a dagger or back into a needle. +You gain a +1 bonus to attack and damage rolls made with the dagger. While holding it, you can use an action to cast the mending cantrip from it. +Source: Explorer's Guide to Wildemount p. 268 + + + Nightfall Pearl + Wondrous item + W + 1 + + + Used to summon night, this 6-inch-diameter, jet-black orb is cold to the touch. You can spend 10 minutes to activate it, causing the area within 10 miles of it at the moment of activation to become night even if it is daytime. This night lasts for 24 hours, until you cancel it as an action, or until your attunement to the pearl ends. Once used, the pearl can't be used again for 24 hours. +Source: Explorer's Guide to Wildemount p. 268 + + + Olisuba Leaf + + P + + 50.0 + + These dried leaves of the Olisuba tree, when steeped to make a tea, can help a body recover from strenuous activity. If you drink a dose of Olisuba tea during a long rest, your exhaustion level is reduced by 2 instead of 1 at the end of that long rest. +Source: Explorer's Guide to Wildemount p. 70 + + + Orb of the Veil + Wondrous item, Cursed item + W + 1 + 3 + + This onyx sphere bears deep, spiraling grooves and dangles from an iron chain. While the orb is on your person, you gain the following benefits: +• Your Wisdom score increases by 2, as does your maximum for that score. +• You gain darkvision out to a range of 60 feet. If you already have darkvision, the orb increases its range by 60 feet. +• You have advantage on Wisdom checks to find hidden doors and paths. +Curse: The orb is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the orb, keeping it on your person at all times. All nonmagical flames within 30 feet of you automatically extinguish, and fire damage dealt by you is halved. +Source: Explorer's Guide to Wildemount p. 268 + + + Potion of Maximum Power + + P + + + The first time you cast a damage-dealing spell of 4th level or lower within 1 minute after drinking the potion, instead of rolling dice to determine the damage dealt, you can instead use the highest number possible for each die. +This glowing purple liquid smells of sugar and plum, but it has a muddy taste. +Source: Explorer's Guide to Wildemount p. 268 + + + Potion of Possibility + + P + + + When you drink this clear potion, you gain two Fragments of Possibility, each of which looks like a Tiny, grayish bead of energy that follows you around, staying within 1 foot of you at all times. Each fragment lasts for 8 hours or until used. +When you make an attack roll, an ability check, or a saving throw, you can expend your fragment to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against you, you can expend your fragment to roll a d20 and choose which of the d20s to use, the one you rolled or the one the attacker rolled. +If the original d20 roll has advantage or disadvantage, you roll your d20 after advantage or disadvantage has been applied to the original roll. +While you have one or more Fragments of Possibility from this potion, you can't gain another Fragment of Possibility from any source. +Source: Explorer's Guide to Wildemount p. 268 + + + Pride Silk + Adventuring Gear + G + 1 + 100.0 + + The hearty silk unique to the region has long been a point of pride with the locals. When processed and woven properly, the resulting cloth is pride silk: an extremely flexible material with the durability of tanned leather. Pride silk has become a favorite cloth for use on military ship sails, war banners, and other utilitarian applications, but has also gained popularity in affluent circles. High-end clothing made from pride silk is both fashionable and protective, leading many nobles and wealthy merchants to seek full outfits and formal gowns made with it. The tailors skilled enough to create such outfits are few and far between, so while pride silk might be expensive as a raw material, outfits made of the cloth are prohibitively expensive for most common folk. +Source: Explorer's Guide to Wildemount p. 103 + + + Pride Silk Outfit + Adventuring Gear + G + 4 + 500.0 + + An outfit made of pride silk weighs 4 pounds and costs 500 gp. If you aren't wearing armor, your base Armor Class is 11 + your Dexterity modifier while wearing it. +Source: Explorer's Guide to Wildemount p. 103 + + + Reincarnation Dust + Wondrous item + W + 1 + + + When this small pouch of purple dust is sprinkled on a dead humanoid or a piece of a dead humanoid, the dust is absorbed by the remains. If willing, the dead creature returns to life with a new body as if the reincarnate spell had been cast on the remains. +Source: Explorer's Guide to Wildemount p. 268 + + + Ring of Obscuring + + RG + + + This band of iron resembles a skull and is cold to the touch. It has 3 charges and regains 1d3 expended charges daily at dawn. As an action while wearing the ring, you can expend 1 of its charges to cast the fog cloud spell from it, with the following changes: the cloud is centered on you when it first appears, and the spell lasts for 1 minute (no concentration required). +Source: Explorer's Guide to Wildemount p. 269 + 1d3 + + + Ring of Temporal Salvation + + RG + + + If you die while wearing this gray crystal ring, you vanish and reappear in an unoccupied space within 5 feet of the space you left (or the nearest unoccupied space). You have a number of hit points equal to 3d6 + your Constitution modifier. If your hit point maximum is lower than the number of hit points you regain, your hit point maximum rises to a similar amount. If you have any levels of exhaustion, reduce your level of exhaustion by 1. Once the ring is used, it turns to dust and is destroyed. +Source: Explorer's Guide to Wildemount p. 269 + 3d6 + + + Rod of Retribution + + RD + 2 + + This adamantine rod is tipped with a glowing crystalline eye. The rod has 3 charges and regains all its expended charges daily at dawn. +When a creature you can see within 60 feet of you damages you while you are holding this rod, you can use your reaction to expend 1 of the rod's charges to force the creature to make a DC 13 Dexterity saving throw. The creature takes 2d10 lightning damage on a failed save, or half as much damage on a successful one. +Source: Explorer's Guide to Wildemount p. 269 + 2d10 + + + Ruin's Wake + simple Weapon, Melee Weapon + M + 3 + T,V + 1d6 + 1d8 + P + 20/60 + This spear is made from the ivory bone of an ancient gold dragon and carved with an Orc hymn to Gruumsh. +Sentience: Ruin's Wake is a sentient chaotic evil weapon with an Intelligence of 20, a Wisdom of 16, and a Charisma of 22. It has hearing and darkvision out to a range of 120 feet. +The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Orc. +Personality: A slaughter-loving balor named Yarrowish lives within Ruin's Wake. The weapon desires only to draw blood and pushes its wielder to solve problems with violence. +Dormant: The spear grants the following benefits in its dormant state: +• You can speak, read, and write Abyssal and Orc. +• You gain a +1 bonus to attack and damage rolls made with this magic weapon, and it deals an extra 1d8 piercing damage to any target it hits. Immediately after you make a ranged attack with this weapon, it flies back to your hand. +• As a reaction when you are hit by a melee attack, you can make a melee attack with Ruin's Wake with advantage against the attacker. You can't use this property again until you finish a short or long rest. +Awakened: When the spear reaches an awakened state, it gains the following properties: +• The weapon's bonus to attack and damage rolls increases to +2, and the extra piercing damage dealt by the weapon increases to 2d8. +• When you hurl the spear and speak a command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a creature you can see within 120 feet of you. Each creature in the line, excluding you, must make a DC 15 Dexterity saving throw, taking 8d6 lightning damage on a failed save, or half as much damage on a successful one. Ruin's Wake then returns to your hand. This property can't be used again until the next dawn. +Exalted: When the spear reaches an exalted state, it gains the following properties: +• The weapon's bonus to attack and damage rolls increases to +3. +• While holding the spear, you can let out a battle cry as a bonus action. Each creature you choose within 30 feet of you gains advantage on attack rolls until the start of your next turn. This property can't be used again until the next dawn. +• When you reduce a creature to 0 hit points with an attack from the spear, you can regain hit points equal to the damage you dealt with the attack. This property can't be used again until the next dawn. +Betrayer Artifact Properties: The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more information. +Source: Explorer's Guide to Wildemount p. 277 + 1d8 + 2d8 + 8d6 + + + Silken Spite + martial Weapon, Melee Weapon + M + 2 + F + 1d8 + P + The blade of this rapier is made of spider silk. Its onyx pommel is tipped with a ruby cut in the shape of a spider, and the blade carries the blessing of Lolth. +Sentience: Silken Spite is a sentient chaotic evil weapon with an Intelligence of 13, a Wisdom of 15, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet. +The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, Elvish, and Undercommon. +Personality: A murderous yochlol named Sinnafex lives within Silken Spite. The weapon speaks in whispers, pushing its wielder to trust no one and to kill those who cause the slightest personal offense. +Dormant: The rapier grants the following benefits in its dormant state: +• You can speak, read, and write Abyssal, Elvish, and Undercommon. +• You have darkvision out to a range of 60 feet. If you already have darkvision, being attuned to the rapier increases the range of your darkvision by 60 feet. +• You gain a +1 bonus to attack and damage rolls made with this magic weapon. +• You can use an action to cause poison to coat the rapier's blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 13 Constitution saving throw or become 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 uses its action to shake the creature awake. +• While carrying the rapier, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. Additionally, you can't be caught in webs of any sort and can move through webs as if they were difficult terrain. +Awakened: The rapier grants the following benefits in its awakened state: +• The weapon's bonus to attack and damage rolls increases to +2. +• The saving throw DC for the weapon's poison increases to 15. +• While holding the rapier, you can use an action to cast one of the following spells from it (save DC 15): cloudkill, darkness, levitate, or web. Once a spell has been cast using the rapier, that spell can't be cast from the rapier again until the next dawn. +Exalted: The rapier grants the following benefits in its exalted state: +• The weapon's bonus to attack and damage rolls increases to +3. +• The saving throw DC for the weapon's poison and spells cast from the weapon increases to 17. +• Magical darkness doesn't impede your darkvision. +• While holding the weapon in dim light or darkness, you can use a bonus action to teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. This property can't be used again until the next dawn. +Betrayer Artifact Properties: The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more information. +Source: Explorer's Guide to Wildemount p. 277 + + + Skyship + Vehicle (air) + G + + 100000.0 + + Source: Explorer's Guide to Wildemount p. 72 + + + Soothsalts + + P + + 150.0 + + Soothsalts are derived from a naturally occurring crystalline substance discovered throughout the wilds of the Miskath Strand. The crimson crystals have been mined from cavernous veins like those in the mouth of the Miskath Pit and found within smaller geode formations near sites ravaged by the Calamity. Soothsalts are consumed orally in lozenge-sized doses, and frequent users can be identified by the telltale crimson stain around their mouths. A creature subjected to a dose of soothsalts gains advantage on all Intelligence checks for 1d4 hours. +For each dose of soothsalts consumed, the creature must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion—an effect which is cumulative with multiple doses. +Source: Explorer's Guide to Wildemount p. 152 + 1d4 + + + Spell Bottle + Wondrous item + W + 1 + + + This glass bottle can store one spell of up to 5th level at a time. When found, roll a d6 and subtract 1; the total determines the level of spell in the bottle (the DM chooses the spell, and 0 means the bottle is empty). A swirling blue vapor fills the bottle while it contains a spell. +When the bottle is empty, any creature can cast a spell of 1st through 5th level into it by touching it while casting. The spell has no effect other than to be stored in the bottle. +While holding the bottle, you can cast the spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The bottle becomes empty once the spell is cast. +If you're holding the empty bottle when you see a creature casting a spell within 60 feet of you, you can open the bottle as a reaction in an attempt to interrupt the spell. If the creature is casting a spell of 3rd level or lower, the spell has no effect, and it is stored in the bottle. If it is casting a spell of 4th level or higher, make an Intelligence check. The DC equals 10 + the spell's level. On a success, the spell has no effect, and it is stored in the bottle. +Source: Explorer's Guide to Wildemount p. 269 + + + Staff of Dunamancy + Staff + ST + 4 + V + 1d6 + 1d8 + B + This staff of polished gray wood bears numerous runes carved along its length. The staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into dust and is destroyed. +While holding the staff, you can use an action to expend 2 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: fortune's favor (2 charges), pulse wave (3 charges), or gravity sinkhole (4 charges). +New Possibility: If you are holding the staff and fail a saving throw against a spell that targets only you, you can turn your failed save into a successful one. This property can't be used again until the next dawn. +Source: Explorer's Guide to Wildemount p. 270 + 1d6+4 + + + Staff of the Ivory Claw + Staff + ST + 4 + V + 1d6 + 1d8 + B + This gray-and-cerulean staff is topped with a small dragon claw carved from ivory. While holding the staff, you gain a +1 bonus to spell attack rolls. Whenever you score a critical hit with a spell attack, the target takes an extra 3d6 radiant damage. +Source: Explorer's Guide to Wildemount p. 270 + 3d6 + + + Stormgirdle + Wondrous item + W + 1 + + + A Stormgirdle is a wide belt made of thick leather branded with the symbol of Kord. The girdle's clasps are made from dragon ivory. +Dormant: While wearing the Stormgirdle in its dormant state, you have resistance to lightning damage and thunder damage, and your Strength score becomes 21 if it isn't already 21 or higher. In addition, you can use an action to become a Storm Avatar for 1 minute, gaining the following benefits for the duration: +• You have immunity to lightning damage and thunder damage. +• When you hit with a weapon attack that normally deals bludgeoning damage, it deals thunder damage instead. When you hit with a weapon attack that normally deals piercing or slashing damage, it deals lightning damage instead. +• As a bonus action, you can choose one creature you can see within 30 feet of you to be struck by lightning. The target must make a DC 15 Dexterity saving throw, taking 3d6 lightning damage on a failed save, or half as much damage on a successful one. +Once you use the girdle's Storm Avatar property, that property can't be used again until the next dawn. +Awakened: While wearing the Stormgirdle in its awakened state, you gain the following benefits: +• Your Strength score becomes 23 if it isn't already 23 or higher. +• Your Storm Avatar's lightning strike deals 4d6 lightning damage (instead of 3d6). +• While transformed into a Storm Avatar, you gain a flying speed of 30 feet and can hover. +Exalted: While wearing the Stormgirdle in its exalted state, you gain the following benefits: +• Your Strength score becomes 25 if it isn't already 25 or higher. +• Your Storm Avatar's lightning strike deals 5d6 lightning damage (instead of 3d6). +• You can cast the control weather spell from the girdle. This property can't be used again until the next dawn. +Source: Explorer's Guide to Wildemount p. 273 + 3d6 + 4d6 + 5d6 + + + The Bloody End + martial Weapon, Melee Weapon + M + 4 + + 1d8 + P + Carrying the power of Bane, this adamantine morningstar sports foot-long spikes and has a jagged blade on its pommel. +Sentience: The Bloody End is a sentient lawful evil weapon with an Intelligence of 22, a Wisdom of 18, and a Charisma of 24. It has hearing and darkvision out to a range of 120 feet. +The weapon communicates telepathically with its wielder and can speak, read, and understand Common and Infernal. +Personality: A tyrannical pit fiend named Izeelzee lives within The Bloody End. The weapon boisterously pushes its wielder to subjugate others and to never back down from a challenge. If the wielder doesn't demand fealty from others, the weapon is happy to demand it on their behalf. +Dormant: The morningstar grants the following benefits in its dormant state: +• You can speak, read, and write Infernal. +• You gain a +1 bonus to attack and damage rolls made with this magic weapon. +• While holding the morningstar, you can use an action to cast one of the following spells from it (save DC 13): charm person, dominate person, or fear. Once a spell has been cast using the morningstar, that spell can't be cast from it again until the next dawn. +• While holding the morningstar, you have advantage on Charisma (Intimidation) checks. +Awakened: When the morningstar reaches an awakened state, it gains the following properties: +• The weapon's bonus to attack and damage rolls increases to +2. +• The saving throw DC for spells cast from the morningstar increases to 15. +• When you reduce a creature to 0 hit points with an attack using The Bloody End, you can cause the following effect: each creature of your choice within 15 feet of you must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of your next turn. This property can't be used again until the next dawn. +• When a creature hits you with a melee attack, you can use your reaction to deal 1d6 psychic damage to the attacker. +Exalted: When the morningstar reaches an exalted state, it gains the following properties: +• The weapon's bonus to attack and damage rolls increases to +3. +• Add dominate monster to the list of spells that can be cast from the morningstar. +• The saving throw DC for spells cast from the morningstar, as well as for creatures to avoid being frightened by it, increases to 17. +• When you use your reaction to deal psychic damage to a creature that hits you with a melee attack, the amount of psychic damage increases to 2d6. +Betrayer Artifact Properties: The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more information. +Source: Explorer's Guide to Wildemount p. 278 + 1d6 + 2d6 + + + Theki Root + + P + + 3.0 + + This thick marsh root tastes bitter but is thought to aid digestive health. When you use an action to consume a dose, you gain advantage on saving throws against the effects of poisonous or toxic substances for 8 hours. +Source: Explorer's Guide to Wildemount p. 70 + + + Verminshroud + Wondrous item + W + 1 + + + This patchy cloak was pieced together from the pelts of rats found feasting on the dead in Blightshore and is dotted with the bloated corpses of magically preserved insects along its seams. +Dormant: While wearing the Verminshroud in its dormant state, you gain the following benefits: +• You have advantage on Wisdom (Perception) checks that rely on smell, you are immune to disease, and you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the cloak increases the range of your darkvision by 60 feet. +• As an action, you can use the Verminshroud to cast polymorph on yourself, transforming into a giant rat or rat while retaining your Intelligence, Wisdom, and Charisma scores, as well as the properties of the cloak. This property can't be used again until the next dawn. +Awakened: While wearing the Verminshroud in its awakened state, you gain the following benefits: +• You have resistance to poison damage. +• You can use an action to cast the insect plague spell (save DC 15) from the Verminshroud, requiring no material components. This property can't be used again until the next dawn. +• When you cast the polymorph spell using the Verminshroud, you can transform into a giant wasp. +Exalted: While wearing the Verminshroud in its exalted state, you gain the following benefits: +• You gain a climbing speed equal to your walking speed. +• Your teeth become razor-sharp natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You can make this attack as a bonus action. When you bite a creature and deal damage to it, the creature must succeed on a DC 17 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 condition on itself on a success. +• When you cast the polymorph spell using the Verminshroud, you can transform into a giant scorpion. +Source: Explorer's Guide to Wildemount p. 273 + 1d6 + + + Vox Seeker + Wondrous item + W + 1 + + + This clockwork device resembles a metal crab the size of a dinner plate. Every action used to wind up the device allows it to operate for 1 minute, to a maximum of 10 minutes. While operational, the item uses the accompanying Vox Seeker stat block. This automaton is under the DM's control. A vox seeker reduced to 0 hit points is destroyed. +Source: Explorer's Guide to Wildemount p. 270 + + + Will of the Talon + martial Weapon, Melee Weapon + M + 2 + + 1d8 + P + Black, blue, green, red, and white gems carved in the form of dragon heads cover this ostentatious gold war pick, marking it as a weapon channeling the power of Tiamat. +Sentience: Will of the Talon is a sentient lawful evil weapon with an Intelligence of 14, a Wisdom of 15, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet. +The weapon communicates telepathically with its wielder and can speak, read, and understand Common, Draconic, and Infernal. +Personality: A short-tempered bone devil named Ashtyrlon lives within Will of the Talon. The weapon is greedy and values strong leadership. It demands that its wielder take decisive action to keep order in high-pressure situations—and to always take a fair share of treasure in return. +Dormant: The war pick grants the following benefits in its dormant state: +• You can speak, read, and write Draconic and Infernal. +• You gain a +1 bonus to attack and damage rolls made with this magic weapon. +• As a bonus action while holding the war pick, you can cause the following effect: each creature of your choice that is within 30 feet of you and is aware of you must succeed on a DC 13 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 your Frightful Presence for the next 24 hours. This property can't be used again until the next dawn. +• While holding the war pick, you can use your action to exhale destructive energy. Pick a damage type from the Will of the Talon Breath Weapons table. Each creature in the area of the exhalation must make a DC 13 saving throw, the type of which is specified in the table. A creature takes 3d6 damage on a failed save, or half as much damage on a successful one. +When you use the war pick to unleash a breath weapon of a specific damage type, you can't choose that same damage type again until the next dawn. +Will of the Talon Breath Weapons +Damage Type | Area | Saving Throw +Acid | 5 ft. wide, 30 ft. long line | Dexterity +Cold | 15 ft. cone | Constitution +Fire | 15 ft. cone | Dexterity +Lightning | 5 ft. wide, 30 ft. long line | Dexterity +Poison | 15 ft. cone | Constitution +Awakened: When the war pick reaches an awakened state, it gains the following properties: +• The weapon's bonus to attack and damage rolls increases to +2. +• The saving throw DC for the war pick's Breath Weapon property increases to 15, and that property deals 4d6 damage on a failed save, or half as much damage on a successful one. +• The saving throw DC for the war pick's Frightful Presence property increases to 15. +• While carrying the weapon, you have resistance to acid, cold, fire, lightning, and poison damage. +Exalted: When the war pick reaches an exalted state, it gains the following properties: +• The weapon's bonus to attack and damage rolls increases to +3. +• The saving throw DC for the war pick's Breath Weapon property increases to 17, and that property deals 5d6 damage on a failed save, or half as much damage on a successful one. +• The saving throw DC for the war pick's Frightful Presence property increases to 17. +Betrayer Artifact Properties: The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more information. +Source: Explorer's Guide to Wildemount p. 279 + 3d6 + 4d6 + 5d6 + + + Willowshade Oil + + P + + 30.0 + + A dark blue oil can be extracted from the rare fruit of the willowshade plant. A creature can use its action to apply the oil to another creature that has been petrified for less than 1 minute, causing the petrified condition on that creature to end at the start of what would be that creature's next turn. +Source: Explorer's Guide to Wildemount p. 70 + + + Wreath of the Prism + Wondrous item + W + 1 + + + This loop of golden thorns is inset with dozens of gems representing the five colors of Tiamat. +Dormant: While wearing the wreath in its dormant state, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the wreath increases the range of your darkvision by 60 feet. +When you hit a beast, dragon, or monstrosity of challenge rating 5 or lower with an attack, or when you grapple it, you can use the wreath to cast dominate monster on the creature (save DC 13). On a successful save, the target is immune to the power of the wreath for 24 hours. On a failure, a shimmering, golden image of the wreath appears as a collar around the target's neck or as a crown on its head (your choice) until it is no longer charmed by the spell. If you use the wreath to charm a second creature, the first spell immediately ends. When the spell ends, the target knows it was charmed by you. +Awakened: Once the Wreath of the Prism reaches an awakened state, it gains the following benefits: +• You can affect creatures of challenge rating 10 or lower with the wreath. +• The save DC of the wreath's spell increases to 15. +Exalted: Once the Wreath of the Prism reaches an exalted state, it gains the following benefits: +• You can affect creatures of challenge rating 15 or lower with the wreath. +• The save DC of the wreath's spell increases to 17. +Source: Explorer's Guide to Wildemount p. 274 + + diff --git a/FightClub5eXML/Sources/GhostsOfSaltmarsh/backgrounds-gos.xml b/FightClub5eXML/Sources/GhostsOfSaltmarsh/backgrounds-gos.xml new file mode 100644 index 0000000..2b50336 --- /dev/null +++ b/FightClub5eXML/Sources/GhostsOfSaltmarsh/backgrounds-gos.xml @@ -0,0 +1,297 @@ + + + + Fisher + History, Survival + + Description + You have spent your life aboard fishing vessels or combing the shallows for the bounty of the ocean. Perhaps you were born into a family of fisher folk, working with your kin to feed your village. Maybe the job was a means to an end—a way out of an undesirable circumstance that forced you to take up life aboard a ship. Regardless of how you began, you soon fell in love with the sea, the art of fishing, and the promise of the eternal horizon. +• Skill Proficiencies: History, Survival +• Languages: One of your choice +• Equipment: Fishing tackle, a net, a favorite fishing lure or oiled leather wading boots, a set of traveler's clothes, and a belt pouch containing 10 gp +Source: Ghosts of Saltmarsh p. 29 + + + Feature: Harvest the Water + You gain advantage on ability checks made using fishing tackle. If you have access to a body of water that sustains marine life, you can maintain a moderate lifestyle while working as a fisher, and you can catch enough food to feed yourself and up to ten other people each day. + + + + Fishing Tale + You can tell a compelling tale, whether tall or true, to impress and entertain others. Once a day, you can tell your story to willing listeners. At the DM's discretion, a number of those listeners become friendly toward you; this is not a magical effect, and continued amicability on their part depends on your actions. You can roll on the following table to help determine the theme of your tale or choose one that best fits your character. Alternatively, work with your DM to create your own fishing tale. +d8 | Tale +1 | Lobster Wrestling. You fought in hand-to-hand combat with an immense lobster. +2 | It Dragged the Boat. You nearly caught a fish of monstrous size that pulled your boat for miles. +3 | Fins of Pure Gold. You caught a sea animal whose fins were made of pure gold, but another fisher stole it. +4 | Ghost Fish. You are haunted by a ghostly fish that only you can see. +5 | Nemesis Clam. A large clam containing a pearl the size of your head claimed one of your fingers before jetting away; one day, you'll find that clam. +6 | It Swallowed the Sun. You once saw a fish leap from the water and turn day into night. +7 | Dive into the Abyss. You found yourself in an underwater cave leading to the Abyss, and your luck has been sour ever since. +8 | Love Story. You fell in love with a creature of pure water, but your brief romance ended tragically. + + + + + Suggested Characteristics + Fishers succeed only if they spend time at their jobs. As such, most fishers have a strong work ethic, and they admire others who earn their living honestly. Fishers tend to be superstitious, forming attachments to particular fishing lures or special fishing spots. They have a connection to the bodies of water in which they fish, and they think poorly of those whose actions adversely affect their livelihood. +Fisher Personality Traits +d8 | Personality Trait +1 | I am unmoved by the wrath of nature. +2 | My friends are my crew; we sink or float together. +3 | I need long stretches of quiet to clear my head. +4 | Rich folk don't know the satisfaction of hard work. +5 | I laugh heartily, feel deeply, and fear nothing. +6 | I work hard; nature offers no handouts. +7 | I dislike bargaining; state your price and mean it. +8 | Luck favors me, and I take risks others might not. + +Fisher Ideals +d6 | Ideal +1 | Camaraderie. Good people make even the longest voyage bearable. (Good) +2 | Luck. Our luck depends on respecting its rules—now throw this salt over your shoulder. (Lawful) +3 | Daring. The richest bounty goes to those who risk everything. (Chaotic) +4 | Plunder. Take all that you can and leave nothing for the scavengers. (Evil) +5 | Balance. Do not fish the same spot twice in a row; suppress your greed, and nature will reward you. (Neutral) +6 | Hard Work. No wave can move a soul hard at work. (Any) + +Fisher Bonds +d6 | Bond +1 | I lost something important in the deep sea, and I intend to find it. +2 | Someone else's greed destroyed my livelihood, and I will be compensated. +3 | I will fish the many famous waters of this land. +4 | The gods saved me during a terrible storm, and I will honor their gift. +5 | My destiny awaits me at the bottom of a particular pond in the Feywild. +6 | I must repay my village's debt. + +Fisher Flaws +d6 | Flaw +1 | I am judgmental, especially of those I deem homebodies or otherwise lazy. +2 | I become depressed and anxious if I'm away from the sea too long. +3 | I have lived a hard life and find it difficult to empathize with others. +4 | I am inclined to tell long-winded stories at inopportune times. +5 | I work hard, but I play harder. +6 | I am obsessed with catching an elusive aquatic beast, often to the detriment of other pursuits. + + + + + + Marine + Athletics, Survival + + Description + You were trained for battle on sandy beaches and rocky shores. You have launched midnight raids from swift ships whose names evoke terror in the hearts of your adversaries. The water is your second home, the rain your shelter, and the crashing waves your battle cry. +• Skill Proficiencies: Athletics, Survival +• Tool Proficiencies: Vehicles (water, land) +• Equipment: A dagger that belonged to a fallen comrade, a folded flag emblazoned with the symbol of your ship or company, a set of traveler's clothes, and a belt pouch containing 10 gp +Source: Ghosts of Saltmarsh p. 31 + + + Feature: Steady + You can move twice the normal amount of time (up to 16 hours) each day before being subject to the effect of a forced march (see "Travel Pace" in chapter 8 of the Player's Handbook). Additionally, you can automatically find a safe route to land a boat on shore, provided such a route exists. + + + + Hardship Endured + Hardship in your past has forged you into an unstoppable living weapon. This hardship is essential to you and is at the heart of a personal philosophy or ethos that often guides your actions. You can roll on the following table to determine this hardship or choose one that best fits your character. +d6 | Hardship +1 | Nearly Drowned. You hid underwater to avoid detection by enemies and held your breath for an extremely long time. Just before you would have died, you had a revelation about your existence. +2 | Captured. You spent months enduring thirst, starvation, and torture at the hands of your enemy, but you never broke. +3 | Sacrifice. You enabled the escape of your fellow soldiers, but at great cost to yourself. Some of your past comrades may think you're dead. +4 | Juggernaut. No reasonable explanation can explain how you survived a particular battle. Every arrow and bolt missed you. You slew scores of enemies single-handedly and led your comrades to victory. +5 | Stowaway. For days, you hid in the bilge of an enemy ship, surviving on brackish water and foolhardy rats. At the right moment, you crept up to the deck and took over the ship on your own. +6 | Leave None Behind. You carried an injured marine for miles to avoid capture and death. + + + + + Suggested Characteristics + Marines are looked up to by other soldiers and respected by their superiors. They are veteran warriors who rarely lose composure on the battlefield. Marines who leave the service tend to work as mercenaries, but their combat experience also makes them excellent adventurers. Though they are self-reliant, marines tend to operate best in groups, valuing camaraderie and the companionship of like-minded individuals. +Marine Personality Traits +d8 | Personality Trait +1 | I speak rarely but mean every word I say. +2 | I laugh loudly and see the humor in stressful situations. +3 | I prefer to solve problems without violence, but I finish fights decisively. +4 | I enjoy being out in nature; poor weather never sours my mood. +5 | I am dependable. +6 | I am always working on some project or other. +7 | I become cantankerous and quiet in the rain. +8 | When the sea is within my sight, my mood is jovial and optimistic. + +Marine Ideals +d6 | Ideal +1 | Teamwork. Success depends on cooperation and communication. (Good) +2 | Code. The marines' code provides a solution for every problem, and following it is imperative. (Lawful) +3 | Embracing. Life is messy. Throwing yourself into the worst of it is necessary to get the job done. (Chaotic) +4 | Might. The strong train so that they might rule those who are weak. (Evil) +5 | Bravery. To act when others quake in fear—this is the essence of the warrior. (Any) +6 | Perseverance. No injury or obstacle can turn me from my goal. (Any) + +Marine Bonds +d6 | Bond +1 | I face danger and evil to offset an unredeemable act in my past. +2 | I. Will. Finish. The. Job. +3 | I must set an example of hope for those who have given up. +4 | I'm searching for a fellow marine captured by an elusive enemy. +5 | Fear leads to tyranny, and both must be eradicated. +6 | My commander betrayed my unit, and I will have revenge. + +Marine Flaws +d6 | Flaw +1 | I grow combative and unpredictable when I drink. +2 | I find civilian life difficult and struggle to say the right thing in social situations. +3 | My intensity can drive others away. +4 | I hold grudges and have difficulty forgiving others. +5 | I become irrational when innocent people are hurt. +6 | I sometimes stay up all night listening to the ghosts of my fallen enemies. + + + + + + Shipwright + History, Perception + + Description + You have sailed into war on the decks of great ships, patching their hulls with soup bowls and prayers. You once helped build a fishing vessel that single-handedly saved a town from starvation. You have seen a majestic prow in your dreams that you have not been able to replicate in wood. Since childhood, you have loved the water and have been captivated by the many vessels that travel on it. +• Skill Proficiencies: History, Perception +• Tool Proficiencies: Carpenter's tools, Vehicles (water) +• Equipment: A set of well-loved carpenter's tools, a blank book, Ink (1-ounce bottle), an ink pen, a set of traveler's clothes, and a leather pouch with 10 gp +Source: Ghosts of Saltmarsh p. 33 + + + Feature: I'll Patch It! + Provided you have carpenter's tools and wood, you can perform repairs on a water vehicle. When you use this ability, you restore a number of hit points to the hull of a water vehicle equal to 5 x your proficiency modifier. A vehicle cannot be patched by you in this way again until after it has been pulled ashore and fully repaired. + + + + Life at Sea + Your life at sea and in port has shaped you; you can roll on the following table to determine its impact or choose an element that best fits your character. +d6 | Sea's Influence +1 | Grand Designs. You are working on plans and schematics for a new, very fast ship. You must examine as many different kinds of vessels as possible to help ensure the success of your design. +2 | Solid and Sound. You patched up a war galley and prevented it from sinking. The local navy regards you as a friend. +3 | Favored. You insisted on thicker planking for a merchant vessel's hull, which saved it from sinking when it smashed against a reef. You have a standing invitation to visit the merchant's distant mansion. +4 | Master of Armaments. You specialized in designing and mounting defenses for the navy. You easily recognize and determine the quality of such items. +5 | Low Places. You have contacts in the smuggling outfits along the coast; you occasionally repair the criminals' ships in exchange for coin and favors. +6 | Mysteries of the Deep. You experienced an encounter with a possibly divine being while sailing alone. Work with your DM to determine the secret about the deep waters of the sea that this entity revealed to you. + + + + + Suggested Characteristics + Shipwrights are resourceful carpenters and designers. They often have a dedicated spot at the local tavern, since shipwrights are invaluable to coastal communities. Some travel with naval fleets and might serve as officers if their temperament suits it. Shipwrights have an affinity for working with their hands and often perform feats of carpentry that others might deem miraculous. +Shipwright Personality Traits +d8 | Personality Trait +1 | I love talking and being heard more than I like to listen. +2 | I'm extremely fond of puzzles. +3 | I thrive under pressure. +4 | I love sketching and designing objects, especially boats. +5 | I'm not afraid of hard work—in fact, I prefer it. +6 | A pipe, an ale, and the smell of the sea: paradise. +7 | I have an endless supply of cautionary tales related to the sea. +8 | I don't mind getting my hands dirty. + +Shipwright Ideals +d6 | Ideal +1 | Crew. If everyone on deck pitches in, we'll never sink. (Good) +2 | Careful Lines. A ship must be balanced according to the laws of the universe. (Lawful) +3 | Invention. Make what you need out of whatever is at hand. (Chaotic) +4 | Perfection. To measure a being and find it lacking is the greatest disappointment. (Evil) +5 | Reflection. Muddied water always clears in time. (Any) +6 | Hope. The horizon at sea holds the greatest promise. (Any) + +Shipwright Bonds +d6 | Bond +1 | I must visit all the oceans of the world and behold the ships that sail there. +2 | Much of the treasure I claim will be used to enrich my community. +3 | I must find a kind of wood rumored to possess magical qualities. +4 | I repair broken things to redeem what's broken in myself. +5 | I will craft a boat capable of sailing through the most dangerous of storms. +6 | A kraken destroyed my masterpiece; its teeth shall adorn my hearth. + +Shipwright Flaws +d6 | Flaw +1 | I don't know when to throw something away. You never know when it might be useful again. +2 | I get frustrated to the point of distraction by shoddy craftsmanship. +3 | Though I am an excellent crafter, my work tends to look as though it belongs on a ship. +4 | I am so obsessed with sketching my ideas for elaborate inventions that I sometimes forget little thing like eating and sleeping. +5 | I'm judgmental of those who are not skilled with tools of some kind. +6 | I sometimes take things that don't belong to me, especially if they are very well made. + + + + + + Smuggler + Athletics, Deception + + Description + On a rickety barge, you carried a hundred longswords in fish barrels right past the dock master's oblivious lackeys. You have paddled a riverboat filled with stolen elven wine under the gaze of the moon and sold it for twice its value in the morning. In your more charitable times, you have transported innocents out of war zones or helped guide herd animals to safety on the banks of a burning river. +• Skill Proficiencies: Athletics, Deception +• Tool Proficiencies: Vehicles (water) +• Equipment: A fancy leather vest or a pair of leather boots, a set of common clothes, and a leather pouch with 15 gp +Source: Ghosts of Saltmarsh p. 34 + + + Feature: Down Low + You are acquainted with a network of smugglers who are willing to help you out of tight situations. While in a particular town, city, or other similarly sized community (DM's discretion), you and your companions can stay for free in safe houses. Safe houses provide a poor lifestyle. While staying at a safe house, you can choose to keep your presence (and that of your companions) a secret. + + + + Claim to Fame + Every smuggler has that one tale that sets them apart from common criminals. By wits, sailing skill, or a silver tongue, you lived to tell the story—and you tell it often. You can roll on the following table to determine your claim or choose one that best fits your character. +d6 | Accomplishment +1 | Spirit of the Whale. You smuggled stolen dwarven spirits in the body of a dead whale being pulled behind a fishing boat. When you delivered the goods, the corpse suddenly exploded, sending whale meat and whiskey bottles for half a mile. +2 | Cart and Sword. You drove a cart filled with stolen art through the middle of a battlefield while singing sea shanties to confuse the combatants. +3 | The Recruit. You enlisted in another nation's navy for the purpose of smuggling stolen jewels to a distant port. You attained a minor rank before disappearing from the navy and making your way here. +4 | River of Shadows. Your riverboat accidentally slipped through the veil into the Shadowfell for several hours. While you were there, you sold some stolen dragonborn artifacts before returning to this plane and paddling home. +5 | Gold-Hearted. You agreed to transport a family escaping a war. The baby began to cry at a checkpoint, and you gave the guards all your gold to let you pass. The family never found out about this gesture. +6 | Playing Both Sides. You once smuggled crates of crossbow bolts and bundles of arrows, each destined for an opposing side in a regional war, at the same time. The buyers arrived within moments of each other but did not discover your trickery. + + + + + Suggested Characteristics + In general, smugglers value survival, and then profit, above other things. One could be a part of a larger organization, or might run a small smuggling vessel of their own. Smugglers live the lies they have told, and they have a natural ability to recall all the falsehoods and half-truths they have ever spouted. +Smuggler Personality Traits +d8 | Personality Trait +1 | I love being on the water but hate fishing. +2 | I think of everything in terms of monetary value. +3 | I never stop smiling. +4 | Nothing rattles me; I have a lie for every occasion. +5 | I love gold but won't cheat a friend. +6 | I enjoy doing things others believe to be impossible. +7 | I become wistful when I see the sun rise over the ocean. +8 | I am no common criminal; I am a mastermind. + +Smuggler Ideals +d6 | Ideal +1 | Wealth Heaps of coins in a secure vault is all I dream of. (Any) +2 | Smuggler's Code I uphold the unwritten rules of the smugglers, who do not cheat one another or directly harm innocents. (Lawful) +3 | All for a Coin I'll do nearly anything if it means I turn a profit. (Evil) +4 | Peace and Prosperity I smuggle only to achieve a greater goal that benefits my community. (Good) +5 | People For all my many lies, I place a high value on friendship. (Any) +6 | Daring I am most happy when risking everything. (Any) + +Smuggler Bonds +d6 | Bond +1 | My vessel was stolen from me, and I burn with the desire to recover it. +2 | I intend to become the leader of the network of smugglers that I belong to. +3 | I owe a debt that cannot be repaid in gold. +4 | After one last job, I will retire from the business. +5 | I was tricked by a fellow smuggler who stole something precious from me. I will find that thief. +6 | I give most of my profits to a charitable cause, and I don't like to brag about it. + +Smuggler Flaws +d6 | Flaw +1 | Lying is reflexive, and I sometimes engage in it without realizing. +2 | I tend to assess my relationships in terms of profit and loss. +3 | I believe everyone has a price and am cynical toward those who present themselves as virtuous. +4 | I struggle to trust the words of others. +5 | Few people know the real me. +6 | Though I act charming, I feel nothing for others and don't know what friendship is. + + + + + diff --git a/FightClub5eXML/Sources/GhostsOfSaltmarsh/items-gos.xml b/FightClub5eXML/Sources/GhostsOfSaltmarsh/items-gos.xml new file mode 100644 index 0000000..7fda5db --- /dev/null +++ b/FightClub5eXML/Sources/GhostsOfSaltmarsh/items-gos.xml @@ -0,0 +1,65 @@ + + + + Charm of Plant Command + Wondrous item + W + 1 + + + This fist-sized charm is made from a bundle of dried plant stems wrapped in silver thread. Hung on a leather thong, it is typically worn around the neck or attached to a belt. +This charm has 3 charges. While you bear the charm, you can expend 1 charge as an action to cast the speak with plants spell. For the duration of the spell, you also have advantage on Charisma checks made to influence the behavior, demeanor, and attitude of plants. The charm regains all expended charges at dawn each day. +Source: Ghosts of Saltmarsh p. 229 + + + Cursed Luckstone + Wondrous item, Cursed item + W + 1 + + + This flat, gray-and-black river stone is inscribed with an unknown arcane symbol and feels cool to the touch. While carrying the stone, you can gain advantage on one ability check of your choice. The stone can't be used this way again until the next dawn. +Curse: This item is cursed. Attuning to it curses you until you are targeted by a remove curse spell or similar magic. As long as you remain cursed, you cannot discard the stone, which immediately teleports back into your pocket or pack. After you use the stone's magic, your next two ability checks are made with disadvantage. +Source: Ghosts of Saltmarsh p. 229 + + + Helm of Underwater Action + Wondrous item + W + 1 + + + While wearing this brass helmet, you can breathe underwater, you gain darkvision with a range of 60 feet, and you gain a swimming speed of 30 feet. +Source: Ghosts of Saltmarsh p. 229, Infernal Machine Rebuild p. 94 + + + Pipe of Remembrance + Wondrous item + W + 1 + + + This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact the bearer's most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can't be used this way again until the next dawn. +Source: Ghosts of Saltmarsh p. 229 + + + Pressure Capsule + Wondrous item + W + 1 + + + This small capsule is made of beeswax blended with sand and a variety of enchanted water plants. A creature who consumes a pressure capsule ignores the effects of swimming at depths greater than 100 feet (see "Unusual Environments" in chapter 5 of the Dungeon Master's Guide). +Source: Ghosts of Saltmarsh p. 229 + + + Sekolahian Worshiping Statuette + Wondrous item + W + 1 + + + Skillfully carved from sandstone, this 1-foot-tall statuette depicts a shark twisting through the water with its mouth open. If any Tiny sea-dwelling animal is within 1 inch of the statuette's mouth, the shark flashes to life and deals 1 piercing damage to it. The shark can deal damage in this way no more than once per hour. +Source: Ghosts of Saltmarsh p. 229 + + diff --git a/FightClub5eXML/Sources/GuildmastersGuideToRavnica/backgrounds-ggr.xml b/FightClub5eXML/Sources/GuildmastersGuideToRavnica/backgrounds-ggr.xml new file mode 100644 index 0000000..2afaea0 --- /dev/null +++ b/FightClub5eXML/Sources/GuildmastersGuideToRavnica/backgrounds-ggr.xml @@ -0,0 +1,1169 @@ + + + + Azorius Functionary + Insight, Intimidation + + Description + The brutes are at the gate, chaos is looming, and the only thing standing in the way of disaster is the foundation of law and order—as embodied in the Azorius Senate. You're a proud member of the Azorius guild, which both enacts and enforces the laws that make Ravnican society function smoothly and safely. +• Skill Proficiencies: Insight, Intimidation +• Languages: Two of your choice +• Equipment: An Azorius insignia, a scroll containing the text of a law important to you, a Ink (1-ounce bottle), a ink pen, a set of fine clothes, and a belt pouch containing 10 gp (Azorius-minted 1-zino coins) +Source: Guildmasters' Guide to Ravnica p. 33 + + + Feature: Legal Authority + You have the authority to enforce the laws of Ravnica, and that status inspires a certain amount of respect and even fear in the populace. People mind their manners in your presence and avoid drawing your attention; they assume you have the right to be wherever you are. Showing your Azorius insignia gets you an audience with anyone you want to talk to (though it might cause more problems than it solves when you're dealing with incorrigible lawbreakers). If you abuse this privilege, though, you can get in serious trouble with your superiors and even be stripped of your position. + + + + Azorius Guild Spells + Prerequisite: Spellcasting or Pact Magic class feature +For you, the spells on the Azorius Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.) +Azorius Guild Spells +Spell Level | Spells +Cantrip | friends, message +1st | command, ensnaring strike +2nd | arcane lock, calm emotions, hold person +3rd | clairvoyance, counterspell +4th | compulsion, divination +5th | dominate person + +Your magic often takes the form of blue or golden runes floating and glowing in the air in circular patterns or of shimmering azure barriers of magical energy. If you cast ensnaring strike, for example, the vines created by the spell might appear as rune-inscribed glowing bands that wrap around the target and hold it in place. + + + + Suggested Characteristics + Members of the Azorius Senate tend toward a demeanor of cold dignity and a pragmatic, orderly nature. Steeped in the law as they are, their ideals and priorities revolve around legal issues. +Personality Traits +d8 | Trait +1 | I try never to let my judgment become clouded by emotion. +2 | I have infinite patience with the dolts and boors I'm forced to deal with every day. +3 | When I give an order, I expect it to be obeyed. +4 | I just want things the way I like them: neat, orderly, and clean. +5 | No wrongdoing can escape my watchful gaze. +6 | I always say exactly what I mean, no matter how many words it takes to communicate the particular nuance I am attempting to convey. +7 | I'm very literal and don't appreciate metaphor or sarcasm. +8 | I never change my mind once it's made up. + +Ideals +d6 | Ideal +1 | Guild. My guild is all that really matters. (Any) +2 | Order. The law is meant to ensure that the gears of society turn smoothly and quietly. (Lawful) +3 | Peace. The ultimate object of the law is to remove violence from society. (Good) +4 | Compliance. Coercion is a fine way of ensuring that the laws are obeyed. (Lawful) +5 | Legislation. The law embodies excellence in its precision and detail. (Lawful) +6 | Punishment. A public display of consequences is an excellent deterrent for other criminals. (Evil) + +Bonds +d6 | Bond +1 | I am beholden to an Azorius arrester who captured the criminal who killed my parents, saving me from the same fate. +2 | I hope one day to write the laws, not just enforce them. +3 | I tried and failed to prevent a murder, and I have sworn to find and arrest the perpetrator. +4 | I successfully prevented a murder, and the would-be perpetrator wants me dead. +5 | One of my parents was prominent in the guild, and I resent constantly being compared to that standard. +6 | I've modeled my career after a highly respected lawmage or arrester, but I fear that my role model might be involved in something illegal. + +Flaws +d6 | Flaw +1 | I'm unable to distinguish between the letter and the spirit of the law. +2 | I seem like a harsh judge to others, but I judge myself most harshly of all. +3 | I have a secret, illegal vice. +4 | I was traumatized by witnessing a crime as a child. +5 | I'm incapable of deception. +6 | I wish I had joined the Boros, but I fear they'd never accept me. + + + + + Contacts + The Azorius Senate is a sprawling bureaucracy, and people in a variety of positions throughout the guild can pull strings to make things happen. Because of the guild's role in making and enforcing laws for the entire city, your place in the Azorius can easily bring you into contact with members of other guilds, for good or ill. +Roll twice on the Azorius Contacts table (for an ally and a rival) and once on the Non-Azorius Contacts table. +Azorius Contacts +d8 | Contact +1 | As a teenager, I was a page for a prominent judge. +2 | One of my childhood friends is now a precognitive mage in service of the guild. +3 | I joined the Azorius hoping to impress an arrester whom I admire. +4 | My former mentor is now a warden at Udzec, the new Azorius prison. +5 | I was second best at everything in my legal training, and now I work with the person who was always just a little bit better. +6 | A good friend was promoted into work they can't tell me about. +7 | I know a homunculus in the halls of New Prahv who can get things done behind the scenes. +8 | I was once summoned to the presence of Supreme Judge Isperia, the guildmaster of the Azorius, who complimented me on my work. + +Non-Azorius Contacts +d10 | Contact +1 | Roll an additional Azorius contact; you can decide if the contact is an ally or a rival. +2 | The person who recruited me into the Azorius left and joined the Boros. +3 | I have a friendship with a Dimir agent who sometimes funnels me secrets about Azorius activities. +4 | A Golgari spore druid would love to see me slip up and break the law. +5 | A lesser Gruul chieftain seems to think I could be useful. +6 | The black sheep of my family is putting their maniacal genius to use in the Izzet. +7 | I'm friends with an Orzhov advokist; we compare notes on different forms of law magic. +8 | I was ridiculed once in a Rakdos performance; the performer was impressed with my good humor about it and now does me occasional favors. +9 | I have a fanatical Selesnya cousin who keeps trying to recruit me and everyone else in the family. +10 | While growing up, I was bullied by a brat who's now a hybrid in the Simic Combine. + + + + + How Do I Fit In? + As a member of the Azorius Senate, you are probably engaged in the work of law enforcement (even if your background involved the legislative or judicial aspects of the senate's activities). Legislative aides and judges' clerks find little reason to venture beyond the Azorius guildhalls, but soldiers and lawmages patrol the streets daily. +An Azorius soldier or lawmage is a force for order, charged with fighting crime on the streets—and in the halls of power. You might spend your time foiling thefts, putting a stop to Orzhov extortion, rooting out Dimir spies, or hunting down Golgari assassins. Perhaps you take your orders from a precognitive mage (or you are one yourself) who receives unpredictable and cryptic visions of future crimes that you and your allies must try to prevent. + + + + + Boros Legionnaire + Athletics, Intimidation + + Description + As a member of the Boros Legion, your life is devoted to the service of angels and consecrated to the work of establishing justice and peace on the streets of Ravnica. You might be a true believer, inspired by the example of the angels, moved by the plight of the downtrodden, and devoted to the cause of justice. Or you could be a cynic in the ranks, perhaps because you reluctantly followed in the footsteps of a Boros parent, succumbed to the persuasion of a charismatic recruiter's lofty promises, or were drawn in by the prospect of a life of action. +• Skill Proficiencies: Athletics, Intimidation +• Tool Proficiencies: One type of gaming set +• Languages: Choose one of Celestial, Draconic, Goblin, or Minotaur +• Equipment: A Boros insignia, a feather from an angel's wing, a tattered piece of a Boros banner (a souvenir from a famous battle), a set of common clothes, and a belt pouch containing 2 gp (Boros-minted 1-zino coins) +Source: Guildmasters' Guide to Ravnica p. 40 + + + Feature: Legion Station + You have an established place in the hierarchy of the Boros Legion. You can requisition simple equipment for temporary use, and you can gain access to any Boros garrison in Ravnica, where you can rest in safety and receive the attention of medics. You are also paid a salary of 1 gp (a Boros-minted 1-zino coin) per week, which (combined with free lodging in your garrison) enables you to maintain a poor lifestyle between adventures. + + + + Boros Guild Spells + Prerequisite: Spellcasting or Pact Magic class feature +For you, the spells on the Boros Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.) +Boros Guild Spells +Spell Level | Spells +Cantrip | fire bolt, sacred flame +1st | guiding bolt, heroism +2nd | aid, scorching ray +3rd | beacon of hope, blinding smite +4th | death ward, wall of fire +5th | flame strike + +Your magic often features dramatic bursts of flame or radiance. When you cast beneficial spells on your allies, they appear momentarily surrounded with halos of bright fire. + + + + Suggested Characteristics + The Boros Legion is a zealous army, full of righteous energy tempered with military discipline. Its members share its leadership's devotion to the ideals of justice, or they find satisfaction in the more warfare-oriented aspects of the legion's work. +Personality Traits +d8 | Personality Trait +1 | I approach every task with the same high degree of military precision. +2 | I am always the first into the fray. +3 | I bear any injury or indignity with stoic discipline. +4 | My righteous wrath is easily inflamed by the slightest iniquity. +5 | My honor is more important to me than my life. +6 | Dangerous work is best accomplished by an orderly group working with common purpose. +7 | I treat my weapons, uniform, and insignia with reverence, for they are gifts of the angels. +8 | I pace when standing and fidget incessantly when forced to sit. + +Ideals +d6 | Ideal +1 | Guild. My guild is all that really matters. (Any) +2 | Justice. Achieving justice requires establishing fair, equitable, and compassionate relationships within a community. (Good) +3 | Protection. It isn't right for innocents to suffer because of the arrogance of the powerful. (Good) +4 | Solidarity. It is most crucial to act with a single will, marching side by side in perfect accord. (Lawful) +5 | Order. Society functions only if people do their duty and respect the chain of command. (Lawful) +6 | Conviction. Anything worth doing is worth doing with your whole heart. (Lawful) + +Bonds +d6 | Bond +1 | I would lay down my life for Aurelia and the angels. +2 | I owe my life to the Boros captain who took me in when I was living on the streets. +3 | My fellow legionnaires are my family. +4 | I wield the same Boros weapon my grandparent did, for the honor of our family. +5 | I ran with the Rakdos in my youth, and I'm striving to atone for my past misdeeds. +6 | I do what I can to help out the spouse of a comrade who died in battle. + +Flaws +d6 | Flaw +1 | I act bravely when I'm in a group, but I'm a coward when I'm alone. +2 | I see everything in clear-cut black and white. +3 | I'm just a little fascinated by the ways of the Gruul. +4 | I trust the chain of command more than anything—more even than my closest friends. +5 | I'm slow to trust members of other guilds. +6 | I've been known to turn a blind eye to injustice, with the help of a modest bribe. + + + + + Contacts + The ordered structure of the Boros Legion offers abundant opportunities to make friends—and rivals—in higher places. You might have close friends in other guilds that share the Boros emphasis on order and community, or bitter enemies among the guilds that represent chaos and destruction. +Roll twice on the Boros Contacts table (for an ally and a rival) and once on the Non-Boros Contacts table. +Boros Contacts +d8 | Contact +1 | A former comrade in arms was promoted into the prestigious Sunhome Guard. +2 | One of my parents is a ranking Boros officer. +3 | A close friend serves aboard the Parhelion II, a flying fortress. +4 | I had a tangled affair with a Boros garrison captain. +5 | I have maintained a relationship with one of my instructors at Horizon Military Academy. +6 | I competed with a fellow student for the attention of a mentor at Horizon Military Academy. +7 | The person who recruited me into the legion changed the course of my life. +8 | A Boros angel knows my name. + +Non-Boros Contacts +d10 | Contact +1 | One of my siblings is an Azorius arrester. +2 | Roll an additional Boros contact; you can decide if the contact is an ally or a rival. +3 | I showed mercy to an injured, now-grateful Dimir spy. +4 | I suspect someone I know is a Golgari assassin, but I can't prove it. +5 | An adolescent relative ran off to join the Gruul in an act of rebellion and has not yet returned. +6 | I once befriended an Izzet scientist, and we're still cordial though the relationship ended messily. +7 | I owe a monetary debt to an Orzhov syndic. +8 | A Rakdos blood witch seems to enjoy harassing me. +9 | I tried to recruit a friend who ended up joining the Selesnya. +10 | I keep running into a particular Simic biomancer, and I enjoy the arguments that inevitably result. + + + + + How Do I Fit In? + As a member of the Boros Legion, you are subject to the orders of your superior officers. You go where the angels tell you to go, and you do what they command you to do, to the best of your ability. If you enjoy some measure of independence, it's either because you have proven yourself capable of working without close supervision or because you're a rebellious sort who is willing to disobey orders now and face the consequences later. +As a soldier on the street, you are tasked with bringing dangerous threats like the Rakdos and the Gruul in line. You might contend with Rakdos performances gone horribly out of control, Gruul raids on outlying neighborhoods, shipments of rot-infested vegetation from the Golgari undercity, and violent uprisings among the guildless. At the same time, you might have to worry about Dimir spies infiltrating your leadership, overzealous or corrupt Azorius senators abusing the law at the expense of justice, Izzet experiments leveling city blocks, and Simic creations that break out of laboratories and wreak havoc through the Tenth District. + + + + + Dimir Operative + Deception, Stealth + + Description + You're a spy. Secrets and misinformation are your stock in trade. You skulk in the shadows, infiltrate other guilds, and steal the most precious secrets, whether they're written in locked journals or hidden away in someone's mind. Even you might not be aware of all the reasons behind the missions you carry out. Sometimes a mission's sole purpose is to conceal the motivation behind another strike performed in a different part of the city, or simply to spread fear. +As part of your covert work for House Dimir, you maintain a false identity as a member of another guild. You can choose your secondary guild or roll to determine it randomly. This secondary guild membership determines a portion of your starting equipment and is also where most of your contacts come from. You infiltrate your secondary guild to learn its secrets, keep tabs on its activities, or perhaps undermine it from within. +• Skill Proficiencies: Deception, Stealth +• Tool Proficiencies: Disguise kit +• Languages: One of your choice +• Equipment: A Dimir insignia, three small knives, a set of dark-colored common clothes, and the starting equipment of the background described in this chapter for your secondary guild +Source: Guildmasters' Guide to Ravnica p. 46 + + + Feature: False Identity + You have more than one identity. The one you wear most of the time makes you appear to be a member of a guild other than House Dimir. You have documentation, established acquaintances, and disguises that allow you to assume that persona and fit into the secondary guild. +Whenever you choose, you can drop this identity and blend into the guildless masses of the city. +Consider why you're embedded in the secondary guild. Create a story with your DM, inspired by rolling on the following table or choosing a reason that suits you. +d8 | Reason for Infiltration +1 | My parents belong to this guild, and I let them think I'm following in their footsteps. +2 | I've been assigned to track this guild's activities. +3 | I've been assigned to get close to an individual in this guild and learn their secrets. +4 | I've been assigned to recruit a new Dimir spy from the ranks of this guild. +5 | I was a member of this guild before the Dimir recruited me. +6 | I don't like what this guild stands for and want to destroy it from within. +7 | I secretly wish I could leave the Dimir and join this guild, but there is no escaping the Dimir. +8 | I chose this guild at random or on a lark. + + + + + Dimir Guild Spells + Prerequisite: Spellcasting or Pact Magic class feature +For you, the spells on the Dimir Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.) +Dimir Guild Spells +Spell Level | Spells +Cantrip | encode thoughts, mage hand +1st | disguise self, sleep +2nd | detect thoughts, pass without trace +3rd | gaseous form, meld into stone, nondetection +4th | arcane eye, freedom of movement +5th | modify memory + +Your magic is meant to be subtle and undetectable, but it might pull shadows or clouds of mist around you as you cast your spells. Using the encode thoughts cantrip described below, you can turn a creature's thoughts (including your own) into a thought strand that others can potentially read, share, or steal. These thought strands are treated as valuable currency among the Dimir. + + + + Suggested Characteristics + Skilled at infiltration, disguise, and deception, members of House Dimir appear inscrutable. Your true personality and ideals might never manifest, or they might mark you as a quirky member of your secondary guild. +Personality Traits +d8 | Personality Trait +1 | I'm good at hiding my true thoughts and feelings. +2 | When I'm in doubt about revealing something, I assume it's a secret, and I don't share it. +3 | I like to sound mysterious, because wisdom hidden grows deeper with time. +4 | I have no patience with people who get in my way. +5 | I love hearing about other people's nightmares. +6 | Combat is meant to be quick, clean, and one-sided. +7 | I like to stick to the shadows. +8 | I never show my anger. I just plot my revenge. + +Ideals +d6 | Ideal +1 | Guild. My true guild is all that really matters. (Any) +2 | Control. I like pulling the strings. (Lawful) +3 | Secrets. I collect secrets and never reveal them. (Any) +4 | Knowledge. I want to know as much as I can about this city and how it works. (Any) +5 | Independence. I value the freedom to pursue my own goals without interference. (Chaotic) +6 | Nihilism. I don't believe in anything, and anyone who does is a fool. (Neutral) + +Bonds +d6 | Bond +1 | I discovered a secret I can't let anyone else uncover—including my guild superiors. +2 | I formed a close friendship or romance with someone in the guild I'm infiltrating. +3 | The Dimir agent who recruited me was unmasked and killed. My revenge on the killers will be thorough and painful. +4 | I spend as much time as I can in the Ismeri Library because I'm certain an information hub operates behind its facade. I want its secrets! +5 | I'm utterly loyal to my superior in the guild, more than to the guild or its guildmaster. +6 | Someone has discovered my true identity. + +Flaws +d6 | Flaw +1 | I like secrets so much that I'm reluctant to share details of a plan even with those who need to know. +2 | I would let my friends die rather than reveal my true identity. +3 | I have trouble trusting anyone but myself. +4 | I have a particular vice that puts all my secrets at risk if I'm not careful. +5 | I'm pretty sure I've done something horrible that I can't remember because of the guild's mind magic. +6 | I put too much trust in the people who give me orders. + + + + + Contacts + As an agent of House Dimir working undercover, you have limited contacts within your guild. Your relationships within your secondary guild, in the guise of your false identity, are usually more extensive. +Roll once on the Dimir Contacts table, giving you an ally who serves as your contact in Dimir. Then roll twice on the table for your secondary guild. The first roll gives you an ally there, and the second roll gives you a rival. +Dimir Contacts +d8 | Contact +1 | I know a Dimir courier who relays messages to me from someone higher up the chain of command. +2 | I get orders from a shapeshifter I recognize only through a series of code phrases we exchange. +3 | An ostentatiously wealthy vampire is my secret guild superior, summoning me to a luxurious estate by means of coded messages. +4 | I have never met my guild contact, but I receive telepathic messages, usually in my dreams. +5 | I've never met my guild contact, but I get coded messages from a pattern of street lights and graffiti. +6 | I didn't discover the identity of my guild contact until after we had begun a romantic relationship. +7 | My superior maintains an elaborate identity as a young street urchin... unless it's all a lie, and I'm being sent on ridiculous missions by a twisted child. +8 | My sibling and I both get telepathic orders from a mysterious contact, and I'm starting to question the authenticity of my sibling's orders. + + + + + How Do I Fit In? + As a Dimir adventurer, you are a member of the guild's network of spies, thieves, assassins, and mind mages that lurks behind the facade of the public guild. On the surface, House Dimir presents the appearance of a network of couriers, investigators, media reporters, and archivists, dealing in information and spreading news. But you and your peers trade in secrets. You use secret symbols, runes, and signals to surreptitiously communicate with other Dimir agents, often in plain sight. +Like any good spy, you have multiple identities: your true face as an agent of House Dimir; a guildless identity; and a role as a member of another guild. Within that secondary guild, you might already be on a mission for House Dimir, assigned to spy on the guild, collect information about a person, or recruit another spy from the ranks of the guild. Or that guild could be a launching point for your real mission. Perhaps, for example, you were ordered to infiltrate the Azorius in hopes of gaining access to a notorious inmate in an Azorius prison. + + + + + Golgari Agent + Nature, Survival + + Description + You are a member of a teeming horde—one small part of a sprawling organism. Just as you are part of the swarm, the swarm is part of a larger ecosystem, a never-ending cycle of life, death, rot, and rebirth. You have spent your life in the slow churn of that ecosystem, in the dark places of the city where the messy parts of existence are on display. There is little squeamishness among the Golgari, no fear of death or taboo about the dead, just a fierce affirmation of the cycle. +• Skill Proficiencies: Nature, Survival +• Tool Proficiencies: Poisoner's kit +• Languages: Choose one of Elvish, Giant, or Kraul +• Equipment: A Golgari insignia, a poisoner's kit, a pet beetle or spider, a set of common clothes, and a belt pouch containing 10 gp worth of mixed coins +Source: Guildmasters' Guide to Ravnica p. 53 + + + Feature: Undercity Paths + You know hidden, underground pathways that you can use to bypass crowds, obstacles, and observation as you move through the city. When you aren't in combat, you and companions you lead can travel between any two locations in the city twice as fast as your speed would normally allow. The paths of the undercity are haunted by dangers that rarely brave the light of the surface world, so your journey isn't guaranteed to be safe. + + + + Golgari Guild Spells + Prerequisite: Spellcasting or Pact Magic class feature +For you, the spells on the Golgari Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.) +Golgari Guild Spells +Spell Level | Spells +Cantrip | dancing lights, spare the dying +1st | entangle, ray of sickness +2nd | protection from poison, ray of enfeeblement, spider climb +3rd | animate dead, plant growth +4th | giant insect, grasping vine +5th | cloudkill, insect plague + +Golgari magic is often accompanied by a sickly green glow and a rotting stench. + + + + Suggested Characteristics + Members of the Golgari Swarm are unmistakably products of the undercity, ill at ease amid the comforts of civilization. They bring about the same discomfort in others by reminding them of death's inevitable approach. +Personality Traits +d8 | Personality Trait +1 | Remember, I could kill you in your sleep. Or put centipedes in your bedroll. +2 | I like to remind people of their inevitable demise. +3 | Sometimes I give voice to the whispers of the rot, which I hear but no one else does. +4 | I do my best to discourage anyone from approaching or talking to me. +5 | I have accepted my death. Hence, I don't fear it. +6 | Like roots growing through stone, I am relentless and determined in my action. +7 | I put my knowledge of anatomy to use by narrating the injuries my enemies suffer in grisly detail. +8 | Like a wild animal, I lash out viciously when I'm provoked—and I'm easily provoked. + +Ideals +d6 | Ideal +1 | Guild. My guild is all that really matters. (Any) +2 | Stoicism. All of us are part of the cyclical march of nature, which will continue with or without us. (Neutral) +3 | Nature. The natural world is more important than the edifices of the city and civilization. (Neutral) +4 | Interdependence. We are all part of nature's web. (Lawful) +5 | Ambition. The time of Golgari ascendance is at hand, and I intend to have a prominent place in the new world order. (Evil) +6 | Live and Let Live. Meddling in the affairs of other guilds is a great way to get squashed like a bug. (Neutral) + +Bonds +d6 | Bond +1 | I cherish the finger of a family member who was petrified by a medusa. +2 | I have an identical twin who is as different from me as any person could be. +3 | I want to lead one faction of the guild to a new position of dominance. +4 | I love spending time in the moss-covered building where I took part in my first reclamation mission. +5 | I found something in the sewer that must never come to light. +6 | I am forever grateful to the reclaimer who found me floating facedown in the sewer, moments from death. + +Flaws +d6 | Flaw +1 | Death comes for us all, so you can't expect me to take care of someone who can't fight it off. +2 | I assume that anyone outside the Golgari looks down on me. +3 | I feel a need for revenge against those who enjoy the privilege of living above ground. +4 | I don't bother to couch my opinions in flattering words. +5 | I can't help but pocket any trinket or coin I come across, no matter how worthless. +6 | I'm convinced that I'm better and stronger than members of other guilds, isolated as they are from the realities of life and death. + + + + + Contacts + To the extent that the Golgari Swarm acts like a single organism, you are connected to every other member in some way or another. Convinced that the rest of the world is out to get you, you find it easy to form close bonds with your guild mates, and harder to make meaningful connections with others. +Roll twice on the Golgari Contacts table (for an ally and a rival) and once on the Non-Golgari Contacts table. +Golgari Contacts +d8 | Contact +1 | One of my parents is an elite assassin, a member of the Ochran. +2 | I learned combat from a kraul. +3 | I know a medusa who is stationed in the guildhall. +4 | I had a torrid romance with a spore druid responsible for a large rot farm. +5 | There's a troll in a remote area of the undercity who seems to find me interesting—and who knows more than you'd think. +6 | An elf lich is determined to see me become a lich someday, too. +7 | A medusa decided it would be more fun to recruit me into the guild than to kill me. +8 | I know a findbroker who can locate just about anything, for the right price. + +Non-Golgari Contacts +d10 | Contact +1 | An Azorius arrester I literally pulled out of the gutter will do anything for me. +2 | Someone joined the Gruul in a battle against the Boros once, and the sergeant of that Boros squad would love to prove that it was me. +3 | I had a romance with a Dimir agent whom I still feed secrets to. +4 | Roll an additional Golgari contact; you can decide if the contact is an ally or a rival. +5 | I joined the Gruul in a battle against the Boros once, and the chief of that small clan thanks me for turning the tide. +6 | An Izzet scientist resents that I sold a scrapped invention I found in the sewer. +7 | My undercity explorations led me into an Orzhov vault, and a spirit thinks I stole something valuable. +8 | I found a baby beast and sold it to a Rakdos wrangler who remains grateful to me. +9 | A Selesnya druid and I share an interest in the same garden, and we have enjoyable arguments there. +10 | I regularly pick up refuse from beneath a Simic laboratory, and sometimes I talk to the researcher who dumps it there. + + + + + How Do I Fit In? + As part of the Golgari Swarm, you are a specialized instrument of the greater body. Your orders, when you have such, come from the guildmaster by way of his chancellors, who carry his messages throughout the guild. The swarm relies on you to advance the greater good by protecting some part, however small, of its teeming existence. That responsibility doesn't mean you're indispensable; your eventual death is part of your purpose and function, too, and you'll be replaced even as your body provides nutrients to further the swarm's growth. +A classic adventuring role for a member of the Golgari involves crawling through dungeon-like environments—the sewers and ancient vaults of the undercity—in search of treasures left behind by the dead. Sometimes you might be sent to find a specific item believed lost in a dangerous part of the undercity. At other times, you could be asked to collect samples of a specific fungus, retrieve a body floating in the muck of the sewers, or bring back whatever booty you can to help fill the swarm's coffers. +You might gain enough renown to become a member of the Ochran, assigned to a variety of tasks concerning thievery, assassination, or the protection of important figures in your guild. You might steal something because the guild needs it, or because its loss will bring harm to another guild, hastening that group's decline. You could be assigned to kill an outspoken and active enemy of the Golgari, such as an overzealous Boros captain whose raids into the undercity have approached dangerously close to the swarm's inner sanctum. Or you could serve as a bodyguard to one of Guildmaster Jarad's high chancellors, escorting this figure through the undercity while being ready to intervene at a moment's notice if things go wrong. +The shamans of the Golgari use their magic to accelerate the cycle of decay and regrowth. You might be sent to spread spores throughout an area that the Golgari want to claim as their territory or to convince the inhabitants of such a territory to abandon it. You might also contend with the ever-present threat of hostile monsters encroaching into Golgari-controlled regions. + + + + + Gruul Anarch + Animal Handling, Athletics + + Description + The entire world of Ravnica is a sprawling metropolis, but you are a native of the wild areas that still exist—the abandoned districts, the rubblebelts, the overgrown parks, and the crumbling ruins. You are part of a savage society that clings desperately to the Old Ways—attuned to nature, full of primal rage, and given short shrift by a world consumed with continuing civilization's march of progress. +• Skill Proficiencies: Animal Handling, Athletics +• Tool Proficiencies: Herbalism kit +• Languages: Choose one of Draconic, Giant, Goblin, or Sylvan +• Equipment: A Gruul insignia, a hunting trap, an herbalism kit, the skull of a boar, a beast-hide cloak, a set of traveler's clothes, and a belt pouch containing 10 gp (Azorius 1-zino coins) +Source: Guildmasters' Guide to Ravnica p. 60 + + + Feature: Rubblebelt Refuge + You are intimately familiar with areas of the city that most people shun: ruined neighborhoods where wurms rampaged, overgrown parks that no hand has tended in decades, and the vast, sprawling rubblebelts of broken terrain that civilized folk have long abandoned. You can find a suitable place for you and your allies to hide or rest in these areas. In addition, you can find food and fresh water in these areas for yourself and up to five other people each day. + + + + Gruul Guild Spells + Prerequisite: Spellcasting or Pact Magic class feature +For you, the spells on the Gruul Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.) +Gruul Guild Spells +Spell Level | Spells +Cantrip | fire bolt, produce flame +1st | compelled duel, speak with animals, thunderwave +2nd | beast sense, shatter +3rd | conjure animals, conjure barrage +4th | dominate beast, stoneskin +5th | destructive wave + +Fueled by the fire of rage burning in your heart, your magic is almost always accompanied by fiery effects, such as flames smoldering behind your eyes or dancing over your hands. + + + + Suggested Characteristics + Gruul ways aren't the ways of civilized folk, and the Gruul have little patience for social niceties. But they do have cherished traditions and values, just as important to them as the different values held by the urban, cosmopolitan culture of Ravnica. +Personality Traits +d8 | Personality Trait +1 | Unlike people, the beasts of the wild are friends who won't stab me in the back. +2 | Go ahead and insult me—I dare you. +3 | I scorn those who can't survive away from the comforts of the city. +4 | Don't tell me I'm not allowed to do something. +5 | Laws are for people who are afraid to face their inner beasts. +6 | I smear the blood of my enemies over my skin. +7 | I was, in fact, raised by maaka. +8 | HarrRRAAGGHH! [I rarely form a coherent sentence and prefer to express myself by breaking things.] + +Ideals +d6 | Ideal +1 | Clan. My clan is all that really matters. (Any) +2 | Anarchy. No person or law or custom can tell another what to do. (Chaotic) +3 | Nature. We weren't born tame or domesticated, so we shouldn't have to live that way. (Neutral) +4 | Might. The strongest are meant to dominate the weak. (Evil) +5 | Rage. AAAAAARRRRggggh! [To live is to feel and express the rage burning in your belly.] (Chaotic) +6 | Tradition. The Old Ways must be preserved and upheld. (Any) + +Bonds +d6 | Bond +1 | I am determined that one day I will lead my clan—or a new one. +2 | I would give my life for my clan chieftain. +3 | The chieftain of another clan has a grudge against me. +4 | I am devoted to a sacred site in the midst of the rubblebelt. +5 | My weapon is made from the first raktusk I ever hunted. +6 | GrrrRRAAAAGGHH! [I will do anything to prove myself greater than my siblings or ancestors.] + +Flaws +d6 | Flaw +1 | If you question my courage, I will never back down. +2 | HrrrGGGAAAARRuuuh! [My anger in battle led to the death of a loved one.] +3 | I'm as stubborn as a batterboar. +4 | I'm so convinced of my superiority over soft, civilized people that I'll take great risks to prove it. +5 | I'm easily manipulated by people I find attractive. +6 | I'm not actually all that angry. + + + + + Contacts + The members of the Gruul Clans rely on each other even as they vie for territory and glory. Their encounters with members of other guilds are more often violent than friendly, but occasional bonds do form. +Roll twice on the Gruul Contacts table (for an ally and a rival) and once on the Non-Gruul Contacts table. +Gruul Contacts +d8 | Contact +1 | One of my parents is a renowned warrior in my clan. +2 | My sibling has the ear of the clan chief. +3 | I have cousins in a different clan. +4 | When we were younger, I was romantically involved with a prominent warrior in my clan. +5 | A druid in my clan believes I have a destiny to fulfill. +6 | The warrior who trained me remembers me for my exceptional potential. +7 | My clan chief killed one of my parents, who had challenged the chief for leadership of the clan. Some combination of resentment and remorse stirs the clan chief to help me sometimes. +8 | I made a strong impression on Borborygmos. + +Non-Gruul Contacts +d10 | Contact +1 | An Azorius arrester thinks I can be reformed. +2 | A Boros soldier gives me gifts in exchange for information about other clans' movements. +3 | I once caught and released a Dimir spy. +4 | I consult with a Golgari shaman for spiritual guidance at times. +5 | Roll an additional Gruul contact; you can decide if the contact is an ally or a rival. +6 | An Izzet scientist blames the Gruul for the destruction of his life's work in a raid, but seems to think that I'm not like other Gruul. +7 | I foolishly borrowed money from an Orzhov syndic to indulge a shameful vice. +8 | A close friend left our clan and joined the Cult of Rakdos. +9 | A distant relative is trying to recruit me into the Selesnya Conclave. +10 | I stopped a Simic biomancer from trapping wild beasts to perform vile experiments on them. + + + + + How Do I Fit In? + In service of a simple goal, you have a simple part to play: Fight. Unleash your rage. Flatten buildings and defeat those who stand in your way. Be Gruul, in your own way. +You will frequently be summoned to participate in a raid your clan is launching against the city or against a group of its defenders. Your clan leader might also send you on a special mission, though it would almost certainly still qualify as a raid. You might join a small group of Gruul warriors on a dangerous charge deep into the settled streets to plunder a certain location, retrieve an item stolen from your clan, or assault a Boros garrison. +Sometimes your objective might be more esoteric. With prophecies of the return of Ilharg the Raze-Boar spreading like wildfire among the Gruul druids, you might be asked to carry out some task that the druids believe will speed his coming. Such a task might involve collecting a sacred relic held in an Orzhov vault or collecting sacrifices for a grand ceremony in the Raze-Boar's honor. + + + + + Izzet Engineer + Arcana, Investigation + + Description + Armed with an inventive intellect, a love of magical technology, and an unquenchable energy, you are an enthusiastic participant in the research work of the Izzet League. Though you're likely to begin your career as a mere attendant, you can aspire to become a skilled mage or alchemist, a laboratory supervisor, or even a flamethrower-wielding scorchbringer tasked with defending Izzet laboratories. The Izzet are obsessive, brilliant, inspired, and an unpredictable force of chaos in Ravnica, and you epitomize all of those qualities. +• Skill Proficiencies: Arcana, Investigation +• Tool Proficiencies: One type of artisan's tools +• Languages: Choose one of Draconic, Goblin, or Vedalken +• Equipment: An Izzet insignia, one set of artisan's tools, the charred and twisted remains of a failed experiment, a hammer, a block and tackle, a set of common clothes, and a belt pouch containing 5 gp (Azorius 1-zino coins) +Source: Guildmasters' Guide to Ravnica p. 66 + + + Feature: Urban Infrastructure + The popular conception of the Izzet League is based on mad inventions, dangerous experiments, and explosive blasts. Much of that perception is accurate, but the league is also involved with mundane tasks of construction and architecture—primarily in crafting the infrastructure that allows Ravnicans to enjoy running water, levitating platforms, and other magical and technological wonders. +You have a basic knowledge of the structure of buildings, including the stuff behind the walls. You can also find blueprints of a specific building in order to learn the details of its construction. Such blueprints might provide knowledge of entry points, structural weaknesses, or secret spaces. Your access to such information isn't unlimited. If obtaining or using the information gets you in trouble with the law, the guild can't shield you from the repercussions. + + + + Izzet Guild Spells + Prerequisite: Spellcasting or Pact Magic class feature +For you, the spells on the Izzet Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.) +Izzet Guild Spells +Spell Level | Spells +Cantrip | produce flame, shocking grasp +1st | chaos bolt, create or destroy water, unseen servant +2nd | heat metal, rope trick +3rd | call lightning, elemental weapon, glyph of warding +4th | conjure minor elementals, divination, Otiluke's resilient sphere +5th | animate objects, conjure elemental + +Your spells tend to be loud, flashy, or explosive, even when the effect is unremarkable. For example, when you open the portal of a rope trick spell, the portal might be outlined by harmless, showy sparkles. +If you use an arcane focus, it probably takes the form of an intricate device that could include metal gauntlets, glass canisters, copper tubing, and leather straps attaching it to your body. The mizzium apparatus described in chapter 5 is a magical version of this gear. +The chaos bolt spell is a favorite of Izzet spellcasters because of its unpredictable nature. + + + + Suggested Characteristics + Members of the Izzet League embody some combination of chaotic, frenetic energy with intellectual curiosity, in varying proportions. Some are committed to academic pursuits, and others just like explosions. +Personality Traits +d8 | Personality Trait +1 | I have a hard time staying focused on... oh, and my brain tends to jump from one... did I mention focus? +2 | I get really excited about my ideas and I can't wait to talk about them and start putting them into practice and tinkering with them and I want to tell you about how exciting it all is! +3 | It's not magic—or anything, really—if you do it only halfway. Whatever I do, I give it all I've got. +4 | I do what my gut tells me. +5 | Life's an experiment, and I can't wait to see what happens. +6 | I pepper my speech with the incomprehensible jargon of my trade, like mizzium droplets inserted into a weird-field suspension. +7 | Great ideas are fine, but great results are what counts. +8 | If you can guess what I'm about to do, that means I've run out of imagination. + +Ideals +d6 | Ideal +1 | Guild. My guild is all that really matters. (Any) +2 | Creativity. Half the world's troubles come from stodgy thinking, stuck in the past. We need innovative solutions. (Chaotic) +3 | Discovery. Every experiment has the potential to reveal more secrets of the multiverse. (Any) +4 | Science. A rigorous application of logical principles and protocols will lead us toward progress more surely than any belief system. (Lawful) +5 | Fun. I love my job! Despite the dangerous working conditions, there's nothing I'd rather do. (Chaotic) +6 | Power. Someday I'll find or create the magic that will make me the most powerful being in Ravnica. (Evil) + +Bonds +d6 | Bond +1 | I have dedicated my life to finding a solution to a scientific problem. +2 | I'll never forget the laboratory where I learned my skills, or the other attendants who learned alongside me. +3 | I'm convinced it was sabotage that destroyed my first laboratory and killed many of my friends, and I seek revenge against whoever did it. +4 | I have the schematics for an invention that I hope to build one day, once I have the necessary resources. +5 | A fellow student and I are racing to solve the same scientific puzzle. +6 | I would do anything the guildmaster told me to do. + +Flaws +d6 | Flaw +1 | If there's a plan, I'll probably forget it. If I don't forget it, I'll probably ignore it. +2 | I get bored easily, and if nothing is happening I'll make something happen. +3 | Nothing is ever simple, and if it seems simple, I'll find a way to make it complicated. +4 | I tend to ignore sleep for days when I'm conducting research, often at the expense of my own health and safety. +5 | I'm convinced there's not a soul in Ravnica, except maybe the great Niv-Mizzet, who can match my boundless intellect. +6 | I'm incapable of admitting a flaw in my logic. + + + + + Contacts + The laboratories of the Izzet League are constantly starting up new projects and dissolving old ones, so it's easy for even the lowliest attendant to make friends (and enemies) in laboratories across Ravnica. +Roll twice on the Izzet Contacts table (for an ally and a rival) and once on the Non-Izzet Contacts table. +Izzet Contacts +d8 | Contact +1 | An older relative is a member of the guild's board of directors. +2 | I know a sprite who carries important messages among the guild's laboratories. +3 | A sibling is the head of a laboratory doing exotic research. +4 | A former colleague is now an attendant in a laboratory in the central guildhall. +5 | I'm in regular communication with an instructor who set me on the course of my life and research. +6 | I had a romance with a chemister working in the Blistercoils. +7 | As an attendant, I had a fierce rivalry with another attendant for our supervisor's attention. +8 | The guildmaster, Niv-Mizzet, took note of one of my experiments! + +Non-Izzet Contacts +d10 | Contact +1 | An Azorius inspector seems interested in my work. +2 | I was ready to join the Boros before I decided on Izzet, and I sometimes still hear from the sergeant who tried to recruit me. +3 | One of my former assistants turned out to be a Dimir spy. We're not on friendly terms anymore, but we have a habit of running into each other. +4 | A Golgari assassin killed a bitter rival of mine, leaving me with conflicted feelings. +5 | I helped a minor Gruul chieftain acquire an Izzet weapon. +6 | Roll an additional Izzet contact; you can decide if the contact is an ally or a rival. +7 | An Orzhov banker financed my laboratory's current work and expects great returns. +8 | I have a cousin in the Cult of Rakdos, and we get along quite well. +9 | A former attendant from the same laboratory ran off to join the Selesnya, and we get into a big argument every time we run into each other. +10 | I compare notes and techniques with a Simic scientist over lunch sometimes. + + + + + How Do I Fit In? + Whatever your role in the Izzet League, you are expected to contribute to its research in some way. That contribution might involve participating in tests, whether as an assistant, a researcher, or a subject. You might be one of the soldiers who protects a laboratory, or a laborer responsible for lifting heavy pieces of equipment into place. Everyone's contribution matters, even if the Izzet know that some matter more than others. + + + + + Orzhov Representative + Intimidation, Religion + + Description + The prospect of immense wealth is the promise of membership in the Orzhov Syndicate. All of the guild's endeavors channel wealth from Ravnican society into the ranks of the Orzhov—and concentrates the spoils at the top of the hierarchy. As a functionary in that system, your best hope is to claim as much as possible of the money that passes through your hands on its way up, so that you can work your way into a more prominent position. +Regardless of your past and the wealth of your family, your initial status with the guild is near the bottom, until you have proven your value. +• Skill Proficiencies: Intimidation, Religion +• Languages: Two of your choice +• Equipment: An Orzhov insignia, a foot-long chain made of ten gold coins, vestments, a set of fine clothes, and a belt pouch containing 1 pp (an Orzhov-minted 10-zino coin) +Source: Guildmasters' Guide to Ravnica p. 72 + + + Feature: Leverage + You can exert leverage over one or more individuals below you in the guild's hierarchy and demand their help as needs warrant. For example, you can have a message carried across a neighborhood, procure a short carriage ride without paying, or have others clean up a bloody mess you left in an alley. The DM decides if your demands are reasonable and if there are subordinates available to fulfill them. As your status in the guild improves, you gain influence over more people, including ones in greater positions of power. + + + + Orzhov Guild Spells + Prerequisite: Spellcasting or Pact Magic class feature +For you, the spells on the Orzhov Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.) +Orzhov Guild Spells +Spell Level | Spells +Cantrip | friends, guidance +1st | command, illusory script +2nd | enthrall, ray of enfeeblement, zone of truth +3rd | bestow curse, speak with dead, spirit guardians +4th | blight, death ward, Leomund's secret chest +5th | geas + +Your magic tends to manifest as swirling shadows, brilliant light, or sometimes the momentary appearance of shadowy spirit forms. Your spells might draw the blood of your enemies, or even directly touch their souls. + + + + Suggested Characteristics + Members of the Orzhov Syndicate range from the decadent nobility at the top of the oligarchy to the debt-ridden wretches at the bottom. You fall somewhere between those extremes, so you might behave with the arrogance of the very rich or the humility of the impoverished. +Personality Traits +d8 | Personality Trait +1 | I am always willing to act in accordance with the financial incentive offered. +2 | Debts are never meant to be forgiven. +3 | I am accustomed to enjoying the finest pleasures money can buy. +4 | No one could doubt that I am a cut above the masses of pitiful peasants that infest the city. +5 | I can't stand to spend a zib more than necessary to purchase what I need. +6 | I hate it when people try to make light of a serious situation. +7 | I want to make sure everyone is aware of how wealthy, powerful, and important I am. +8 | I can't think of anything to look forward to. + +Ideals +d6 | Ideal +1 | Guild. My guild is all that really matters. (Any) +2 | Wealth. I will do whatever it takes to become as rich as the oligarchs. (Evil) +3 | Power. One day, I will be the one giving orders. (Evil) +4 | Prestige. I want to be admired, respected, feared, or even hated for my position and wealth. (Evil) +5 | Stability. The economy functions best when chaos is kept under control and everyone knows their place. (Lawful) +6 | Eternity. I want to live forever—in the flesh as long as possible, and as a spirit afterward. (Any) + +Bonds +d6 | Bond +1 | The unbearable weight of my debt has driven me to desperation. +2 | I'm duty-bound to obey the dictates of an ancestor on the Ghost Council. +3 | I value my worldly goods more highly than my mortal life. +4 | An oligarch publicly humiliated me, and I will exact revenge on that whole family. +5 | My faith in the Obzedat never wavers. +6 | I want to prove myself more worthy than an older sibling and thereby ensure that I inherit a greater share of my parents' wealth. + +Flaws +d6 | Flaw +1 | I hold a scandalous secret that could ruin my family forever—but could also earn me the favor of the Ghost Council. +2 | I'm convinced that everyone I know is plotting against me. +3 | I'll brave any risk if the monetary reward is great enough. +4 | I am convinced that I am far more important than anyone else is willing to acknowledge. +5 | I have little respect for anyone who isn't wealthy. +6 | I'll take any opportunity to steal from wealthier people, even for worthless trinkets. + + + + + Contacts + The Orzhov Syndicate operates according to a strict hierarchy built on a network of connections among old, wealthy families. Your family might provide important contacts, while your family's activities in crime, banking, or debt collection could tie you to members of other guilds. +Roll twice on the Orzhov Contacts table (for an ally and a rival) and once on the Non-Orzhov Contacts table. +Orzhov Contacts +d8 | Contact +1 | The spirit of an ancestor has taken an interest in me. +2 | An older cousin has the ear of a powerful oligarch. +3 | I know a knight who is responsible for collecting debts from powerful people. +4 | A vampire pontiff tried to use me as a pawn in past schemes. +5 | A silent spirit follows me around. +6 | A sibling has keys to parts of Vizkopa Bank. +7 | A giant thinks I'm adorable. +8 | I regularly offer tribute to an angel, and the angel has been kind to me in turn. + +Non-Orzhov Contacts +d10 | Contact +1 | An Azorius arrester is always snooping into my family's business transactions. +2 | A Boros paladin saved my life, to my everlasting shame. +3 | I know a shopkeeper who is secretly a Dimir agent and tries to make sure that I keep that secret hidden. +4 | I'm fascinated by the culture of the Golgari kraul, and I have formed a friendship with one of their death priests. +5 | A Gruul druid hates me but would never dare to touch me. +6 | I know an Izzet engineer who is desperate to pay off a debt accrued by a deceased relative. +7 | Roll an additional Orzhov contact; you can decide if the contact is an ally or a rival. +8 | My childhood friend is now a Rakdos torturer. We still meet for drinks occasionally. +9 | I have the key to a vault where a Selesnya druid is hiding an item of secret shame. +10 | I was married to a Simic bioengineer. + + + + + How Do I Fit In? + The structure of the Orzhov Syndicate means that you are always doing the bidding of someone higher up the ladder than you are. Ultimately, your role in the guild is defined by whatever the people (and spirits) above you decide for you. +For most of your career, you can expect to engage in some aspect of the day-to-day criminal operations of the guild. That can mean throwing your weight around to enforce the will of the guild or using religious authority to extort offerings from the people. But it can also mean doing various errands for your superiors, from bearing messages to carrying out assassinations. + + + + + Rakdos Cultist + Acrobatics, Performance + + Description + You're an entertainer at heart, a performer with a flair for the dramatic and a love of the spotlight. You've spent years honing your craft, mastering a demanding set of skills so you can perform them with panache and make them look easy. The wild applause, the screams of the crowds, the mayhem and terror spreading into the streets—this is what you live for. +You're also a member of a cult devoted to an ancient demon who delights in violence and chaos. It just so happens that Rakdos loves a good show, and your highest aspiration is to please the Defiler, the Lord of Riots, with your own performance. +• Skill Proficiencies: Acrobatics, Performance +• Tool Proficiencies: One type of musical instrument +• Languages: Choose either Abyssal or Giant +• Equipment: A Rakdos insignia, a musical instrument (one of your choice), a costume clothes, a hooded lantern made of wrought iron, a 10-foot length of chain with sharply spiked links, a tinderbox, 10 torch, a set of common clothes, a belt pouch containing 10 gp (a mix of Azorius and Boros 1-zino coins), and a bottle of sweet, red juice +Source: Guildmasters' Guide to Ravnica p. 79 + + + A Flair for the Dramatic + Rakdos performance styles typically fuse standard circus-style acrobatics with fire, wrought-iron spikes and hooks, and monsters. You can roll a d8 or choose from the options in the Performance Options table to determine your preferred style of performance. +Performance Options +d8 | Type of Performer +1 | Spikewheel acrobat +2 | Lampooning satirist +3 | Fire juggler +4 | Marionette puppeteer +5 | Pain artist +6 | Noise musician +7 | Nightmare clown +8 | Master of ceremonies + + + + + Feature: Fearsome Reputation + People recognize you as a member of the Cult of Rakdos, and they're careful not to draw your anger or ridicule. You can get away with minor criminal offenses, such as refusing to pay for food at a restaurant or breaking down a door at a local shop, if no legal authorities witness the crime. Most people are too daunted by you to report your wrongdoing to the Azorius. + + + + Rakdos Guild Spells + Prerequisite: Spellcasting or Pact Magic class feature +For you, the spells on the Rakdos Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.) +Rakdos Guild Spells +Spell Level | Spells +Cantrip | fire bolt, vicious mockery +1st | burning hands, dissonant whispers, hellish rebuke +2nd | crown of madness, enthrall, flaming sphere +3rd | fear, haste +4th | confusion, wall of fire +5th | dominate person + +Your magic often produces a flashy spectacle, wreathing you or your targets in a mixture of harmless flame and shadowy shapes. When you manipulate an opponent's mind, a flaming symbol of Rakdos might momentarily appear like a mask over the target's face. + + + + Suggested Characteristics + Members of demonic cults aren't generally known as the kindest or most mentally stable individuals, so you're likely to have something in your nature that distinguishes you from the law-abiding citizens of Ravnica. +Personality Traits +d8 | Personality Trait +1 | I revel in mayhem, the more destructive the better. +2 | When violence breaks out, I lose myself in rage, and it's sometimes hard to stop. +3 | Everything is funny to me, and the most hilarious and bloodiest things leave me cackling with sadistic glee. +4 | I derive genuine pleasure from the pain of others. +5 | I enjoy testing other people's patience. +6 | I can't stand it when things are predictable, so I like to add a little chaos to every situation. +7 | I throw my weight around to make sure I get my way. +8 | I enjoy breaking delicate works of art. And fingers, which are sort of the same. + +Ideals +d6 | Ideal +1 | Guild. My guild is all that really matters. (Any) +2 | Hedonism. Death comes for everyone, so take as much pleasure as you can from every moment of life. (Neutral) +3 | Creativity. I strive to find more ways to express my art through pain—my own as well as others'. (Chaotic) +4 | Freedom. No one tells me what to do. (Chaotic) +5 | Equality. I want to see Ravnica remade, with no guilds and no hierarchies. (Chaotic) +6 | Spectacle. People are inspired by the greatness they see in art. (Any) + +Bonds +d6 | Bond +1 | I have belonged to the same performance troupe for years, and these people mean everything to me. +2 | A blood witch told me I have a special destiny to fulfill, and I'm trying to figure out what it is. +3 | I'm secretly hoping that I can change the cult from the inside, using my influence to help rein in the wanton violence. +4 | I own something that Rakdos once touched (it's seared black at the spot), and I cherish it. +5 | I want to be better at my chosen form of performance than any other member of my troupe. +6 | I am devoted to Rakdos and live to impress him. + +Flaws +d6 | Flaw +1 | My family is prominent in another guild. I enjoy my wild life, but I don't want to embarrass them. +2 | I couldn't hide my emotions and opinions even if I wanted to. +3 | I throw caution to the wind. +4 | I resent the rich and powerful. +5 | When I'm angry, I lash out in violence. +6 | There's no such thing as too much pleasure. + + + + + Contacts + The Cult of Rakdos is anything but organized. Individuals frequently move from one performance troupe to another. Almost all members of the cult know former castmates now in different troupes, which allows for the possibility of a widespread network of contacts. +Roll twice on the Rakdos Contacts table (for an ally and a rival) and once on the Non-Rakdos Contacts table. +Rakdos Contacts +d8 | Contact +1 | I was part of a two-person act until my former partner moved to a different troupe. +2 | My sibling and I ran away from home and joined the Cult of Rakdos together. We're very close. +3 | A childhood friend of mine is an attendant in Rix Maadi, the Rakdos guildhall. +4 | My parents brought me into the guild and taught me my trade. +5 | There's a lesser demon in the cult who thinks he owes me a favor, and who am I to argue? +6 | The master of ceremonies in my troupe is well connected with other troupes. +7 | I had a romance with a pain artist in another troupe. +8 | Rakdos himself has witnessed me perform. + +Non-Rakdos Contacts +d10 | Contact +1 | I know an Azorius elocutor who has a very amusing dark side. +2 | A Boros captain really wants to "redeem" me. +3 | I think a member of my troupe is a Dimir agent. +4 | I once convinced a Golgari medusa to participate in a show. We've been on good terms ever since. +5 | I came from the Gruul and still have relatives there. +6 | An Izzet technician provides pyrotechnics for my performances. +7 | An Orzhov oligarch has taken an interest in my career, like a patron of the arts. +8 | Roll an additional Rakdos contact; you can decide if the contact is an ally or a rival. +9 | A Selesnya healer attends my performances regularly. +10 | A Simic biomancer provides mutant monsters to add a taste of the bizarre to our shows. + + + + + How Do I Fit In? + The Cult of Rakdos encourages independent action on the part of its members. Its goal is fomenting chaos, and it firmly believes in putting its own house in disorder before carrying that mission into the larger city. So your role is to execute your vision of grand satire and disruptive performance art, as you aspire to outdo your guild mates and attract the attention of Rakdos himself. +You work as part of a troupe, with your artistic talents used in service to a ringmaster's vision. But your performance is your own, and no one expects you to follow a script. In fact, if you go through a performance without doing something you haven't done before, you're clearly not trying hard enough. + + + + + Selesnya Initiate + Nature, Persuasion + + Description + You are a member of a blessed community, built on the ideals of harmony. Here, nature and civilization coexist peacefully, living and growing in accordance with the will of the Worldsoul, Mat'Selesnya. As a member of the Selesnya Conclave, you are surrounded by people and other creatures who share your worldview and your longing for deeper spiritual communion with the world, and you have a fervent desire to share the joy you have experienced with Ravnica. Along with the rest of the conclave, you are committed to resisting the ambitions of the other guilds—with military force if necessary. +• Skill Proficiencies: Nature, Persuasion +• Tool Proficiencies: One type of artisan's tools or one musical instrument +• Languages: Choose one of Elvish, Loxodon, or Sylvan +• Equipment: A Selesnya insignia, a healer's kit, robes, a set of common clothes, and a belt pouch containing 5 gp (Azorius 1-zino coins) +Source: Guildmasters' Guide to Ravnica p. 86 + + + Feature: Conclave's Shelter + As a member of the Selesnya Conclave, you can count on your guild mates to provide shelter and aid. You and your companions can find a place to hide or rest in any Selesnya enclave in the city, unless you have proven to be a danger to them. The members of the enclave will shield you from the law or anyone else searching for you, though they will not risk their lives in this effort. +In addition, as a guild member you can receive free healing and care at a Selesnya enclave, though you must provide any material components needed for spells. + + + + Selesnya Guild Spells + Prerequisite: Spellcasting or Pact Magic class feature +For you, the spells on the Selesnya Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.) +Selesnya Guild Spells +Spell Level | Spells +Cantrip | druidcraft, friends +1st | animal friendship, charm person +2nd | aid, animal messenger, calm emotions, warding bond +3rd | plant growth, speak with plants +4th | aura of life, conjure minor elementals +5th | awaken, commune with nature + +Members of the Selesnya Conclave refer to their magic as "doruvati," a Sylvan word meaning "gift." When you use these gifts of Mat'Selesnya, graceful swirls of green and silver light dance in the air around you, and phantasmal green leaves might waft through the air. A sensation of gentle warmth and the smell of spring flowers or autumn leaves might accompany your spells. + + + + Suggested Characteristics + Most members of the Selesnya Conclave are true believers—the tight-knit community allows little room for the cynical or disillusioned. They are spiritual, empathetic, and generally peaceful—unless roused to action. Their flaws and bonds alike grow naturally from their close ties to the community. +Personality Traits +d8 | Personality Trait +1 | I never raise my voice or lose my temper. +2 | I feel the pains and joys of everyone around me, friend or foe. +3 | I would rather make a friend than thwart an enemy. +4 | I'm always straining to peer into another reality that seems to be just beyond my senses. +5 | I'm uneasy if I can't see plants growing or feel soil beneath my feet. +6 | Seeing illness or injury in any creature saddens me. +7 | I have much to be proud of, but I am still just one strand in the grand, interwoven tapestry of life. +8 | Nature offers rich and abundant metaphors for understanding the complexities of life. + +Ideals +d6 | Ideal +1 | Guild. My guild is all that really matters. (Any) +2 | Harmony. Nothing is more beautiful than voices and actions aligned in common purpose. (Good) +3 | Order. Like a well-pruned tree, society thrives when everything is kept in good order. (Lawful) +4 | Life. Preserving life and nature is always a worthwhile endeavor. (Good) +5 | Humility. Ambition and pride are the roots of strife. (Good) +6 | Evangelism. When all have joined the Selesnya Conclave, Ravnica will finally know peace. (Any) + +Bonds +d6 | Bond +1 | I would give my life in the defense of the small enclave where I first encountered Mat'Selesnya. +2 | I love beasts and plants of all kinds, and am loath to harm them. +3 | A healer nursed me to recovery from a mortal illness. +4 | I'll sing the invitation of Mat'Selesnya with my dying breath. +5 | I cherish a leaf from Vitu-Ghazi that changes color with the seasons, even though it is no longer attached to the tree. +6 | Every member of the conclave is my kin, and I would fight for any one of them. + +Flaws +d6 | Flaw +1 | I'm terrified of getting into a fight where my side is outnumbered. +2 | I assume that people mean well until they prove otherwise. +3 | I enjoy comfort and quiet, and prefer to avoid extra effort. +4 | I have a fierce temper that doesn't reflect the inner calm I seek. +5 | I'm convinced that everyone else in the conclave has a deeper connection to the Worldsoul than I do. +6 | I'm trying to atone for the life of crime I led before I joined the Selesnya, but I find it hard to give up my bad habits. + + + + + Contacts + The Selesnya Conclave is all about connections, so its members cultivate contacts throughout the guild. The guild also engages in energetic recruitment to draw converts from other guilds, and often these new guild members maintain friendships with former guild mates. +Roll twice on the Selesnya Contacts table (for an ally and a rival) and once on the Non-Selesnya Contacts table. +Selesnya Contacts +d8 | Contact +1 | A wise centaur trainer believed in me even though I was a terrible student. +2 | A good friend has risen to become a Ledev guardian. +3 | I left my former guild and joined the Selesnya along with a close friend. +4 | The dryad at the head of my enclave has taken an interest in my activities. +5 | A sibling is an instructor at the guild's training grounds. +6 | One of my parents is a votary, tasked with protecting the temple gardens at the Vitu-Ghazi guildhall. +7 | I had a romance with a well-known Selesnya healer. +8 | Trostani, the head of the guild and the voice of Mat'Selesnya, once welcomed me into her presence. + +Non-Selesnya Contacts +d10 | Contact +1 | I left the Azorius, and a former colleague still resents me for that act. +2 | A good friend, eager for action, left the Selesnya and joined the Boros. +3 | I had a relationship with a guild mate who turned out to be a Dimir agent. +4 | I know a disgruntled Golgari assassin who is ripe for recruitment. +5 | I'm friendly with a Gruul centaur who almost joined us a few years back. +6 | I once had a heated public argument with an Izzet chemister, and neither of us is allowed back into that restaurant. +7 | I paid off my debt to the Orzhov Syndicate, but my good friend was not so lucky and remains indebted to that guild. +8 | At a time of terrible grief in my life, a Rakdos performer made a mockery of my pain, leaving me with mixed feelings of sadness and humor. +9 | Roll an additional Selesnya contact; you can decide if the contact is an ally or a rival. +10 | I have a sibling in the Simic Combine, and we argue every time we see each other. + + + + + How Do I Fit In? + Although the guild teaches the importance of subjugating the individual will to the good of the conclave, it also celebrates the diversity of individuals, in the same sense that a field that produces different crops is healthier than one that yields a single crop. That principle applies to your skills as an adventurer. As long as your efforts are directed toward advancing the goals of the guild rather than your private agenda, you're allowed to put your talents to work in your unique way. +That said, you must never lose sight of the fact that you are part of a larger community. That includes the whole guild, of course, but your ties to community start with your vernadi (enclave) and its voda (dryad leader). The dryads want to know what you're doing and what purpose it serves, and they act to curtail your actions—or even expel you from the guild—if they determine that you aren't serving Selesnya's best interests. + + + + + Simic Scientist + Arcana, Medicine + + Description + Imagine a perfect world: one in which nature and civilization exist in harmony, adapted to each other; one in which life is shaped to match its environment and the environment is shaped to match life. That's the world you have been trying to grow in the laboratories of the Simic Combine. Nature is all about adaptation, evolution, and balance—but for it to keep up with the pace of advancing civilization, nature needs some help from biomancers and terraformers. If, along the way, you happen to create super-soldiers and mutant monsters that can bolster the combine's defenses against the schemes and ambitions of the other guilds, so much the better. +• Skill Proficiencies: Arcana, Medicine +• Languages: Two of your choice +• Equipment: A Simic insignia, a set of common clothes, a book of research notes, an ink pen, a Ink (1-ounce bottle), a oil (flask) (made from blubber), a acid (vial) (derived from digestive juices), a vial of fish scales, a vial of seaweed, a vial of jellyfish stingers, a glass bottle of unidentified slime, and a belt pouch containing 10 gp (Azorius 1-zino coins) +Source: Guildmasters' Guide to Ravnica p. 93 + + + Clades and Projects + As a Simic researcher, you are part of a clade—a diverse group of individuals combining disparate talents in pursuit of a common goal—or a researcher on a specialized, short-term project focused on addressing an immediate need. You can roll a d6 or choose from the options in the Research Options table to determine your area of research. +Research Options +d6 | Clade/Project +1 | Hull Clade, focused on protection and durability +2 | Fin Clade, focused on movement +3 | Gyre Clade, focused on cyclical patterns and metamagic +4 | Guardian Project, focused on creating guard monsters and super soldiers +5 | Crypsis Project, focused on intelligence and counterintelligence +6 | Independent research in a new area + + + + + Feature: Researcher + When you attempt to learn or recall a magical or scientific fact, if you don't know that information, you know where and from whom you can obtain it. Usually, this information comes from a Simic laboratory, or sometimes from an Izzet facility, a library, a university, or an independent scholar or other learned person or creature. Knowing where the information can be found doesn't automatically enable you to learn it; you might need to offer bribes, favors, or other incentives to induce people to reveal their secrets. +Your DM might rule that the knowledge you seek is secreted away in an inaccessible place, or that it simply can't be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. + + + + Simic Guild Spells + Prerequisite: Spellcasting or Pact Magic class feature +For you, the spells on the Simic Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.) +Simic Guild Spells +Spell Level | Spells +Cantrip | acid splash, druidcraft +1st | detect poison and disease, expeditious retreat, jump +2nd | alter self, enhance ability, enlarge/reduce +3rd | gaseous form, water breathing, wind wall +4th | freedom of movement, polymorph +5th | creation + +When your magic causes physical alterations in yourself or others, the result often displays the characteristics of fish, amphibians, or other water-dwelling creatures. Blue-green eddies of magical energy sometimes accompany your spellcasting, forming spirals that reflect the mathematical perfection of nature. + + + + Suggested Characteristics + The bizarre science of the Simic Combine attracts a certain type of personality and encompasses a set of beliefs about the nature of life. Simic members' bonds and flaws derive from their scientific research—including their creation of new life forms, which they can become very attached to. +Personality Traits +d8 | Personality Trait +1 | I can't wait to see what I become next! +2 | I am convinced that everything inclines toward constant improvement. +3 | I'm eager to explain every detail of my most intricate experiments and theories to anyone who shows the least bit of interest. +4 | I assume that everyone needs even the most basic concepts explained to them. +5 | I describe everything that happens as if it were going into my research notes (and it often is). +6 | I am insatiably curious about the seemingly infinite forms and adaptations of life. +7 | I can't resist prying into anything forbidden, since it must be terribly interesting. +8 | I employ a highly technical vocabulary to avoid imprecision and ambiguity in my communication. + +Ideals +d6 | Ideal +1 | Guild. My guild is all that really matters. (Any) +2 | Change. All life is meant to progress toward perfection, and our work is to hurry it along—no matter what must be upended along the way. (Chaotic) +3 | Knowledge. Understanding the world is more important than what you do with your knowledge. (Neutral) +4 | Greater Good. I want to reshape the world into higher forms of life so that all can enjoy evolution. (Good) +5 | Logic. It's foolish to let emotions and principles interfere with the conclusions of logic. (Lawful) +6 | Superiority. My vast intellect and strength are directed toward increasing my sway over others. (Evil) + +Bonds +d6 | Bond +1 | I helped create a krasis that I love like a pet and would carry with me everywhere... except it's the size of a building, and it might eat me. +2 | In my laboratory, I discovered something that I think could eliminate half the life on Ravnica. +3 | The other researchers in my clade are my family—a big, eccentric family including members and parts of many species. +4 | The laboratory where I did my research contains everything that is precious to me. +5 | I will get revenge on the shortsighted fool who killed my precious krasis creation. +6 | Everything I do is an attempt to impress someone I love. + +Flaws +d6 | Flaw +1 | I have a rather embarrassing mutation that I do everything I can to keep hidden. +2 | I'm more interested in taking notes on monstrous anatomy than in fighting monsters. +3 | Every social situation I'm in seems to lead to my asking rude personal questions. +4 | I'm supremely confident in my ability to adapt to any situation and handle any danger. +5 | I'll take any risk to earn recognition for my scientific brilliance. +6 | I have a tendency to take shortcuts in my research and any other tasks I have to complete. + + + + + Contacts + The fluid nature of clades, whose rosters span different laboratories and change as researchers discover new interests, creates abundant connections among the Simic. The guild members live in watery sinkholes called zonots, and their isolation shelters them from much contact with outsiders. Nonetheless, a fair number of Simic members are former members of other guilds. +Roll twice on the Simic Contacts table (for an ally and a rival) and once on the Non-Simic Contacts table. +Simic Contacts +d8 | Contact +1 | My research builds on my parents' work and takes it in interesting new directions. +2 | If a serious problem confounds me, I can count on my mentor to provide clarity of thought. +3 | A former laboratory colleague went on to work on the Guardian Project. +4 | A former colleague has ventured into fields of research that are possibly immoral and almost certainly illegal. +5 | A former lover is now the supervisor of a prominent clade. +6 | My sibling has become an almost unrecognizable mutant. +7 | An old friend has retreated into a secluded life as an ascetic deepsage, devoted to contemplating philosophical principles. +8 | My former clade supervisor is now engaged in field research studying some of the largest beasts and monsters on Ravnica. + +Non-Simic Contacts +d10 | Contact +1 | My older sibling is upset that I didn't follow them into the Azorius. +2 | A Boros sergeant is always asking questions about my work, but I suspect they're genuinely curious. +3 | A friend in my clade thinks I don't know they're a Dimir agent. +4 | I helped a Golgari spore druid with the fertilization and growth of their fungus field. +5 | I can't fathom what could have made my childhood friend run off and join the Gruul. +6 | I love comparing notes with my friend in the Izzet, though our fields of research are very different. +7 | I borrowed a lot of money from an Orzhov syndic to help finance my research. +8 | A Rakdos ringmaster has taken an interest in my research which, come to think of it, might make a nice sideshow act. +9 | I left the Selesnya—and a lover—behind when I joined the Simic. +10 | Roll an additional Simic contact; you can decide if the contact is an ally or a rival. + + + + + How Do I Fit In? + As a Simic adventurer, your mission likely aligns with the Adaptationist philosophy; the disagreements and tensions among the guilds will soon erupt into open conflict, and your guild needs your help to ensure that the Simic survive. That help might come in the form of defending against Golgari incursions into Simic zonots or shielding Simic research from Azorius intrusion. It could also involve more subtle, diplomatic work to maintain balance among the guilds, or subterfuge aimed at undermining another guild's grab for power. +Self-improvement is also an important part of your mission. Anything you can do to make yourself more capable—whether learning a new spell or adopting a new hybridizing mutation—gives the Simic a stronger weapon in its arsenal. The combine must change to survive, and that means individual members of the guild must grow and adapt as well. + + + + diff --git a/FightClub5eXML/Sources/GuildmastersGuideToRavnica/items-ggr.xml b/FightClub5eXML/Sources/GuildmastersGuideToRavnica/items-ggr.xml new file mode 100644 index 0000000..9fe6b74 --- /dev/null +++ b/FightClub5eXML/Sources/GuildmastersGuideToRavnica/items-ggr.xml @@ -0,0 +1,563 @@ + + + + Azorius Guild Signet + + RG + + + This ring, adorned with the symbol of Azorius, allows you to cast ensnaring strike. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Azorius's recognition and favor. +A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13). +Source: Guildmasters' Guide to Ravnica p. 178 + 1d3 + + + Azorius Keyrune + Wondrous item + W + 1 + + + This keyrune is carved from white marble and lapis lazuli to resemble a noble bird of prey. It can become a giant eagle for up to 1 hour. While the transformed eagle is within 1 mile of you, you can communicate with it telepathically. As an action, you can see through the eagle's eyes and hear what it hears until the start of your next turn, and you gain the benefit of its keen sight. During this time, you are deaf and blind with regard to your own senses. +When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a giant eagle. If there isn't enough space for the eagle, the keyrune doesn't transform. +The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the eagle takes the Dodge action and moves to avoid danger. +At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed. +Source: Guildmasters' Guide to Ravnica p. 177 + + + Boros Guild Signet + + RG + + + This ring, adorned with the symbol of Boros, allows you to cast heroism. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Boros' recognition and favor. +A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13). +Source: Guildmasters' Guide to Ravnica p. 178 + 1d3 + + + Boros Keyrune + Wondrous item + W + 1 + + + Carved from red sandstone with white granite elements to resemble a member of the Boros Legion, this keyrune can become a veteran (human) for up to 8 hours. In addition to fighting on your behalf, this veteran cheerfully offers tactical advice, which is usually sound. Anyone who talks with the transformed keyrune or examines it closely can easily recognize that it is an artificial human. +When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a veteran (human). If there isn't enough space for the veteran, the keyrune doesn't transform. +The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger. +At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed. +Source: Guildmasters' Guide to Ravnica p. 177 + + + Copper Alms-Coin + + $ + + 0.01 + + Source: Guildmasters' Guide to Ravnica p. 9 + + + Copper Zib + + $ + + 0.01 + + Source: Guildmasters' Guide to Ravnica p. 9 + + + Dimir Guild Signet + + RG + + + This ring, adorned with the symbol of Dimir, allows you to cast disguise self. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Dimir's recognition and favor. +A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13). +Source: Guildmasters' Guide to Ravnica p. 178 + 1d3 + + + Dimir Keyrune + Wondrous item + W + 1 + + + This keyrune, carved from black stone accented with steel, resembles a stylized horror. On command, it transforms into an intellect devourer that resembles the Dimir guild symbol, with six bladelike legs. The creature exists for up to 24 hours. During that time, it pursues only a single mission you give it—usually an assignment to take over someone's body, either to impersonate that person for a brief time or to extract secrets from their mind. When the mission is complete, the creature returns to you, reports its success, and reverts to its keyrune form. +When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a intellect devourer. If there isn't enough space for the creature, the keyrune doesn't transform. +The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger. +At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed. +Source: Guildmasters' Guide to Ravnica p. 177 + + + Electrum 50-Zib Coin + + $ + + 0.5 + + Source: Guildmasters' Guide to Ravnica p. 9 + + + Gold 5-Zib Coin + + $ + + 5.0 + + Source: Guildmasters' Guide to Ravnica p. 9 + + + Gold Zino + + $ + + 1.0 + + Source: Guildmasters' Guide to Ravnica p. 9 + + + Golgari Guild Signet + + RG + + + This ring, adorned with the symbol of Golgari, allows you to cast entangle. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Golgari's recognition and favor. +A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13). +Source: Guildmasters' Guide to Ravnica p. 178 + 1d3 + + + Golgari Keyrune + Wondrous item + W + 1 + + + Made from deep green jade with black veins, this keyrune has an insectile shape. It can transform into a giant scorpion for up to 6 hours. The scorpion has an Intelligence of 4 and can communicate with you telepathically while it is within 60 feet of you, though its messages are largely limited to describing the passage of potential prey. +When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a giant scorpion. If there isn't enough space for the creature, the keyrune doesn't transform. +The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger. +At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed. +Source: Guildmasters' Guide to Ravnica p. 177 + + + Gruul Guild Signet + + RG + + + This ring, adorned with the symbol of Gruul, allows you to cast compelled duel. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Gruul's recognition and favor. +A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13). +Source: Guildmasters' Guide to Ravnica p. 178 + 1d3 + + + Gruul Keyrune + Wondrous item + W + 1 + + + This crude keyrune is cobbled together from bits of rubble, broken glass, bone, and animal hair. One end resembles a horned beast. On command, the keyrune transforms into a ceratok, a horned creature much like a rhinoceros (and with the same statistics). It remains in its ceratok form for 1 hour. +When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a ceratok. If there isn't enough space for the creature, the keyrune doesn't transform. +The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger. +At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed. +Source: Guildmasters' Guide to Ravnica p. 177 + + + Illusionist's Bracers + Wondrous item + W + 1 + + + A powerful illusionist of House Dimir originally developed these bracers, which enabled her to create multiple minor illusions at once. The bracers' power, though, extends far beyond illusions. +While wearing the bracers, whenever you cast a cantrip, you can use a bonus action on the same turn to cast that cantrip a second time. +Source: Guildmasters' Guide to Ravnica p. 178 + + + Izzet Guild Signet + + RG + + + This ring, adorned with the symbol of Izzet, allows you to cast chaos bolt. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Izzet's recognition and favor. +A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13). +Source: Guildmasters' Guide to Ravnica p. 178 + 1d3 + + + Izzet Keyrune + Wondrous item + W + 1 + + + Formed of carved and polished red and blue stone, the keyrune includes bits of cable and wire. One end resembles a humanlike head, suggesting the jagged elemental form of the galvanice weird that it can become for a duration of 3 hours. In this form, it will serve you as a bodyguard, lift and carry things for you, act as a test subject for your experiments, or aid you in any other way that its capabilities allow. +When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a galvanice weird. If there isn't enough space for the creature, the keyrune doesn't transform. +The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger. +At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed. +Source: Guildmasters' Guide to Ravnica p. 177 + + + Mizzium Apparatus + Wondrous item + W + 1 + + + Innovation is a dangerous pursuit, at least the way the mages of the Izzet League engage in it. As protection against the risk of an experiment going awry, they have developed a device to help channel and control their magic. This apparatus is a collection of leather straps, flexible tubing, glass cylinders, and plates, bracers, and fittings made from a magic-infused metal alloy called mizzium, all assembled into a harness. The item weighs 8 pounds. +While you are wearing the mizzium apparatus, you can use it as an arcane focus. In addition, you can attempt to cast a spell that you do not know or have prepared. The spell you choose must be on your class's spell list and of a level for which you have a spell slot, and you must provide the spell's components. +You expend a spell slot to cast the spell as normal, but before resolving it you must make an Intelligence (Arcana) check. The DC is 10 + twice the level of the spell slot you expend to cast the spell. +On a successful check, you cast the spell as normal, using your spell save DC and spellcasting ability modifier. On a failed check, you cast a different spell from the one you intended. Randomly determine the spell you cast by rolling on the table for the level of the spell slot you expended. If the slot is 6th level or higher, roll on the table for 5th-level spells. +If you try to cast a cantrip you don't know, the DC for the Intelligence (Arcana) check is 10, and on a failed check, there is no effect. +1st-Level Spells +d6 | spell +1 | burning hands +2 | chaos bolt +3 | color spray +4 | faerie fire +5 | fog cloud +6 | thunderwave +2nd-Level Spells +d6 | spell +1 | blur +2 | gust of wind +3 | heat metal +4 | Melf's acid arrow +5 | scorching ray +6 | shatter +3rd-Level Spells +d6 | spell +1 | fear +2 | feign death +3 | fireball +4 | gaseous form +5 | sleet storm +6 | stinking cloud +4th-Level Spells +d4 | spell +1 | confusion +2 | conjure minor elementals +3 | Evard's black tentacles +4 | ice storm +5th-Level Spells +d4 | spell +1 | animate objects +2 | cloudkill +3 | cone of cold +4 | flame strike +Source: Guildmasters' Guide to Ravnica p. 179 + + + Mizzium Mortar + Wondrous item + W + 1 + + + This short tube, about 2 feet long and 6 inches in diameter, is made from mizzium, a magically enhanced metal alloy forged by the Izzet League. The end that's pointed toward a target is open, and a glowing ball of molten metal can be seen at the other end as long as the mortar has at least 1 charge remaining. +The mortar has 4 charges for the following properties. It regains 1d4 expended charges daily at dawn. +Molten Spray: You can expend 1 charge as an action to loose a 30-foot cone of molten mizzium. Each creature in the area must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. +Mizzium Bombard: You can expend 3 charges as an action to launch a hail of molten projectiles in a 20-foot-radius, 40-foot-high cylinder centered on a point you can see within 60 feet of you. Each creature in the area must make a DC 15 Dexterity saving throw. A creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one. +Source: Guildmasters' Guide to Ravnica p. 179 + 1d4 + 5d4 + 5d8 + + + Moodmark Paint + Wondrous item + W + 1 + + + This thick, black paint is stored in a small jar, containing enough paint to apply moodmarks to one creature. The paint is dabbed on the face in spots or markings that often resemble the eyes of insects or spiders. Applying the paint in this way takes 1 minute. +For the next 8 hours, the marks change to reflect your mental state. A creature that can see you and makes a successful DC 10 Wisdom (Insight) check can discern whether you are happy, sad, angry, disgusted, surprised, or afraid, as well as the main source of that emotion. For example, you might communicate fear caused by a monster you just saw around the corner, grief at the loss of a friend, or happiness derived from pride in your performance in combat. A dark elf has advantage on this check. +Source: Guildmasters' Guide to Ravnica p. 180 + + + Orzhov Guild Signet + + RG + + + This ring, adorned with the symbol of Orzhov, allows you to cast command. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Orzhov's recognition and favor. +A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13). +Source: Guildmasters' Guide to Ravnica p. 178 + 1d3 + + + Orzhov Keyrune + Wondrous item + W + 1 + + + This keyrune is carved from white marble with veins of black. The end is shaped like a thrull's head, with a gold faceplate affixed. On command, the keyrune transforms into a winged thrull for up to 2 hours. If you don't come from an Orzhov oligarch family, it serves you grudgingly, clownishly aping your movements and mannerisms while carrying out your orders. +When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a winged thrull. If there isn't enough space for the creature, the keyrune doesn't transform. +The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger. +At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed. +Source: Guildmasters' Guide to Ravnica p. 178 + + + Pariah's Shield + Shield + S + 6 + + 2 + Soldiers of the Boros Legion consider it an honor to bear this shield, even knowing that it might be the last honor they receive. The front of the shield is sculpted to depict a grieving human face. +You gain a +1 bonus to AC for every two allies within 5 feet of you (up to a maximum of +3) while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. +When a creature you can see within 5 feet of you takes damage, you can use your reaction to take that damage, instead of the creature taking it. When you do so, the damage type changes to force. +Source: Guildmasters' Guide to Ravnica p. 180 + + + Peregrine Mask + Wondrous item + W + 1 + + + While wearing this winged helm, you have a flying speed of 60 feet. In addition, you have advantage on initiative rolls. +Source: Guildmasters' Guide to Ravnica p. 180 + + + Platinum 10-Zino Coin + + $ + + 10.0 + + Source: Guildmasters' Guide to Ravnica p. 9 + + + Platinum 100-Zino Coin + + $ + + 100.0 + + Source: Guildmasters' Guide to Ravnica p. 9 + + + Pyroconverger + Wondrous item + W + 1 + + + A Pyroconverger is an Izzet-made flamethrower. It carries a risk of malfunction each time you use it. +As an action, you can cause the Pyroconverger to project fire in a 10-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. +Each time you use the Pyroconverger, roll a d10 and add the number of times you have used it since your last long rest. If the total is 11 or higher, the Pyroconverger malfunctions: you take 4d6 fire damage, and you can't use the Pyroconverger again until you finish a long rest. +Source: Guildmasters' Guide to Ravnica p. 180 + 4d6 + + + Rakdos Guild Signet + + RG + + + This ring, adorned with the symbol of Rakdos, allows you to cast hellish rebuke. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Rakdos' recognition and favor. +A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13). +Source: Guildmasters' Guide to Ravnica p. 178 + 1d3 + + + Rakdos Keyrune + Wondrous item + W + 1 + + + This dark granite keyrune is marbled with scarlet veins and carved with the leering visage of a mischievous demon. When activated, it transforms into a cackler for up to 1 hour. +When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a cackler. If there isn't enough space for the creature, the keyrune doesn't transform. +The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger. +At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed. +Source: Guildmasters' Guide to Ravnica p. 178 + + + Rakdos Riteknife + Melee Weapon + M + 1 + F,L,T + 1d4 + P + 20/60 + You gain a +1 bonus to attack and damage rolls made with this magic weapon. Its blade is cruelly serrated, and its hilt resembles a demonic head and wings. Whenever you slay a creature with an attack using the dagger, the creature's soul is imprisoned inside the dagger, and that creature can be restored to life only by a wish spell. The dagger can hold a maximum of five souls. +For each soul imprisoned in the dagger, your attacks with it deal an extra 1d4 necrotic damage on a hit. While the dagger is within 5 feet of you, your dreams are haunted by whispers from the trapped souls. +The dagger has the following additional properties. +Siphon Vitality: As a bonus action, you can release any number of stored souls from the dagger to regain 1d10 hit points per soul released. +Annihilation: If the dagger holds five souls, you can use this property: As a reaction immediately after you hit a creature with the dagger and deal damage to that target, you can release all five souls. If the target now has fewer than 75 hit points, it must succeed on a DC 15 Constitution saving throw or die. If the target dies, you can't use this property again until you finish a long rest. +Source: Guildmasters' Guide to Ravnica p. 180 + 1d4 + 1d10 + + + Selesnya Guild Signet + + RG + + + This ring, adorned with the symbol of Selesnya, allows you to cast charm person. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Selesnya's recognition and favor. +A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13). +Source: Guildmasters' Guide to Ravnica p. 178 + 1d3 + + + Selesnya Keyrune + Wondrous item + W + 1 + + + Carved from white and green marble in the shape of a wolf's head, this keyrune transforms into a dire wolf. The wolf persists for 8 hours. Its Intelligence is 6, and it understands Elvish and Sylvan but can't speak those languages. While it is within 1 mile of you, you can communicate with each other telepathically. +When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a dire wolf. If there isn't enough space for the creature, the keyrune doesn't transform. +The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger. +At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed. +Source: Guildmasters' Guide to Ravnica p. 178 + + + Silver 25-Zib Coin + + $ + + 0.25 + + Source: Guildmasters' Guide to Ravnica p. 9 + + + Simic Guild Signet + + RG + + + This ring, adorned with the symbol of Simic, allows you to cast expeditious retreat. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Simic's recognition and favor. +A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13). +Source: Guildmasters' Guide to Ravnica p. 178 + 1d3 + + + Simic Keyrune + Wondrous item + W + 1 + + + This keyrune is assembled from coral, mother-of-pearl, and chrome and adorned with the spirals and curves characteristic of Simic ornamentation. The head resembles the shell of a sea creature. On command, the keyrune turns into a category 1 krasis that has the Grabber and Stabilizing Legs adaptations. The transformation lasts for up to 5 hours. +When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a category 1 krasis that has the Grabber and Stabilizing Legs adaptations. If there isn't enough space for the creature, the keyrune doesn't transform. +The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger. +At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed. +Source: Guildmasters' Guide to Ravnica p. 178 + + + Skyblinder Staff + Staff + ST + 4 + V + 1d6 + 1d8 + B + You gain a +1 bonus to attack and damage rolls made with this magic quarterstaff. While holding it, you gain a +1 bonus to spell attack rolls. +If a flying creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to hold the staff aloft and cause it to flare with light. The attacker has disadvantage on the attack roll, and it must succeed on a DC 15 Constitution saving throw or be blinded until the start of its next turn. +Source: Guildmasters' Guide to Ravnica p. 181 + + + Spies' Murmur + Wondrous item + W + 1 + + + This headpiece, crafted from dark metal, is worn curved around the ear. If you know a creature wearing another Spies' Murmur and that creature is within 1 mile of you, you can communicate telepathically with each other. As a bonus action, you can allow that creature to hear everything you hear for 1 hour. You can end this effect as a bonus action, and it ends if you're incapacitated. +Source: Guildmasters' Guide to Ravnica p. 181 + + + Sunforger + Melee Weapon + M + 2 + V + 1d8 + 1d10 + B + You gain a +2 bonus to attack and damage rolls made with this magic weapon. +As an action, you can hurl the weapon up to 120 feet to a point you can see. When it reaches that point, the weapon vanishes in an explosion, and each creature in a 20-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much damage on a successful one. Afterward, you can use an action to cause the weapon to reappear in your empty hand. You can't cause it to explode again until you finish a short or long rest. +If you don't call the weapon back to your hand, it reappears at the point where it exploded when you are no longer attuned to it or when 24 hours have passed. +Source: Guildmasters' Guide to Ravnica p. 181 + 6d6 + + + Sword of the Paruns + Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + You gain a +1 bonus to attack and damage rolls made with this magic weapon. Additionally, once on each of your turns, you can use one of the following properties if you're holding the sword: +• Immediately after you use the Attack action to attack with the sword, you can enable one creature within 60 feet of you to use its reaction to make one weapon attack. +• Immediately after you take the Dash action, you can enable one creature within 60 feet of you to use its reaction to move up to its speed. +• Immediately after you take the Dodge action, you can enable one creature within 60 feet of you to use its reaction to gain the benefits of the Dodge action. +Source: Guildmasters' Guide to Ravnica p. 181 + + + Voyager Staff + Staff + ST + 4 + V + 1d6 + 1d8 + B + You gain a +1 bonus to attack and damage rolls made with this magic quarterstaff. While you hold it, you gain a +1 bonus to spell attack rolls. +This staff has 10 charges. While holding it, you can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: banishment (4 charges), blink (3 charges), misty step (2 charges), passwall (5 charges), or teleport (7 charges). +The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes forever. +Source: Guildmasters' Guide to Ravnica p. 181 + 1d6+4 + + + Guild Keyrune + Wondrous item + W + 1 + + + Associated with a particular guild, a guild keyrune is a ceremonial, stylized key, about 1 foot long, made from carved stone. Not a literal key, the item is a badge of authority that gives its bearer access to privileged places in its guild's headquarters and outposts. At the DM's discretion, a character might be given a keyrune upon attaining a renown score of 25 in their guild. +Azorius Keyrune +Boros Keyrune +Dimir Keyrune +Golgari Keyrune +Gruul Keyrune +Izzet Keyrune +Orzhov Keyrune +Rakdos Keyrune +Selesnya Keyrune +Simic Keyrune +Source: Guildmasters' Guide to Ravnica p. 177 + + + Guild Signet + + RG + + + A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of the guild's recognition and favor. +Azorius Guild Signet +Boros Guild Signet +Dimir Guild Signet +Golgari Guild Signet +Gruul Guild Signet +Izzet Guild Signet +Orzhov Guild Signet +Rakdos Guild Signet +Selesnya Guild Signet +Simic Guild Signet +Source: Guildmasters' Guide to Ravnica p. 178 + + diff --git a/FightClub5eXML/Sources/HoardOfTheDragonQueen/items-hotdq.xml b/FightClub5eXML/Sources/HoardOfTheDragonQueen/items-hotdq.xml new file mode 100644 index 0000000..c016e8c --- /dev/null +++ b/FightClub5eXML/Sources/HoardOfTheDragonQueen/items-hotdq.xml @@ -0,0 +1,81 @@ + + + + Black Dragon Mask + Wondrous item + W + 1 + + + This horned mask of glossy ebony has horns and a skull-like mien. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties. +Damage Absorption: You have damage resistance to acid. If you already have damage resistance to acid from another source, you gain immunity to acid damage. If you already have immunity to acid damage from another source, you regain hit points equal to half of any acid damage you are dealt. +Draconic Majesty: While you are wearing no armor, you can add your Charisma bonus to your Armor Class. +Dragon Breath: If you have a breath weapon that requires rest to recharge, it gains a recharge of 6. +Dragon Sight: You gain darkvision with a radius of 60 feet, or an additional 60 feet of darkvision if you already have that sense. Once per day, you can gain blindsight out to a range of 30 feet for 5 minutes. +Dragon Tongue: You can speak and understand Draconic. You also have advantage on any Charisma check you make against Black dragons. +Legendary Resistance: (1/Day) If you fail a saving throw, you can choose to succeed instead. +Water Breathing: You can breathe underwater. +Source: Hoard of the Dragon Queen p. 94 + + + Dragongleam + simple Weapon, Melee Weapon + M + 3 + T,V + 1d6 + 1d8 + P + 20/60 + This spear is enchanted with 10 charges of a daylight spell for use in twilight or dark forest underbrush. The command phrase is "Tiamat's eyes shine," written in Draconic runes on the spear's crossguard. +Source: Hoard of the Dragon Queen p. 69 + + + Hazirawn + Melee Weapon + M + 6 + H,2H + 2d6 + S + A sentient (neutral evil) greatsword, Hazirawn is capable of speech in Common and Netherese. Even if you aren't attuned to the sword, you gain a +1 bonus to attack and damage rolls made with this weapon. If you are not attuned to Hazirawn, you deal an extra 1d6 necrotic damage when you hit with the weapon. +Increased Potency: While you are attuned to this weapon, its bonus on attack and damage rolls increases to +2, and a hit deals an extra 2d6 necrotic damage (instead of 1d6). +Spells: Hazirawn has 4 charges to cast spells. As long as the sword is attuned to you and you are holding it in your hand, you can cast detect magic (1 charge), detect evil and good (1 charge), or detect thoughts (2 charges). Each night at midnight, Hazirawn regains 1d4 expended charges. +Wounding: While you are attuned to the weapon, any creature that you hit with Hazirawn can't regain hit points for 1 minute. The target can make a DC 15 Constitution saving throw at the end of each of its turns, ending this effect early on a success. +Source: Hoard of the Dragon Queen p. 94 + 1d6 + 2d6 + 1d4 + + + Insignia of Claws + Wondrous item + W + 1 + + + The jewels in the insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons. +While wearing the insignia you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical. +Source: Hoard of the Dragon Queen p. 94 + + + Tankard of Plenty + Other + G + + + This golden stein is decorated with dancing dwarves and grain patterns. Speaking the command word ("Illefarn") while grasping the handle fills the tankard with three pints of rich dwarven ale. This power can be used up to three times per day. +Source: Hoard of the Dragon Queen p. 74 + + + Wand of Winter + + WD + 1 + + This wand looks and feels like an icicle. You must be attuned to the wand to use it. +The wand has 7 charges, which are used to fuel the spells within it. With the wand in hand, you can use your action to cast one of the following spells from the wand, even if you are incapable of casting spells: ray of frost (no charges, or 1 charge to cast at 5th level; +5 to hit with ranged spell attack), sleet storm (3 charges; spell save DC 15), or ice storm (4 charges; spell save DC 15). No components are required. The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 20, the wand melts away, forever destroyed. +Source: Hoard of the Dragon Queen p. 94 + 1d6+1 + + diff --git a/FightClub5eXML/Sources/HuntForTheThesselhydra/items-hftt.xml b/FightClub5eXML/Sources/HuntForTheThesselhydra/items-hftt.xml new file mode 100644 index 0000000..d2ed917 --- /dev/null +++ b/FightClub5eXML/Sources/HuntForTheThesselhydra/items-hftt.xml @@ -0,0 +1,15 @@ + + + + Winter's Dark Bite + Melee Weapon + M + 6 + H,2H + 2d6 + S + You have a +1 bonus to attack and damage rolls made with this magic weapon. +This greatsword is made of an unknown black metal. In most cases, it works as a +1 greatsword. But when used against a thessalhydra, it works as a +3 greatsword. While in the Upside Down, it works as a +4 greatsword. +Source: Hunt for the Thessalhydra p. 4 + + diff --git a/FightClub5eXML/Sources/InfernalMachineRebuild/items-imr.xml b/FightClub5eXML/Sources/InfernalMachineRebuild/items-imr.xml new file mode 100644 index 0000000..a087d95 --- /dev/null +++ b/FightClub5eXML/Sources/InfernalMachineRebuild/items-imr.xml @@ -0,0 +1,255 @@ + + + + Blood of the Lycanthrope + Poison + G + + + This poison is created from blood harvested from a dead or incapacitated lycanthrope in its animal or hybrid form. A creature subjected to this poison must succeed on a DC 12 Constitution saving throw or be cursed with lycanthropy (see the Monster Manual). The curse lasts until removed by the remove curse spell or similar magic. +The type of lycanthropy depends on the lycanthrope used to create the poison. To determine the type of lycanthropy randomly, roll a d6: +d6 | Lycanthropy +1-3 | Wererat +4-5 | Werewolf +6 | Wereboar +Source: Infernal Machine Rebuild p. 93 + + + Blood of the Lycanthrope Antidote + + P + + + This clear potion has dark red flecks within, resembling clotted blood. When you drink this potion, it removes the curse of lycanthropy from you if that curse was imposed by a lycanthrope's bite or similar effect. +Source: Infernal Machine Rebuild p. 94 + + + Bridle of Capturing + Wondrous item + W + 1 + + + This fine leather bridle tugs at the hand when first held, as though it longs to reach out for a beast nearby. When you hold one end of the bridle, you can use an action to speak its command word, causing the other end to lash out at a beast you can see within 20 feet of you. The target must succeed on a DC 17 Charisma saving throw or have the bridle tie itself around its neck, then fall under your command as if subjected to the dominate beast spell. Once the targeted is affected, you do not need to hold the other end of the bridle to command it. With a successful saving throw, the target becomes immune to the bridle's power until the next dawn. +A creature controlled by the bridle can be released by the creature that bound it as a bonus action. A creature controlled by the bridle can make a DC 17 Charisma check each day at dawn. On a success, the creature is no longer affected by the bridle. +Source: Infernal Machine Rebuild p. 94 + + + Crown of the Forest + Wondrous item + W + 1 + + + While wearing this crown, a character automatically fails any Intelligence (Investigation) check made to see through an illusion. An illusion that is touched still has its true nature revealed. However, a character wearing a crown has such a strong sense that the illusion is real that they might not know which of their senses to believe. +If this crown is closely examined by a character who succeeds on a DC 20 Intelligence (Nature) or Wisdom (Perception) check, or with a detect magic spell cast using a 3rd-level or higher spell slot, the nature of its magic is discovered. +Source: Infernal Machine Rebuild p. 7 + + + Dust of the Mummy + Poison + G + + + This poison is created during a mummy's embalming process, distilled from the dead creature's removed organs. A creature subjected to this poison must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed creature can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the creature's hit point maximum to 0, the creature dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or similar magic. +Source: Infernal Machine Rebuild p. 93 + 3d6 + + + Ioun Stone of Vitality + Wondrous item + W + 1 + + + An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. +When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. +A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. +You gain a +1 bonus to death saving throws while this luminous green-and-blue marbled sphere orbits your head. +Source: Infernal Machine Rebuild p. 94 + 1d3 + + + Mummy Rot Antidote + + P + + + White dust swirls constantly within this pale gray potion. When you drink the potion, it cures you of mummy rot. +Source: Infernal Machine Rebuild p. 94 + + + Ruinblade + Cursed item, Melee Weapon + M + 6 + H,2H + 2d6 + S + Ruinblade is a unique weapon possessed by Moghadam, the architect of the Tomb of Horrors. A symbol of his authority, Moghadam carries the weapon during the time frame of the adventure to intimidate the tomb's workers. (In later years, after Acererak trapped Moghadam in the completed tomb as an undead archwraith, Moghadam was able to use the weapon as his own phylactery.) +A small jade version of the green devil face of the Tomb of Horrors is fashioned into the hilt of the weapon, with the blade extending from its open mouth. The blade always appears ruined and rusting, and causes its surroundings to appear reflected in the blade as if in a state of decay. +You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with it, the attack deals an extra 1d8 force damage. +In addition, the weapon has the following properties: +Blighted Ruin: You can cast the blight spell from the weapon (DC 15). Once used, this property of the weapon can't be used until the next dawn. +Destructive Ruin: You can cast the disintegrate spell from the weapon, but can target only a nonmagical object or a creation of magical force. Once used, this property of the weapon can't be used until dawn seven days later. +Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. +The weapon must take direct part in the destruction of 1,000 gp worth of materials and objects every seven days, or a conflict arises between you and the weapon at the end of the seventh day. +Sentience: Ruinblade is a sentient lawful evil weapon with an Intelligence of 15, a Wisdom of 8, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet. +The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is a rough, ruined echo. While you are attuned to it, Ruinblade also understands every language you know. +Personality: Ruinblade speaks either with a dolorous or frenetic tone, depending on its mood. That mood improves when the sword is actively engaged in acts of destruction, but worsens if the blade is left inactive too long. +The weapon's purpose is to ruin and unmake existing objects, so that its owner can rebuild the world from a blank slate. It thus encourages its wielder to engage in constant destruction, claiming that this will allow the creation of a more superior vision from the ruin of what came before. +Source: Infernal Machine Rebuild p. 95 + 1d8 + + + The Infernal Machine of Lum the Mad + Wondrous item + W + 1 + + + This strange device was once thought to have been built by gods long forgotten and to have survived the eons since their passing, for it is incredibly ancient and crafted by means unlike anything known today. However, its true origins derive from a planar craft that crashed in the Barrier Peaks, for the Infernal Machine once functioned as this craft's central command console. +Explorers who discovered the crash site removed the command console and brought it back to civilization, not understanding its true purpose or powers. In later years, the console came into the possession of Baron Lum. By experimenting with its many controls, he was able to achieve astounding and destructive magical effects in the building of his empire, and so the artifact came to be known as the Infernal Machine of Lum the Mad. Yet with Lum's eventual defeat, his great machine was destroyed. +The Infernal Machine is a delicate, intricate, bulky, and heavy device, weighing some 5,500 pounds. It can be operated using a control panel containing sixty levers, forty dials, twenty switches, and a number of jeweled components. These controls generate all kinds of powers and effects, as noted below. +Silver Wire: The Infernal Machine's great size makes it largely immobile. To make ongoing use of the machine (such as while adventuring), it can be connected to its attuned user by a silver wire, a supply of which can always be produced from the machine's inner workings. This silver wire shares the same general nature as the silvery cord of an astral projection spell, connecting to the body of the user and trailing behind them. When so attached, the wire becomes invisible, astral, and extends to virtually infinite length. +As long as the wire remains intact, the attuned user can make full use of the Infernal Machine's powers, with their effects centered around the user. If the wire is cut—something that can happen only when an effect specifically states that it can cut an astral projection's silvery cord—the user suffers a sudden burst of feedback from the machine that kills them instantly. +Any effect of the Infernal Machine that requires concentration can be concentrated on by a remote user. The Infernal Machine's effects have a spell save DC of 14 or the attuned user's spell save DC, whichever is higher. +Summon Monster: When first used by Baron Lum, the Infernal Machine was known for its ability to unleash terrible monsters within the world. Specific combinations of its controls can still recreate the effects of various spells of the conjuration school, as follows: +• 1/day: conjure animals, summon lesser demons +• 1/7 days: conjure minor elementals, conjure woodland beings, summon greater demon +• 1/month: conjure elemental, conjure fey +Wish: The Infernal Machine has the ability to bend the nature of reality, with the proper combination of controls recreating the effect of a wish spell (including all side effects). Due to the complex nature of its programming, this feature can be used only once per month. Each time this effect is used, there is a cumulative 10 percent chance of the Infernal Machine malfunctioning, necessitating seven days' worth of repairs and reprogramming, as well as the expenditure of 500 gp in parts, before it can be used again. When these repairs are done, the cumulative chance of malfunction returns to 10 percent. +Random Properties: There are far more possible combinations for the Infernal Machine's controls than can ever be known or matrixed—especially as the controls shift position and reset themselves over time. At the end of each long rest of the user attuned to it, the Infernal Machine generates 1d4 + 1 random beneficial properties and 1d4 + 1 detrimental properties. Roll for each of these properties on the Infernal Machine Properties table. To keep things interesting, the DM might roll secretly for detrimental properties, revealing those properties only during the course of play. +Once set, these properties last until the end of the attuned user's next long rest. +(Our thanks to the D&D community for their suggestions for the properties of the Infernal Machine of Lum the Mad!) +Destroying the Machine: The Infernal Machine of Lum the Mad is self-repairing of anything short of catastrophic damage, and how it was disabled in Lum's time remains a mystery. It is rumored that if one specific combination of controls is set, the Infernal Machine will enter a repair mode, allowing unfettered access to its inner workings—and preventing it from restoring itself if it is attacked. Alternatively, other combinations of controls might cause the Infernal Machine to teleport its most critical components to some hiding place deep in space and time, rendering it inoperable until those components are found again. +Infernal Machine Properties +d100 | Beneficial Property | Detrimental Property +01 | You have a flying speed of 150 feet but lose all other movement. | You are blinded. +02 | You can cast the speak with animals spell at will, but can use it to speak with only one animal of your choice. | All animals despise you. You have disadvantage on Wisdom (Animal Handling) checks. +03 | One weapon or item you carry of your choice gains a walking speed of 30 feet and goes where you tell it. | Your armor and clothing feels unnaturally tight. Unless you go naked, roll a d4 each time you are attacked and subtract the number rolled from your AC. +04 | You can cast the legend lore spell three times. | Whenever you make an Intelligence check or use divination magic to learn something about a creature, that knowledge comes with added trivia of the DM's devising. +05 | You emanate a weak magnetic aura. The first time during a combat that a creature attacks you with a metal weapon, that creature has disadvantage on the attack roll. | Metal rusts in response to your touch—including metal armor you wear and metal weapons you hold—reproducing the effect of the rust monster's Rust Metal trait. +06 | Your fingers sprout tiny clockwork picks, granting you advantage on ability checks made using thieves' tools or tinker's tools. | Any metal object you wield or wear is covered in a thin layer of oil that drips occasionally and leaves your fingerprints everywhere. +07 | You can cast the speak with animals spell at will, but can use it to communicate only with insects. | Disturbing whispers on the edge of hearing haunt all creatures within 30 feet of you, causing those creatures to recall their saddest memories. +08 | You have a +1 bonus to Wisdom (Insight checks) involving creatures you can see. | Your body is ghostly and translucent except for your bones. You have vulnerability to radiant damage, and you have disadvantage on attack rolls while in direct sunlight. +09 | You summon a unicorn that obeys your commands. If you give a command that violates the unicorn's allignment, the unicorn immediately vanishes. | You grow a unicorn horn. +10 | A specialized clockwork compass floats in front of you. You can name one character, place, or object on the same plane as you and have the compass point constantly in the direction of the named target. You gain no knowledge of the distance to the target. | A specialized clockwork compass floats in front of you, and points toward you. The DM determines whether a creature currently looking for you is drawn to your location. Additionally, when a creature attacks you for the first time during an encounter, it has advantage on the attack roll. +11 | Your clothes are wrapped in illusion that makes them appear to be the very latest style, drawing praise and attention. You have a +1 bonus to Charisma checks. | Any food and drink you eat spoils as you swallow it. Each time you eat or drink, you are poisoned for 1 hour. +12 | You have a +1 bonus to attack rolls with weapons or spells (your choice). | The cure wounds spell restores no hit points for you. +13 | You have an innate sense of direction. You automatically succeed on ability checks made to avoid becoming lost. | Whenever you move, a magical voice calls out your direction and how far you've gone. The voice cannot be silenced or stopped. +14 | You constantly see afterimages of all events that occurred within 30 feet of you over the previous hour. | You are distracted by voices and visions, forcing you to succeed on a Wisdom saving throw every 4 hours or gain one level of exhaustion. +15 | You understand all languages, as if under the effect of a comprehend languages spell. | Whenever you speak, you speak in a random language (possibly including languages you don't normally know). +16 | You have +1 bonus to initiative rolls. | You are unable to hear any speech louder than a whisper. +17 | An exact duplicate of you appears next to you, dressed as you but lacking any gear. The duplicate functions as a familiar and has the statistics of a cat. | An exact duplicate of you appears next to you, dressed as you but lacking any gear. It loudly tries to convince all other creatures that it is you, and you are its familiar. If destroyed, it reappears in 1d4 hours. +18 | While you are afflicted by a disease or suffering the poisoned or frightened condition, whenever you hit a humanoid with a melee attack, the target must succeed on a DC 15 Constitution saving throw. On a failed save, you transfer the disease or the condition to the target, and the disease or condition ends for you. | Water becomes intensely acidic to you. If you are submerged in water, you take 1d6 acid damage at the start of each of your turns, and drinking pure water causes you to be poisoned for 1 hour. +19 | A random Huge beast appears next to you (chosen by the DM) as if with the conjure animals spell. You have a telepathic link to this beast, such that you can give it commands even if it can't hear you. | A random Huge beast appears next to you (chosen by the DM) and attacks at once. +20 | You have 1 luck point, which you can use as if you had taken the Lucky feat. If you have taken that feat, you have 1 extra luck point. | Those around you perceive you as dishonest, even when you are completely truthful. You automatically fail Charisma checks. +21 | If you drop to 0 hit points, a phantom guardian appears next to you, functioning as if you had cast the Mordenkainen's faithful hound spell. The guardian disappears if you die, regain hit points, or regain consciousness. | No one takes you seriously, imposing disadvantage on Charisma (Deception and Persuasion) checks, and causing you to automatically fail Charisma (Intimidation) checks. +22 | You can cast the gaseous form spell on yourself three times. When you do, instead of appearing as mist, you appear as a swirling puff of feathers. | Your body is covered in feathers. +23 | You have advantage on death saving throws. | You have disadvantage on all saving throws except death saving throws. +24 | You can cast speak with animals at will, but can use it to communicate only with dogs. | All cats are automatically hostile toward you. +25 | You can cast the raise dead spell once, requiring no material components. | If you drop to 0 hit points, you automatically suffer 1 failed death saving throw. +26 | Each time you finish a short rest, up to 100 silver pieces already in your possession become gold pieces, and up to 100 copper pieces become silver pieces. | All coins you touch become worthless tin. +27 | Anything poisonous within 50 feet of you is automatically detected and marked by the image of a small frog that is visible only to you. | A dozen small frogs constantly follow you around, chirping loudly. +28 | You gain the benefit of a nondetection spell. | Your appearance changes randomly as determined by the DM, as if you were under the effect of a disguise self spell. +29 | You can cast the mage hand cantrip at will. | A disembodied spirit follows you around, stealing and scattering coins from you, crumbling your food, and playing with your weapons and gear. +30 | You are able to decipher any text. | You lose the ability to speak any language. This has no effect on casting spells with verbal components. +31 | You can cast the speak with plants spell three times. | Your skin turns green, and you must drink a half gallon of fresh water every 4 hours or take 1d4 necrotic damage. +32 | You know whether creatures within 15 feet of you are lying, as if you were the center of a zone of truth spell. | Whenever you would speak falsely, you cannot speak at all. +33 | You gain a sense of destiny that directs you toward an important goal, as determined by the DM. | Your head is filled with an unpleasant buzzing that imposes disadvantage on Intelligence checks and saving throws. +34 | All creatures you speak with automatically believe your words, as if you have succeeded on a Charisma (Deception or Persuasion) check against them. Any sign of threatening or duplicitous action on your part negates this automatic success. | Your personal tastes reverse, such that your favorite foods, hobbies, music, and so forth become unbearable to you. +35 | Your shadow becomes an undead shadow that shares your alignment and is under your control. | Your shadow behaves disapprovingly whenever you're not looking—stealing things, mocking you behind your back, taunting opponents or friends, and so on. +36 | Your skin is covered by slime. You automatically succeed on ability checks and saving throws made to escape a grapple. | Your skin is covered by slime. You must succeed on a DC 10 Dexterity saving throw to sit down, open doors, and perform other mundane tasks of the DM's determination. +37 | Flowers turn to face you as you pass them. | Mundane animals can't look at you. +38 | Each time you finish a short rest, you suddenly sprout a covering of fragrant leaves. The leaves fall off after 1d10 minutes, revealing 1d6 magic fruits that can be plucked from your head. Each fruit functions as a berry created with the goodberry spell. | Whenever you stop moving for 10 minutes or more, you discover that your boots or shoes have set down roots that must be pulled free with a successful DC 20 Strength check. +39 | Choose a creature you can see. That creature must succeed on a DC 15 Dexterity saving throw or drop one item they are holding (DM's choice). You can use this property three times. | Each time you roll a 1 on a Dexterity check, you drop one object you are holding (DM's choice). +40 | A group of small forest animals appears and follows you everywhere, singing and dancing. These magical creatures can perform any task you desire that could be performed by a prestidigitation spell. | You break out into song whenever you roll a 1 on any die. +41 | Your possessions change their state or appearance at the DM's determination, giving you hints of potential future events. For example, your sword might become suddenly bloodstained to warn of an upcoming combat encounter, your clothes might become damp to warn of a water-filled pit trap ahead, and so on. | You take a −5 penalty to initiative rolls. +42 | Whenever you roll a 1 on a d20, you have advantage on your next d20 roll. | Whenever you roll a 1 on a d20, you have disadvantage on your next d20 roll. +43 | Grass, moss, and flowers instantly grow in your footsteps. You are also unaffected by difficult terrain created by plants. | Any harm that befalls a plant you can see (a woodcutter sawing down a tree, a gardener pulling weeds, and so forth) fills you with a sadness that imposes disadvantage on ability checks for 1 minute. +44 | You automatically know the direction to the greatest danger within 500 feet of you. | You leave a trail of black footprints that allow anyone to automatically follow you. +45 | You can cast the detect thoughts spell three times. | All creatures within 30 feet of you automatically know your surface thoughts, as if having cast detect thoughts against you. +46 | You can cast the misty step spell three times. When you do, you must begin and end your teleportation in an area of shadow. | While in direct sunlight, you have disadvantage on attack rolls as well as on Wisdom (Perception) checks that rely on sight. +47 | Creatures cannot gain advantage on attacks made against you as a result of another creature using the Help action. | You have disadvantage on Dexterity (Acrobatics) checks. +48 | You have increased lung capacity, increasing your walking speed by 10 feet and letting you hold your breath for twice as long as normal. | Whenever you exert yourself by fighting, running, and so forth, you breathe out intermittent gouts of flame that deal 1d4 fire damage to you. +49 | You can cast the daylight spell three times. | An evil undead creature that comes within 30 feet of you for the first time is charmed by you until the end of your next turn. +50 | When you touch a copper piece, it transmutes to become two copper pieces. You can duplicate a maximum of 1,000 coins this way. | Food doesn't satiate you, and you must eat double the amount of food you normally eat to avoid feeling hungry. +51 | You shed light like a torch, as if you were the target of a light cantrip. | No one else can take a short rest within 40 feet of you, as everything you say or do seems distracting to them. +52 | You can cast the divination spell once. | Whenever you make an Intelligence check or saving throw, you receive a grim vision of the DM's determination, imposing disadvantage on your next attack roll, ability check, or saving throw. +53 | As an action, you can become incorporeal for 10 minutes, allowing you to move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object. You can use this property once. | Your senses diminish as if the world were faded around you, imposing disadvantage on Wisdom (Perception) checks. +54 | While you take a short rest, the area within 50 feet of you takes on the illusory appearance of a beautiful forest glade. | The first time an ally you can see takes damage as a result of failing a saving throw, you take the damage instead of them. +55 | As a bonus action, you can choose one creature within 10 feet of you and know one secret about it, as determined by the DM. | The remove curse, lesser restoration, and greater restoration spells have no effect on you. +56 | You can predict the weather conditions for the next 24 hours with perfect accuracy. | A rain cloud follows you around, drizzling on you constantly even while indoors. +57 | You have telepathy out to a range of 120 feet. | You hear the voices of creatures you can see in your head from time to time (as detailed by the DM), but you have no idea whether what you're hearing is the truth or not. +58 | You can cast speak with animals at will, but you can use it to communicate only with goats. Any goat you speak with becomes charmed by you for 1 hour. | You become distraught unless your clothing is all the same color, imposing disadvantage on Intelligence, Wisdom, and Charisma checks and saving throws. +59 | You have resistance to fire damage. | You gain no benefit from any potion. +60 | You have immunity to the charmed and frightened conditions. | You can speak only in a monotone voice, imposing disadvantage on Charisma checks. +61 | You and each creature within 10 feet of you have resistance to necrotic damage. | Any Wisdom (Medicine) check you make or that is made to help you is made with disadvantage. +62 | The first creature you hit with a weapon attack on each of your turns takes 1d4 fire damage at the start of its next turn. | You are blinded while in bright light, and your shadow takes on a monstrous appearance. +63 | No creature can learn your alignment by magical means, and you have advantage on Charisma checks involving creatures that also share your alignment. | You have disadvantage on Charisma checks involving creatures that do not share your alignment. +64 | As a bonus action, you cause yourself and a willing ally you can see to swap positions by teleportation. | Whenever you roll a 1 on a d20 roll, you and an ally you can see swap positions by teleportation. +65 | As an action, you cause difficult terrain within 50 feet of you to become normal terrain. You can use this property three times. | Each time you move through difficult terrain, your speed is reduced by 10 feet until the end of your next turn. +66 | You increase one ability score of your choice by 2. You can increase an ability score above 20 using this property, but the increase is lost when this property ends. | Whenever you roll a 1 on an attack roll, ability check, or saving throw using your highest ability score, you take 1d4 psychic damage. +67 | As an action, you learn the direction and distance to the nearest magic item not in the possession of you or any of your allies. | Each creature within 30 feet of you automatically knows which magic items you carry. +68 | As an action while you are in dim light or darkness, you can become invisible, as if targeted by the invisibility spell. In addition to becoming visible if you attack or cast a spell, you become visible if you move into bright light. You can use this property three times. | While in bright light, you have disadvantage on initiative rolls. +69 | You can read and understand all the languages commonly spoken within 1 mile of you, as determined by the DM. | While speaking, you occasionally use nonsense words, imposing disadvantage on Charisma checks. +70 | You know one cantrip of the DM's choice, and can cast one 1st-level spell of the DM's choice at will. | Whenever you cast a spell or use a magic item property that requires an action or a bonus action to activate, roll on the Wild Magic Surge table (see the sorcerer section in chapter 3 of the Player's Handbook) to see what happens. +71 | Whenever you roll a 20 on a d20, you can immediately end one effect on you. | Whenever you roll a 1 on a d20, you are blinded until the end of your next turn. +72 | Any clothing you wear is covered with a magical map image that shows all the local area you are aware of. This map doesn't reveal anything you don't know, but grants advantage on ability checks to find secret doors and to navigate back to where you've been. | Any rope you touch transforms into a poisonous snake that attacks you. +73 | You summon a slithering tracker that obeys your commands. | You take on the appearance of having translucent skin, with your bones and organs slightly visible within. +74 | You have a fresh-scrubbed appearance, and a sweet perfume surrounds you. You have advantage on Charisma (Persuasion) checks. | Whenever you fail a Charisma (Persuasion) check, the subject of the check becomes irrationally resentful of you, seeking to undermine you in ways determined by the DM. +75 | You can cast the control weather spell. | Each time you deal or take cold damage or fire damage, you must succeed on a DC 10 Charisma saving throw or accidentally summon a hostile air elemental or fire elemental (depending on the damage dealt). +76 | A tiny construct resembling a gynosphinx follows you around. It can truthfully answer up to ten yes-or-no questions regarding the campaign, at the DM's discretion. | A tiny construct resembling a gynosphinx follows you around. It constantly asks unsolvable riddles of other creatures, and insults those creatures when they fail to answer correctly. +77 | A creature appears next to you that is a hybrid of any two nonmagical beasts (akin to the owlbear). The creature serves you as if created by a conjure animals spell. The DM determines the creature's statistics. | A creature appears next to you that is a hybrid of any two nonmagical beasts (akin to the owlbear). Unless you succeed on a DC 12 Wisdom (Animal Handling) check, the creature attacks you before wandering off. The DM determines the creature's statistics. +78 | You can cast the teleport spell, always arriving on target when you do. You can use this property once. | Each time you walk through a doorway or similar portal, you must succeed on a DC 10 Intelligence check or step into a skewed timeline. On a failure, you and all allies within 10 feet of you skip ahead 1d4 minutes. To other creatures, it appears that you and other affected creatures disappear for that length of time, then appear again in the doorway. +79 | You can cast the haste spell on yourself. You can use this property three times. | Each time you are reduced to 0 hit points then stabilized, you suffer the effect of a slow spell. +80 | You do not need to breathe and cease to do so, making you immune to inhaled poisons and suffocation. | Whenever you speak (including casting a spell with a verbal component), you must first use a bonus action to breathe. +81 | Your blood is venomous, granting you immunity to poison and to the poisoned condition. You can cast the speak with animals spell at will, but you can use it to communicate only with snakes. | Your tongue is long and forked, causing you to speak in a hiss. You have disadvantage on Charisma checks involving speech, and you must succeed on a DC 15 Constitution check to cast a spell with a verbal component. +82 | You grow gills and have the ability to breathe air and water. You also sprout a pair of tentacles from your shoulders that have a reach of 10 feet and can be used to perform any action you could perform with your hands. The tentacles cannot attack or grapple. | You are constantly followed by 1d4 octopus that can breathe air and water, and which have a walking speed of 30 feet. Each time combat breaks out, you must succeed on a DC 13 Wisdom (Animal Handling) check or have the octopuses panic and attack you. +83 | You can cast the misty step spell three times. When you do, you must begin and end your teleportation in an area of fire. Any fire damage you take during the same turn in which you use misty step is restored automatically at the end of your turn. | Whenever you start your turn within 30 feet of an ongoing fire effect, you must succeed on a DC 13 Wisdom saving throw or move toward the fire and into it if possible. +84 | When you look at the sky, you see it overlaid with navigational symbols. You have advantage on ability checks made to avoid becoming lost while outdoors. | You have disadvantage on Wisdom (Perception) checks while indoors. +85 | You can cast the healing word spell three times. | Undead are drawn to you, making it impossible for you to hide from them. Each undead creature you face in combat has advantage on its first attack roll against you. +86 | Any food you touch is transformed into a culinary delight. You have advantage on Charisma checks while interacting with any creatures that have eaten of this food. | You constantly hear distracting music that throws off your timing, imposing disadvantage on initiative rolls and Dexterity checks. +87 | Your mind is filled with lost facts and lore, granting advantage on Intelligence checks. | You forget your name, and must be constantly reminded of it by your allies. +88 | Your touch can change small nonmagical objects into chocolate. | Anything you eat or drink makes you feel overly sated and full, imposing disadvantage on Strength checks for 1 hour. +89 | Each time you finish a short rest, you regain 1d8 hit points. Each creature that took a short rest with you and remained within 30 feet of you for the duration also gains this benefit. | Each time you finish a short rest, you take 3d8 psychic damage. At your determination, you can transfer some or all of this damage to any creatures that took a short rest with you and remained within 30 feet of you for the duration. +90 | Each time you finish a short rest, you find 1d10 small gems worth 10 gp each in your possession. | Whenever you spend coins or gems, any character you give them to becomes convinced that the wealth was stolen from them. +91 | When you hit a creature for the first time during an encounter, its Armor Class is reduced by 1. | Whenever you roll a 1 on a weapon attack roll, the weapon shatters like glass. The weapon magically reforms in 1d4 rounds. +92 | Each time you enter a settlement, you are treated as though you are known there and a friend, even if you are neither. | Each time you roll a 1 on an attack roll, ability check, or saving throw, you grow one inch taller. Your clothing and armor does not grow with you. +93 | While standing in a doorway, you can cast the teleport spell. Your destination must be another doorway you know. You can use this property once. | Each time you finish a short rest, you forget one of your allies (of the DM's choice) and no longer trust that character. You lose this distrust at the end of your next short rest. +94 | As an action, you cause a swirling storm of rocks and dust to surround you in a 10-foot radius for 1 minute. Each creature hostile to you that enters the area must succeed on a DC 12 Constitution saving throw or take 1d6 bludgeoning damage and be blinded for 1 round. You can use this property three times. | fire elemental, water elemental, and other creatures of fire and water (as determined by the DM) regard you as their enemy, and focus their attacks against you to the exclusion of all else. +95 | As an action, you learn the names of every humanoid creature within 30 feet of you. | Whenever you roll a 1 on a Strength or Dexterity check that incorporates touching an object, you stick to that object for 1 minute. It takes a successful DC 20 Strength check to free yourself. +96 | You can cast the modify memory spell once. | Whenever you make an Intelligence check or saving throw, you must succeed on a DC 13 Charisma saving throw or lose all your memories of the past hour. +97 | You can ignore the verbal component of any spell you cast. | You must shout the verbal component of any spell you cast. +98 | As an action, you conjure a mindless, shapeless force that is your exact duplicate. You control this force as if it were the product of an unseen servant spell, except that it is visible. | Each time you see your own reflection, you must succeed on a DC 12 Charisma saving throw. On a failure, you treat your allies as enemies and vice versa for 1 minute, attacking the wrong targets, betraying your companions in social situations, and so forth. You can repeat the saving throw at the end of each of your turns, ending the effect on a success. +99 | As an action, you can replace one of your hands with any nonmagical weapon, tool, or piece of adventuring equipment of reasonable size (as determined by the DM). | Your hands feel unnaturally large, imposing disadvantage on Dexterity (Sleight of Hand) checks and Dexterity checks using thieves' tools or artisan's tools. The first weapon attack roll you make in any encounter is made with disadvantage. +00 | All creatures of a particular type other than humanoid (as chosen by the DM) are incapable of acting hostile toward you as long as you do not attack, threaten, or provoke them. | Whenever you meet a creature of a particular type other than humanoid (as chosen by the DM), there is a 1 percent cumulative chance that the tarrasque is magically summoned within 1 mile of you. The tarrasque has no knowledge of your existence. It runs amok for 1d6 x 10 minutes, then magically returns to its previous location. +Source: Infernal Machine Rebuild p. 96 + 1d4+1 + 1d4+1 + 1d4 + 1d6 + 1d10 + 1d8 + 3d8 + + + Thessaltoxin + Poison + G + + + This poison was first created using blood harvested from the artificer Thessalar. A creature subjected to the poison must succeed on a DC 15 Constitution saving throw or take on a new form as if affected by the polymorph spell. The creature's new form is a random beast or a creature it has seen within the last 24 hours (as chosen by the DM). This transformation lasts until the end of the target's next long rest. This effect is not subject to dispel magic or remove curse, but a greater restoration spell restores the creature to its original form. +Source: Infernal Machine Rebuild p. 93 + + + Thessaltoxin Antidote + + P + + + This potion appears to change color and texture each time you look at it. When you drink the potion, it ends the polymorph effect imposed by thessaltoxin. +Source: Infernal Machine Rebuild p. 95 + + diff --git a/FightClub5eXML/Sources/LostLaboratoryOfKwalish/items-llk.xml b/FightClub5eXML/Sources/LostLaboratoryOfKwalish/items-llk.xml new file mode 100644 index 0000000..1a6feeb --- /dev/null +++ b/FightClub5eXML/Sources/LostLaboratoryOfKwalish/items-llk.xml @@ -0,0 +1,300 @@ + + + + Barrier Peaks Trinket + Adventuring Gear + G + + + At any point while the characters are searching through unusual equipment or detritus in the Monastery of the Distressed Body or the city of Daoine Gloine, roll on the following table to determine what they find. Each character finds one Barrier Peaks trinket over the course of the adventure. +Barrier Peaks Trinkets +d100 | Trinket +01–02 | A handheld device containing a glowing green gem that darkens when no oxygen is present +03–04 | A foot-long, egg-shaped object made from stitched leather +05–06 | A black metal cylinder that dictates the history of an unknown plant or animal species when held +07–08 | A cylindrical jar containing a pickled crustacean of unknown origin +09–10 | A small thumb-button storage cylinder that releases a useless iron key when pressed +11–12 | An unusual heraldic cloak pin that emits a short musical fanfare when tapped +13–14 | A handheld tube that sucks in dust when squeezed and captures it in a detachable compartment +15–16 | A scintillating disk of unknown material +17–18 | A dial that can be twisted to slowly click back to its origin, whereupon it emits a loud ringing noise +19–20 | A hovering, apple-sized orb of metal that follows you around +21–22 | The petrified cocoon of an unknown insect +23–24 | A bronze gauntlet set with many slots, and which violently expels any object pressed into those slots +25–26 | A box that plays an illusory message in an unknown language when opened +27–28 | A rod that causes you to forget the last five minutes when you press a button near its tip +29–30 | A palm-sized cylinder that emits a harmless ray of glowing blue light when squeezed +31–32 | A bead that suppresses your hearing when secreted inside either ear, causing you to be deafened +33–34 | An amulet that displays your current health as a green bar above your head, with the bar retracting as your hit point total decreases +35–36 | A casket containing one hundred tasteless blue pills that produce no discernible effect when swallowed +37–38 | A metal mechanical puzzle with no apparent solution +39–40 | A metal spinning top that never tips over when spun +41–42 | Two strips of cloth-like material, each coated with a soft, hair-like fuzz on one side +43–44 | A simple wire pyramid that preserves any foodstuffs it is placed over +45–46 | A star chart labeled in an unknown script +47–48 | A rectangle of black glass that displays indecipherable arcane runes when you swipe your finger across it +49–50 | A schematic that shows the inner workings of an impossibly complex device +51–52 | An odd pair of comfortable shoes made from supple, multicolored material +53–54 | A mirror that makes you appear more beautiful when you tap your reflection +55–56 | A mechanical metal puppy that playfully follows you around when activated +57–58 | A talking bracelet that speaks only to correct your grammar +59–60 | A bar of soap that can remove any stain +61–62 | A journal in Common, written by someone in a world similar to but not quite the same as your own +63–64 | A tub containing one serving of disgusting but nutritious goop that refills itself slowly over the course of one week +65–66 | An instruction manual for activating a mysterious, world-destroying device +67–68 | A small supple disk that displays weird moving symbols when placed over either eye +69–70 | A tiny desk set with large, colorful buttons, each of which plays a discordant musical fanfare when pressed +71–72 | A pair of tinted spectacles that reduce the glare of the sun when worn +73–74 | An inflatable bedroll made from an unknown material, and which slowly deflates when used +75–76 | A rod tipped with a blunt metal pincer whose grip can be adjusted by turning a screw +77–78 | A battered helmet with a transparent orange visor that flips into place when donned +79–80 | An animated map of a mysterious city that appears to be tracking the movements of five creatures +81–82 | A cylinder of mist that holds your hair perfectly in shape when sprayed onto your head +83–84 | A talking wand that tells you the name of any plant you point it at +85–86 | A metal bracelet that displays the number of steps you've taken since your last long rest +87–88 | A tiny handheld device that projects a glowing dot onto whatever you point it at +89–90 | A rectangular piece of glass that displays a twelve-digit countdown on its surface +91–92 | A wall chart of mysterious formulae arranged into a color-coded grid +93–94 | A handheld device that solves any math problem you input using its buttons +95–96 | A ball of speckled brown fur that appears to be alive +97–98 | A complicated crystal board game that you don't know how to play +99–00 | A large glass rectangle that displays a storm of black and white patterns when you press a button on its underside +Source: Lost Laboratory of Kwalish p. 7 + + + Deck of Several Things + Wondrous item + W + 1 + + + Stored in a leather pouch, this unique deck contains twenty-two colored cards made of some strong but unknown metal, each of which features a design printed as a mosaic of raised dots. Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once. +Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice. +1d22 | Card +1 | Vizier +2 | Sun +3 | Moon +4 | Star +5 | Comet +6 | The Fates +7 | Throne +8 | Key +9 | Knight +10 | Gem +11 | Talons +12 | The Void +13 | Flames +14 | Skull +15 | Idiot +16 | Donjon +17 | Ruin +18 | Euryale +19 | Rogue +20 | Balance +21 | Fool +22 | Jester +Balance: Your mind suffers a wrenching alteration, causing your alignment to change for the duration of the adventure. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you. +Comet: If you single-handedly defeat the next hostile monster or group of monsters you encounter, you have advantage on ability checks made using one skill of your choice for the duration of the adventure. Otherwise, this card has no effect. +Donjon: You are instantly teleported to and confined within the prison of the Monastery of the Distressed Body (area M6). Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You draw no more cards. +Euryale: The card's medusa-like visage curses you. You take a −1 penalty on saving throws for the duration of the adventure. +The Fates: Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other point during the adventure. +Flames: The Grand Master of the Monastery of the Distressed Body becomes your enemy. The bone devil seeks your ruin, savoring your suffering before attempting to slay you. If the Grand Master has already been defeated, you gain the enmity of Garret Levistusson's patron—a similarly powerful devil. +Fool: For the duration of the adventure, you lose proficiency with one skill or gain disadvantage on all checks made with one skill (with the skill and the penalty determined by the DM). Discard this card and draw from the deck again, counting both draws as one of your declared draws. +Gem: The 1,000 gp hoard of the leprechaun from the Wilderness Encounters table (see appendix A) appears at your feet. If that treasure has already been claimed, you gain an equivalent hoard. +Idiot: Reduce your Intelligence by 1d4 + 1 (to a minimum score of 1) for the duration of the adventure. You can draw one additional card beyond your declared draws. +Jester: You gain proficiency in a skill of your choice for the duration of the adventure, or you can draw two additional cards beyond your declared draws. +Key: A common or uncommon magic weapon with which you are proficient, or a spell scroll featuring a spell of a level you can cast, appears in your hands. The DM chooses the weapon or spell, which you possess for the duration of this adventure. +Knight: You gain the service of any of the NPCs in the "Hirelings" section not currently with the party, who appears in a space you choose within 30 feet of you. The NPC serves you loyally for the duration of the adventure, believing that the fates have drawn them to you. You control this character. +Moon: You are granted the ability to cast any spell of 5th level or lower, and can use that ability 1d3 times for the duration of the adventure. +Rogue: An NPC of the DM's choice becomes secretly hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Any enchantment spell cast on the NPC at 6th level or higher can end the NPC's hostility toward you. +Ruin: All forms of wealth that you carry or own, other than magic items, are lost to you. This wealth can be recovered either in the treasury of the Monastery of the Distressed Body (area M10) or Kwalish's lab in Daoine Gloine (area O7), whichever comes later in the adventure. +Skull: You summon an avatar of death—a mechanical skeleton (use bone naga statistics) clad in a tattered black robe. It appears in a space of the DM's choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death. A creature slain by an avatar of death can't be restored to life. +Star: Increase one of your ability scores by 1 for the duration of the adventure. The score can exceed 20 but can't exceed 24. +Sun: You gain proficiency in the skill of your choice for the duration of the adventure. In addition, a common or uncommon wondrous item appears in your hands. The DM chooses the item, which you possess for the duration of this adventure. +Talons: Every magic item you wear or carry is lost to you. These items can be recovered either in the treasury of the Monastery of the Distressed Body (area M10) or Kwalish's lab in Daoine Gloine (area O7), whichever comes later in the adventure. +Throne: You gain proficiency in the Persuasion skill and you double your proficiency bonus on checks made with that skill for the duration of the adventure. In addition, the Monastery of the Distressed Body's brains in jars regard you thereafter as the monastery's rightful master. You must defeat or otherwise clear out the Grand Master and its servants before you can claim the monastery as yours. +Vizier: At any one time you choose within the duration of the adventure, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with wisdom on how to apply it. +The Void: This black card spells disaster. Your soul is drawn from your body and held within machinery in either the control room of the Monastery of the Distressed Body (area M8) or Kwalish's lab in Daoine Gloine (area O7), whichever comes later in the adventure. While your soul is trapped in this way, your body is incapacitated. Divination, contact other plane, or a similar spell of 4th level or higher reveals the location of the machinery that holds your soul. You draw no more cards. +Using the Deck of Several Things: The special nature of this deck (carried by Mary Greymalkin if she is used as an NPC) means that many of its effects operate only within and with respect to this specific adventure. This typically covers any time the characters spend between setting out for the Barrier Peaks and the resolution of whatever events transpire in Kwalish's lab (area O7). +For cards that effectively remove a character from play for a period of time (Donjon and the Void), you can allow a player to take on the role of one of the party's NPC hirelings, or introduce a temporary character as an NPC met during the party's journey. Alternatively, you can decide that only some aspect of the character's will disappears and is imprisoned, leaving the character to operate in a robotic state until freed. +Source: Lost Laboratory of Kwalish p. 53 + 1d22 + 1d4+1 + 1d3 + + + Enchanted Three-Dragon Ante Set + Gaming Set + G + + 1.0 + + One card in this deck is enchanted to appear as whatever specific card its owner commands. This magic works only 25 percent of the time, but the deck is worth 500 gp to any serious gambler who doesn't mind the risk—or who isn't told about it. +Source: Lost Laboratory of Kwalish p. 15 + + + Galder's Bubble Pipe + Wondrous item + W + 1 + + + This finely carved pipe blows odorless bubbles instead of smoke when used. The pipe has 3 charges, and it regains all spent charges daily at dawn. While you hold the pipe, you can expend charges to gain access to the following properties: +• You can cast fog cloud as an action (1 charge). +• You can cast misty step as a bonus action (2 charges). +• You can summon a steam mephit as an action (3 charges). The mephit is friendly to you, obeys your verbal commands, and acts on its own turn in the initiative order. It disappears in a harmless puff of steam after 1 minute or if it ends its turn more than 60 feet from the pipe. +Source: Lost Laboratory of Kwalish p. 55 + + + Heward's Hireling Armor + Light Armor + LA + 10 + + 11 + A number of Kwalish's experiments were attempts to research the works of the legendary mage Heward, who first crafted what he named hireling armor. While wearing this armor, you gain a +1 bonus to AC. In addition, the armor's animated straps can assist with the drawing and sheathing of weapons, such that you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. +This armor also has six pockets, each of which is an extradimensional space. Each pocket can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The armor always weighs 10 pounds, regardless of its pockets' contents. Placing an object into one of the armor's pockets follows the normal rules for interacting with objects. Retrieving an item from a pocket of the armor requires you to use an action. When you reach into a pocket for a specific item, the item is always magically on top. +Placing the armor inside an extradimensional space created by a bag of holding, a Heward's handy haversack, or a similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. +Source: Lost Laboratory of Kwalish p. 55 + + + Ioun Stone, Historical Knowledge + Wondrous item + W + 1 + + + An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. +When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. +A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. +You gain proficiency in the History skill, or a +1 bonus to checks with that skill if already proficient, while this polished, steely sphere orbits your head. +Source: Lost Laboratory of Kwalish p. 55 + 1d3 + + + Ioun Stone, Language Knowledge + Wondrous item + W + 1 + + + An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. +When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. +A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. +You are fluent in one additional language while this pulsating bit of red jeweled crystal orbits your head. The DM chooses the language bestowed by the stone. +Source: Lost Laboratory of Kwalish p. 55 + 1d3 + + + Ioun Stone, Natural Knowledge + Wondrous item + W + 1 + + + An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. +When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. +A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. +You gain proficiency in the Nature skill, or a +1 bonus to checks with that skill if already proficient, while this burnished, brassy stone orbits your head. +Source: Lost Laboratory of Kwalish p. 55 + 1d3 + + + Ioun Stone, Religious Knowledge + Wondrous item + W + 1 + + + An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. +When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. +A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. +You gain proficiency in the Religion skill, or a +1 bonus to checks with that skill if already proficient, while this tiny golden gem orbits your head. +Source: Lost Laboratory of Kwalish p. 55 + 1d3 + + + Ioun Stone, Self-Preservation + Wondrous item + W + 1 + + + An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. +When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. +A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. +You gain a +1 bonus to Intelligence saving throws while this silvery gem orbits your head. +Source: Lost Laboratory of Kwalish p. 55 + 1d3 + + + Ioun Stone, Supreme Intellect + Wondrous item + W + 1 + + + An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. +When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. +A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. +You gain a +1 bonus to Intelligence checks while this faceted sphere orbits your head. +Source: Lost Laboratory of Kwalish p. 55 + 1d3 + + + Leather Golem Armor + Cursed item, Light Armor + LA + 10 + + 11 + Strange rituals have repurposed the body of a flesh golem into this partially sentient suit of leather armor. While wearing this armor, you gain a +1 bonus to AC and to saving throws against spells and other magical effects. In addition, you gain the following properties: +You are immune to any spell or effect that would alter your form. +You gain resistance to lightning damage. Whenever you take lightning damage, you gain 5 temporary hit points. +Curse: This armor is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the armor. In addition, while you wear the cursed armor, you gain the following properties: +If you take fire damage, you have disadvantage on attack rolls and ability checks until the end of your next turn. +Whenever a critical hit is made against you, roll a d6. On a 6, the armor causes you to go berserk. On each of your turns while berserk, you attack the nearest creature you can see. If no creature is near enough to move to and attack, you attack an object, with preference for an object smaller than yourself. Once the armor causes you to go berserk, it cannot be removed. You continue to attack until you are incapacitated or until another creature is able to calm you with appropriate magic (such as a calm emotions spell) or a successful DC 15 Charisma (Persuasion) check. +Source: Lost Laboratory of Kwalish p. 55 + + + Powered Armor + Heavy Armor + HA + 65 + + 18 + Powered armor resembles a suit of unusual plate armor, with finely articulated joints connected by an oily, black, leather-like material. The armor has been worked to create the appearance of a heavily muscled warrior, and its great helm is unusual in that it has no openings—only a broad glass plate in the front with a second piece of glass above it. Strange plates, tubing, and large metal bosses adorn the armor in seemingly random fashion. On the back of the armor's left gauntlet is a rectangular metal box, from which projects a short rod tipped with a cone-shaped red crystal. +While wearing this armor, you gain the following benefits: +• You have a +1 bonus to AC. +• Your Strength score is 18 (this has no effect if your Strength is already 18 or higher). +• You have advantage on death saving throws. +The armor has further capabilities that can be powered either by energy cells or by your own life energy. You can use a bonus action to draw power from an energy cell or sacrifice hit points to gain one of the following benefits: +• Emit a force field to gain 2d6 + 5 temporary hit points (1 charge or 5 hit points). +• Activate boosters to gain a flying speed of 15 feet for 1 minute (1 charge or 5 hit points). +• Fire arm-mounted laser: Ranged Weapon Attack: +8 to hit, range 120 feet, one target. 2d6 radiant damage (1 charge or 5 hit points). +• Translate any writing you can see in any nonmagical language, to a total of one thousand words over 1 minute (1 charge or 5 hit points). +• Fill the armor with air, allowing you to breathe normally in any environment for up to 1 hour (1 charge or 5 hit points). +• Gain darkvision to a range of 60 feet for up to 1 hour (1 charge or 5 hit points). +The armor can accept only one energy cell at a time. It is found with one energy cell attached, containing 2d10 charges. +Powered Armor Options: Depending on where and how it appears in the adventure, you might wish to modify the features of Kwalish's legendary powered armor. +Source: Lost Laboratory of Kwalish p. 56 + 2d6+5 + 2d6 + 2d10 + + + Ioun Stone + Wondrous item + W + 1 + + + Ioun Stone, Supreme Intellect +Ioun Stone, Historical Knowledge +Ioun Stone, Natural Knowledge +Ioun Stone, Religious Knowledge +Ioun Stone, Language Knowledge +Ioun Stone, Self-Preservation +Source: Lost Laboratory of Kwalish p. 55 + + diff --git a/FightClub5eXML/Sources/LostMineOfPhandelver/items-lmop.xml b/FightClub5eXML/Sources/LostMineOfPhandelver/items-lmop.xml new file mode 100644 index 0000000..e4b8d14 --- /dev/null +++ b/FightClub5eXML/Sources/LostMineOfPhandelver/items-lmop.xml @@ -0,0 +1,70 @@ + + + + Dragonguard + Medium Armor + MA + 20 + + 14 + You have a +1 bonus to AC while wearing this armor. +This +1 breastplate has a gold dragon motif worked into its design. Created for a human hero of Neverwinter named Tergon, it grants its wearer advantage on saving throws against the breath weapons of creatures that have the dragon type. +Source: Lost Mine of Phandelver p. 48 + + + Hew + Melee Weapon + M + 4 + V + 1d8 + 1d10 + S + This +1 battleaxe deals maximum damage when the wielder hits a plant creature or an object made of wood. The axe's creator was a dwarf smith who feuded with the dryads of a forest where he cut firewood. Whoever carries the axe feels uneasy whenever he or she travels through a forest. +Source: Lost Mine of Phandelver p. 33 + + + Lightbringer + Melee Weapon + M + 4 + + 1d6 + B + This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to undead creatures. +Source: Lost Mine of Phandelver p. 48 + 1d6 + + + Spider Staff + Staff + ST + 6 + V + 1d6 + 1d8 + B + The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds. You must be attuned to the staff to gain its benefits and cast its spells. The staff can be wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack. +The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: spider climb (1 charge) or web (2 charges, spell save DC 15). No components are required. +The staff regains 1d6 + 4 expended charges each day at dusk. If you expend the staff's last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed. +Source: Lost Mine of Phandelver p. 53 + 1d6 + 1d6+4 + + + Staff of Defense + Staff + ST + 3 + V + 1d6 + 1d8 + B + This slender, hollow staff is made of glass yet is as strong as oak. It weighs 3 pounds. You must be attuned to the staff to gain its benefits and cast its spells. +While holding the staff, you have a +1 bonus to your Armor Class. +The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: mage armor (1 charge) or shield (2 charges). No components are required. +The staff regains 1d6 + 4 expended charges each day at dawn. If you expend the staff's last charge, roll a d20. On a 1, the staff shatters and is destroyed. +Source: Lost Mine of Phandelver p. 53 + 1d6+4 + + diff --git a/FightClub5eXML/Sources/MonsterManual/items-mm.xml b/FightClub5eXML/Sources/MonsterManual/items-mm.xml new file mode 100644 index 0000000..0ad9578 --- /dev/null +++ b/FightClub5eXML/Sources/MonsterManual/items-mm.xml @@ -0,0 +1,32 @@ + + + + Hag Eye + Other + G + + + A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours. +A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over. +Source: Monster Manual p. 177 + 3d10 + + + Heartstone + Other + G + + + This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days. +Source: Monster Manual p. 179 + + + Soul Bag + Other + G + + + When an evil humanoid dies as a result of a night hag's Nightmare Haunting, the hag catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag). +Source: Monster Manual p. 179 + + diff --git a/FightClub5eXML/Sources/MordenkainensTomeOfFoes/items-mtf.xml b/FightClub5eXML/Sources/MordenkainensTomeOfFoes/items-mtf.xml new file mode 100644 index 0000000..c824150 --- /dev/null +++ b/FightClub5eXML/Sources/MordenkainensTomeOfFoes/items-mtf.xml @@ -0,0 +1,54 @@ + + + + Elven Trinket + Adventuring Gear + G + + + d8 | Trinket +1 | A small notebook that causes anything written in it to disappear after 1 hour +2 | A crystal lens made of ivory and gold that causes anything observed through it to appear to be surrounded by motes of multicolored light +3 | A small golden pyramid inscribed with elven symbols and about the size of a walnut +4 | A cloak pin made from enamel in the shape of a butterfly; when you take the pin off, it turns into a real butterfly, and returns when you are ready to put your cloak back on again +5 | A golden compass that points toward the nearest portal to the Feywild within 10 miles +6 | A small silver spinning top that, when spun, endlessly spins until interrupted +7 | A small songbird made of enamel, gold wire, and precious stone; uttering the songbird's name in Elvish causes the trinket to emit that bird's birdsong +8 | A small enamel flower that, when put in one's hair, animates, tying back the wearer's hair with a living vine with flowers; plucking a single flower from this vine returns it to its inanimate form +Source: Mordenkainen's Tome of Foes p. 64 + + + Greater Silver Sword + Melee Weapon + M + 6 + H,2H + 2d6 + S + This magic weapon grants a +3 bonus to attack and damage rolls made with it. While you hold the sword, you have advantage on Intelligence, Wisdom, and Charisma saving throws, you are immune to being charmed, and you have resistance to psychic damage. In addition, if you score a critical hit with it against a creature's astral body, you can cut the silvery cord that tethers the target to its material body, instead of dealing damage. +Source: Mordenkainen's Tome of Foes p. 89 + + + Infernal Tack + Wondrous item + W + 1 + + + A narzugon binds a nightmare to its service with infernal tack, which consists of a bridle, bit, reins, saddle, stirrups, and spurs. A nightmare equipped with infernal tack must serve whoever wears the spurs until the wearer dies or the tack is removed. +You can use an action to call a nightmare equipped with infernal tack by clashing the spurs together or scraping them through blood. The nightmare appears at the start of your next turn, within 20 feet of you. It acts as your ally and takes its turn on your initiative count. It remains for 1 day, until you or it dies, or until you dismiss it as an action. If the nightmare dies, it reforms in the Nine Hells within 24 hours, after which you can summon it again. +The tack doesn't conjure a nightmare from thin air; one must first be subdued so the tack can be placed on it. No nightmare accepts this forced servitude willingly, but some eventually form strong loyalties to their masters and become true partners in evil. +Source: Mordenkainen's Tome of Foes p. 167, Baldur's Gate: Descent Into Avernus p. 224 + + + Silver Sword + major, Melee Weapon + M + 6 + H,2H + 2d6 + S + You have a +3 bonus to attack and damage rolls made with this magic weapon. On a critical hit against a target in an astral body (as with the astral projection spell), you can cut the silvery cord that tethers the target to its material body, instead of dealing damage. +Source: Mordenkainen's Tome of Foes p. 89 + + diff --git a/FightClub5eXML/Sources/MythicOdysseysOfTheros/backgrounds-mot.xml b/FightClub5eXML/Sources/MythicOdysseysOfTheros/backgrounds-mot.xml new file mode 100644 index 0000000..3c8bc5f --- /dev/null +++ b/FightClub5eXML/Sources/MythicOdysseysOfTheros/backgrounds-mot.xml @@ -0,0 +1,82 @@ + + + + Athlete + Acrobatics, Athletics + + Description + You strive to perfect yourself physically and in execution of everything you do. The thrill of competition lights fire in your blood, and the roar of the crowd drives you forward. Tales of your exploits precede you and might open doors or loosen tongues. +Whether in one of the poleis, between them, or among the nonhuman peoples of Theros, physical contests and those who pursue them command respect bordering on reverence. Athletes arise from all walks of life and all cultures and quite often cross paths with one another. +• Skill Proficiencies: Acrobatics, Athletics +• Languages: One of your choice +• Tool Proficiencies: Vehicles (land) +• Equipment: A bronze discus or leather ball, a lucky charm or past trophy, a set of traveler's clothes, and a pouch containing 10 gp +Source: Mythic Odysseys of Theros p. 31 + + + Feature: Echoes of Victory + You have attracted admiration among spectators, fellow athletes, and trainers in the region that hosted your past athletic victories. When visiting any settlement within 100 miles of where you grew up, there is a 50 percent chance you can find someone there who admires you and is willing to provide information or temporary shelter. +Between adventures, you might compete in athletic events sufficient enough to maintain a comfortable lifestyle, as per the "Practicing a Profession" downtime activity in chapter 8 of the Player's Handbook. + + + + Favored Event + While many athletes practice various games and events, most excel at a single form of competition. Roll or choose from the options in the Favored Event table to determine the athletic event in which you excel. +Favored Event +d8 | Favored Event +1 | Marathon +2 | Long-distance running +3 | Wrestling +4 | Boxing +5 | Chariot or horse race +6 | Pankration (mixed unarmed combat) +7 | Hoplite race (racing in full armor with a unit) +8 | Pentathlon (running, long jump, discus, javelin, wrestling) + + + + + Suggested Characteristics + Competition can forge strong bonds between teammates and rivals or ignite bitter feuds that burn outside the arena. Athletes often apply lessons from their training to their lives in general. +Athlete Personality Traits +d8 | Personality Trait +1 | I feel most at peace during physical exertion, be it exercise or battle. +2 | I don't like to sit idle. +3 | I have a daily exercise routine that I refuse to break. +4 | Obstacles exist to be overcome. +5 | When I see others struggling, I offer to help. +6 | I love to trade banter and gibes. +7 | Anything worth doing is worth doing best. +8 | I get irritated if people praise someone else and not me. + +Athlete Ideals +d6 | Ideal +1 | Competition. I strive to test myself in all things. (Chaotic) +2 | Triumph. The best part of winning is seeing my rivals brought low. (Evil) +3 | Camaraderie. The strongest bonds are forged through struggle. (Good) +4 | People. I strive to inspire my spectators. (Neutral) +5 | Tradition. Every game has rules, and the playing field must be level. (Lawful) +6 | Growth. Lessons hide in victory and defeat. (Any) + +Athlete Bonds +d6 | Bond +1 | My teammates are my family. +2 | I will overcome a rival and prove myself their better. +3 | My mistake got someone hurt. I'll never make that mistake again. +4 | I will be the best for the honor and glory of my home. +5 | The person who trained me is the most important person in my world. +6 | I strive to live up to a specific hero's example. + +Athlete Flaws +d6 | Flaw +1 | I indulge in a habit that threatens my reputation or my health. +2 | I'll do absolutely anything to win. +3 | I ignore anyone who doesn't compete and anyone who loses to me. +4 | I have lingering pain from old injuries. +5 | Any defeat or failure on my part is because my opponent cheated. +6 | I must be the captain of any group I join. + + + + + diff --git a/FightClub5eXML/Sources/MythicOdysseysOfTheros/items-mot.xml b/FightClub5eXML/Sources/MythicOdysseysOfTheros/items-mot.xml new file mode 100644 index 0000000..050e02b --- /dev/null +++ b/FightClub5eXML/Sources/MythicOdysseysOfTheros/items-mot.xml @@ -0,0 +1,295 @@ + + + + Akmon, Hammer of Purphoros + martial Weapon, Melee Weapon + M + 2 + V + 1d8 + 1d10 + B + Purphoros's hammer works wonders and disasters, the god of the forge using it to craft ground-breaking marvels and dangerous inventions in equal measure. Purphoros rarely bestows Akmon on mortals but occasionally leaves it unattended at his forge in Mount Velus. When Purphoros does permit a mortal to use the hammer, it's usually so they might bring an important work into being, wreck a force of destruction, or forge something remarkable somewhere the god isn't welcome. +Hammer of the Forge: This magic warhammer grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using it, the target takes an extra 3d10 fire damage. +Blessing of the Forge: If you are a worshiper of Purphoros, you gain all the following benefits for which you have the required piety: +• Piety 10+.: The hammer has 1 randomly determined minor beneficial property. +• Piety 25+.: The hammer has 1 randomly determined major beneficial property. +• Piety 50+.: The hammer has 1 additional randomly determined major beneficial property. +If you aren't a worshiper of Purphoros, the hammer has 2 randomly determined minor detrimental properties. +See "Artifacts" in chapter 7 of the Dungeon Master's Guide for details on randomly determined properties. +Reforged: While holding the hammer, you have resistance to fire damage and are immune to exhaustion. Additionally, you have proficiency with smith's tools and have advantage on all ability checks made using them. +Spells: While the hammer is on your person, you can use an action to cast one of the following spells (save DC 18): animate objects, heat metal, fabricate, magic weapon, mending, shatter. Once you use the hammer to cast a spell, the spell can't be cast again from it until the next dusk. +Destroying the Hammer: To destroy the hammer, it must be taken to the realm of Tizerus, in the Underworld. There it must be coated in clay from the Mire of Punishment. The heat of the hammer hardens the clay, which fuses to it after one month. Once fully hardened, the clay-covered hammer must be swallowed and digested by a kraken. +Source: Mythic Odysseys of Theros p. 198 + 3d10 + + + Dekella, Bident of Thassa + martial Weapon, Melee Weapon + M + 4 + T,V + 1d6 + 1d8 + P + 20/60 + Thassa wields Dekella, a two-pronged weapon gifted to her by Purphoros. When the god of the sea bestows her weapon on a mortal, it's often so they might work her will far from the ocean, right some wrong affecting those she'd prefer not to harm, or give a mortal a glimpse of her terrible responsibilities. +Bident of the Deep: Thassa's signature weapon thrums with the icy currents of the deep ocean. This weapon functions as a trident that grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using the bident, the target takes an extra 2d10 cold damage. +Blessing of the Deep: If you are a worshiper of Thassa, you gain all the following benefits for which you have the required piety: +• Piety 10+.: You can breathe underwater, and you gain a swimming speed of 60 feet. +• Piety 25+.: The bident has 1 randomly determined minor beneficial property. +• Piety 50+.: The bident has 1 randomly determined major beneficial property. +If you aren't a worshiper of Thassa, the bident has 1 minor detrimental property and 1 major detrimental property, both randomly determined. +See "Artifacts" in chapter 7 of the Dungeon Master's Guide for details on randomly determined properties. +Command the Deep: The bident holds the power to command the waves and its creatures. As an action, you can change the condition of the sea within 1 mile of you, creating strong winds and heavy rain that cause violent waves (see "Weather at Sea" in chapter 5 of the Dungeon Master's Guide) or calming a storm. In either case, the unnatural weather lasts for 1 hour before returning to normal. Once used, this property of the bident can't be used again until the next dusk. +Additionally, you can cast the dominate monster spell (save DC 18) from the bident, but only on beasts and monstrosities that have an innate swimming speed. Once used, this property of the bident can't be used again until the next dusk. +Aquatic Metamorphosis: You can cast the true polymorph spell (save DC 18) from the bident, but you must cast it on a creature to turn it into a kind of creature that has an innate swimming speed. Once used, this property of the bident can't be used again until the next dusk. +Destroying the Bident: To destroy the bident, it must be heated by the breath of an ancient red dragon and then, while still hot, immersed in the Tartyx River. +Source: Mythic Odysseys of Theros p. 199 + 2d10 + + + Ephixis, Bow of Nylea + simple Weapon, Ranged Weapon + R + 2 + A,2H + 1d6 + P + 80/320 + Nylea wields the shortbow Ephixis, the bow whose arrows herald the turning of the seasons. Nylea is quick to let her favored followers borrow her bow, particularly when they intend to use it to perform great deeds, put an end to foul creatures, or cast down the arrogant. +Bow of the Wild: This divine weapon includes a shortbow and a quiver with four arrows, each tied to one of the four seasons. You gain a +3 bonus to attack and damage rolls made with this bow, and you suffer no disadvantage when attacking at the weapon's long range. Additionally, Ephixis scores a critical hit on a d20 roll of 19 or 20. +Blessing of the Wild: If you are a worshiper of Nylea, you gain all the following benefits for which you have the required piety: +• Piety 10+.: The bow has 1 randomly determined minor beneficial property. +• Piety 25+.: The bow has 1 randomly determined major beneficial property. +If you aren't a worshiper of Nylea, the bow has 1 randomly determined major detrimental property. +See "Artifacts" in chapter 7 of the Dungeon Master's Guide for details on randomly determined properties. +Arrows of the Seasons: The four arrows—each associated with a season—that accompany this bow can be fired only from it. Each arrow disappears immediately after it's used, and it reappears in the quiver at the next dusk. The save DC against spells cast with the arrows is 18. Each arrow has a unique property: +Spring: As an action, you can fire this arrow, targeting a beast or a plant creature you can see within 320 feet of you. On a hit, the arrow deals no damage, and the target gains the benefits of the awaken spell for 8 hours. +Summer: As an action, you can fire this arrow at an unoccupied space on the ground that you can see within 320 feet of you, no attack roll required. A Nyxborn lynx is summoned in that space (use the stat block for a tiger with the Nyxborn traits from chapter 6). The lynx understands your verbal commands and obeys them as best it can, and it takes its turns immediately after yours. The emissary remains for 1 hour before fading away. +Autumn: As an action, you can fire this arrow at a space on the ground that you can see within 320 feet of you, no attack roll required, casting the wall of thorns spell there. +Winter: As an action, you can fire this arrow at a space that you can see within 320 feet of you, no attack roll required, casting the ice storm spell there. +Destroying the Bow: The bow can't be destroyed without first destroying all its arrows. The winter arrow must be fed to a cerberus on the winter solstice. The spring arrow must be planted at the base of a Black Oak of Asphodel on the spring equinox. The summer arrow must be broken by a sea giant on the summer solstice. Then the autumn arrow must be shot into the carcass of a hydra on the autumnal equinox. When all four arrows are destroyed, the bow and quiver dissolve into dust. +Source: Mythic Odysseys of Theros p. 200 + + + Flying Chariot + Wondrous item + W + 1 + + + The chariot's riders and creatures pulling the chariot gain a +1 bonus to their AC. +If this magic chariot is pulled by one or more flying creatures, it too can fly. +Chariots: Chariots and the creatures pulling them work like controlled mounts, as described in the mounted combat rules in the Player's Handbook, but with the following differences: +• Mounting or dismounting a chariot costs you 5 feet of movement, rather than a number of feet equal to half your speed. +• Being mounted on a chariot grants you half cover. +• A chariot's speed is equal to the speed of the slowest creature pulling it. +• If multiple creatures are pulling the chariot, they all act on the same initiative, and they must take the same action on their turn. +Source: Mythic Odysseys of Theros p. 196 + + + Helm of the Gods + Wondrous item + W + 1 + + + While wearing this helm, you know whether there is a celestial or fiend within 30 feet of you, as well as where the creature is located, provided the creature isn't behind total cover. +Whenever you finish a long rest while wearing the helm, you can pray to one of the gods listed on the Helm of the Gods table and store the listed spell in the helm, replacing any spell that is already stored there. The save DC for the spell is 13. +The helm has 3 charges. To cast a spell from the helm, you must expend 1 charge, and the helm regains 1d3 charges daily at dawn. +God | Spell +Athreos | protection from evil and good +Ephara | sanctuary +Erebos | inflict wounds +Heliod | guiding bolt +Iroas | heroism +Karametra | goodberry +Keranos | thunderous smite +Klothys | entangle +Kruphix | dissonant whispers +Mogis | hellish rebuke +Nylea | faerie fire +Pharika | lesser restoration +Phenax | charm person +Purphoros | searing smite +Thassa | identify +Source: Mythic Odysseys of Theros p. 196 + 1d3 + + + Khrusor, Spear of Heliod + simple Weapon, Melee Weapon + M + 3 + T,V + 1d6 + 1d8 + P + 20/60 + Heliod wields Khrusor, a spear blessed with the power of the sun. In his hands, it can be pitched from Nyx to any point on Theros. When Heliod lends his weapon to a mortal, it's typically so they can perform some great work in his name or as a test of their worthiness. +Spear of the Sun: This spear grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using this spear, the target takes an extra 2d8 radiant damage. +Blessing of the Sun: If you are a worshiper of Heliod, you gain all the following benefits for which you have the required piety: +• Piety 3+.: You gain 15 temporary hit points each dawn. +• Piety 10+.: The spear has 1 randomly determined minor beneficial property. +• Piety 25+.: The spear has 1 additional randomly determined minor beneficial property. +• Piety 50+.: The spear has 1 randomly determined major beneficial property. +If you aren't a worshiper of Heliod, the spear has 2 randomly determined major detrimental properties. +See "Artifacts" in chapter 7 of the Dungeon Master's Guide for details on randomly determined properties. +Luminous: The spear sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight. +Sun's Retaliation: When you take damage from a creature within 5 feet of you, you can use your reaction to make a melee attack with the spear against that creature. On a hit, the spear deals damage as normal, and the creature is blinded until the start of its next turn. This property of the spear can't be used again until the next dawn. +Spells: The spear has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: guiding bolt (1 charge), daylight (3 charges, targeting the tip of the spear only), sunbeam (6 charges). The spear regains 1d6 + 4 expended charges daily at dawn. +Destroying the Spear: If taken to Erebos's palace in Tizerus, and used to sacrifice a champion of Heliod to Erebos, Khrusor is either destroyed or fundamentally twisted to Erebos's service. +Source: Mythic Odysseys of Theros p. 200 + 2d8 + 1d6+4 + + + Mastix, Whip of Erebos + martial Weapon, Melee Weapon + M + 3 + F,R + 1d4 + S + Erebos wields Mastix, a whip capable of extending like an impossibly long shadow. In the hands of the god of the dead, the whip snares the reluctant dead and drags them into his realm. When Erebos grants his weapon to a mortal follower, it's typically to reclaim a powerful soul or to humiliate Heliod. +Whip of the Dead: Erebos's whip seethes with the enervating energy of the Underworld. This magic whip grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using this whip, the target takes an extra 2d8 necrotic damage and you regain hit points equal to half the amount of necrotic damage dealt. +Additionally, when you make an attack with the whip on your turn, you can increase the range of the attack to 300 feet. This property of the weapon can't be used again until the next dusk. +Blessing of the Dead: If you are a worshiper of Erebos, you gain all the following benefits for which you have the required piety: +• Piety 1+.: The whip has 1 randomly determined minor detrimental property—a burden Erebos imposes to test his faithful. +• Piety 25+.: The whip has 1 randomly determined major beneficial property. +• Piety 50+.: The whip has 1 additional randomly determined major beneficial property. +If you aren't a worshiper of Erebos, the whip has 2 randomly determined major detrimental properties. +See "Artifacts" in chapter 7 of the Dungeon Master's Guide for details on randomly determined properties. +Erebos's Claim: While carrying the whip, you can use an action to cast either circle of death or dominate monster (targeting only undead) from the whip. The save DC for these spells is 18. Once you use the whip to cast a spell, that spell can't be cast from it again until the next dusk. +Destroying the Whip: To destroy the whip, it must be taken to the heights of Mount Hiastos in Nyx, unraveled by a Returned, and left to bask in continual daylight for one month. +Source: Mythic Odysseys of Theros p. 201 + 2d8 + + + Molten Bronze Skin (Breastplate) + Medium Armor + MA + 20 + + 14 + This magical armor appears as a jug of molten bronze. When you attune to it, the bronze adheres and contours to your skin. The armor can be worn under normal clothes, but it doesn't impede bodily functions. Once you put it on, it can't be removed unless you choose to do so. +While wearing the armor, you have resistance to fire damage. The armor also doesn't impose disadvantage on Dexterity (Stealth) checks. +Source: Mythic Odysseys of Theros p. 197 + + + Molten Bronze Skin (Half Plate) + Medium Armor + MA + 40 + + 15 + This magical armor appears as a jug of molten bronze. When you attune to it, the bronze adheres and contours to your skin. The armor can be worn under normal clothes, but it doesn't impede bodily functions. Once you put it on, it can't be removed unless you choose to do so. +While wearing the armor, you have resistance to fire damage. The armor also doesn't impose disadvantage on Dexterity (Stealth) checks. +Source: Mythic Odysseys of Theros p. 197 + + + Molten Bronze Skin (Plate) + Heavy Armor + HA + 65 + + 18 + 15 + This magical armor appears as a jug of molten bronze. When you attune to it, the bronze adheres and contours to your skin. The armor can be worn under normal clothes, but it doesn't impede bodily functions. Once you put it on, it can't be removed unless you choose to do so. +While wearing the armor, you have resistance to fire damage. The armor also doesn't impose disadvantage on Dexterity (Stealth) checks. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Source: Mythic Odysseys of Theros p. 197 + + + Potion of Aqueous Form + + P + + + When you drink this potion, you transform into a pool of water. You return to your true form after 10 minutes or if you are incapacitated or die. +You're under the following effects while in this form: +• Liquid Movement.: You have a swimming speed of 30 feet. You can move over or through other liquids. You can enter and occupy the space of another creature. You can rise up to your normal height, and you can pass through even Tiny openings. You extinguish nonmagical flames in any space you enter. +• Watery Resilience.: You have resistance to nonmagical damage. You also have advantage on Strength, Dexterity, and Constitution saving throws. +• Limitations.: You can't talk, attack, cast spells, or activate magic items. Any objects you were carrying or wearing meld into your new form and are inaccessible, though you continue to be affected by anything you're wearing, such as armor. +Source: Mythic Odysseys of Theros p. 197 + + + Pyxis of Pandemonium + Wondrous item, Cursed item + W + 1 + + + A creature that touches this ornate wooden vessel for 1 minute gains the benefits of a short rest. That creature also gains the effects of the bless spell until the creature finishes a short or long rest. The creature can't gain these benefits again until it finishes a long rest. +If the vessel is opened, roll on the Pyxis of Pandemonium table to determine what happens. Any spells cast by the vessel have a spell save DC of 17. One minute after the vessel is opened, it disappears. It reappears, sealed, in a random location on the same plane of existence 24 hours later. +Curse: Any creature that gains the benefit of a short rest from the vessel hears cloying telepathic whispers emanating from it. That creature must make a DC 17 Wisdom saving throw. On a failed save, the creature is charmed by the vessel for 1 hour. The charmed creature does everything it can to open the vessel as soon as possible. On a successful save, the creature is immune to the vessel's whispers for 24 hours. +d8 | Calamity +1 | Androphagia. Each creature within 60 feet of the vessel must succeed on a DC 17 Wisdom saving throw or go berserk for 1 minute. The berserk creature must begin its turn using the Attack action to make one melee or ranged attack (its choice) against the creature nearest to it. The berserk creature can repeat the save at the end of its turn, ending the effect on itself on a success. +2 | Bile Blight. The vessel casts the harm spell on each creature within 30 feet of it. +3 | Flood. The vessel casts the tsunami spell at a point of the DM's choice within 120 feet of it. +4 | Medusa's Gaze. The vessel casts the flesh to stone spell on each creature within 30 feet of it. +5 | Labyrinth. The vessel casts the maze spell on each creature within 30 feet of it. +6 | Nightmare. Tendrils of shadow seep from the vessel and form into 1d4 shadow demon (see the Monster Manual for their stat block), which appear in unoccupied spaces within 30 feet of it and are hostile. +7 | Swarming Insects. The vessel casts the insect plague spell, centered on itself and with a radius of 30 feet. +8 | Unbridled Revel. The vessel casts the Otto's irresistible dance spell on each creature within 30 feet of it. +Source: Mythic Odysseys of Theros p. 197 + 1d4 + + + Siren Song Lyre + Wondrous item + W + 1 + + + You can use an action to play this lyre and cast one of the following spells from it: animal friendship, charm person, enthrall, suggestion. If the spell requires a saving throw, the spell save DC is 13. +Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. +Source: Mythic Odysseys of Theros p. 198 + + + Sling Bullets of Althemone + Ammunition + A + + + The sling bullets come in a pouch, which contains 1d4 + 4 bullets. Roll on the Magic Sling Bullets table for each bullet to determine its magical property. +You have a +2 bonus to attack and damage rolls made with each of these bullets. If a bullet misses its target, the bullet teleports back into the pouch. Once a bullet hits a target, the bullet loses its magic. +Magic Sling Bullets +d4 | Bullet +1 | Banishment. A creature that takes damage from this bullet must succeed on a DC 15 Charisma saving throw or be banished as though affected by the banishment spell. +2 | Fulguration. On a hit, this bullet deals an extra 2d8 lightning damage to its target. All other creatures within 10 feet of the target must each succeed on a DC 15 Constitution saving throw or take 1d8 thunder damage. +3 | Stunning. On a hit, this bullet deals an extra 1d10 force damage, and the target is stunned until the end of your next turn. +4 | Tracking. A creature that takes damage from this bullet is marked with a glowing rune where the bullet hit. The mark lasts 24 hours. While the creature is marked, you always know the direction to it. +Source: Mythic Odysseys of Theros p. 198 + 1d4+4 + 2d8 + 1d8 + 1d10 + + + Two-Birds Sling + simple Weapon, Ranged Weapon + R + + 0.1 + A + 1d4 + B + 30/120 + You have a +1 bonus to attack and damage rolls made with this weapon. +When you make a ranged attack with this sling and hit a target, you can cause the ammunition to ricochet toward a second target within 10 feet of the first, and then make a ranged attack against the second target. +Source: Mythic Odysseys of Theros p. 198 + + + Molten Bronze Skin + Generic Variant + G + + + Molten Bronze Skin (Breastplate) +Molten Bronze Skin (Half Plate) +Molten Bronze Skin (Plate) +Source: Mythic Odysseys of Theros p. 197 + + diff --git a/FightClub5eXML/Sources/OutOfTheAbyss/items-oota.xml b/FightClub5eXML/Sources/OutOfTheAbyss/items-oota.xml new file mode 100644 index 0000000..090180b --- /dev/null +++ b/FightClub5eXML/Sources/OutOfTheAbyss/items-oota.xml @@ -0,0 +1,240 @@ + + + + Dawnbringer + Melee Weapon + M + 3 + F,V + 1d8 + 1d10 + R + Lost for ages in the Underdark, Dawnbringer appears to be a gilded longsword hilt. While grasping the hilt, you can use a bonus action to make a blade of pure radiance spring from the hilt, or cause the blade to disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortsword or longsword, you are proficient with Dawnbringer. +You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. +The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. +While holding the weapon, you can use an action to touch a creature with the blade and cast lesser restoration on that creature. Once used, this ability can't be used again until the next dawn. +Sentience: Dawnbringer is a sentient neutral good weapon with an Intelligence of 12, a Wisdom of 15, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet. +The sword can speak, read, and understand Common, and it can communicate with its wielder telepathically. Its voice is kind and feminine. It knows every language you know while attuned to it. +Personality: Forged by ancient sun worshippers, Dawnbringer is meant to bring light into darkness and to fight creatures of darkness. It is kind and compassionate to those in need, but fierce and destructive to its enemies. +Long years lost in darkness have made Dawnbringer frightened of both the dark and abandonment. It prefers that its blade always be present and shedding light in areas of darkness, and it strongly resists being parted from its wielder for any length of time. +Source: Out of the Abyss p. 222 + 1d8 + + + Gravenhollow Compass Ring + Other + G + + + This gold ring is fitted with a star ruby worth 1,000 gp. A detect magic spell reveals that the gem radiates a faint aura of divination magic. The gem's star-shaped core is a magical compass that guides the ring's wearer along the safest, shortest route to Gravenhollow. +Source: Out of the Abyss p. 141 + + + Piwafwi (Cloak of Elvenkind) + Wondrous item + W + 1 + + + This dark spider-silk cloak is made by drow. It is a cloak of elvenkind. It loses its magic if exposed to sunlight for 1 hour without interruption. +While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage. and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action. +Source: Out of the Abyss p. 222 + + + Piwafwi of Fire Resistance + Wondrous item + W + 1 + + + This dark spider-silk cloak is made by drow. It is a cloak of elvenkind. It also grants resistance to fire damage while you wear it. It loses its magic if exposed to sunlight for 1 hour without interruption. +While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage. and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action. +Source: Out of the Abyss p. 222 + + + Spell Gem (Amber) + Wondrous item + W + 1 + + + An amber spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem. +An amber spell gem can store up to 4th level spells. Spells cast from the spell gem have a save DC of 15 and an attack bonus of +9. +You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal. +Once imbued with a spell, the gem can't be imbued again until the next dawn. +Deep gnomes created these magic gemstones and keep the creation process a secret. +Source: Out of the Abyss p. 223, Infernal Machine Rebuild p. 95 + + + Spell Gem (Bloodstone) + Wondrous item + W + 1 + + + A bloodstone spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem. +A bloodstone spell gem can store up to 3rd level spells. Spells cast from the spell gem have a save DC of 15 and an attack bonus of +7. +You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal. +Once imbued with a spell, the gem can't be imbued again until the next dawn. +Deep gnomes created these magic gemstones and keep the creation process a secret. +Source: Out of the Abyss p. 223, Infernal Machine Rebuild p. 95 + + + Spell Gem (Diamond) + Wondrous item + W + 1 + + + A diamond spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem. +A diamond spell gem can store up to 9th level spells. Spells cast from the spell gem have a save DC of 19 and an attack bonus of +11. +You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal. +Once imbued with a spell, the gem can't be imbued again until the next dawn. +Deep gnomes created these magic gemstones and keep the creation process a secret. +Source: Out of the Abyss p. 223, Infernal Machine Rebuild p. 95 + + + Spell Gem (Jade) + Wondrous item + W + 1 + + + A jade spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem. +A jade spell gem can store up to 5th level spells. Spells cast from the spell gem have a save DC of 17 and an attack bonus of +9. +You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal. +Once imbued with a spell, the gem can't be imbued again until the next dawn. +Deep gnomes created these magic gemstones and keep the creation process a secret. +Source: Out of the Abyss p. 223, Infernal Machine Rebuild p. 95 + + + Spell Gem (Lapis lazuli) + Wondrous item + W + 1 + + + A lapis lazuli spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem. +A lapis lazuli spell gem can store up to 1st level spells. Spells cast from the spell gem have a save DC of 13 and an attack bonus of +5. +You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal. +Once imbued with a spell, the gem can't be imbued again until the next dawn. +Deep gnomes created these magic gemstones and keep the creation process a secret. +Source: Out of the Abyss p. 223, Infernal Machine Rebuild p. 95 + + + Spell Gem (Obsidian) + Wondrous item + W + 1 + + + An obsidian spell gem can contain one cantrip from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem. +An obsidian spell gem can only store cantrips. Cantrips cast from the spell gem have a save DC of 13 and an attack bonus of +5. +You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal. +Once imbued with a spell, the gem can't be imbued again until the next dawn. +Deep gnomes created these magic gemstones and keep the creation process a secret. +Source: Out of the Abyss p. 223, Infernal Machine Rebuild p. 95 + + + Spell Gem (Quartz) + Wondrous item + W + 1 + + + A quartz spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem. +A quartz spell gem can store up to 2nd level spells. Spells cast from the spell gem have a save DC of 13 and an attack bonus of +5. +You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal. +Once imbued with a spell, the gem can't be imbued again until the next dawn. +Deep gnomes created these magic gemstones and keep the creation process a secret. +Source: Out of the Abyss p. 223, Infernal Machine Rebuild p. 95 + + + Spell Gem (Ruby) + Wondrous item + W + 1 + + + A ruby spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem. +A ruby spell gem can store up to 8th level spells. Spells cast from the spell gem have a save DC of 18 and an attack bonus of +10. +You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal. +Once imbued with a spell, the gem can't be imbued again until the next dawn. +Deep gnomes created these magic gemstones and keep the creation process a secret. +Source: Out of the Abyss p. 223, Infernal Machine Rebuild p. 95 + + + Spell Gem (Star ruby) + Wondrous item + W + 1 + + + A star ruby spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem. +A star ruby spell gem can store up to 7th level spells. Spells cast from the spell gem have a save DC of 18 and an attack bonus of +10. +You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal. +Once imbued with a spell, the gem can't be imbued again until the next dawn. +Deep gnomes created these magic gemstones and keep the creation process a secret. +Source: Out of the Abyss p. 223, Infernal Machine Rebuild p. 95 + + + Spell Gem (Topaz) + Wondrous item + W + 1 + + + A topaz spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem. +A topaz spell gem can store up to 6th level spells. Spells cast from the spell gem have a save DC of 17 and an attack bonus of +10. +You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal. +Once imbued with a spell, the gem can't be imbued again until the next dawn. +Deep gnomes created these magic gemstones and keep the creation process a secret. +Source: Out of the Abyss p. 223, Infernal Machine Rebuild p. 95 + + + Stonespeaker Crystal + Wondrous item + W + 1 + + + Created by the stone giant librarians of Gravenhollow, this nineteen-inch-long shard of quartz grants you advantage on Intelligence (Investigation) checks while it is on your person. +The crystal has 10 charges. While holding it, you can use an action to expend some of its charges to cast one of the following spells from it: speak with animals (2 charges), speak with dead (4 charges), or speak with plants (3 charges). +When you cast a divination spell, you can use the crystal in place of one material component that would normally be consumed by the spell, at a cost of 1 charge per level of the spell. The crystal is not consumed when used in this way. +The crystal regains 1d6 + 4 expended charges daily at dawn. If you expend the crystal's last charge, roll a d20. On a 1, the crystal vanishes, lost forever. +Source: Out of the Abyss p. 223 + 1d6+4 + + + Wand of Viscid Globs + + WD + 1 + + Crafted by the drow, this slim black wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a small glob of viscous material to launch from the tip at one creature within 60 feet of you. Make a ranged attack roll against the target, with a bonus equal to your spellcasting modifier (or your Intelligence modifier, if you don't have a spellcasting modifier) plus your proficiency bonus. On a hit, the glob expands and dries on the target, which is restrained for 1 hour. After that time, the viscous material cracks and falls away. +Applying a pint or more of alcohol to the restrained creature dissolves the glob instantly, as does the application of oil of etherealness or universal solvent. The glob also dissolves instantly if exposed to sunlight. No other nonmagical process can remove the viscous material until it deteriorates on its own. +The wand regains 1d6 + 1 expended charges daily at midnight. If you expend the wands last charge, roll a d20. On a 1, the wand melts into harmless slime and is destroyed. +A wand of viscous globs is destroyed if exposed to sunlight for 1 hour without interruption. +Source: Out of the Abyss p. 223 + 1d6+1 + + + Spell Gem + Wondrous item + W + 1 + + + Spell Gem (Amber) +Spell Gem (Bloodstone) +Spell Gem (Diamond) +Spell Gem (Jade) +Spell Gem (Lapis lazuli) +Spell Gem (Obsidian) +Spell Gem (Quartz) +Spell Gem (Ruby) +Spell Gem (Star ruby) +Spell Gem (Topaz) +Source: Out of the Abyss p. 223, Infernal Machine Rebuild p. 95 + + diff --git a/FightClub5eXML/Sources/PlaneShift/backgrounds-ps-a.xml b/FightClub5eXML/Sources/PlaneShift/backgrounds-ps-a.xml new file mode 100644 index 0000000..952cb14 --- /dev/null +++ b/FightClub5eXML/Sources/PlaneShift/backgrounds-ps-a.xml @@ -0,0 +1,145 @@ + + + + Dissenter + Athletics, Intimidation, History, Religion + + Description + Even in the carefully constructed and curated city-state of Naktamun, and in the presence of the five gods, some people rebel against the doctrines of the God-Pharaoh. They don't challenge the existence of the gods, of course, for those gods are visible nearly every day in the streets of the city. Nor do they question the fact of life after death, which is plain to see in the anointed mummies that surround them, as well as the marauding mummies outside the Hekma. Rather, these dissenters simply refuse to follow the ordained course of life that leads to the glorious afterlife. +Some dissenters are spurred by fear, not wanting to subject themselves to a violent death in the trials (or in training for the trials). Some are moved by conscience, unwilling to kill their crop-mates in the trials. For while they cannot deny that the gods exist, they can deny that the gods are just—and can fight to prove that the dictates of an unjust god need not be obeyed. Some believe that one god (probably Bontu) has corrupted the process of the trials and the path to the afterlife. Others correctly intuit that the God-Pharaoh did not actually have the people's best interests in mind when he ordered their society. +A character who is identified as a dissenter loses the benefit of the initiate's or vizier's background feature. In its place, the character gains the Shelter of Dissenters feature. +Source: Plane Shift: Amonkhet p. 11 + + + Overview + Even in the carefully constructed and curated city-state of Naktamun, and in the presence of the five gods, some people rebel against the doctrines of the God-Pharaoh. They don't challenge the existence of the gods, of course, for those gods are visible nearly every day in the streets of the city. Nor do they question the fact of life after death, which is plain to see in the anointed mummies that surround them, as well as the marauding mummies outside the Hekma. Rather, these dissenters simply refuse to follow the ordained course of life that leads to the glorious afterlife. +Some dissenters are spurred by fear, not wanting to subject themselves to a violent death in the trials (or in training for the trials). Some are moved by conscience, unwilling to kill their crop-mates in the trials. For while they cannot deny that the gods exist, they can deny that the gods are just—and can fight to prove that the dictates of an unjust god need not be obeyed. Some believe that one god (probably Bontu) has corrupted the process of the trials and the path to the afterlife. Others correctly intuit that the God-Pharaoh did not actually have the people's best interests in mind when he ordered their society. +A character who is identified as a dissenter loses the benefit of the initiate's or vizier's background feature. In its place, the character gains the following feature: + + + + Feature: Shelter of Dissenters + If they wish to have any hope of survival, whether hiding within the city or cast out into the desert, dissenters must help each other. You can find a place to hide, rest, or recuperate among other dissenters. They will help shield you from those who hunt you, possibly even risking their lives for you. + + + + + Initiate + Athletics, Intimidation + + Description + You are an initiate, on the path to completing the trials of the five gods in the hope of earning a glorified death in the final Trial of Zeal. Some combination of your natural aptitude, your crop's needs, and your teachers' assessment while you were an acolyte led you to focus your training in one particular area of specialization—hand-to-hand combat, long-range combat, or spellcasting. But only a well-rounded initiate can be called truly worthy of the afterlife. +If you are a hand-to-hand specialist, consider the barbarian, fighter, monk, paladin, or rogue classes. As a long-range combat specialist, you might be a fighter, a ranger, or a rogue. If you are a spellcasting specialist, you might be a bard, sorcerer, or wizard. And beyond this initial choice, you might consider multiclassing or using feats to round out your skills in all three areas. +• Skill Proficiencies: Athletics, Intimidation +• Tool Proficiencies: One type of gaming set, vehicles (land) +• Equipment: A simple puzzle box, a scroll containing the basic teachings of the five gods, a gaming set, a set of common clothes, and a belt pouch containing 15 gp. If you have completed any trials before the start of the campaign, you also have any cartouches you have earned +Source: Plane Shift: Amonkhet p. 8 + + + Feature: Trials of the Five Gods + Your life is oriented around your participation in the five trials that will determine your worthiness in the afterlife. While you prepare for and undergo those trials, you have constant access to training. A comfortable place to live and regular meals are provided to you by servitor mummies (the anointed) under the supervision of viziers. You can enjoy these benefits only as long as you obey the societal norms of Naktamun—training for the trials (with or without your crop), obeying the orders of the gods, and following the instructions of their viziers. If you violate these norms, you risk being treated as a dissenter. See "Trials of the Five Gods" for more information about undertaking the trials and their rewards. +The five gods are the effective rulers of Amonkhet. They are not the creators of the plane, but they are its stewards while the people of Naktamun await the return of the God-Pharaoh. The five gods believe they were created by the God-Pharaoh, who charged them with teaching the people the ways of the God-Pharaoh, and with protecting them until he comes. +The five gods embody the five virtues the God-Pharaoh wishes to cultivate in those who will become his Eternals in the afterlife. Each god is responsible for modeling and teaching one of those virtues to the acolytes and initiates of Naktamun, and then testing those initiates to ensure that they have mastered their teachings. Thus, they are present during the acolytes' first lessons, during the Ceremony of Measuring, during the initiates' intense training, and at each of the trials that are part of an initiate's journey. +In the absence of the God-Pharaoh, only the gods can determine whether initiates have proven themselves worthy of the glory of the afterlife. The gods in turn prove their own worthiness by executing their duties infallibly. They make the trials as challenging as possible to ensure that only the most worthy are selected. + + + + Suggested Characteristics + An initiate's life is focused on the trials, but it doesn't need to be all about the trials. Though some initiates are highly focused on their training, most undergo that training while also experiencing joy, sorrow, love, loss, anger, jealousy, hope, faith, delight—the whole range of mortal emotions and experience. The afterlife might be a constant presence in every initiate's mind, but it is the culmination of a life well-lived—not a replacement for it. +d8 | Personality Trait +1 | I always have a joke on hand when the mood gets too serious. +2 | I use sarcasm and insults to keep a distance between myself and my crop-mates, because I don't want to get attached to them. +3 | I'll settle for nothing less than perfection—in myself, in my cropmates, in everything. +4 | I'm so focused on the glorious afterlife that nothing in this life can shake my calm resolve. +5 | I enjoy using my skills to help those who lack those same skills. +6 | I train hard so that I can play hard at the end of the day. I fully expect to play even harder in the glorious afterlife, but I'm not in a hurry to get there. +7 | I'm perfectly happy letting others pick up the slack for me while I take it easy. +8 | I'm constantly sizing up everyone around me, thinking about what kind of opponent they'll be in the final trial. + +d6 | Ideal +1 | Solidarity. The thing that matters most of all is that we're there for each other. (Lawful) +2 | Knowledge. The world is a puzzle—a mystery waiting to be solved. (Neutral) +3 | Strength. All that matters to me is my own perfection. Let everyone else seek that perfection in their own way. (Any) +4 | Ambition. I'm going to prove that I deserve only the best—of everything. (Evil) +5 | Zeal. Anything worth doing is worth throwing my whole self into. (Any) +6 | Redemption. I will train all the harder to make up for the doubt I entertained when I was younger. (Any) + +d6 | Bond +1 | One of my crop-mates is my dearest friend, and I hope we will face each other in the final trial. +2 | I am in love with a vizier. +3 | I am particularly drawn to one of the five gods, and I want nothing more than to win that god's particular favor. +4 | I am more devoted to Naktamun and its people than I am to any of the ideals of the gods. +5 | My weapon was a gift from a beloved trainer who died in an accident. +6 | I carry a memento of my time as an acolyte, and I treasure it above all other things. + +d6 | Flaw +1 | I'm easily distracted by an attractive person, which could be the death of me in the trials. +2 | I really wanted to be a vizier, and I'm angry at the god who didn't choose me. +3 | Training for a lifetime to die in the end seems like a big waste of energy. +4 | I'm not at all sure I'll be able to grant a glorified death to any of my crop-mates. +5 | I have a lasting grudge against one of my crop-mates, and each of us wants to see the other fail. +6 | I think I've figured out that this world is not what it seems. Something dark is going on here. + + + + + + Vizier + History, Religion + + Description + You are a vizier, a servant of your god. You perform tasks that are essential to facilitating the initiates' journey, so the gods reward you with entry into the afterlife with the God-Pharaoh's blessing. You hope to achieve the most honored status in the afterlife by being the best possible servant to your god. +As a vizier, you can have any class, but you are especially likely to be a cleric, a druid (particularly if you serve Rhonas), or a paladin. +• Skill Proficiencies: History, Religion +• Tool Proficiencies: One type of artisan's tools, one type of musical instrument +• Equipment: A set of artisan's tools or a musical instrument (one of your choice), a scroll of your god's teachings, a vizier's cartouche, a set of fine clothes, and a pouch containing 25 gp +Source: Plane Shift: Amonkhet p. 10 + + + Feature: Voice of Authority + Your voice is the voice of your god, at least in theory. Your job might include training and instructing initiates, and they are required to obey you. In any circumstance, an initiate is expected to defer to your voice and obey your commands. If you abuse this authority, though, your god might personally punish you. + + + + Suggested Characteristics + A vizier's characteristics strongly reflect the ideals and personality of the god they serve. +d10 | Personality Trait +1 | Everything I do, I do gracefully and deliberately, and with complete confidence. (Oketra) +2 | Nothing can shake my rock-hard focus. (Oketra) +3 | When I am at peace, I am an oasis of perfect calm in the world. When I am roused to anger, I am an embodiment of terror. (Kefnet) +4 | I enjoy teasing acolytes and initiates with juicy tidbits of knowledge wrapped up in fiendishly difficult puzzles. (Kefnet) +5 | I have the utmost faith in myself and my abilities. (Rhonas) +6 | I get restless when life in the city feels too tame, too safe. (Rhonas) +7 | I enjoy solitude as an opportunity to plan my victory. (Bontu) +8 | I use satire as a way to undermine the teachings of the other gods. (Bontu) +9 | I love, fight, and feast with equal zeal. (Hazoret) +10 | I think of those in my care as my family, in a way that most people have trouble understanding. (Hazoret) + +d6 | Ideal +1 | Solidarity. The worthy must respect the worthy. In the afterlife, all will be united in goal and action. (Oketra) +2 | Knowledge. The worthy shall cultivate a nimble mind, so as to perceive the wonders beyond imagination that wait in the afterlife. (Kefnet) +3 | Strength. The worthy shall hone a strong body that can withstand the boundless energies of the afterlife. (Rhonas) +4 | Ambition. The worthy shall strive for greatness, for supremacy in life leads to supremacy in the afterlife. (Bontu) +5 | Zeal. The worthy shall rush to the God-Pharaoh's side with relentless passion, rising to overcome every obstacle in their way. (Hazoret) +6 | Naktamun. The life of the city is ordered according to the plan of the God-Pharaoh, and that order must be preserved at all costs. + +d6 | Bond +1 | My loyalty to my companions embodies the ideal of loyalty to my god. (Oketra) +2 | The teachings of my god are more precious to me than any possession. (Kefnet) +3 | I would do anything to defend the temple of my god from any harm or desecration. (Rhonas) +4 | I am committed to the service of my god—because it's my sure ticket into the afterlife. (Bontu) +5 | I love my god and never want my service to end. (Hazoret) +6 | I have a close friend or lover who is also a vizier. + +d6 | Flaw +1 | I am in love with an initiate, and I want to shield this person from death in the trials. +2 | I secretly wish I had not been chosen as a vizier, so I could participate in the trials as an initiate. +3 | I secretly question whether the gods care at all about us or what we do. +4 | A vizier of another god seeks my death in retribution for a past insult. +5 | I am terrified of what lies beyond the Gate to the Afterlife. +6 | I secretly believe the God-Pharaoh's return will not bring blessing to this world. + + + + + diff --git a/FightClub5eXML/Sources/PlaneShift/backgrounds-ps-i.xml b/FightClub5eXML/Sources/PlaneShift/backgrounds-ps-i.xml new file mode 100644 index 0000000..f7c4076 --- /dev/null +++ b/FightClub5eXML/Sources/PlaneShift/backgrounds-ps-i.xml @@ -0,0 +1,20 @@ + + + + Inquisitor + Investigation, Religion + + Description + Historically, inquisitors were cathar detectives who investigated crimes both mundane and supernatural. They were known for traveling to remote parishes plagued by unexplained murders, and for exposing werewolves living among normal humans. During Avacyn's absence, when the archangel was trapped within the demonic prison known as the Helvault, the inquisitors led a series of brutal forays into Kessig and the Gavony Moorland. They executed suspected lycanthropes with little or no proof, and punished accused heretics in unsanctioned trials. With Avacyn's madness, this savage form of inquisition has become the norm, and inquisitors who still pry into dark mysteries have become a minority. +• Skill Proficiencies: Investigation, Religion +• Tool Proficiencies: Thieves' tools, one type of artisan's tools +• Equipment: A holy symbol, a set of traveler's clothes, and a belt pouch containing 15 gp +Source: Plane Shift: Innistrad p. 12 + + + Feature: Legal Authority + As an inquisitor of the church, you have the authority to arrest criminals. In the absence of other authorities, you are authorized to pass judgement and even carry out sentencing. If you abuse this power, however, your superiors in the church might strip it from you. + + + + diff --git a/FightClub5eXML/Sources/PlaneShift/items-ps-x.xml b/FightClub5eXML/Sources/PlaneShift/items-ps-x.xml new file mode 100644 index 0000000..bfd7060 --- /dev/null +++ b/FightClub5eXML/Sources/PlaneShift/items-ps-x.xml @@ -0,0 +1,453 @@ + + + + Amulet of dinosaur feathers (Sun Empire) + + $ + + 25.0 + + Source: Plane Shift: Ixalan p. 24 + + + Bejeweled ivory drinking horn with gold inlay (Brazen Coalition) + + $ + + 7500.0 + + Source: Plane Shift: Ixalan p. 25 + + + Bronze spyglass (Brazen Coalition) + + $ + + 250.0 + + Source: Plane Shift: Ixalan p. 24 + + + Carved jade statuette (River Heralds) + + $ + + 250.0 + + Source: Plane Shift: Ixalan p. 24 + + + Ceremonial silver dagger with gold pommel and black pearl (Legion of Dusk) + + $ + + 750.0 + + Source: Plane Shift: Ixalan p. 24 + + + Cloth-of-gold vestments (Legion of Dusk) + + $ + + 25.0 + + Source: Plane Shift: Ixalan p. 24 + + + Copper stein with silver filigree (Brazen Coalition) + + $ + + 25.0 + + Source: Plane Shift: Ixalan p. 24 + + + Eye patch with a mock eye set in blue sapphire and moonstone (Brazen Coalition) + + $ + + 2500.0 + + Source: Plane Shift: Ixalan p. 25 + + + Feathered mantle with emerald clasp (Sun Empire) + + $ + + 2500.0 + + Source: Plane Shift: Ixalan p. 25 + + + Fine gold chain with fire opals (Legion of Dusk) + + $ + + 2500.0 + + Source: Plane Shift: Ixalan p. 25 + + + Fine robe with dinosaur feathers and silver embroidery (Sun Empire) + + $ + + 250.0 + + Source: Plane Shift: Ixalan p. 24 + + + Fine steel rapier with gold filigree hilt (Legion of Dusk) + + $ + + 750.0 + + Source: Plane Shift: Ixalan p. 24 + + + Finely articulated jade glove (River Heralds) + + $ + + 2500.0 + + Source: Plane Shift: Ixalan p. 25 + + + Gold basin with rubies (Legion of Dusk) + + $ + + 7500.0 + + Source: Plane Shift: Ixalan p. 25 + + + Gold chalice (Legion of Dusk) + + $ + + 750.0 + + Source: Plane Shift: Ixalan p. 24 + + + Gold chalice set with emeralds (Legion of Dusk) + + $ + + 7500.0 + + Source: Plane Shift: Ixalan p. 25 + + + Gold jewelry box with platinum filigree (Brazen Coalition) + + $ + + 7500.0 + + Source: Plane Shift: Ixalan p. 25 + + + Gold locket with a painted portrait inside (Legion of Dusk) + + $ + + 25.0 + + Source: Plane Shift: Ixalan p. 24 + + + Gold music box (Brazen Coalition) + + $ + + 2500.0 + + Source: Plane Shift: Ixalan p. 25 + + + Gold pendant with black onyx (Legion of Dusk) + + $ + + 250.0 + + Source: Plane Shift: Ixalan p. 24 + + + Gold ring with turquoise (Legion of Dusk) + + $ + + 25.0 + + Source: Plane Shift: Ixalan p. 24 + + + Gold-plated ceremonial helmet and pauldrons (Legion of Dusk) + + $ + + 2500.0 + + Source: Plane Shift: Ixalan p. 25 + + + Gold-plated sextant with topaz (Brazen Coalition) + + $ + + 750.0 + + Source: Plane Shift: Ixalan p. 24 + + + Jade bowl (River Heralds) + + $ + + 250.0 + + Source: Plane Shift: Ixalan p. 24 + + + Jade breastplate (River Heralds) + + $ + + 7500.0 + + Source: Plane Shift: Ixalan p. 25 + + + Jade headpiece (River Heralds) + + $ + + 250.0 + + Source: Plane Shift: Ixalan p. 24 + + + Jade sword with amber (River Heralds) + + $ + + 750.0 + + Source: Plane Shift: Ixalan p. 24 + + + Jade totem with diamond eyes (River Heralds) + + $ + + 7500.0 + + Source: Plane Shift: Ixalan p. 25 + + + Jeweled anklet (Brazen Coalition) + + $ + + 2500.0 + + Source: Plane Shift: Ixalan p. 25 + + + Large gold bracelet (Legion of Dusk) + + $ + + 250.0 + + Source: Plane Shift: Ixalan p. 24 + + + Large jade totem (River Heralds) + + $ + + 750.0 + + Source: Plane Shift: Ixalan p. 24 + + + Large well-made tapestry (Legion of Dusk) + + $ + + 250.0 + + Source: Plane Shift: Ixalan p. 24 + + + Lute crafted of exotic wood with mother-of-pearl inlay and zircon gems (Brazen Coalition) + + $ + + 750.0 + + Source: Plane Shift: Ixalan p. 24 + + + Marble font with gold inlay (Legion of Dusk) + + $ + + 7500.0 + + Source: Plane Shift: Ixalan p. 25 + + + Masterpiece painting in mahogany frame with gold inlay (Legion of Dusk) + + $ + + 2500.0 + + Source: Plane Shift: Ixalan p. 25 + + + Necklace of electrum medallions with red and blue tournalines (Brazen Coalition) + + $ + + 750.0 + + Source: Plane Shift: Ixalan p. 24 + + + Necklace of jade and pink pearls (River Heralds) + + $ + + 2500.0 + + Source: Plane Shift: Ixalan p. 25 + + + Pair of engraved bone dice (Brazen Coalition) + + $ + + 25.0 + + Source: Plane Shift: Ixalan p. 24 + + + Pewter mug with green spinels (Brazen Coalition) + + $ + + 250.0 + + Source: Plane Shift: Ixalan p. 24 + + + Platinum headdress with topaz sun symbol (Sun Empire) + + $ + + 2500.0 + + Source: Plane Shift: Ixalan p. 25 + + + Platinum ring with yellow sapphire (Sun Empire) + + $ + + 7500.0 + + Source: Plane Shift: Ixalan p. 25 + + + Platinum staff topped with amber (Sun Empire) + + $ + + 7500.0 + + Source: Plane Shift: Ixalan p. 25 + + + Silver headdress with amber and red-coral feathers (Sun Empire) + + $ + + 750.0 + + Source: Plane Shift: Ixalan p. 24 + + + Silver medallion (Sun Empire) + + $ + + 25.0 + + Source: Plane Shift: Ixalan p. 24 + + + Silver necklace with an amber pendant (Sun Empire) + + $ + + 250.0 + + Source: Plane Shift: Ixalan p. 24 + + + Silver shoulder piece with amber and garnet (Sun Empire) + + $ + + 750.0 + + Source: Plane Shift: Ixalan p. 24 + + + Sun amulet on a beaded chain (Sun Empire) + + $ + + 25.0 + + Source: Plane Shift: Ixalan p. 24 + + + Tiny jade figurine (River Heralds) + + $ + + 25.0 + + Source: Plane Shift: Ixalan p. 24 + + + Treasure chest crafted of exotic wood with gold fittings and opals (Brazen Coalition) + + $ + + 7500.0 + + Source: Plane Shift: Ixalan p. 25 + + + Velvet doublet with gold buttons (Legion of Dusk) + + $ + + 25.0 + + Source: Plane Shift: Ixalan p. 24 + + diff --git a/FightClub5eXML/Sources/PlayersHandbook/backgrounds-phb.xml b/FightClub5eXML/Sources/PlayersHandbook/backgrounds-phb.xml new file mode 100644 index 0000000..5f3dc2f --- /dev/null +++ b/FightClub5eXML/Sources/PlayersHandbook/backgrounds-phb.xml @@ -0,0 +1,1246 @@ + + + + Acolyte + Insight, Religion + + Description + You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric—performing sacred rites is not the same thing as channeling divine power. +Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your DM to detail the nature of your religious service. The Gods of the Multiverse section contains a sample pantheon, from the Forgotten Realms setting. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny. +• Skill Proficiencies: Insight, Religion +• Languages: Two of your choice +• Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 gp +Source: Player's Handbook p. 127 + + + Feature: Shelter of the Faithful + As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. +You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. + + + + Suggested Characteristics + Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme. +d8 | Personality Trait +1 | I idolize a particular hero of my faith, and constantly refer to that person's deeds and example. +2 | I can find common ground between the fiercest enemies, empathizing with them and always working toward peace. +3 | I see omens in every event and action. The gods try to speak to us, we just need to listen. +4 | Nothing can shake my optimistic attitude. +5 | I quote (or misquote) sacred texts and proverbs in almost every situation. +6 | I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods. +7 | I've enjoyed fine food, drink, and high society among my temple's elite. Rough living grates on me. +8 | I've spent so long in the temple that I have little practical experience dealing with people in the outside world. + +d6 | Ideal +1 | Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful) +2 | Charity. I always try to help those in need, no matter what the personal cost. (Good) +3 | Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic) +4 | Power. I hope to one day rise to the top of my faith's religious hierarchy. (Lawful) +5 | Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful) +6 | Aspiration. I seek to prove myself worthy of my god's favor by matching my actions against his or her teachings. (Any) + +d6 | Bond +1 | I would die to recover an ancient relic of my faith that was lost long ago. +2 | I will someday get revenge on the corrupt temple hierarchy who branded me a heretic. +3 | I owe my life to the priest who took me in when my parents died. +4 | Everything I do is for the common people. +5 | I will do anything to protect the temple where I served. +6 | I seek to preserve a sacred text that my enemies consider heretical and seek to destroy. + +d6 | Flaw +1 | I judge others harshly, and myself even more severely. +2 | I put too much trust in those who wield power within my temple's hierarchy. +3 | My piety sometimes leads me to blindly trust those that profess faith in my god. +4 | I am inflexible in my thinking. +5 | I am suspicious of strangers and expect the worst of them. +6 | Once I pick a goal, I become obsessed with it to the detriment of everything else in my life. + + + + + + Charlatan + Deception, Sleight Of Hand + + Description + You have always had a way with people. You know what makes them tick, you can tease out their hearts' desires after a few minutes of conversation, and with a few leading questions you can read like they were children's books. It's a useful talent, and one that you're perfectly willing to use for your advantage +You know what people want and you deliver, or rather, you promise to deliver. Common sense should steer people away from things that sound too good to be true, but common sense seems to be in short supply when you're around. The bottle of pink-colored liquid will surely cure that unseemly rash, this ointment–nothing more than a bit of fat with a sprinkle of silver dust–can restore youth and vigor, and there's a bridge in the city that just happens to be for sale. These marvels sound implausible, but you can make them sound like the real deal. +• Skill Proficiencies: Deception, Sleight of Hand +• Tool Proficiencies: Disguise kit, Forgery kit +• Equipment: A set of fine clothes, a disguise kit, tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cards, or a signet ring of an imaginary duke), and a belt pouch containing 15 gp +Source: Player's Handbook p. 128 + + + Feature: False Identity + You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy. + + + + Favorite Schemes + Every charlatan has an angle he or she uses in preference to other schemes. Choose a favorite scam or roll on the table below. +d6 | Scam +1 | I cheat at games of chance. +2 | I shave coins or forge documents. +3 | I insinuate myself into people's lives to prey on their weakness and secure their fortunes. +4 | I put on new identities like clothes. +5 | I run sleight-of-hand cons on street corners. +6 | I convince people that worthless junk is worth their hard-earned money. + + + + + Suggested Characteristics + Charlatans are colorful characters who conceal their true selves behind the masks they construct. They reflect what people want to see, what they want to believe, and how they see the world. But their true selves are sometimes plagued by an uneasy conscience, an old enemy, or deep-seated trust issues. +d8 | Personality Trait +1 | I fall in and out of love easily, and am always pursuing someone. +2 | I have a joke for every occasion, especially occasions where humor is inappropriate. +3 | Flattery is my preferred trick for getting what I want. +4 | I'm a born gambler who can't resist taking a risk for a potential payoff. +5 | I lie about almost everything, even when there's no reason to. +6 | Sarcasm and insults are my weapons of choice. +7 | I keep multiple holy symbols on me and invoke whatever deity might come in useful at any given moment. +8 | I pocket anything I see that might have some value. + +d6 | Ideal +1 | Independence. I am a free spirit—no one tells me what to do. (Chaotic) +2 | Fairness. I never target people who can't afford to lose a few coins. (Lawful) +3 | Charity. I distribute the money I acquire to the people who really need it. (Good) +4 | Creativity. I never run the same con twice. (Chaotic) +5 | Friendship. Material goods come and go. Bonds of friendship last forever. (Good) +6 | Aspiration. I'm determined to make something of myself. (Any) + +d6 | Bond +1 | I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about. +2 | I owe everything to my mentor—a horrible person who's probably rotting in jail somewhere. +3 | Somewhere out there, I have a child who doesn't know me. I'm making the world better for him or her. +4 | I come from a noble family, and one day I'll reclaim my lands and title from those who stole them from me. +5 | A powerful person killed someone I love. Some day soon, I'll have my revenge. +6 | I swindled and ruined a person who didn't deserve it. I seek to atone for my misdeeds but might never be able to forgive myself. + +d6 | Flaw +1 | I can't resist a pretty face. +2 | I'm always in debt. I spend my ill-gotten gains on decadent luxuries faster than I bring them in. +3 | I'm convinced that no one could ever fool me the way I fool others. +4 | I'm too greedy for my own good. I can't resist taking a risk if there's money involved. +5 | I can't resist swindling people who are more powerful than me. +6 | I hate to admit it and will hate myself for it, but I'll run and preserve my own hide if the going gets tough. + + + + + + Criminal + Deception, Stealth + + Description + You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You're far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society. +• Skill Proficiencies: Deception, Stealth +• Tool Proficiencies: One type of gaming set, thieves' tools +• Equipment: A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 gp +Source: Player's Handbook p. 129 + + + Feature: Criminal Contact + You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you. + + + + Specialty + There are many kinds of criminals, and within a thieves' guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life, or roll on the table below. +d8 | Specialty +1 | Blackmailer +2 | Burglar +3 | Enforcer +4 | Fence +5 | Highway robber +6 | Hired killer +7 | Pickpocket +8 | Smuggler + + + + + Suggested Characteristics + Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority. +d8 | Personality Trait +1 | I always have a plan for when things go wrong. +2 | I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. +3 | The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden. +4 | I would rather make a new friend than a new enemy. +5 | I am incredibly slow to trust. Those who seem the fairest often have the most to hide. +6 | I don't pay attention to the risks in a situation. Never tell me the odds. +7 | The best way to get me to do something is to tell me I can't do it. +8 | I blow up at the slightest insult. + +d6 | Ideal +1 | Honor. I don't steal from others in the trade. (Lawful) +2 | Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic) +3 | Charity. I steal from the wealthy so that I can help people in need. (Good) +4 | Greed. I will do whatever it takes to become wealthy. (Evil) +5 | People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral) +6 | Redemption. There's a spark of good in everyone. (Good) + +d6 | Bond +1 | I'm trying to pay off an old debt I owe to a generous benefactor. +2 | My ill-gotten gains go to support my family. +3 | Something important was taken from me, and I aim to steal it back. +4 | I will become the greatest thief that ever lived. +5 | I'm guilty of a terrible crime. I hope I can redeem myself for it. +6 | Someone I loved died because of a mistake I made. That will never happen again. + +d6 | Flaw +1 | When I see something valuable, I can't think about anything but how to steal it. +2 | When faced with a choice between money and my friends, I usually choose the money. +3 | If there's a plan, I'll forget it. If I don't forget it, I'll ignore it. +4 | I have a 'tell' that reveals when I'm lying. +5 | I turn tail and run when things look bad. +6 | An innocent person is in prison for a crime that I committed. I'm okay with that. + + + + + + Entertainer + Acrobatics, Performance + + Description + You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your poetics can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or captures their sorrow. Your dance steps captivate, your humor cuts to the quick. Whatever techniques you use, your art is your life. +• Skill Proficiencies: Acrobatics, Performance +• Tool Proficiencies: Disguise kit, one type of musical instrument +• Equipment: A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), costume clothes, and a belt pouch containing 15 gp +Source: Player's Handbook p. 130 + + + Feature: By Popular Demand + You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you. + + + + Specialty + A good entertainer is versatile, spicing up every performance with a variety of different routines. Choose one to three routines or roll on the table below to define your expertise as an entertainer. +d10 | Routines +1 | Actor +2 | Dancer +3 | Fire-eater +4 | Jester +5 | Juggler +6 | Instrumentalist +7 | Poet +8 | Singer +9 | Storyteller +10 | Tumbler + + + + + Suggested Characteristics + Successful entertainers have to be able to capture and hold an audience's attention, so they tend to have flamboyant or forceful personalities. They're inclined toward the romantic and often cling to high-minded ideals about the practice of art and the appreciation of beauty. +d8 | Personality Trait +1 | I know a story relevant to almost every situation. +2 | Whenever I come to a new place, I collect local rumors and spread gossip. +3 | I'm a hopeless romantic, always searching for that "special someone". +4 | Nobody stays angry at me or around me for long, since I can defuse any amount of tension. +5 | I love a good insult, even one directed at me. +6 | I get bitter if I'm not the center of attention. +7 | I'll settle for nothing less than perfection. +8 | I change my mood or my mind as quickly as I change key in a song. + +d6 | Ideal +1 | Beauty. When I perform, I make the world better than it was. (Good) +2 | Tradition. The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful) +3 | Creativity. The world is in need of new ideas and bold action. (Chaotic) +4 | Greed. I'm only in it for the money and fame. (Evil) +5 | People. I like seeing the smiles on people's faces when I perform. That's all that matters. (Neutral) +6 | Honesty. Art should reflect the soul; it should come from within and reveal who we really are. (Any) + +d6 | Bond +1 | My instrument is my most treasured possession, and it reminds me of someone I love. +2 | Someone stole my precious instrument, and someday I'll get it back. +3 | I want to be famous, whatever it takes. +4 | I idolize a hero of the old tales and measure my deeds against that person's. +5 | I will do anything to prove myself superior to my hated rival. +6 | I would do anything for the other members of my old troupe. + +d6 | Flaw +1 | I'll do anything to win fame and renown. +2 | I'm a sucker for a pretty face. +3 | A scandal prevents me from ever going home again. That kind of trouble seems to follow me around. +4 | I once satirized a noble who still wants my head. It was a mistake that I will likely repeat. +5 | I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble. +6 | Despite my best efforts, I am unreliable to my friends. + + + + + + Folk Hero + Animal Handling, Survival + + Description + You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere. +• Skill Proficiencies: Animal Handling, Survival +• Tool Proficiencies: One type of artisan's tools, vehicles (land) +• Equipment: A set of artisan's tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a belt pouch containing 10 gp +Source: Player's Handbook p. 131 + + + Feature: Rustic Hospitality + Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you. + + + + Specialty + You previously pursued a simple profession among the peasantry, perhaps as a farmer, miner, servant, shepherd, woodcutter, or gravedigger. But something happened that set you on a different path and marked you for greater things. Choose or randomly determine a defining event that marked you as a hero of the people. +d10 | Defining Event +1 | I stood up to a tyrant's agents. +2 | I saved people during a natural disaster. +3 | I stood alone against a terrible monster. +4 | I stole from a corrupt merchant to help the poor. +5 | I led a militia to fight of an invading army. +6 | I broke into a tyrant's castle and stole weapons to arm the people. +7 | I trained the peasantry to use farming implements as weapons against a tyrant's soldiers. +8 | A lord rescinded an unpopular decree after I led a symbolic act of protest against it. +9 | A celestial, fey, or similar creature gave me a blessing or revealed my secret origin. +10 | Recruited into a lord's army, I rose to leadership and was commended for my heroism. + + + + + Suggested Characteristics + A folk hero is one of the common people, for better or for worse. Most folk heroes look on their humble origins as a virtue, not a shortcoming, and their home communities remain very important to them. +d8 | Personality Trait +1 | I judge people by their actions, not their words. +2 | If someone is in trouble, I'm always ready to lend help. +3 | When I set my mind to something, I follow through no matter what gets in my way. +4 | I have a strong sense of fair play and always try to find the most equitable solution to arguments. +5 | I'm confident in my own abilities and do what I can to instill confidence in others. +6 | Thinking is for other people. I prefer action. +7 | I misuse long words in an attempt to sound smarter. +8 | I get bored easily. When am I going to get on with my destiny? + +d6 | Ideal +1 | Respect. People deserve to be treated with dignity and respect. (Good) +2 | Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful) +3 | Freedom. Tyrants must not be allowed to oppress the people. (Chaotic) +4 | Might. If I become strong, I can take what I want—what I deserve. (Evil) +5 | Sincerity. There's no good in pretending to be something I'm not. (Neutral) +6 | Destiny. Nothing and no one can steer me away from my higher calling. (Any) + +d6 | Bond +1 | I have a family, but I have no idea where they are. One day, I hope to see them again. +2 | I worked the land, I love the land, and I will protect the land. +3 | A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter. +4 | My tools are symbols of my past life, and I carry them so that I will never forget my roots. +5 | I protect those who cannot protect themselves. +6 | I wish my childhood sweetheart had come with me to pursue my destiny. + +d6 | Flaw +1 | The tyrant who rules my land will stop at nothing to see me killed. +2 | I'm convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure. +3 | The people who knew me when I was young know my shameful secret, so I can never go home again. +4 | I have a weakness for the vices of the city, especially hard drink. +5 | Secretly, I believe that things would be better if I were a tyrant lording over the land. +6 | I have trouble trusting in my allies. + + + + + + Guild Artisan + Insight, Persuasion + + Description + You are a member of an artisan's guild, skilled in a particular field and closely associated with other artisans. You are a well-established part of the mercantile world, freed by talent and wealth from the constraints of a feudal social order. You learned your skills as an apprentice to a master artisan, under the sponsorship of your guild, until you became a master in your own right. +• Skill Proficiencies: Insight, Persuasion +• Tool Proficiencies: One type of artisan's tools +• Languages: One of your choice +• Equipment: A set of artisan's tools (one of your choice), a letter of introduction from your guild, a set of traveler's clothes, and a belt pouch containing 15 gp +Source: Player's Handbook p. 132 + + + Feature: Guild Membership + As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings. +Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers. +You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces. + + + + Specialty + Guilds are generally found in cities large enough to support several artisans practicing the same trade. However, your guild might instead be a loose network of artisans who each work in a different village within a larger realm. Work with your DM to determine the nature of your guild. You can select your guild business from the Guild Business table or roll randomly. +d20 | Guild Business +1 | Alchemists and apothecaries +2 | Armorers, locksmiths, and finesmiths +3 | Brewers, distillers, and vintners +4 | Calligraphers, scribes, and scriveners +5 | Carpenters, roofers, and plasterers +6 | Cartographers, surveyors, and chart-makers +7 | Cobblers and shoemakers +8 | Cooks and bakers +9 | Glassblowers and glaziers +10 | Jewelers and gemcutters +11 | Leatherworkers, skinners, and tanners +12 | Masons and stonecutters +13 | Painters, limners, and sign-makers +14 | Potters and tile-makers +15 | Shipwrights and sail-makers +16 | Smiths and metal-forgers +17 | Tinkers, pewterers, and casters +18 | Wagon-makers and wheelwrights +19 | Weavers and dyers +20 | Woodcarvers, coopers, and bowyers + + + + + Suggested Characteristics + Guild artisans are among the most ordinary people in the world—until they set down their tools and take up an adventuring career. They understand the value of hard work and the importance of community, but they're vulnerable to sins of greed and covetousness. +d8 | Personality Trait +1 | I believe that anything worth doing is worth doing right. I can't help it—I'm a perfectionist. +2 | I'm a snob who looks down on those who can't appreciate fine art. +3 | I always want to know how things work and what makes people tick. +4 | I'm full of witty aphorisms and have a proverb for every occasion. +5 | I'm rude to people who lack my commitment to hard work and fair play. +6 | I like to talk at length about my profession. +7 | I don't part with my money easily and will haggle tirelessly to get the best deal possible. +8 | I'm well known for my work, and I want to make sure everyone appreciates it. I'm always taken aback when people haven't heard of me. + +d6 | Ideal +1 | Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful) +2 | Generosity. My talents were given to me so that I could use them to benefit the world. (Good) +3 | Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic) +4 | Greed. I'm only in it for the money. (Evil) +5 | People. I'm committed to the people I care about, not to ideals. (Neutral) +6 | Aspiration. I work hard to be the best there is at my craft. (Any) + +d6 | Bond +1 | The workshop where I learned my trade is the most important place in the world to me. +2 | I created a great work for someone, and then found them unworthy to receive it. I'm still looking for someone worthy. +3 | I owe my guild a great debt for forging me into the person I am today. +4 | I pursue wealth to secure someone's love. +5 | One day I will return to my guild and prove that I am the greatest artisan of them all. +6 | I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood. + +d6 | Flaw +1 | I'll do anything to get my hands on something rare or priceless. +2 | I'm quick to assume that someone is trying to cheat me. +3 | No one must ever learn that I once stole money from guild coffers. +4 | I'm never satisfied with what I have—I always want more. +5 | I would kill to acquire a noble title. +6 | I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals. + + + + + + Hermit + Medicine, Religion + + Description + You lived in seclusion–either in a sheltered community such as a monastery, or entirely alone–for a formative part of your life. In your time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you were looking for. +• Skill Proficiencies: Medicine, Religion +• Tool Proficiencies: Herbalism kit +• Languages: One of your choice +• Equipment: A Map or Scroll Case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 5 gp +Source: Player's Handbook p. 134 + + + Feature: Discovery + The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society. +Work with your DM to determine the details of your discovery and its impact on the campaign. + + + + Specialty + What was the reason for your isolation, and what changed to allow you to end your solitude? You can work with your DM to determine the exact nature of your seclusion, or you can choose or roll on the table below to determine the reason behind your seclusion. +d8 | Life of Seclusion +1 | I was searching for spiritual enlightenment. +2 | I was partaking of communal living in accordance with the dictates of a religious order. +3 | I was exiled for a crime I didn't commit. +4 | I retreated from society after a life-altering event. +5 | I needed a quiet place to work on my art, literature, music, or manifesto. +6 | I needed to commune with nature, far from civilization. +7 | I was the caretaker of an ancient ruin or relic. +8 | I was a pilgrim in search of a person, place, or relic of spiritual significance. + + + + + Suggested Characteristics + Some hermits are well suited to a life of seclusion, whereas others chafe against it and long for company. Whether they embrace solitude or long to escape it, the solitary life shapes their attitudes and ideals. A few are driven slightly mad by their years apart from society. +d8 | Personality Trait +1 | I've been isolated for so long that I rarely speak, preferring gestures and the occasional grunt. +2 | I am utterly serene, even in the face of disaster. +3 | The leader of my community had something wise to say on every topic, and I am eager to share that wisdom. +4 | I feel tremendous empathy for all who suffer. +5 | I'm oblivious to etiquette and social expectations. +6 | I connect everything that happens to me to a grand, cosmic plan. +7 | I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings. +8 | I am working on a grand philosophical theory and love sharing my ideas. + +d6 | Ideal +1 | Greater Good. My gifts are meant to be shared with all, not used for my own benefit. (Good) +2 | Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful) +3 | Free Thinking. Inquiry and curiosity are the pillars of progress. (Chaotic) +4 | Power. Solitude and contemplation are paths toward mystical or magical power. (Evil) +5 | Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral) +6 | Self-Knowledge. If you know yourself, there's nothing left to know. (Any) + +d6 | Bond +1 | Nothing is more important than the other members of my hermitage, order, or association. +2 | I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them. +3 | I'm still seeking the enlightenment I pursued in my seclusion, and it still eludes me. +4 | I entered seclusion because I loved someone I could not have. +5 | Should my discovery come to light, it could bring ruin to the world. +6 | My isolation gave me great insight into a great evil that only I can destroy. + +d6 | Flaw +1 | Now that I've returned to the world, I enjoy its delights a little too much. +2 | I harbor dark, bloodthirsty thoughts that my isolation and meditation failed to quell. +3 | I am dogmatic in my thoughts and philosophy. +4 | I let my need to win arguments overshadow friendships and harmony. +5 | I'd risk too much to uncover a lost bit of knowledge. +6 | I like keeping secrets and won't share them with anyone. + + + + + + Noble + History, Persuasion + + Description + You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them. +Work with your DM to come up with an appropriate title and determine how much authority that title carries. A noble title doesn't stand on its own—it's connected to an entire family, and whatever title you hold, you will pass it down to your own children. Not only do you need to determine your noble title, but you should also work with the DM to describe your family and their influence on you. +Is your family old and established, or was your title only recently bestowed? How much influence do they wield, and over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the common people regard them? +What's your position in the family? Are you the heir to the head of the family? Have you already inherited the title? How do you feel about that responsibility? Or are you so far down the line of inheritance that no one cares what you do, as long as you don't embarrass the family? How does the head of your family feel about your adventuring career? Are you in your family's good graces, or shunned by the rest of your family? +Does your family have a coat of arms? An insignia you might wear on a signet ring? Particular colors you wear all the time? An animal you regard as a symbol of your line or even a spiritual member of the family? +These details help establish your family and your title as features of the world of the campaign. +• Skill Proficiencies: History, Persuasion +• Tool Proficiencies: One type of gaming set +• Languages: One of your choice +• Equipment: A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp +Source: Player's Handbook p. 135 + + + Feature: Position of Privilege + Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to. + + + + Suggested Characteristics + Nobles are born and raised to a very different lifestyle than most people ever experience, and their personalities reflect that upbringing. A noble title comes with a plethora of bonds—responsibilities to family, to other nobles (including the sovereign), to the people entrusted to the family's care, or even to the title itself. But this responsibility is often a good way to undermine a noble. +d8 | Personality Trait +1 | My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world. +2 | The common folk love me for my kindness and generosity. +3 | No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses. +4 | I take great pains to always look my best and follow the latest fashions. +5 | I don't like to get my hands dirty, and I won't be caught dead in unsuitable accommodations. +6 | Despite my noble birth, I do not place myself above other folk. We all have the same blood. +7 | My favor, once lost, is lost forever. +8 | If you do me an injury, I will crush you, ruin your name, and salt your fields. + +d6 | Ideal +1 | Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good) +2 | Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful) +3 | Independence. I must prove that I can handle myself without coddling from my family. (Chaotic) +4 | Power. If I can attain more power, no one will tell me what to do. (Evil) +5 | Family. Blood runs thicker than water. (Any) +6 | Noble Obligation. It is my duty to protect and care for the people beneath me. (Good) + +d6 | Bond +1 | I will face any challenge to win the approval of my family. +2 | My house's alliance with another noble family must be sustained at all costs. +3 | Nothing is more important than the other members of my family. +4 | I am in love with the heir of a family that my family despises. +5 | My loyalty to my sovereign is unwavering. +6 | The common folk must see me as a hero of the people. + +d6 | Flaw +1 | I secretly believe that everyone is beneath me. +2 | I hide a truly scandalous secret that could ruin my family forever. +3 | I too often hear veiled insults and threats in every word addressed to me, and I'm quick to anger. +4 | I have an insatiable desire for carnal pleasures. +5 | In fact, the world does revolve around me. +6 | By my words and actions, I often bring shame to my family. + + + + + + Outlander + Athletics, Survival + + Description + You grew up in the wilds, far from civilization and the comforts of town and technology. You've witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don't know the specific features of the terrain, you know the ways of the wild. +• Skill Proficiencies: Athletics, Survival +• Tool Proficiencies: One type of musical instrument +• Languages: One of your choice +• Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 10 gp +Source: Player's Handbook p. 136 + + + Feature: Wanderer + You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. + + + + Specialty + You've been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character. +d10 | Origin +1 | Forester +2 | Trapper +3 | Homesteader +4 | Guide +5 | Exile or outcast +6 | Bounty hunter +7 | Pilgrim +8 | Tribal nomad +9 | Hunter-gatherer +10 | Tribal marauder + + + + + Suggested Characteristics + Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders. +d8 | Personality Trait +1 | I'm driven by a wanderlust that led me away from home. +2 | I watch over my friends as if they were a litter of newborn pups. +3 | I once ran twenty-five miles without stopping to warn to my clan of an approaching orc horde. I'd do it again if I had to. +4 | I have a lesson for every situation, drawn from observing nature. +5 | I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear. +6 | I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them. +7 | I feel far more comfortable around animals than people. +8 | I was, in fact, raised by wolves. + +d6 | Ideal +1 | Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic) +2 | Greater Good. It is each person's responsibility to make the most happiness for the whole tribe. (Good) +3 | Honor. If I dishonor myself, I dishonor my whole clan. (Lawful) +4 | Might. The strongest are meant to rule. (Evil) +5 | Nature. The natural world is more important than all the constructs of civilization. (Neutral) +6 | Glory. I must earn glory in battle, for myself and my clan. (Any) + +d6 | Bond +1 | My family, clan, or tribe is the most important thing in my life, even when they are far from me. +2 | An injury to the unspoiled wilderness of my home is an injury to me. +3 | I will bring terrible wrath down on the evildoers who destroyed my homeland. +4 | I am the last of my tribe, and it is up to me to ensure their names enter legend. +5 | I suffer awful visions of a coming disaster and will do anything to prevent it. +6 | It is my duty to provide children to sustain my tribe. + +d6 | Flaw +1 | I am too enamored of ale, wine, and other intoxicants. +2 | There's no room for caution in a life lived to the fullest. +3 | I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me. +4 | I am slow to trust members of other races, tribes, and societies. +5 | Violence is my answer to almost any challenge. +6 | Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish. + + + + + + Sage + Arcana, History + + Description + You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study. +• Skill Proficiencies: Arcana, History +• Languages: Two of your choice +• Equipment: A Ink (1-ounce bottle), a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 gp +Source: Player's Handbook p. 137 + + + Feature: Researcher + When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature, Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. + + + + Specialty + To determine the nature of your scholarly training, roll a d8 or choose from the options in the table below. +d8 | Field of Study +1 | Alchemist +2 | Astronomer +3 | Discredited academic +4 | Librarian +5 | Professor +6 | Researcher +7 | Wizard's apprentice +8 | Scribe + + + + + Suggested Characteristics + Sages are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, a sage values knowledge highly—sometimes in its own right, sometimes as a means toward other ideals. +d8 | Personality Trait +1 | I use polysyllabic words that convey the impression of great erudition. +2 | I've read every book in the world's greatest libraries—or I like to boast that I have. +3 | I'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything to others. +4 | There's nothing I like more than a good mystery. +5 | I'm willing to listen to every side of an argument before I make my own judgment. +6 | I... speak... slowly... when talking... to idiots,... which... almost... everyone... is... compared... to me. +7 | I am horribly, horribly awkward in social situations. +8 | I'm convinced that people are always trying to steal my secrets. + +d6 | Ideal +1 | Knowledge. The path to power and self-improvement is through knowledge. (Neutral) +2 | Beauty. What is beautiful points us beyond itself toward what is true. (Good) +3 | Logic. Emotions must not cloud our logical thinking. (Lawful) +4 | No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic) +5 | Power. Knowledge is the path to power and domination. (Evil) +6 | Self-Improvement. The goal of a life of study is the betterment of oneself. (Any) + +d6 | Bond +1 | It is my duty to protect my students. +2 | I have an ancient text that holds terrible secrets that must not fall into the wrong hands. +3 | I work to preserve a library, university, scriptorium, or monastery. +4 | My life's work is a series of tomes related to a specific field of lore. +5 | I've been searching my whole life for the answer to a certain question. +6 | I sold my soul for knowledge. I hope to do great deeds and win it back. + +d6 | Flaw +1 | I am easily distracted by the promise of information. +2 | Most people scream and run when they see a demon. I stop and take notes on its anatomy. +3 | Unlocking an ancient mystery is worth the price of a civilization. +4 | I overlook obvious solutions in favor of complicated ones. +5 | I speak without really thinking through my words, invariably insulting others. +6 | I can't keep a secret to save my life, or anyone else's. + + + + + + Sailor + Athletics, Perception + + Description + You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has come to try your hand at something new. +Discuss the nature of the ship you previously sailed with your Dungeon Master. Was it a merchant ship, a naval vessel, a ship of discovery, or a pirate ship? How famous (or infamous) is it? Is it widely traveled? Is it still sailing, or is it missing and presumed lost with all hands? +What were your duties on board–boatswain, captain, navigator, cook, or some other position? Who were the captain and first mate? Did you leave your ship on good terms with your fellows, or on the run? +• Skill Proficiencies: Athletics, Perception +• Tool Proficiencies: Navigator's tools, vehicles (water) +• Equipment: A belaying pin (club), silk rope (50 feet), a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10 gp +Source: Player's Handbook p. 139 + + + Feature: Ship's Passage + When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage. + + + + Suggested Characteristics + Sailors can be a rough lot, but the responsibilities of life on a ship make them generally reliable as well. Life aboard a ship shapes their outlook and forms their most important attachments. +d8 | Personality Trait +1 | My friends know they can rely on me, no matter what. +2 | I work hard so that I can play hard when the work is done. +3 | I enjoy sailing into new ports and making new friends over a flagon of ale. +4 | I stretch the truth for the sake of a good story. +5 | To me, a tavern brawl is a nice way to get to know a new city. +6 | I never pass up a friendly wager. +7 | My language is as foul as an otyugh nest. +8 | I like a job well done, especially if I can convince someone else to do it. + +d6 | Ideal +1 | Respect. The thing that keeps a ship together is mutual respect between captain and crew. (Good) +2 | Fairness. We all do the work, so we all share in the rewards. (Lawful) +3 | Freedom. The sea is freedom—the freedom to go anywhere and do anything. (Chaotic) +4 | Mastery. I'm a predator, and the other ships on the sea are my prey. (Evil) +5 | People. I'm committed to my crewmates, not to ideals. (Neutral) +6 | Aspiration. Someday, I'll own my own ship and chart my own destiny. (Any) + +d6 | Bond +1 | I'm loyal to my captain first, everything else second. +2 | The ship is most important—crewmates and captains come and go. +3 | I'll always remember my first ship. +4 | In a harbor town, I have a paramour whose eyes nearly stole me from the sea. +5 | I was cheated out of my fair share of the profits, and I want to get my due. +6 | Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine. + +d6 | Flaw +1 | I follow orders, even if I think they're wrong. +2 | I'll say anything to avoid having to do extra work. +3 | Once someone questions my courage, I never back down no matter how dangerous the situation. +4 | Once I start drinking, it's hard for me to stop. +5 | I can't help but pocket loose coins and other trinkets I come across. +6 | My pride will probably lead to my destruction. + + + + + + Soldier + Athletics, Intimidation + + Description + War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war. +When you choose this background, work with your DM to determine which military organization you were a part of, how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a standing army, a town guard, or a village militia? Or it might have been a noble's or merchant's private army, or a mercenary company. +• Skill Proficiencies: Athletics, Intimidation +• Tool Proficiencies: One type of gaming set, vehicles (land) +• Equipment: An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a bone dice set or playing card set, a set of common clothes, and a belt pouch containing 10 gp +Source: Player's Handbook p. 140 + + + Feature: Military Rank + You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. + + + + Specialty + During your time as a soldier, you had a specific role to play in your unit or army. Roll a d8 or choose from the options in the table below to determine your role: +d8 | Role +1 | Officer +2 | Scout +3 | Infantry +4 | Cavalry +5 | Healer +6 | Quartermaster +7 | Standard-bearer +8 | Support staff (cook, blacksmith, or the like) + + + + + Suggested Characteristics + The horrors of war combined with the rigid discipline of military service leave their mark on all soldiers, shaping their ideals, creating strong bonds, and often leaving them scarred and vulnerable to fear, shame, and hatred. +d8 | Personality Trait +1 | I'm always polite and respectful. +2 | I'm haunted by memories of war. I can't get the images of violence out of my mind. +3 | I've lost too many friends, and I'm slow to make new ones. +4 | I'm full of inspiring and cautionary tales from my military experience relevant to almost every combat situation. +5 | I can stare down a hell hound without flinching. +6 | I enjoy being strong and like breaking things. +7 | I have a crude sense of humor. +8 | I face problems head-on. A simple, direct solution is the best path to success. + +d6 | Ideal +1 | Greater Good. Our lot is to lay down our lives in defense of others. (Good) +2 | Responsibility. I do what I must and obey just authority. (Lawful) +3 | Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic) +4 | Might. In life as in war, the stronger force wins. (Evil) +5 | Live and Let Live. Ideals aren't worth killing over or going to war for. (Neutral) +6 | Nation. My city, nation, or people are all that matter. (Any) + +d6 | Bond +1 | I would still lay down my life for the people I served with. +2 | Someone saved my life on the battlefield. To this day, I will never leave a friend behind. +3 | My honor is my life. +4 | I'll never forget the crushing defeat my company suffered or the enemies who dealt it. +5 | Those who fight beside me are those worth dying for. +6 | I fight for those who cannot fight for themselves. + +d6 | Flaw +1 | The monstrous enemy we faced in battle still leaves me quivering with fear. +2 | I have little respect for anyone who is not a proven warrior. +3 | I made a terrible mistake in battle that cost many lives—and I would do anything to keep that mistake secret. +4 | My hatred of my enemies is blinding and unreasoning. +5 | I obey the law, even if the law causes misery. +6 | I'd rather eat my armor than admit when I'm wrong. + + + + + + Urchin + Sleight Of Hand, Stealth + + Description + You grew up on the streets alone, orphaned, and poor. You had no one to watch over you or to provide for you, so you learned to provide for yourself. You fought fiercely over food and kept a constant watch out for other desperate souls who might steal from you. You slept on rooftops and in alleyways, exposed to the elements, and endured sickness without the advantage of medicine or a place to recuperate. You've survived despite all odds, and did so through cunning, strength, speed, or some combination of each. +You begin your adventuring career with enough money to live modestly but securely for at least ten days. How did you come by that money? What allowed you to break free of your desperate circumstances and embark on a better life? +• Skill Proficiencies: Sleight of Hand, Stealth +• Tool Proficiencies: Disguise kit, Thieves' tools +• Equipment: A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a belt pouch containing 10 gp +Source: Player's Handbook p. 141 + + + Feature: City Secrets + You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow. + + + + Suggested Characteristics + Urchins are shaped by lives of desperate poverty, for good and for ill. They tend to be driven either by a commitment to the people with whom they shared life on the street or by a burning desire to find a better life—and maybe get some payback on all the rich people who treated them badly. +d8 | Personality Trait +1 | I hide scraps of food and trinkets away in my pockets. +2 | I ask a lot of questions. +3 | I like to squeeze into small places where no one else can get to me. +4 | I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in my arms. +5 | I eat like a pig and have bad manners. +6 | I think anyone who's nice to me is hiding evil intent. +7 | I don't like to bathe. +8 | I bluntly say what others are hinting at or hiding. + +d6 | Ideal +1 | Respect. All people, rich or poor, deserve respect. (Good) +2 | Community. We have to take care of each other, because no one else is going to do it. (Lawful) +3 | Change. The low are lifted up, and the high and mighty are brought down. Change is the nature of things. (Chaotic) +4 | Retribution. The rich need to be shown what life and death are like in the gutters. (Evil) +5 | People. I help the people who help me—that's what keeps us alive. (Neutral) +6 | Aspiration. I'm going to prove that I'm worthy of a better life. (Any) + +d6 | Bond +1 | My town or city is my home, and I'll fight to defend it. +2 | I sponsor an orphanage to keep others from enduring what I was forced to endure. +3 | I owe my survival to another urchin who taught me to live on the streets. +4 | I owe a debt I can never repay to the person who took pity on me. +5 | I escaped my life of poverty by robbing an important person, and I'm wanted for it. +6 | No one else should have to endure the hardships I've been through. + +d6 | Flaw +1 | If I'm outnumbered, I will run away from a fight. +2 | Gold seems like a lot of money to me, and I'll do just about anything for more of it. +3 | I will never fully trust anyone other than myself. +4 | I'd rather kill someone in their sleep than fight fair. +5 | It's not stealing if I need it more than someone else. +6 | People who can't take care of themselves get what they deserve. + + + + + + Criminal / Spy + Deception, Stealth + + Description + • Skill Proficiencies: Deception, Stealth +• Tool Proficiencies: One type of gaming set, thieves' tools +• Equipment: A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 gp +Source: Player's Handbook p. 130 + + + Feature: Spy Contact + You have a reliable and trustworthy contact who acts as your liaison to a network of other spies. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you. + + + + Specialty + There are many kinds of criminals, and within a thieves' guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life, or roll on the table below. +d8 | Specialty +1 | Blackmailer +2 | Burglar +3 | Enforcer +4 | Fence +5 | Highway robber +6 | Hired killer +7 | Pickpocket +8 | Smuggler + + + + + Suggested Characteristics + Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority. +d8 | Personality Trait +1 | I always have a plan for when things go wrong. +2 | I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. +3 | The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden. +4 | I would rather make a new friend than a new enemy. +5 | I am incredibly slow to trust. Those who seem the fairest often have the most to hide. +6 | I don't pay attention to the risks in a situation. Never tell me the odds. +7 | The best way to get me to do something is to tell me I can't do it. +8 | I blow up at the slightest insult. + +d6 | Ideal +1 | Honor. I don't steal from others in the trade. (Lawful) +2 | Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic) +3 | Charity. I steal from the wealthy so that I can help people in need. (Good) +4 | Greed. I will do whatever it takes to become wealthy. (Evil) +5 | People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral) +6 | Redemption. There's a spark of good in everyone. (Good) + +d6 | Bond +1 | I'm trying to pay off an old debt I owe to a generous benefactor. +2 | My ill-gotten gains go to support my family. +3 | Something important was taken from me, and I aim to steal it back. +4 | I will become the greatest thief that ever lived. +5 | I'm guilty of a terrible crime. I hope I can redeem myself for it. +6 | Someone I loved died because of a mistake I made. That will never happen again. + +d6 | Flaw +1 | When I see something valuable, I can't think about anything but how to steal it. +2 | When faced with a choice between money and my friends, I usually choose the money. +3 | If there's a plan, I'll forget it. If I don't forget it, I'll ignore it. +4 | I have a 'tell' that reveals when I'm lying. +5 | I turn tail and run when things look bad. +6 | An innocent person is in prison for a crime that I committed. I'm okay with that. + + + + + + Entertainer / Gladiator + Acrobatics, Performance + + Description + • Skill Proficiencies: Acrobatics, Performance +• Tool Proficiencies: Disguise kit, one type of musical instrument +• Equipment: A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), costume clothes, and a belt pouch containing 15 gp +Source: Player's Handbook p. 131 + + + Feature: By Popular Demand + You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you. + + + + Specialty + A good entertainer is versatile, spicing up every performance with a variety of different routines. Choose one to three routines or roll on the table below to define your expertise as an entertainer. +d10 | Routines +1 | Actor +2 | Dancer +3 | Fire-eater +4 | Jester +5 | Juggler +6 | Instrumentalist +7 | Poet +8 | Singer +9 | Storyteller +10 | Tumbler + + + + + Suggested Characteristics + Successful entertainers have to be able to capture and hold an audience's attention, so they tend to have flamboyant or forceful personalities. They're inclined toward the romantic and often cling to high-minded ideals about the practice of art and the appreciation of beauty. +d8 | Personality Trait +1 | I know a story relevant to almost every situation. +2 | Whenever I come to a new place, I collect local rumors and spread gossip. +3 | I'm a hopeless romantic, always searching for that "special someone". +4 | Nobody stays angry at me or around me for long, since I can defuse any amount of tension. +5 | I love a good insult, even one directed at me. +6 | I get bitter if I'm not the center of attention. +7 | I'll settle for nothing less than perfection. +8 | I change my mood or my mind as quickly as I change key in a song. + +d6 | Ideal +1 | Beauty. When I perform, I make the world better than it was. (Good) +2 | Tradition. The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful) +3 | Creativity. The world is in need of new ideas and bold action. (Chaotic) +4 | Greed. I'm only in it for the money and fame. (Evil) +5 | People. I like seeing the smiles on people's faces when I perform. That's all that matters. (Neutral) +6 | Honesty. Art should reflect the soul; it should come from within and reveal who we really are. (Any) + +d6 | Bond +1 | My instrument is my most treasured possession, and it reminds me of someone I love. +2 | Someone stole my precious instrument, and someday I'll get it back. +3 | I want to be famous, whatever it takes. +4 | I idolize a hero of the old tales and measure my deeds against that person's. +5 | I will do anything to prove myself superior to my hated rival. +6 | I would do anything for the other members of my old troupe. + +d6 | Flaw +1 | I'll do anything to win fame and renown. +2 | I'm a sucker for a pretty face. +3 | A scandal prevents me from ever going home again. That kind of trouble seems to follow me around. +4 | I once satirized a noble who still wants my head. It was a mistake that I will likely repeat. +5 | I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble. +6 | Despite my best efforts, I am unreliable to my friends. + + + + + + Guild Artisan / Guild Merchant + Insight, Persuasion + + Description + • Skill Proficiencies: Insight, Persuasion +• Tool Proficiencies: One type of artisan's tools +• Languages: One of your choice +• Equipment: A set of artisan's tools (one of your choice), a letter of introduction from your guild, a set of traveler's clothes, and a belt pouch containing 15 gp +Source: Player's Handbook p. 133 + + + Feature: Guild Membership + As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings. +Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers. +You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces. + + + + Specialty + Guilds are generally found in cities large enough to support several artisans practicing the same trade. However, your guild might instead be a loose network of artisans who each work in a different village within a larger realm. Work with your DM to determine the nature of your guild. You can select your guild business from the Guild Business table or roll randomly. +d20 | Guild Business +1 | Alchemists and apothecaries +2 | Armorers, locksmiths, and finesmiths +3 | Brewers, distillers, and vintners +4 | Calligraphers, scribes, and scriveners +5 | Carpenters, roofers, and plasterers +6 | Cartographers, surveyors, and chart-makers +7 | Cobblers and shoemakers +8 | Cooks and bakers +9 | Glassblowers and glaziers +10 | Jewelers and gemcutters +11 | Leatherworkers, skinners, and tanners +12 | Masons and stonecutters +13 | Painters, limners, and sign-makers +14 | Potters and tile-makers +15 | Shipwrights and sail-makers +16 | Smiths and metal-forgers +17 | Tinkers, pewterers, and casters +18 | Wagon-makers and wheelwrights +19 | Weavers and dyers +20 | Woodcarvers, coopers, and bowyers + + + + + Suggested Characteristics + Guild artisans are among the most ordinary people in the world—until they set down their tools and take up an adventuring career. They understand the value of hard work and the importance of community, but they're vulnerable to sins of greed and covetousness. +d8 | Personality Trait +1 | I believe that anything worth doing is worth doing right. I can't help it—I'm a perfectionist. +2 | I'm a snob who looks down on those who can't appreciate fine art. +3 | I always want to know how things work and what makes people tick. +4 | I'm full of witty aphorisms and have a proverb for every occasion. +5 | I'm rude to people who lack my commitment to hard work and fair play. +6 | I like to talk at length about my profession. +7 | I don't part with my money easily and will haggle tirelessly to get the best deal possible. +8 | I'm well known for my work, and I want to make sure everyone appreciates it. I'm always taken aback when people haven't heard of me. + +d6 | Ideal +1 | Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful) +2 | Generosity. My talents were given to me so that I could use them to benefit the world. (Good) +3 | Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic) +4 | Greed. I'm only in it for the money. (Evil) +5 | People. I'm committed to the people I care about, not to ideals. (Neutral) +6 | Aspiration. I work hard to be the best there is at my craft. (Any) + +d6 | Bond +1 | The workshop where I learned my trade is the most important place in the world to me. +2 | I created a great work for someone, and then found them unworthy to receive it. I'm still looking for someone worthy. +3 | I owe my guild a great debt for forging me into the person I am today. +4 | I pursue wealth to secure someone's love. +5 | One day I will return to my guild and prove that I am the greatest artisan of them all. +6 | I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood. + +d6 | Flaw +1 | I'll do anything to get my hands on something rare or priceless. +2 | I'm quick to assume that someone is trying to cheat me. +3 | No one must ever learn that I once stole money from guild coffers. +4 | I'm never satisfied with what I have—I always want more. +5 | I would kill to acquire a noble title. +6 | I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals. + + + + + + Noble / Knight + History, Persuasion + + Description + • Skill Proficiencies: History, Persuasion +• Tool Proficiencies: One type of gaming set +• Languages: One of your choice +• Equipment: A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp +Source: Player's Handbook p. 136 + + + Variant Noble (Knight) + A knighthood is among the lowest noble titles in most societies, but it can be a path to higher status. If you wish to be a knight, choose the Retainers feature instead of the Position of Privilege feature. +As an emblem of chivalry and the ideals of courtly love, you might include among your equipment a banner or other token from a noble lord or lady to whom you have given your heart-in a chaste sort of devotion. + + + + Feature: Retainers + You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. One of your retainers is a noble who serves as your squire, aiding you in exchange for training on his or her own path to knighthood (This person could be your bond.). Your two remaining retainers might include a groom to care for your horse and a servant who polishes your armor (and even helps you put it on). +Your retainers can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused. + + + + Suggested Characteristics + Nobles are born and raised to a very different lifestyle than most people ever experience, and their personalities reflect that upbringing. A noble title comes with a plethora of bonds—responsibilities to family, to other nobles (including the sovereign), to the people entrusted to the family's care, or even to the title itself. But this responsibility is often a good way to undermine a noble. +d8 | Personality Trait +1 | My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world. +2 | The common folk love me for my kindness and generosity. +3 | No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses. +4 | I take great pains to always look my best and follow the latest fashions. +5 | I don't like to get my hands dirty, and I won't be caught dead in unsuitable accommodations. +6 | Despite my noble birth, I do not place myself above other folk. We all have the same blood. +7 | My favor, once lost, is lost forever. +8 | If you do me an injury, I will crush you, ruin your name, and salt your fields. + +d6 | Ideal +1 | Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good) +2 | Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful) +3 | Independence. I must prove that I can handle myself without coddling from my family. (Chaotic) +4 | Power. If I can attain more power, no one will tell me what to do. (Evil) +5 | Family. Blood runs thicker than water. (Any) +6 | Noble Obligation. It is my duty to protect and care for the people beneath me. (Good) + +d6 | Bond +1 | I will face any challenge to win the approval of my family. +2 | My house's alliance with another noble family must be sustained at all costs. +3 | Nothing is more important than the other members of my family. +4 | I am in love with the heir of a family that my family despises. +5 | My loyalty to my sovereign is unwavering. +6 | The common folk must see me as a hero of the people. + +d6 | Flaw +1 | I secretly believe that everyone is beneath me. +2 | I hide a truly scandalous secret that could ruin my family forever. +3 | I too often hear veiled insults and threats in every word addressed to me, and I'm quick to anger. +4 | I have an insatiable desire for carnal pleasures. +5 | In fact, the world does revolve around me. +6 | By my words and actions, I often bring shame to my family. + + + + + + Sailor / Pirate + Athletics, Perception + + Description + • Skill Proficiencies: Athletics, Perception +• Tool Proficiencies: Navigator's tools, vehicles (water) +• Equipment: A belaying pin (club), silk rope (50 feet), a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10 gp +Source: Player's Handbook p. 139 + + + Feature: Bad Reputation + No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities. + + + + Suggested Characteristics + Sailors can be a rough lot, but the responsibilities of life on a ship make them generally reliable as well. Life aboard a ship shapes their outlook and forms their most important attachments. +d8 | Personality Trait +1 | My friends know they can rely on me, no matter what. +2 | I work hard so that I can play hard when the work is done. +3 | I enjoy sailing into new ports and making new friends over a flagon of ale. +4 | I stretch the truth for the sake of a good story. +5 | To me, a tavern brawl is a nice way to get to know a new city. +6 | I never pass up a friendly wager. +7 | My language is as foul as an otyugh nest. +8 | I like a job well done, especially if I can convince someone else to do it. + +d6 | Ideal +1 | Respect. The thing that keeps a ship together is mutual respect between captain and crew. (Good) +2 | Fairness. We all do the work, so we all share in the rewards. (Lawful) +3 | Freedom. The sea is freedom—the freedom to go anywhere and do anything. (Chaotic) +4 | Mastery. I'm a predator, and the other ships on the sea are my prey. (Evil) +5 | People. I'm committed to my crewmates, not to ideals. (Neutral) +6 | Aspiration. Someday, I'll own my own ship and chart my own destiny. (Any) + +d6 | Bond +1 | I'm loyal to my captain first, everything else second. +2 | The ship is most important—crewmates and captains come and go. +3 | I'll always remember my first ship. +4 | In a harbor town, I have a paramour whose eyes nearly stole me from the sea. +5 | I was cheated out of my fair share of the profits, and I want to get my due. +6 | Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine. + +d6 | Flaw +1 | I follow orders, even if I think they're wrong. +2 | I'll say anything to avoid having to do extra work. +3 | Once someone questions my courage, I never back down no matter how dangerous the situation. +4 | Once I start drinking, it's hard for me to stop. +5 | I can't help but pocket loose coins and other trinkets I come across. +6 | My pride will probably lead to my destruction. + + + + + diff --git a/FightClub5eXML/Sources/PlayersHandbook/items-phb.xml b/FightClub5eXML/Sources/PlayersHandbook/items-phb.xml new file mode 100644 index 0000000..98be237 --- /dev/null +++ b/FightClub5eXML/Sources/PlayersHandbook/items-phb.xml @@ -0,0 +1,2151 @@ + + + + Abacus + Adventuring Gear + G + 2 + 2.0 + + Source: Player's Handbook p. 150 + + + Acid (vial) + Adventuring Gear + G + 1 + 25.0 + + 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, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage. +Source: Player's Handbook p. 148 + 2d6 + + + Alchemist's Fire (flask) + Adventuring Gear + G + 1 + 50.0 + + This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. +Source: Player's Handbook p. 148 + 1d4 + + + Alchemist's Supplies + Artisan Tools + G + 8 + 50.0 + + Source: Player's Handbook p. 154 + + + Ale (Gallon) + + G + + 0.2 + + Source: Player's Handbook p. 158 + + + Ale (Mug) + + G + + 0.04 + + Source: Player's Handbook p. 158 + + + Amulet + Spellcasting Focus + G + 1 + 5.0 + + A holy symbol is a representation of a god or pantheon. +A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. +Source: Player's Handbook p. 151 + + + Antitoxin (vial) + Adventuring Gear + G + + 50.0 + + A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs. +Source: Player's Handbook p. 151 + + + Backpack + Adventuring Gear + G + 5 + 2.0 + + A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack. +Source: Player's Handbook p. 153 + + + Bagpipes + Instrument + G + 6 + 30.0 + + Source: Player's Handbook p. 154 + + + Ball Bearing + Adventuring Gear + G + 0.002 + 0.001 + + Most commonly found inside a Ball Bearings (Bag of 1,000). +Source: Player's Handbook p. 151 + + + Ball Bearings (bag of 1,000) + Adventuring Gear + G + 2 + 1.0 + + As an action, you can spill these tiny metal balls from their pouch to cover a level area 10 feet square. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the saving throw. +Source: Player's Handbook p. 151 + + + Barrel + Adventuring Gear + G + 70 + 2.0 + + A barrel can hold 40 gallons of liquid or 4 cubic feet of solids. +Source: Player's Handbook p. 153 + + + Basic Poison (vial) + Adventuring Gear, Poison + G + + 100.0 + + You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying. +Source: Player's Handbook p. 153 + 1d4 + + + Basket + Adventuring Gear + G + 2 + 0.4 + + A basket holds 2 cubic feet or 40 pounds of gear. +Source: Player's Handbook p. 153 + + + Bedroll + Adventuring Gear + G + 7 + 1.0 + + Source: Player's Handbook p. 150 + + + Bell + Adventuring Gear + G + + 1.0 + + Source: Player's Handbook p. 150 + + + Bit and bridle + Tack and Harness + G + 1 + 2.0 + + Source: Player's Handbook p. 157 + + + Blanket + Adventuring Gear + G + 3 + 0.5 + + Source: Player's Handbook p. 150 + + + Block and Tackle + Adventuring Gear + G + 5 + 1.0 + + A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift. +Source: Player's Handbook p. 151 + + + Book + Adventuring Gear + G + 5 + 25.0 + + A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook. +Source: Player's Handbook p. 151 + + + Brewer's Supplies + Artisan Tools + G + 9 + 20.0 + + Source: Player's Handbook p. 154 + + + Bucket + Adventuring Gear + G + 2 + 0.05 + + A bucket holds 3 gallons of liquid or ½ cubic foot of solids. +Source: Player's Handbook p. 153 + + + Bullseye Lantern + Adventuring Gear + G + 2 + 10.0 + + A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. +Source: Player's Handbook p. 152 + + + Burglar's Pack + Adventuring Gear + G + 44.5 + 16.0 + + Includes: +• a backpack +• a Ball Bearings (Bag of 1,000) +• 10 feet of string +• a bell +• 5 candle +• a crowbar +• a hammer +• 10 piton +• a hooded lantern +• 2 Oil (flask) +• 5 days Rations (1 day) +• a tinderbox +• a waterskin +• Hempen Rope (50 feet) +Source: Player's Handbook p. 151 + + + Calligrapher's Supplies + Artisan Tools + G + 5 + 10.0 + + Source: Player's Handbook p. 154 + + + Caltrop + Adventuring Gear + G + 0.1 + 0.05 + + As an action, you can spread a single bag of caltrops to cover a 5-foot-square area. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw. +Source: Player's Handbook p. 151 + + + Caltrops (bag of 20) + Adventuring Gear + G + 2 + 1.0 + + As an action, you can spread a single bag of caltrops to cover a 5-foot-square area. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw. +Source: Player's Handbook p. 151 + + + Camel + Mount + G + + 50.0 + + Source: Player's Handbook p. 157 + + + Candle + Adventuring Gear + G + + 0.01 + + For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. +Source: Player's Handbook p. 151 + + + Canvas (1 sq. yd.) + Trade Good + G + + 0.1 + + Source: Player's Handbook p. 157 + + + Carpenter's Tools + Artisan Tools + G + 6 + 8.0 + + Source: Player's Handbook p. 154 + + + Carriage + Vehicle (land) + G + 600 + 100.0 + + Source: Player's Handbook p. 157 + + + Cart + Vehicle (land) + G + 200 + 15.0 + + Source: Player's Handbook p. 157 + + + Cartographer's Tools + Artisan Tools + G + 6 + 15.0 + + Source: Player's Handbook p. 154 + + + Chain (10 feet) + Adventuring Gear + G + 10 + 5.0 + + A chain has 10 hit points. It can be burst with a successful DC 20 Strength check. +Source: Player's Handbook p. 151 + + + Chalk (1 piece) + Adventuring Gear + G + + 0.01 + + Source: Player's Handbook p. 150 + + + Chariot + Vehicle (land) + G + 100 + 250.0 + + Source: Player's Handbook p. 157 + + + Chest + Adventuring Gear + G + 25 + 5.0 + + A chest holds 12 cubic feet or 300 pounds of gear. +Source: Player's Handbook p. 153 + + + Chicken + Trade Good + G + + 0.02 + + Source: Player's Handbook p. 157 + + + Chunk of Meat + + G + + 0.3 + + Source: Player's Handbook p. 158 + + + Cinnamon + Trade Good + G + 1 + 2.0 + + Source: Player's Handbook p. 157 + + + Climber's Kit + Adventuring Gear + G + 12 + 25.0 + + A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor. +Source: Player's Handbook p. 151 + + + Cloves + Trade Good + G + 1 + 3.0 + + Source: Player's Handbook p. 157 + + + Cobbler's Tools + Artisan Tools + G + 5 + 5.0 + + Source: Player's Handbook p. 154 + + + Common Clothes + Adventuring Gear + G + 3 + 0.5 + + Source: Player's Handbook p. 150 + + + Common Wine (Pitcher) + + G + + 0.2 + + Source: Player's Handbook p. 158 + + + Component Pouch + Adventuring Gear + G + 2 + 25.0 + + A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description). +Source: Player's Handbook p. 151 + + + Cook's Utensils + Artisan Tools + G + 8 + 1.0 + + Source: Player's Handbook p. 154 + + + Copper + Trade Good + G + 1 + 0.5 + + Source: Player's Handbook p. 157 + + + Copper (cp) + + $ + 0.02 + 0.01 + + Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp). +With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods. +One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for a day, a flask of lamp oil, or a night's rest in a poor inn. +One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk. +In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces. +A standard coin weighs about a third of an ounce, so fifty coins weigh a pound. +Source: Player's Handbook p. 143 + + + Costume Clothes + Adventuring Gear + G + 4 + 5.0 + + Source: Player's Handbook p. 150 + + + Cotton Cloth (1 sq. yd.) + Trade Good + G + + 0.5 + + Source: Player's Handbook p. 157 + + + Cow + Trade Good + G + + 10.0 + + Source: Player's Handbook p. 157 + + + Crossbow Bolt Case + Adventuring Gear + G + 1 + 1.0 + + This wooden case can hold up to twenty crossbow bolt. +Source: Player's Handbook p. 151 + + + Crowbar + Adventuring Gear + G + 5 + 2.0 + + Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied. +Source: Player's Handbook p. 151 + + + Dice Set + Gaming Set + G + + 0.1 + + Source: Player's Handbook p. 154 + + + Diplomat's Pack + Adventuring Gear + G + 36 + 39.0 + + Includes: +• a chest +• 2 Map or Scroll Case +• a set of fine clothes +• a Ink (1-ounce bottle) +• an ink pen +• a lamp +• 2 Oil (flask) +• 5 Paper (one sheet) +• a Perfume (vial) +• sealing wax +• soap +Source: Player's Handbook p. 151 + + + Disguise Kit + Tools + G + 3 + 25.0 + + This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise. +Source: Player's Handbook p. 154 + + + Donkey + Mount + G + + 8.0 + + Source: Player's Handbook p. 157 + + + Draft Horse + Mount + G + + 50.0 + + Source: Player's Handbook p. 157 + + + Dragonchess Set + Gaming Set + G + 0.5 + 1.0 + + Source: Player's Handbook p. 154 + + + Drum + Instrument + G + 3 + 6.0 + + Source: Player's Handbook p. 154 + + + Dulcimer + Instrument + G + 10 + 25.0 + + Source: Player's Handbook p. 154 + + + Dungeoneer's Pack + Adventuring Gear + G + 61.5 + 12.0 + + Includes: +• a backpack +• a crowbar +• a hammer +• 10 piton +• 10 torch +• a tinderbox +• 10 days of Rations (1 day) +• a waterskin +• Hempen Rope (50 feet) +Source: Player's Handbook p. 151 + + + Electrum (ep) + + $ + 0.02 + 0.5 + + Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp). +With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods. +One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for a day, a flask of lamp oil, or a night's rest in a poor inn. +One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk. +In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces. +A standard coin weighs about a third of an ounce, so fifty coins weigh a pound. +Source: Player's Handbook p. 143 + + + Elephant + Mount + G + + 200.0 + + Source: Player's Handbook p. 157 + + + Emblem + Spellcasting Focus + G + + 5.0 + + A holy symbol is a representation of a god or pantheon. +A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. +Source: Player's Handbook p. 151 + + + Entertainer's Pack + Adventuring Gear + G + 38 + 40.0 + + Includes: +• a backpack +• a bedroll +• 2 Costume Clothes +• 5 candle +• 5 days of Rations (1 day) +• a waterskin +• a disguise kit +Source: Player's Handbook p. 151 + + + Exotic Saddle + Tack and Harness + G + 40 + 60.0 + + An exotic saddle is required for riding any aquatic or flying mount. +Source: Player's Handbook p. 157 + + + Explorer's Pack + Adventuring Gear + G + 59 + 10.0 + + Includes: +• a backpack +• a bedroll +• a mess kit +• a tinderbox +• 10 torch +• 10 days of Rations (1 day) +• a waterskin +• Hempen Rope (50 feet) +Source: Player's Handbook p. 151 + + + Feed (per day) + Tack and Harness + G + 10 + 0.05 + + Source: Player's Handbook p. 157 + + + Fine Clothes + Adventuring Gear + G + 6 + 15.0 + + Source: Player's Handbook p. 150 + + + Fine Wine (Bottle) + + G + + 10.0 + + Source: Player's Handbook p. 158 + + + Fishing Tackle + Adventuring Gear + G + 4 + 1.0 + + This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting. +Source: Player's Handbook p. 151 + + + Flask + Adventuring Gear + G + 1 + 0.02 + + A flask holds 1 pint of liquid. +Source: Player's Handbook p. 153 + + + Flour + Trade Good + G + 1 + 0.02 + + Source: Player's Handbook p. 157 + + + Flute + Instrument + G + 1 + 2.0 + + Source: Player's Handbook p. 154 + + + Forgery Kit + Tools + G + 5 + 15.0 + + This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document. +Source: Player's Handbook p. 154 + + + Ginger + Trade Good + G + 1 + 1.0 + + Source: Player's Handbook p. 157 + + + Glass Bottle + Adventuring Gear + G + 2 + 2.0 + + A bottle holds 1½ pints of liquid. +Source: Player's Handbook p. 153 + + + Glassblower's Tools + Artisan Tools + G + 5 + 30.0 + + Source: Player's Handbook p. 154 + + + Goat + Trade Good + G + + 1.0 + + Source: Player's Handbook p. 157 + + + Gold + Trade Good + G + 1 + 50.0 + + Source: Player's Handbook p. 157 + + + Gold (gp) + + $ + 0.02 + 1.0 + + Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp). +With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods. +One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for a day, a flask of lamp oil, or a night's rest in a poor inn. +One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk. +In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces. +A standard coin weighs about a third of an ounce, so fifty coins weigh a pound. +Source: Player's Handbook p. 143 + + + Grappling Hook + Adventuring Gear + G + 4 + 2.0 + + Source: Player's Handbook p. 150 + + + Hammer + Adventuring Gear + G + 3 + 1.0 + + Source: Player's Handbook p. 150 + + + Healer's Kit + Adventuring Gear + G + 3 + 5.0 + + This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check. +Source: Player's Handbook p. 151 + + + Hempen Rope (50 feet) + Adventuring Gear + G + 10 + 1.0 + + Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check. +Source: Player's Handbook p. 153 + + + Herbalism Kit + Tools + G + 3 + 5.0 + + This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing. +Source: Player's Handbook p. 154 + + + Holy Water (flask) + Adventuring Gear + G + 1 + 25.0 + + As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. +A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot. +Source: Player's Handbook p. 151 + 2d6 + + + Hooded Lantern + Adventuring Gear + G + 2 + 5.0 + + A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius. +Source: Player's Handbook p. 152 + + + Horn + Instrument + G + 2 + 3.0 + + Source: Player's Handbook p. 154 + + + Hourglass + Adventuring Gear + G + 1 + 25.0 + + Source: Player's Handbook p. 150 + + + Hunk of Cheese + + G + + 0.1 + + Source: Player's Handbook p. 158 + + + Hunting Trap + Adventuring Gear + G + 25 + 5.0 + + When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature. +Source: Player's Handbook p. 152 + 1d4 + + + Ink (1-ounce bottle) + Adventuring Gear + G + + 10.0 + + Ink (1-ounce bottle) +Source: Player's Handbook p. 150 + + + Ink Pen + Adventuring Gear + G + + 0.02 + + Source: Player's Handbook p. 150 + + + Iron + Trade Good + G + 1 + 0.1 + + Source: Player's Handbook p. 157 + + + Iron Pot + Adventuring Gear + G + 10 + 2.0 + + An iron pot holds 1 gallon of liquid. +Source: Player's Handbook p. 153 + + + Iron Spike + Adventuring Gear + G + 0.5 + 0.1 + + Source: Player's Handbook p. 150 + + + Iron Spikes (10) + Adventuring Gear + G + 5 + 1.0 + + Source: Player's Handbook p. 150 + + + Jeweler's Tools + Artisan Tools + G + 2 + 25.0 + + Source: Player's Handbook p. 154 + + + Jug + Adventuring Gear + G + 4 + 0.02 + + A jug holds 1 gallon of liquid. +Source: Player's Handbook p. 153 + + + Ladder (10-foot) + Adventuring Gear + G + 25 + 0.1 + + Ladder (10-foot) +Source: Player's Handbook p. 150 + + + Lamp + Adventuring Gear + G + 1 + 0.5 + + A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. +Source: Player's Handbook p. 152 + + + Leatherworker's Tools + Artisan Tools + G + 5 + 5.0 + + Source: Player's Handbook p. 154 + + + Linen (1 sq. yd.) + Trade Good + G + + 5.0 + + Source: Player's Handbook p. 157 + + + Loaf of Bread + + G + + 0.02 + + Source: Player's Handbook p. 158 + + + Lock + Adventuring Gear + G + 1 + 10.0 + + A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your DM may decide that better locks are available for higher prices. +Source: Player's Handbook p. 152 + + + Lute + Instrument + G + 2 + 35.0 + + Source: Player's Handbook p. 154 + + + Lyre + Instrument + G + 2 + 30.0 + + Source: Player's Handbook p. 154 + + + Magnifying Glass + Adventuring Gear + G + + 100.0 + + This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed. +Source: Player's Handbook p. 152 + + + Manacles + Adventuring Gear + G + 6 + 2.0 + + These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points. +Source: Player's Handbook p. 152 + + + Map or Scroll Case + Adventuring Gear + G + 1 + 1.0 + + This cylindrical leather case can hold up to ten rolled-up paper (one sheet) or five rolled-up parchment (one sheet). +Source: Player's Handbook p. 151 + + + Mason's Tools + Artisan Tools + G + 8 + 10.0 + + Source: Player's Handbook p. 154 + + + Mastiff + Mount + G + + 25.0 + + Source: Player's Handbook p. 157 + + + Merchant's Scale + Adventuring Gear + G + 3 + 5.0 + + A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth. +Source: Player's Handbook p. 153 + + + Mess Kit + Adventuring Gear + G + 1 + 0.2 + + This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl. +Source: Player's Handbook p. 152 + + + Military Saddle + Tack and Harness + G + 30 + 20.0 + + A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. +Source: Player's Handbook p. 157 + + + Miner's Pick + Adventuring Gear + G + 10 + 2.0 + + Source: Player's Handbook p. 150 + + + Mule + Mount + G + + 8.0 + + Source: Player's Handbook p. 157 + + + Navigator's Tools + Tools + G + 2 + 25.0 + + This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea. +Source: Player's Handbook p. 154 + + + Oil (flask) + Adventuring Gear + G + 1 + 0.1 + + Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn. +Source: Player's Handbook p. 152 + + + Ox + Trade Good + G + + 15.0 + + Source: Player's Handbook p. 157 + + + Pack Saddle + Tack and Harness + G + 15 + 5.0 + + Source: Player's Handbook p. 157 + + + Painter's Supplies + Artisan Tools + G + 5 + 10.0 + + Source: Player's Handbook p. 154 + + + Pan Flute + Instrument + G + 2 + 12.0 + + Source: Player's Handbook p. 154 + + + Paper (one sheet) + Adventuring Gear + G + + 0.2 + + Source: Player's Handbook p. 150 + + + Parchment (one sheet) + Adventuring Gear + G + + 0.1 + + Source: Player's Handbook p. 150 + + + Pepper + Trade Good + G + 1 + 2.0 + + Source: Player's Handbook p. 157 + + + Perfume (vial) + Adventuring Gear + G + + 5.0 + + Source: Player's Handbook p. 150 + + + Pig + Trade Good + G + + 3.0 + + Source: Player's Handbook p. 157 + + + Pitcher + Adventuring Gear + G + 4 + 0.02 + + A pitcher holds 1 gallon of liquid. +Source: Player's Handbook p. 153 + + + Piton + Adventuring Gear + G + 0.25 + 0.05 + + Source: Player's Handbook p. 150 + + + Platinum + Trade Good + G + 1 + 500.0 + + Source: Player's Handbook p. 157 + + + Platinum (pp) + + $ + 0.02 + 10.0 + + Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp). +With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods. +One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for a day, a flask of lamp oil, or a night's rest in a poor inn. +One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk. +In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces. +A standard coin weighs about a third of an ounce, so fifty coins weigh a pound. +Source: Player's Handbook p. 143 + + + Playing Card Set + Gaming Set + G + + 0.5 + + Source: Player's Handbook p. 154 + + + Poisoner's Kit + Tools + G + 2 + 50.0 + + A poisoner's kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons. +Additionally, the Crafting and Harvesting Poison rules require the use of a poisoner's kit. +Source: Player's Handbook p. 154 + + + Pole (10-foot) + Adventuring Gear + G + 7 + 0.05 + + Source: Player's Handbook p. 150 + + + Pony + Mount + G + + 30.0 + + Source: Player's Handbook p. 157 + + + Portable Ram + Adventuring Gear + G + 35 + 4.0 + + You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check. +Source: Player's Handbook p. 153 + + + Potter's Tools + Artisan Tools + G + 3 + 10.0 + + Source: Player's Handbook p. 154 + + + Pouch + Adventuring Gear + G + 1 + 0.5 + + A cloth or leather pouch can hold up to 20 sling bullet or 50 blowgun needle, among other things. A compartmentalized pouch for holding spell components is called a component pouch. A pouch can hold up to ⅕ cubic foot or 6 pounds of gear. +Source: Player's Handbook p. 153 + + + Priest's Pack + Adventuring Gear + G + 24 + 19.0 + + Includes: +• a backpack +• a blanket +• 10 candle +• a tinderbox +• an alms box +• 2 blocks of incense +• a censer +• vestments +• 2 days of Rations (1 day) +• a waterskin. +Source: Player's Handbook p. 151 + + + Quiver + Adventuring Gear + G + 1 + 1.0 + + A quiver can hold up to 20 arrow. +Source: Player's Handbook p. 153 + + + Rations (1 day) + Adventuring Gear + G + 2 + 0.5 + + Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts. +Source: Player's Handbook p. 153 + + + Reliquary + Spellcasting Focus + G + 2 + 5.0 + + A holy symbol is a representation of a god or pantheon. +A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. +Source: Player's Handbook p. 151 + + + Riding Horse + Mount + G + + 75.0 + + Source: Player's Handbook p. 157 + + + Riding Saddle + Tack and Harness + G + 25 + 10.0 + + Source: Player's Handbook p. 157 + + + Robes + Adventuring Gear + G + 4 + 1.0 + + Source: Player's Handbook p. 150 + + + Sack + Adventuring Gear + G + 0.5 + 0.01 + + A sack can hold up to 1 cubic foot or 30 pounds of gear. +Source: Player's Handbook p. 153 + + + Saddlebags + Tack and Harness + G + 8 + 4.0 + + Source: Player's Handbook p. 157 + + + Saffron + Trade Good + G + 1 + 15.0 + + Source: Player's Handbook p. 157 + + + Salt + Trade Good + G + 1 + 0.05 + + Source: Player's Handbook p. 157 + + + Scholar's Pack + Adventuring Gear + G + 10 + 40.0 + + Includes: +• a backpack +• a book of lore +• a Ink (1-ounce bottle) +• an ink pen +• 10 Parchment (one sheet) +• a little bag of sand +• a small knife. +Source: Player's Handbook p. 151 + + + Sealing Wax + Adventuring Gear + G + + 0.5 + + Source: Player's Handbook p. 150 + + + Shawm + Instrument + G + 1 + 2.0 + + Source: Player's Handbook p. 154 + + + Sheep + Trade Good + G + + 2.0 + + Source: Player's Handbook p. 157 + + + Shovel + Adventuring Gear + G + 5 + 2.0 + + Source: Player's Handbook p. 150 + + + Signal Whistle + Adventuring Gear + G + + 0.05 + + Source: Player's Handbook p. 150 + + + Signet Ring + Adventuring Gear + G + + 5.0 + + Source: Player's Handbook p. 150 + + + Silk (1 sq. yd.) + Trade Good + G + + 10.0 + + Source: Player's Handbook p. 157 + + + Silk Rope (50 feet) + Adventuring Gear + G + 5 + 10.0 + + Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check. +Source: Player's Handbook p. 153 + + + Silver + Trade Good + G + 1 + 5.0 + + Source: Player's Handbook p. 157 + + + Silver (sp) + + $ + 0.02 + 0.1 + + Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp). +With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods. +One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for a day, a flask of lamp oil, or a night's rest in a poor inn. +One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk. +In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces. +A standard coin weighs about a third of an ounce, so fifty coins weigh a pound. +Source: Player's Handbook p. 143 + + + Sled + Vehicle (land) + G + 300 + 20.0 + + Source: Player's Handbook p. 157 + + + Sledgehammer + Adventuring Gear + G + 10 + 2.0 + + Source: Player's Handbook p. 150 + + + Smith's Tools + Artisan Tools + G + 8 + 20.0 + + Source: Player's Handbook p. 154 + + + Soap + Adventuring Gear + G + + 0.02 + + Source: Player's Handbook p. 150 + + + Spellbook + Adventuring Gear + G + 3 + 50.0 + + Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells. +Source: Player's Handbook p. 153 + + + Sprig of Mistletoe + Spellcasting Focus + G + + 1.0 + + A druid can use this object as a spellcasting focus. +Source: Player's Handbook p. 151 + + + Spyglass + Adventuring Gear + G + 1 + 1000.0 + + Objects viewed through a spyglass are magnified to twice their size. +Source: Player's Handbook p. 153 + + + Stabling (per day) + Tack and Harness + G + + 0.5 + + Source: Player's Handbook p. 157 + + + Steel Mirror + Adventuring Gear + G + 0.5 + 5.0 + + Source: Player's Handbook p. 150 + + + Tankard + Adventuring Gear + G + 1 + 0.02 + + A tankard holds 1 pint of liquid. +Source: Player's Handbook p. 153 + + + Thieves' Tools + Tools + G + 1 + 25.0 + + This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks. +Source: Player's Handbook p. 154 + + + Three-Dragon Ante Set + Gaming Set + G + + 1.0 + + Source: Player's Handbook p. 154 + + + Tinderbox + Adventuring Gear + G + 1 + 0.5 + + This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute. +Source: Player's Handbook p. 153 + + + Tinker's Tools + Artisan Tools + G + 10 + 50.0 + + Source: Player's Handbook p. 154 + + + Torch + Adventuring Gear + G + 1 + 0.01 + + A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage. +Source: Player's Handbook p. 153 + + + Totem + Spellcasting Focus + G + + 1.0 + + A druid can use this object as a spellcasting focus. +Source: Player's Handbook p. 151 + + + Traveler's Clothes + Adventuring Gear + G + 4 + 2.0 + + Source: Player's Handbook p. 150 + + + Trinket + Adventuring Gear + G + + + When you make your character, you can roll once on the Trinkets table to gain a trinket, a simple item lightly touched by mystery. The DM might also use this table. It can help stock a room in a dungeon or fill a creatures pockets. +Player's Handbook Trinket Table +d100 | Trinket +01 | A mummified goblin hand +02 | A piece of crystal that faintly glows in the moonlight +03 | A gold coin minted in an unknown land +04 | A diary written in a language you don't know +05 | A brass ring that never tarnishes +06 | An old chess piece made from glass +07 | A pair of knucklebone dice, each with a skull symbol on the side that would normally show six pips +08 | A small idol depicting a nightmarish creature that gives you unsettling dreams when you sleep near it +09 | A rope necklace from which dangles four mummified elf fingers +10 | The deed for a parcel of land in a realm unknown to you +11 | A 1-ounce block made from an unknown material +12 | A small cloth doll skewered with needles +13 | A tooth from an unknown beast +14 | An enormous scale, perhaps from a dragon +15 | A bright green feather +16 | An old divination card bearing your likeness +17 | A glass orb filled with moving smoke +18 | A 1-pound egg with a bright red shell +19 | A pipe that blows bubbles +20 | A glass jar containing a weird bit of flesh floating in pickling fluid +21 | A tiny gnome-crafted music box that plays a song you dimly remember from your childhood +22 | A small wooden statuette of a smug halfling +23 | A brass orb etched with strange runes +24 | A multicolored stone disk +25 | A tiny silver icon of a raven +26 | A bag containing forty-seven humanoid teeth, one of which is rotten +27 | A shard of obsidian that always feels warm to the touch +28 | A dragon's bony talon hanging from a plain leather necklace +29 | A pair of old socks +30 | A blank book whose pages refuse to hold ink, chalk, graphite, or any other substance or marking +31 | A silver badge in the shape of a five-pointed star +32 | A knife that belonged to a relative +33 | A glass vial filled with nail clippings +34 | A rectangular metal device with two tiny metal cups on one end that throws sparks when wet +35 | A white, sequined glove sized for a human +36 | A vest with one hundred tiny pockets +37 | A small, weightless stone block +38 | A tiny sketch portrait of a goblin +39 | An empty glass vial that smells of perfume when opened +40 | A gemstone that looks like a lump of coal when examined by anyone but you +41 | A scrap of cloth from an old banner +42 | A rank insignia from a lost legionnaire +43 | A tiny silver bell without a clapper +44 | A mechanical canary inside a gnomish lamp +45 | A tiny chest carved to look like it has numerous feet on the bottom +46 | A dead sprite inside a clear glass bottle +47 | A metal can that has no opening but sounds as if it is filled with liquid, sand, spiders, or broken glass (your choice) +48 | A glass orb filled with water, in which swims a clockwork goldfish +49 | A silver spoon with an 'M' engraved on the handle +50 | A whistle made from gold-colored wood +51 | A dead scarab beetle the size of your hand +52 | Two toy soldiers, one with a missing head +53 | A small box filled with different-sized buttons +54 | A candle that can't be lit +55 | A tiny cage with no door +56 | An old key +57 | An indecipherable treasure map +58 | A hilt from a broken sword +59 | A rabbit's foot +60 | A glass eye +61 | A cameo carved in the likeness of a hideous person +62 | A silver skull the size of a coin +63 | An alabaster mask +64 | A pyramid of sticky black incense that smells very bad +65 | A nightcap that, when worn, gives you pleasant dreams +66 | A single caltrop made from bone +67 | A gold monocle frame without the lens +68 | A 1-inch cube, each side painted a different color +69 | A crystal knob from a door +70 | A small packet filled with pink dust +71 | A fragment of a beautiful song, written as musical notes on two pieces of parchment +72 | A silver teardrop earring made from a real teardrop +73 | The shell of an egg painted with scenes of human misery in disturbing detail +74 | A fan that, when unfolded, shows a sleeping cat +75 | A set of bone pipes +76 | A four-leaf clover pressed inside a book discussing manners and etiquette +77 | A sheet of parchment upon which is drawn a complex mechanical contraption +78 | An ornate scabbard that fits no blade you have found so far +79 | An invitation to a party where a murder happened +80 | A bronze pentacle with an etching of a rat's head in its center +81 | A purple handkerchief embroidered with the name of a powerful archmage +82 | Half of a floorplan for a temple, castle, or some other structure +83 | A bit of folded cloth that, when unfolded, turns into a stylish cap +84 | A receipt of deposit at a bank in a far-flung city +85 | A diary with seven missing pages +86 | An empty silver snuffbox bearing an inscription on the surface that says "dreams" +87 | An iron holy symbol devoted to an unknown god +88 | A book that tells the story of a legendary hero's rise and fall, with the last chapter missing +89 | A vial of dragon blood +90 | An ancient arrow of elven design +91 | A needle that never bends +92 | An ornate brooch of dwarven design +93 | An empty wine bottle bearing a pretty label that says, "The Wizard of Wines Winery, Red Dragon Crush, 331422-W" +94 | A mosaic tile with a multicolored, glazed surface +95 | A petrified mouse +96 | A black pirate flag adorned with a dragon's skull and crossbones +97 | A tiny mechanical crab or spider that moves about when it's not being observed +98 | A glass jar containing lard with a label that reads, "Griffon Grease" +99 | A wooden box with a ceramic bottom that holds a living worm with a head on each end of its body +100 | A metal urn containing the ashes of a hero +Source: Player's Handbook p. 159 + + + Two-Person Tent + Adventuring Gear + G + 20 + 2.0 + + A simple and portable canvas shelter, a tent sleeps two. +Source: Player's Handbook p. 153 + + + Vial + Adventuring Gear + G + + 1.0 + + A vial can hold up to 4 ounces of liquid. +Source: Player's Handbook p. 153 + + + Viol + Instrument + G + 1 + 30.0 + + Source: Player's Handbook p. 154 + + + Wagon + Vehicle (land) + G + 400 + 35.0 + + Source: Player's Handbook p. 157 + + + Warhorse + Mount + G + + 400.0 + + Source: Player's Handbook p. 157 + + + Waterskin + Adventuring Gear + G + 5 + 0.2 + + A waterskin can hold up to 4 pints of liquid. +Source: Player's Handbook p. 153 + + + Weaver's Tools + Artisan Tools + G + 5 + 1.0 + + Source: Player's Handbook p. 154 + + + Wheat + Trade Good + G + 1 + 0.01 + + Source: Player's Handbook p. 157 + + + Whetstone + Adventuring Gear + G + 1 + 0.01 + + Source: Player's Handbook p. 150 + + + Woodcarver's Tools + Artisan Tools + G + 5 + 1.0 + + Source: Player's Handbook p. 154 + + + Wooden Staff + Spellcasting Focus + G + 4 + 5.0 + V + 1d6 + 1d8 + B + A druid can use this object as a spellcasting focus. +Source: Player's Handbook p. 151 + + + Yew Wand + Spellcasting Focus + G + 1 + 10.0 + + A druid can use this object as a spellcasting focus. +Source: Player's Handbook p. 151 + + + Arcane Focus + Spellcasting Focus + G + + + An arcane focus is a special item–an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item–designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. +Crystal +Orb +Rod +Staff +Wand +Source: Player's Handbook p. 151 + + + Artisan's Tools + Artisan Tools + G + + + Alchemist's Supplies +Brewer's Supplies +Calligrapher's Supplies +Carpenter's Tools +Cartographer's Tools +Cobbler's Tools +Cook's Utensils +Glassblower's Tools +Jeweler's Tools +Leatherworker's Tools +Mason's Tools +Painter's Supplies +Potter's Tools +Smith's Tools +Tinker's Tools +Weaver's Tools +Woodcarver's Tools +Source: Player's Handbook p. 154 + + + Druidic Focus + Spellcasting Focus + G + + + A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus. +Sprig of mistletoe +Totem +Wooden staff +Yew wand +Source: Player's Handbook p. 151 + + + Gaming Set + Gaming Set + G + + + Dice Set +Dragonchess Set +Playing Card Set +Three-Dragon Ante Set +Source: Player's Handbook p. 154 + + + Holy Symbol + Spellcasting Focus + G + + + A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. +Amulet +Emblem +Reliquary +Source: Player's Handbook p. 151 + + + Musical Instrument + Instrument + G + + + Bagpipes +Drum +Dulcimer +Flute +Horn +Lute +Lyre +Pan Flute +Shawm +Viol +Source: Player's Handbook p. 154 + + diff --git a/FightClub5eXML/Sources/PrincesOfTheApocalypse/items-ee.xml b/FightClub5eXML/Sources/PrincesOfTheApocalypse/items-ee.xml new file mode 100644 index 0000000..fa98bd8 --- /dev/null +++ b/FightClub5eXML/Sources/PrincesOfTheApocalypse/items-ee.xml @@ -0,0 +1,114 @@ + + + + Trinket (Elemental Evil) + Adventuring Gear + G + + + When you make your character, you can roll once on the Trinkets table to gain a trinket, a simple item lightly touched by mystery. The DM might also use this table. It can help stock a room in a dungeon or fill a creatures pockets. +Elemental Evil Trinket Table +d100 | Trinket +01 | A compass that always points to Mulmaster +02 | A paper fan that won't produce a breeze no matter how hard it's waved +03 | A petrified potato that resembles someone important to you +04 | A glass cup that can only be filled half way no matter how much liquid is poured into it +05 | A mirror that only shows the back of your head +06 | A small glass bird that when set down near water dips its head in as if to get a drink +07 | A lady's coin purse containing two sharp fangs +08 | A small sea conch with the words "From the beginning" painted on the lip +09 | A frost-covered silver locket that's frozen shut +10 | A seal which imprints a mysterious, unknown coat of arms into hard rock +11 | A small wooden doll that when held brings back fond memories +12 | A small handmirror which only reflects inanimate objects +13 | A glass eyeball that looks about of its own accordance, and can roll around +14 | A glass orb that replicates yesterday's weather inside itself +15 | A drinking cup, that randomly fills with fresh or salt water. Refilling once emptied +16 | A deep blue piece of flint, that when struck with steel produces not a spark but a drop of water +17 | A conch shell which is always damp and constantly drips saltwater +18 | A charred, half-melted pewter clasp that glows as if smoldering but releases no heat +19 | A clockwork finch that flaps its wings in the presence of a breeze +20 | An unbreakable sealed jar of glowing water that hums when shaken +21 | A small, finely polished geode whose crystals slowly fade between every color of the spectrum +22 | A rough stone eye pulled from a petrified creature +23 | A stone smoking pipe that never needs lighting +24 | A small whistle, that when blown, whispers a name of a person or place unknown to you, instead of the whistle sound +25 | A fist sized rock that "beats" like a heart +26 | A pair of bronze scissors in the shape of a pair of leaping dolphins +27 | A bronze oil lamp which is rumored to have once held a genie +28 | A single gauntlet inscribed with a fire motif and an unfamiliar name in Primordial +29 | A one-eyed little fish inside a spherical vial, much bigger than the vial's neck, He has a cunning look +30 | The tiny skull of a rabbit that whispers scathing insults when nobody is looking +31 | A rag doll in the likeness of an owlbear +32 | The desiccated body of a small eight-legged black lizard +33 | A small toy boat made with a walnut shell, toothpick, and piece of cloth +34 | A small pocket mirror that slowly fogs over while held +35 | Wind chimes that glow when the wind blows +36 | A small, clay square with an unknown rune etched into one side +37 | A tea kettle that heats itself when filled with water +38 | An old scratched monocle which shows an underwater landscape whenever someone looks through it +39 | A rose carved from coral +40 | A set of dice with elemental symbols and primordial runes instead of pips or numbers +41 | An amulet filled with liquid that churns, freezes, or boils to match it's wearer's mood +42 | A small silver bell that makes a sound like quiet, distant thunder when it's struck +43 | A small vial of black sand that glows slightly in the moonlight +44 | A small whale tooth with etched with an image of waves crashing upon a beach +45 | An hourglass in which the sands pour upward instead of downward +46 | A glass pendant with a hole in the center that a mild breeze always blows out of +47 | A soft feather that falls like a stone when dropped +48 | A large transparent gem that, when gripped tightly, whispers in Terran +49 | A small crystal snowglobe that, when shaken, seems to form silhouettes of dancing forms +50 | Half of a palm-sized geode that pulses dimly with purple light +51 | A book filled with writing that only appears when the book is held underwater +52 | A sealed envelope made of red leather that you haven't been able to open. It smells of campfire +53 | A locket of hair that is rumored to have come from a famed fire genasi +54 | Flint and steel that, when used to start a fire, creates a random colored flame +55 | A blank piece of wet parchment that never seems to dry +56 | A small puzzle box made of brass, that is slightly warm to the touch +57 | A cloudy chunk of glass that is said to hold a spark of breath from a blue dragon +58 | A crude chalice made of coal +59 | A miniature brass horn, silent when played, but fills the air with the scent of warm and exotic spices +60 | An eye-sized blue pearl that floats in salt water +61 | A tuning fork made from a dark metal which glows with a pale, white light during thunderstorms +62 | A small vial that is always filled with the smell of autumn wind +63 | A clear marble that slowly rolls toward the nearest source of running water +64 | A small collapsible silver cup that perspires constantly when opened +65 | An hourglass that tells time with falling mist instead of sand +66 | An ornate razor, which only cuts in freezing cold temperature +67 | A shark tooth covered in tiny etched words from a lost language +68 | A large brass coin with no markings or images on it +69 | A small wooden box filled with a strange red clay +70 | A necklace with a small, rusted iron anchor +71 | A small brass flute adorned with silver wire that is always faintly sounding +72 | A red and black Aarakocra feather +73 | A palm-sized stone with a hole in it, through which can be heard a constantly whispering wind +74 | A small conch shell covered in black crystal +75 | A small music box made of brass. It features a pair of tiny automatons that resemble Azer working at a forge +76 | A glass jar containing the preserved corpse of an unfamiliar aquatic creature +77 | A piece of petrified wood carved into the shape of a seashell +78 | A wooden puzzle cube covered in elemental symbols +79 | A small stone cube that acts as a magnet when placed against another stone +80 | A ring made of a white metal. On the inside is a name etched in Auran +81 | A bracelet made of silvered fish hooks +82 | A journal filled with poetry hand-written in Primordial +83 | A yellow gemstone that glows dimly when a storm is nearby +84 | A charred chisel with an unfamiliar symbol stamped into its base +85 | A canteen filled with a foul smelling orange mud +86 | A faceless doll made of driftwood +87 | A heavy iron key bearing the name of a ship long lost to the sea +88 | A small jewelry box made from the shell of a turtle +89 | A chess piece fashioned to look like fire myrmidon +90 | A spinning top with an image of one of the four elements on each side +91 | A single hoop earring made of a porous red stone +92 | An arrowhead carved from seasalt +93 | A small comb made of blue coral +94 | Seven small beads of sandstone on a string, all different colors +95 | A romance chapbook written in Undercommon titled "Just one Layer of Grey" +96 | A tiny, broken clockwork Harpy +97 | An ivory whale statuette +98 | A fist-sized cog, covered in barnacles +99 | An eyepatch made of obsidian and a black leather cord +100 | A glass bottle with a tiny ship of unfamiliar design inside +Source: Elemental Evil: Trinkets p. 1 + + diff --git a/FightClub5eXML/Sources/PrincesOfTheApocalypse/items-pota.xml b/FightClub5eXML/Sources/PrincesOfTheApocalypse/items-pota.xml new file mode 100644 index 0000000..d6f237d --- /dev/null +++ b/FightClub5eXML/Sources/PrincesOfTheApocalypse/items-pota.xml @@ -0,0 +1,315 @@ + + + + Balloon Pack + Wondrous item + W + 1 + + + This backpack contains the spirit of an air elemental and a compact leather balloon. While you're wearing the backpack, you can deploy the balloon as an action and gain the effect of the levitate spell for 10 minutes, targeting yourself and requiring no concentration. Alternatively, you can use a reaction to deploy the balloon when you're falling and gain the effect of the feather fall spell for yourself. +When either spell ends, the balloon slowly deflates as the elemental spirit escapes and returns to the Elemental Plane of Air. As the balloon deflates, you descend gently toward the ground for up to 60 feet. If you are still in the air at the end of this distance, you fall if you have no other means of staying aloft. +After the spirit departs, the backpack's property is unusable unless the backpack is recharged for 1 hour in an elemental air node, which binds another spirit to the backpack. +Source: Princes of the Apocalypse p. 222 + + + Bottled Breath + + P + + + This bottle contains a breath of elemental air. When you inhale it, you either exhale it or hold it. +If you exhale the breath, you gain the effect of the gust of wind spell. If you hold the breath, you don't need to breathe for 1 hour, though you can end this benefit early (for example, to speak). Ending it early doesn't give you the benefit of exhaling the breath. +Source: Princes of the Apocalypse p. 222 + + + Claws of the Umber Hulk + Wondrous item + W + 1 + + + These heavy gauntlets of brown iron are forged in the shape of an umber hulk claws, and they fit the wearer's hands and forearms all the way up to the elbow. While wearing both claws, you gain a burrowing speed of 20 feet, and you can tunnel through solid rock at a rate of 1 foot per round. +You can use a claw as a melee weapon while wearing it. You have proficiency with it, and it deals 1d8 slashing damage on a hit (your Strength modifier applies to the attack and damage rolls, as normal). +While wearing the claws, you can't manipulate objects or cast spells with somatic components. +Source: Princes of the Apocalypse p. 222, Infernal Machine Rebuild p. 94 + 1d8 + + + Devastation Orb of Air + Wondrous item + W + 1 + + + A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed. +A devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as identify and divination can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly. +A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb's opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes 1d6 rounds later, unless it is returned to the container. +Regardless of the type of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere's point of origin. The orb is destroyed after one use. +Air Orb: When this orb detonates, it creates a powerful windstorm that lasts for 1 hour. Whenever a creature ends its turn exposed to the wind, the creature must succeed on a DC 18 Constitution saving throw or take 1d4 bludgeoning damage, as the wind and debris batter it. The wind is strong enough to uproot weak trees and destroy light structures after at least 10 minutes of exposure. Otherwise, the rules for strong wind apply, as detailed in chapter 5 of the Dungeon Master's Guide. +Source: Princes of the Apocalypse p. 222 + 1d100 + 1d6 + 1d4 + + + Devastation Orb of Earth + Wondrous item + W + 1 + + + A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed. +A devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as identify and divination can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly. +A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb's opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes 1d6 rounds later, unless it is returned to the container. +Regardless of the type of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere's point of origin. The orb is destroyed after one use. +Earth Orb: When this orb detonates, it subjects the area to the effects of the earthquake spell for 1 minute (spell save DC 18). For the purpose of the spell's effects, the spell is cast on the turn that the orb explodes. +Source: Princes of the Apocalypse p. 222 + 1d100 + 1d6 + + + Devastation Orb of Fire + Wondrous item + W + 1 + + + A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed. +A devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as identify and divination can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly. +A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb's opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes 1d6 rounds later, unless it is returned to the container. +Regardless of the type of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere's point of origin. The orb is destroyed after one use. +Fire Orb: When this orb detonates, it creates a dry heat wave that lasts for 24 hours. Within the area of effect, the rules for extreme heat apply, as detailed in chapter 5 of the Dungeon Master's Guide. At the end of each hour, there is a ten percent chance that the heat wave starts a wildfire in a random location within the area of effect. The wildfire covers a 10-foot-square area initially but expands to fill another 10-foot square each round until the fire is extinguished or burns itself out. A creature that comes within 10 feet of a wildfire for the first time on a turn or starts its turn there takes 3d6 fire damage. +Source: Princes of the Apocalypse p. 222 + 1d100 + 1d6 + 3d6 + + + Devastation Orb of Water + Wondrous item + W + 1 + + + A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed. +A devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as identify and divination can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly. +A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb's opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes 1d6 rounds later, unless it is returned to the container. +Regardless of the type of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere's point of origin. The orb is destroyed after one use. +Water Orb: When this orb detonates, it creates a torrential rainstorm that lasts for 24 hours. Within the area of effect, the rules for heavy precipitation apply, as detailed in chapter 5 of the Dungeon Master's Guide. If there is a substantial body of water in the area, it floods after 2d10 hours of heavy rain, rising 10 feet above its banks and inundating the surrounding area. The flood advances at a rate of 100 feet per round, moving away from the body of water where it began until it reaches the edge of the area of effect: at that point, the water flows downhill (and possibly recedes back to its origin). Light structures collapse and wash away. Any Large or smaller creature caught in the flood's path is swept away. The flooding destroys crops and might trigger mudslides, depending on the terrain. +Source: Princes of the Apocalypse p. 222 + 1d100 + 1d6 + 2d10 + + + Dragon Sensing Longsword + Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + This +1 longsword is made of dragon bone and with a dragon-leather grip. It has rubies in its pommel and hilt. The sword grows warm and the rubies glow slightly when the sword is within 120 feet of a dragon. +Source: Princes of the Apocalypse p. 90 + + + Drown + Melee Weapon + M + 4 + T,V + 1d6 + 1d8 + P + 20/60 + A steel trident decorated with bronze barnacles along the upper part of its haft, Drown has a sea-green jewel just below the tines and a silver shell at the end of its haft. It floats on the surface if dropped onto water, and it floats in place if it is released underwater. The trident is always cool to the touch, and it is immune to any damage due to exposure to water. Drown contains a spark of Olhydra, the Princess of Evil Water. +You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with it, the targets take an extra 1d8 cold damage. +Water Mastery: You gain the following benefits while you hold Drown: +• You can speak Aquan fluently. +• You have resistance to cold damage. +• You can cast dominate monster (save DC 17) on a water elemental. Once you have done so, Drown can't be used this way again until the next dawn. +Tears of Endless Anguish: While inside a water node, you can perform a ritual called the Tears of Endless Anguish, using Drown to create a devastation orb of water. Once you perform the ritual, Drown can't be used to perform the ritual again until the next dawn. +Flaw: Drown makes its wielder covetous. While attuned to the weapon, you gain the following flaw: "I demand and deserve the largest share of the spoils, and I refuse to part with anything that's mine." In addition, if you are attuned to Drown for 24 consecutive hours, barnacles form on your skin. The barnacles can be removed with a greater restoration spell or similar magic, but not while you are attuned to the weapon. +Source: Princes of the Apocalypse p. 224 + 1d8 + + + Ironfang + Melee Weapon + M + 2 + + 1d8 + P + A war pick forged from a single piece of iron, Ironfang has a fang-like head inscribed with ancient runes. The pick is heavy in the hand, but when the wielder swings the pick in anger, the weapon seems almost weightless. This weapon is immune to any form of rust, acid, or corrosion—nothing seems to mark it. Ironfang contains a spark of Ogrémoch, the Prince of Evil Earth. +You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit with it, the target takes an extra 1d8 thunder damage. +Earth Mastery: You gain the following benefits while you hold Ironfang: +• You can speak Terran fluently. +• You have resistance to acid damage. +• You have tremorsense out to a range of 60 feet. +• You can sense the presence of precious metals and stones within 60 feet of you, but not their exact location. +• You can cast dominate monster (save DC 17) on an earth elemental. Once you have done so, Ironfang can't be used this way again until the next dawn. +Shatter: Ironfang has 3 charges. You can use your action to expend 1 charge and cast the 2nd-level version of shatter (DC 17). Ironfang regains 1d3 expended charges daily at dawn. +The Rumbling: While inside an earth node, you can perform a ritual called the Rumbling, using Ironfang to create a devastation orb of earth. Once you perform the ritual, Ironfang can't be used to perform the ritual again until the next dawn. +Flaw: Ironfang heightens its wielder's destructive nature. While attuned to the weapon, you gain the following flaw: "I like to break things and cause ruin." +Source: Princes of the Apocalypse p. 224 + 1d8 + 1d3 + + + Lost Crown of Besilmer + Wondrous item + W + 1 + + + This dwarven battle-helm consists of a sturdy open-faced steel helmet, decorated with a golden circlet above the brow from which seven small gold spikes project upward. You gain the following benefits while wearing the crown: +• You have resistance to psychic damage. +• You have advantage on saving throws against effects that would charm you. +• You can use a bonus action to inspire one creature you can see that is within 60 feet of you and that can see or hear you. Once before the end of your next turn, the inspired creature can roll a d6 and add the number rolled to one ability check, attack roll, or saving throw it makes. This uses 1 charge from the crown. It has 3 charges, and it regains 1d3 expended charges daily at dawn. +Source: Princes of the Apocalypse p. 223 + 1d3 + + + Orcsplitter + Melee Weapon + M + 7 + H,2H + 1d12 + S + A mighty axe wielded long ago by the dwarf king Torhild Flametongue, Orcsplitter is a battered weapon that appears unremarkable at first glance. Its head is graven with the Dwarvish runes for "orc," but the runes are depicted with a gap or slash through the markings; the word "orc" is literally split in two. +You gain the following benefits while holding this magic weapon: +• You gain a +2 bonus to attack and damage rolls made with it. +• When you roll a 20 on an attack roll with this weapon against an orc, that orc must succeed on a DC 17 Constitution saving throw or drop to 0 hit points. +• You can't be surprised by orc while you're not incapacitated. You are also aware when orc are within 120 feet of you and aren't behind total cover, although you don't know their location. +• You and any of your friends within 30 feet of you can't be frightened while you're not incapacitated. +Sentience: Orcsplitter is a sentient, lawful good weapon with an Intelligence of 6, a Wisdom of 15, and a Charisma of 10. It can see and hear out to 120 feet and has darkvision. It communicates by transmitting emotions to its wielder, although on rare occasions it uses a limited form of telepathy to bring to the wielder's mind a couplet or stanza of ancient Dwarvish verse. +Personality: Orcsplitter is grim, taciturn, and inflexible. It knows little more than the desire to face orc in battle and serve a courageous, just wielder. It disdains cowards and any form of duplicity, deception, or disloyalty. The weapon's purpose is to defend dwarves and to serve as a symbol of dwarven resolve. It hates the traditional foes of dwarves—giants, goblins, and, most of all, orc—and silently urges its possessor to meet such creatures in battle. +Source: Princes of the Apocalypse p. 224 + + + Pathfinder's Greataxe + Melee Weapon + M + 7 + H,2H + 1d12 + S + When you wield this +1 greataxe, you always know the way to the nearest passage leading from underground toward the surface, as well as the approximate depth the axe is underground. +Source: Princes of the Apocalypse p. 175 + + + Reszur + Melee Weapon + M + 1 + 2.0 + F,L,T + 1d4+1 + P + 20/60 + You have a +1 bonus to attack and damage rolls made with this weapon, which doesn't make noise when it hits or cuts something. +The name "Reszur" is graven on the dagger's pommel. If the wielder speaks the name, the blade gives off a faint, cold glow, shedding dim light in a 10-foot radius until the wielder speaks the name again. +Source: Princes of the Apocalypse p. 157 + + + Seeker Dart + Ranged Weapon + R + 0.25 + F,T + 1d4 + P + 20/60 + This small dart is decorated with designs like windy spirals that span the length of its shaft. +When you whisper the word "seek" and hurl this dart, it seeks out a target of your choice within 120 feet of you. You must have seen the target before, but you don't need to see it now. If the target isn't within range or if there is no clear path to it, the dart falls to the ground, its magic spent and wasted. Otherwise, elemental winds guide the dart instantly through the air to the target. The dart can pass though openings as narrow as 1 inch wide and can change direction to fly around corners. +When the dart reaches its target, the target must succeed on a DC 16 Dexterity saving throw or take 1d4 piercing damage and 3d4 lightning damage. The dart's magic is then spent, and it becomes an ordinary dart. +Source: Princes of the Apocalypse p. 223 + 1d4 + 3d4 + + + Storm Boomerang + Ranged Weapon + R + + + 1d4 + B + 60/120 + This boomerang is a ranged weapon carved from griffon bone and etched with the symbol of elemental air. When thrown, it has a range of 60/120 feet, and any creature that is proficient with the javelin is also proficient with this weapon. On a hit, the boomerang deals 1d4 bludgeoning damage and 3d4 thunder damage, and the target must succeed on a DC 10 Constitution saving throw or be stunned until the end of its next turn. On a miss, the boomerang returns to the thrower's hand. +Once the boomerang deals thunder damage to a target, the weapon loses its ability to deal thunder damage and its ability to stun a target. These properties return after the boomerang spends at least 1 hour inside an elemental air node. +Source: Princes of the Apocalypse p. 223 + 1d4 + 3d4 + + + Tinderstrike + Melee Weapon + M + 1 + F,L,T + 1d4 + P + 20/60 + A flint dagger, Tinderstrike is uncommonly sharp, and sparks cascade off its edge whenever it strikes something solid. Its handle is always warm to the touch, and the blade smolders for 1d4 minutes after it is used to deal damage. It contains a spark of Imix, Prince of Evil Fire. +You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit with it, the target takes an extra 2d6 fire damage. +Fire Mastery: You gain the following benefits while you hold Tinderstrike: +• You can speak Ignan fluently. +• You have resistance to fire damage. +• You can cast dominate monster (save DC 17) on a fire elemental. Once you have done so, Tinderstrike can't be used this way again until the next dawn. +Dance of the All-Consuming Fire: While inside a fire node, you can perform a ritual called the Dance of the All-Consuming Fire, using Tinderstrike to create a devastation orb of fire. Once you perform the ritual, Tinderstrike can't be used to perform the ritual again until the next dawn. +Flaw: Tinderstrike makes its wielder impatient and rash. While attuned to the weapon, you gain the following flaw: "I act without thinking and take risks without weighing the consequences." +Source: Princes of the Apocalypse p. 224 + 1d4 + 2d6 + + + Weird Tank + Wondrous item + W + 1 + + + A weird tank is a ten-gallon tank of blown glass and sculpted bronze with a backpack-like carrying harness fashioned from tough leather. A water weird is contained within the tank. While wearing the tank, you can use an action to open it, allowing the water weird to emerge. The water weird acts immediately after you in the initiative order, and it is bound to the tank. +You can command the water weird telepathically (no action required) while you wear the tank. You can close the tank as an action only if you have first commanded the water weird to retract into it or if the water weird is dead. +If the water weird is killed, the tank loses its magical containment property until it spends at least 24 hours inside an elemental water node. When the tank is recharged, a new water weird forms inside it. +The tank has AC 15, 50 hit points, vulnerability to bludgeoning damage, and immunity to poison and psychic damage. Reducing the tank to 0 hit points destroys it and the water weird contained within it. +Source: Princes of the Apocalypse p. 223 + + + Windvane + Melee Weapon + M + 3 + T,V,F + 1d6 + 1d8 + P + 20/60 + A silver spear, Windvane has dark sapphires on the filigreed surface of its polished head. Held by its shining haft, the weapon feels insubstantial, as if clutching a cool, gently flowing breeze. The spear contains a spark of Yan-C-Bin, the Prince of Evil Air. +You have a +2 bonus to attack and damage rolls made with this magic weapon, which has the finesse weapon property. When you hit with it, the target takes an extra 1d6 lightning damage. +Air Mastery: You gain the following benefits while you hold Windvane: +• You can speak Auran fluently. +• You have resistance to lightning damage. +• You can cast dominate monster (save DC 17) on an air elemental. Once you have done so, Windvane can't be used this way again until the next dawn. +Song of the Four Winds: While inside an air node, you can perform a ritual called the Song of the Four Winds, using Windvane to create a devastation orb of air. Once you perform the ritual, Windvane can't be used to perform the ritual again until the next dawn. +Flaw: Windvane makes its wielder mercurial and unreliable. While attuned to the weapon, you gain the following flaw: "I break my vows and plans. Duty and honor mean nothing to me." +Source: Princes of the Apocalypse p. 224 + 1d6 + + + Wingwear + Wondrous item + W + 1 + + + This snug uniform has symbols of air stitched into it and leathery flaps that stretch along the arms, waist, and legs to create wings for gliding. A suit of wingwear has 3 charges. While you wear the suit, you can use a bonus action and expend 1 charge to gain a flying speed of 30 feet until you land. At the end of each of your turns, your altitude drops by 5 feet. Your altitude drops instantly to 0 feet at the end of your turn if you didn't fly at least 30 feet horizontally on that turn. When your altitude drops to 0 feet, you land (or fall), and you must expend another charge to use the suit again. +The suit regains all of its expended charges after spending at least 1 hour in an elemental air node. +Source: Princes of the Apocalypse p. 223 + + diff --git a/FightClub5eXML/Sources/RickAndMorty/items-rmbre.xml b/FightClub5eXML/Sources/RickAndMorty/items-rmbre.xml new file mode 100644 index 0000000..b31b79e --- /dev/null +++ b/FightClub5eXML/Sources/RickAndMorty/items-rmbre.xml @@ -0,0 +1,16 @@ + + + + Concertina + Wondrous item + W + 1 + + + A concertina is a less charming kind of accordion. +In addition to knocking out a killer polka, a creature playing the concertina can use an action to cause an area of mist or water up to 30 feet in diameter and 6 inches deep to freeze solid. +Once used, this feature of the concertina can't be used again until the next dawn. +Any creatures touching the floor must succeed on a DC 20 Dexterity saving throw or be restrained by the ice. As an action, a restrained creature can attempt to free itself or another creature within its reach from the ice, doing so with a successful DC 20 Strength (Athletics) check. A character freed from the ice is no longer restrained by it. The ice melts in an hour. +Source: The Lost Dungeon of Rickedness: Big Rick Energy p. 26 + + diff --git a/FightClub5eXML/Sources/RiseOfTiamat/items-rot.xml b/FightClub5eXML/Sources/RiseOfTiamat/items-rot.xml new file mode 100644 index 0000000..add88e9 --- /dev/null +++ b/FightClub5eXML/Sources/RiseOfTiamat/items-rot.xml @@ -0,0 +1,46 @@ + + + + Draakhorn + Wondrous item + W + 1 + + + The Draakhorn was a gift from Tiamat in the war between dragons and giants. It was once the horn of her ancient red dragon consort, Ephelomon, that she gave to dragonkind to help them in their war against the giants. The Draakhorn is a signaling device, and it is so large that it requires two Medium creatures (or one Large or larger) to hold it while a third creature sounds it, making the earth resonate to its call. The horn has been blasted with fire into a dark ebony hue and is wrapped in bands of bronze with draconic runes that glow with purple eldritch fire. +The low, moaning drone of the Draakhorn discomfits normal animals within a few miles, and it alerts all dragons within two thousand miles to rise and be wary, for great danger is at hand. Coded blasts were once used to signal specific messages. Knowledge of those codes has been lost to the ages. +Those with knowledge of the Draakhorn's history know that it was first built to signal danger to chromatic dragons—a purpose the Cult of the Dragon has corrupted to call chromatic dragons to the Well of Dragons from across the North. +Within 50 feet of any enclosed space where the horn is blown, the air begins to shimmer from the sound. Any character within 20 feet of the entry to the enclosed space must succeed on a DC 12 Strength check to continue pushing against the pressure of the sound. A failure indicates the character can advance no farther toward the entry. +For any character entering the enclosed space, the sound fades to silence—because any creature that enters the enclosed space is temporarily deafened and must make a DC 12 Constitution saving throw. Success indicates the deafness ends 2 minutes after the Draakhorn ceases to sound. Failure indicates the character remains deafened for 1 hour after the Draakhorn ceases to sound. +While the horn is sounding, a creature must make a DC 15 Constitution saving throw the first time on a turn the creature enters a 150-foot cone in front of the horn or starts its turn there. On a failed save, the creature takes 27 (6d8) thunder damage and is knocked prone. On a successful save, the creature takes half damage and isn't knocked prone. +Source: Rise of Tiamat p. 93 + 6d8 + + + Dragontooth Dagger + Melee Weapon + M + 1 + F,L,T + 1d4 + P + 20/60 + A dagger fashioned from the tooth of a dragon. While the blade is obviously a fang or predator's tooth, the handle is leather wrapped around the root of the tooth, and there is no crossguard. +You gain a +1 bonus to attack and damage rolls made with this weapon. On a hit with this weapon, the target takes an extra 1d6 acid damage. +Draconic Potency: Against enemies of the Cult of the Dragon, the dagger's bonus to attack and damage rolls increases to 2, and the extra acid damage increases to 2d6. +Source: Rise of Tiamat p. 94 + 1d6 + 2d6 + + + Mask of the Dragon Queen + Wondrous item + W + 1 + + + Individually, the five dragon masks resemble the dragons they are named for. When two or more of the dragon masks are assembled, however, they transform magically into the Mask of the Dragon Queen. Each mask shrinks to become the modeled head of a chromatic dragon, appearing to roar its devotion to Tiamat where all the masks brought together are arranged crown-like on the wearer's head. Below the five masks, a new mask shapes itself, granting the wearer a draconic visage that covers the face, neck, and shoulders. +While you are attuned to and wear this mask, you can have any of the properties from any one mask. Additionally, you gain the Damage Absorption from each of the five dragon masks, and you gain five uses of the Legendary Resistance property. +Source: Rise of Tiamat p. 94 + + diff --git a/FightClub5eXML/Sources/RiseOfTiamat/items-rotos.xml b/FightClub5eXML/Sources/RiseOfTiamat/items-rotos.xml new file mode 100644 index 0000000..072edab --- /dev/null +++ b/FightClub5eXML/Sources/RiseOfTiamat/items-rotos.xml @@ -0,0 +1,73 @@ + + + + Blue Dragon Mask + Wondrous item + W + 1 + + + This mask of glossy azure has spikes around its edges and a ridged horn in its center. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties. +Damage Absorption: You have resistance against lightning damage. If you already have resistance to lightning damage from another source, you instead have immunity to lightning damage. If you already have immunity to lightning damage from another source, whenever you are subjected to lightning damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type. +Draconic Majesty: While you are wearing no armor, you can add your Charisma bonus to your Armor Class. +Dragon Breath: If you have a breath weapon that requires rest to recharge, it gains a recharge of 6. +Dragon Sight: You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes. +Dragon Tongue: You can speak and understand Draconic. You also have advantage on any Charisma check you make against Blue Dragons. +Legendary Resistance: (1/Day) If you fail a saving throw, you can choose to succeed instead. +Lingering Shock: If you deal lightning damage to a creature, it can't take reactions until its next turn. +Source: The Rise of Tiamat Online Supplement p. 4 + + + Green Dragon Mask + Wondrous item + W + 1 + + + This mottled green mask is surmounted by a frilled crest and has leathery spiked plates along its jaw. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties +Damage Absorption: You have resistance against poison damage. If you already have resistance to poison damage from another source, you instead have immunity to poison damage. If you already have immunity to poison damage from another source, whenever you are subjected to poison damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type. +Draconic Majesty: While you are wearing no armor, you can add your Charisma bonus to your Armor Class. +Dragon Breath: If you have a breath weapon that requires rest to recharge, it gains a recharge of 6. +Dragon Sight: You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes. +Dragon Tongue: You can speak and understand Draconic. You also have advantage on any Charisma check you make against Green Dragons. +Legendary Resistance: (1/Day) If you fail a saving throw, you can choose to succeed instead. +Water Breathing: You can breathe underwater. +Source: The Rise of Tiamat Online Supplement p. 4 + + + Red Dragon Mask + Wondrous item + W + 1 + + + This mask of glossy crimson has swept-back horns and spiked cheek ridges. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties. +Damage Absorption: You have resistance against fire damage. If you already have resistance to fire damage from another source, you instead have immunity to fire damage. If you already have immunity to fire damage from another source, whenever you are subjected to fire damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type. +Draconic Majesty: While you are wearing no armor, you can add your Charisma bonus to your Armor Class. +Dragon Breath: If you have a breath weapon that requires rest to recharge, it gains a recharge of 6. +Dragon Sight: You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes. +Dragon Tongue: You can speak and understand Draconic. You also have advantage on any Charisma check you make against Red Dragons. +Legendary Resistance: (1/Day) If you fail a saving throw, you can choose to succeed instead. +Dragon Fire: If you deal fire damage to a creature or flammable object, it starts burning. At the start of each of its turns, a creature burning in this way takes 1d6 fire damage. A creature that can reach the burning target can use an action to extinguish the fire. +Source: The Rise of Tiamat Online Supplement p. 4 + 1d6 + + + White Dragon Mask + Wondrous item + W + 1 + + + This gleaming mask is white with highlights of pale blue and is topped by a spined crest. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties. +Damage Absorption: You have resistance against cold damage. If you already have resistance to cold damage from another source, you instead have immunity to cold damage. If you already have immunity to cold damage from another source, whenever you are subjected to cold damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type. +Draconic Majesty: While you are wearing no armor, you can add your Charisma bonus to your Armor Class. +Dragon Breath: If you have a breath weapon that requires rest to recharge, it gains a recharge of 6. +Dragon Sight: You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes. +Dragon Tongue: You can speak and understand Draconic. You also have advantage on any Charisma check you make against White Dragons. +Legendary Resistance: (1/Day) If you fail a saving throw, you can choose to succeed instead. +Winter's Fury: While your current hit points are equal to or less than half your hit point maximum, you deal an extra 1d8 cold damage with your melee attacks. +Source: The Rise of Tiamat Online Supplement p. 4 + 1d8 + + diff --git a/FightClub5eXML/Sources/SleepingDragonsWake/items-sdw.xml b/FightClub5eXML/Sources/SleepingDragonsWake/items-sdw.xml new file mode 100644 index 0000000..6ad852f --- /dev/null +++ b/FightClub5eXML/Sources/SleepingDragonsWake/items-sdw.xml @@ -0,0 +1,14 @@ + + + + Bonecounter + Melee Weapon + M + 4 + + 1d6 + B + This weapon is a magical +2 mace called Bonecounter. Whenever this weapon is used to destroy an undead creature, a single silver piece appears in the wielder's pocket. +Source: Essentials Kit: Sleeping Dragon's Wake + + diff --git a/FightClub5eXML/Sources/StormKingsThunder/items-stk.xml b/FightClub5eXML/Sources/StormKingsThunder/items-stk.xml new file mode 100644 index 0000000..13475db --- /dev/null +++ b/FightClub5eXML/Sources/StormKingsThunder/items-stk.xml @@ -0,0 +1,297 @@ + + + + Banner of the Krig Rune + Wondrous item + W + 1 + + + Crafted from a thick, red fabric, this banner measures 5 feet high and 3 feet wide. The krig (war) rune is displayed on the fabric with round, metal plates sewn into it. It can be attached to a 10-foot pole to serve as a standard. Furling or unfurling the banner requires an action. The banner has the following properties. +Mark of Courage: As a bonus action, you can touch the unfurled banner and cause it to emanate courage. You and your allies are immune to the frightened condition while within 20 feet of it. This benefit lasts for 10 minutes or until the banner is furled. Once you use this property, you can't use it again until you finish a short or long rest. +Sentinel Standard: You can see invisible creatures while they are within 20 feet of the unfurled banner and within your line of sight. +Standard's Shield: As a bonus action, you can touch the unfurled banner and invoke this power. Any ranged attack roll that targets you or an ally of yours has disadvantage if the target is within 20 feet of the unfurled banner. This benefit lasts for 1 minute or until the banner is furled. Once you use this property, you can't use it again until you finish a short or long rest. +Gift of Battle: You can transfer the banner's magic to a place by tracing the krig rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 500-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the banner to be within 5 feet of you and during which you choose creatures, creature types, or both that will benefit from the magic. At the end, the banner is destroyed, and the area gains the following property: +While in the 500-foot-radius sphere, the creatures you chose during the transfer process are immune to the frightened condition and gain a +1 bonus to attack rolls and AC. +Source: Storm King's Thunder p. 233 + + + Blod Stone + Wondrous item + W + 1 + + + This diamond contains the blood of a creature—blood that appears in the form of the blod (blood) rune. While the item is on your person, you can use your action to divine the location of the creature nearest to you that is related to the blood in the item and that isn't undead. You sense the distance and direction of the creature relative to your location. The creature is either the one whose blood is in the item or a blood relative. +This item is made from a large diamond worth at least 5,000 gp. When the blood of a creature is poured onto it during the creation process, the blood seeps into the heart of the gem. If the gem is destroyed, the blood evaporates and is gone forever. A vengeful being might use a blod stone to hunt down an entire bloodline. Such stones are sometimes given as gifts to siblings or handed down from parent to child. +Source: Storm King's Thunder p. 233 + + + Claw of the Wyrm Rune + Wondrous item + W + 1 + + + This dragon's claw has been covered with a coat of molten silver, upon which has been inscribed the wyrm (dragon) rune. The claw has the following properties. +Wyrmslayer: As an action, you can point the claw at a dragon within 30 feet of you. The dragon must then succeed on a DC 15 Constitution saving throw or gain vulnerability to all damage types until the end of your next turn. This property can be used three times. The claw regains all expended uses at the next dawn. +Wyrm Shield: While the claw is displayed on your person, you have resistance to the damage caused by any dragon's breath weapon. +Wyrm Ward: You can transfer the c1aw's magic to a place by tracing the wyrm rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 100-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the claw to be within 5 feet of you. At the end, the claw is destroyed, and the area gains the following property: +While in the 100-foot-radius sphere, any dragon has disadvantage on saving throws and can have a flying speed no higher than 10 feet. +Source: Storm King's Thunder p. 233 + + + Clockwork Dog + Other + G + + + This Tiny clockwork dog made of copper and tin comes with a copper wind-up key. As an action, you can use the key to wind the dog, after which it follows you for 12 hours. At the end of that duration, the clockwork dog stops until wound again. The dog has AC 5, 1 hit point, and a walking speed of 30 feet. +Source: Storm King's Thunder p. 44 + + + Conch of Teleportation + Wondrous item + W + 1 + + + This item is an ordinary, albeit rather large, conch shell that has been inscribed with the uvar rune. The conch measures 2½ feet long and weighs 20 pounds. +As an action, you can cast the teleport spell by blowing into the shell. The destination is fixed, and there is no chance of either a mishap or the spell being off target. Anyone teleported by the conch appears in a specific location designated by the item's creator at the time the uvar rune is inscribed on the conch. It doesn't allow teleportation to any other destination. Once its spell is cast, the conch can't be used again until the next dawn. +Source: Storm King's Thunder p. 234 + + + Dragon Thighbone Club + simple Weapon, Melee Weapon + M + 250 + 2H + 1d8 + B + This red dragon's thighbone is 14 feet long, 250 lbs, and is wrapped in old leather, suggesting that it was once used as a giant's greatclub. +When you hit a creature of the dragon type with this weapon, it deals an extra 2d8 bludgeoning damage. +If you attune to the greatclub, it magically shrinks to a size that you can wield effectively. +Source: Storm King's Thunder p. 105 + 2d8 + + + Gavel of the Venn Rune + Wondrous item + W + 1 + + + This wooden gavel is small by giant reckoning but nearly the size of a warhammer in human hands. The venn (friend) rune is inscribed in mithral in the base of the haft. Among giants, this item is used as part of rituals to resolve disputes. The gavel has the following properties. +Arbiters Shield: At the start of every combat, attack rolls against you have disadvantage before the start of your first turn, provided that the gavel is on your person. +Bond of Amity: As an action, you can use the gavel to strike a point on a hard surface. The first time in the next minute that a creature within 60 feet of that point deals damage to another creature with an attack that hits, the attacker takes psychic damage equal to half the damage it dealt to the target. Once you use this property, you can't use it again until you finish a long rest. +Gift of Truth: You can transfer the gavel's magic to a place by tracing the venn rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 30-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the gavel to be within 5 feet of you. At the end, the gavel is destroyed, and the area gains the following property: +Whenever a creature utters a lie while within the 30-foot-radius sphere, that creature takes 5 psychic damage and flinches visibly. +Source: Storm King's Thunder p. 234 + + + Gurt's Greataxe + Melee Weapon + M + 325 + H,2H + 3d12 + S + In the Year of the Icy Axe (123 DR), the frost giant Lord Gurt fell to Uthgar Gardolfsson—leader of the folk who would become the Uthgardt barbarians—in a battle that marked the ascendance of humankind over the giants in the Dessarin Valley. Gurt's greataxe was buried in Morgur's Mound until it was unearthed and brought back to Waterdeep. After laying in the city's vaults for decades, the axe was given to Harshnag, a frost giant adventurer, in recognition of his service to Waterdeep. Uthgardt barbarians recognize the weapon on sight and attack any giant that wields it. +You gain a +1 bonus to attack and damage rolls made with this magic weapon. It is sized for a giant, weighs 325 pounds, and deals 3d12 slashing damage on a hit, plus an extra 2d12 slashing damage if the target is human. +The axe sheds light as a torch when the temperature around it drops below 0 degrees Fahrenheit. The light can't be shut off in these conditions. +As an action, you can cast a version of the heat metal spell (save DC 13) that deals cold damage instead of fire damage. Once this power is used, it can't be used again until the next dawn. +Source: Storm King's Thunder p. 234 + 3d12 + 2d12 + + + Ingot of the Skold Rune + Wondrous item + W + 1 + + + This appears to be a simple ingot of iron ore, about a foot long and a few inches across. Inspection of its surface reveals the faint, silvery outline of the skold (shield) rune. The ingot has the following properties, which work only while it's on your person. +Runic Shield: You have a +1 bonus to AC. +Shield Bond: As a bonus action, choose a creature that you can see within 30 feet of you, other than yourself. Until the end of your next turn, any damage the target takes is reduced to 1, but you take half the damage prevented in this way. The damage you take can't be reduced in any way. Once you use this property, you can't use it again until you finish a short or long rest. +Shield Ward: You can transfer the ingot's magic to a nonmagical item—a shield or a two-handed melee weapon-by tracing the skold rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the ingot is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form: +• Shield.: The shield is now a rare magic item that requires attunement. Its magic gives you a +1 bonus to AC, and the first time after each of your long rests that damage reduces you to 0 hit points, you are instead reduced to 1 hit point. You must be wielding the shield to gain these benefits. +• Weapon.: The weapon is now an uncommon magic weapon. It grants you a +1 bonus to AC while you're holding it. +Source: Storm King's Thunder p. 234 + + + Korolnor Scepter + Melee Weapon + M + 2 + L + 1d4 + B + The Korolnor Scepter is one of ten Ruling Scepters of Shanatar, forged by the dwarven gods and given to the ruling houses of the ancient dwarven empire. The Korolnor Scepter's location was unknown for the longest time until a storm giant queen, Neri, found it in a barnacle-covered shipwreck at the bottom of the Trackless Sea. The Ruling Scepters are all roughly the same size and shape, but their materials and properties vary. +The Korolnor Scepter is a tapered mithral rod as thick and long as a dwarf's forearm, with a small platinum knob at the bottom and a rounded disk adorned with a ring of seven tiny blue gems at the top. +You gain a +3 bonus to attack and damage rolls made with this scepter, which can be wielded as a magic club. +You can use the properties of the Wyrmskull Throne, as well as the properties of the scepter itself. The scepter has 10 charges, and it regains 1d6 + 4 expanded charges at dawn. Its properties are as follows: +• If you are underground or underwater, you can use an action to expend 1 charge to determine the distance to the surface. +• As an action: you can expend 2 charges to cast the sending spell from the scepter. +• As an action: you can expend 3 charges to cast the teleport spell from the scepter. If the destination is within 60 feet of the Wyrmskull Throne, there is no chance of a teleport error or mishap occurring. +Source: Storm King's Thunder p. 234 + 1d6+4 + + + Navigation Orb + Wondrous item + W + 1 + + + A navigation orb is a hollow, 7-foot-diameter sphere of thin, polished mithral with a large skye (cloud) rune embossed on its outer surface. The orb levitates 10 feet above the ground and is keyed to a particular cloud castle, allowing you to control that castle's altitude and movement while the orb is inside the castle. If the orb is destroyed or removed from its castle, the castle's altitude and location remain fixed until the orb is returned or replaced. +As an action, you can cause one of the following effects to occur if you are touching the orb: +The castle moves at a speed of 1 mph in a straight line, in a direction of your choice, until the castle stops or is made to stop, or until another action is used to change its direction. If this movement brings the castle into contact with the ground, the castle lands gently. +The castle, if it is moving, comes to a gradual stop. +The castle makes a slow, 90-degree turn clockwise or counterclockwise (turning a northerly view into a westerly view, for example). The castle can turn while it is moving in a straight line. +Any creature touching the orb knows the altitude of the base of the castle above the ground or water below it. +Source: Storm King's Thunder p. 235 + + + Opal of the Ild Rune + Wondrous item + W + 1 + + + This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties, which work only while it's on your person. +Ignite: As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter. +Fires Friend: You have resistance to cold damage. +Fire Tamer: As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius. +Gift of Flame: You can transfer the opal's magic to a nonmagical item—a weapon or a suit of armor—by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form: +• Weapon.: The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits. +• Armor.: The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor. +Source: Storm King's Thunder p. 235 + 1d6 + + + Orb of the Stein Rune + Wondrous item + W + 1 + 3 + + This orb of granite is about the size of an adult human's fist. The stein (stone) rune appears on it in the form of crystalline veins that run across the surface. The orb has the following properties, which work only while it's on your person. +Indomitable Stand: As an action, you can channel the orb's magic to hold your ground. For the next minute or until you move any distance, you have advantage on all checks and saving throws to resist effects that force you to move. In addition, any enemy that moves to a space within 10 feet of you must succeed on a DC 12 Strength saving throw or be unable to move any farther this turn. +Stone Soul: You can't be petrified. +Earthen Step: You can cast meld into stone as a bonus action. Once you use this property, you can't use it again until you finish a short or long rest. +Gift of Stone: You can transfer the orb's magic to a nonmagical item—a shield or a pair of boots—by tracing the stein rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the orb is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form: +• Shield.: The shield is now a rare magic item that requires attunement. While you wield it, you have resistance to all damage dealt by ranged weapon attacks. +• Boots.: The pair of boots is now an uncommon magic item that requires attunement. While you wear the boots, you have advantage on Strength saving throws, and you can use your reaction to avoid being knocked prone. +Source: Storm King's Thunder p. 235 + + + Pennant of the Vind Rune + Wondrous item + W + 1 + + + This blue pennant is crafted from silk and is five feet long and whips about as if buffeted by a wind. The vind (wind) rune appears on its surface, looking almost like a cloud. The pennant has the following properties, which work only while it's on your person. +Wind Step: As an action, you fly up to 20 feet. If you don't land at the end of this flight, you fall unless you have another means of staying aloft. +Comforting Wind: You can't suffocate. +Winds Grasp: As a reaction when you fall, you can cause yourself to take no damage from the fall. Once you use this property, you can't use it again until you finish a short or long rest. +Wind Walker: While you are attuned to this rune, you can cast levitate as a bonus action. Once you use this property, you can't use it again until you finish a short or long rest. +Gift of Wind: You can transfer the pennant's magic to a nonmagical item—a suit of armor, a pair of boots, or a cloak—by tracing the vind rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the pennant is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form: +• Armor.: The armor is now an uncommon magic item that requires attunement. You gain a bonus to speed of 5 feet while you wear the armor, and if it normally imposes disadvantage on Stealth checks, it no longer does so. +• Boots/Cloak.: The pair of boots or cloak is now a rare magic item that requires attunement. While wearing the item, you can convert up to 20 feet of your movement on each of your turns into flight. If you don't land at the end of this flight, you fall unless you have another means of staying aloft. You can also cast feather fall once from the item, and you regain the ability to do so when you finish a short or long rest. +Source: Storm King's Thunder p. 235 + + + Pixie Dust + Other + G + + + A pinch of this dust can substitute for the material components of any enchantment spell of 3rd level or lower. If a pinch of pixie dust is sprinkled on a creature, roll percentile dice and consult the Pixie Dust table to determine the effect. +Pixie Dust +d100 | Magical Effect +01-70 | The creature sprinkled with dust gains a flying speed of 60 feet for 10 minutes. +71-80 | The creature sprinkled with dust must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. The creature awakens if it takes damage or if it is shaken or slapped as an action. +81-90 | The creature sprinkled with dust must succeed on a DC 11 Wisdom saving throw or be affected by a confusion spell. +91-00 | The creature sprinkled with dust becomes invisible for 1 hour. Any equipment it is wearing or carrying is invisible as long as it is on the creature's person. The effect on the creature ends if it attacks, deals any damage, or casts a spell. +Source: Storm King's Thunder p. 35 + + + Potion of Giant Size + + P + + + When you drink this potion, you become Huge for 24 hours if you are Medium or smaller, otherwise the potion does nothing. For that duration, your Strength becomes 25, if it isn't already higher, and your hit point maximum is doubled (your current hit points are doubled when you drink the potion). In addition, the reach of your melee attacks increases by 5 feet. +Everything you are carrying and wearing also increases in size for the duration. When rolling damage for weapons enlarged in this manner, roll three times the normal number of dice; for example, an enlarged longsword would deal 3d8 slashing damage (instead of 1d8), or 3d10 slashing damage (instead of 1d10) when used with two hands. +When the effect ends, any hit points you have above your hit point maximum become temporary hit points. This potion is a pale white liquid made from the tongue of a giant clam, with a pungent aroma akin to that of rotting algae. It tastes sweet, however, when consumed. +Source: Storm King's Thunder p. 236 + 3d8 + 1d8 + 3d10 + 1d10 + + + Robe of Serpents + Wondrous item + W + 1 + + + A robe of serpents is a stylish silk garment that is popular among wealthy nobles and retired assassins. The robe is emblazoned with 1d4 + 3 stylized serpents, all brightly colored. +As a bonus action on your turn, you can transform one of the robe's serpents into a giant poisonous snake. The snake instantly falls from the robe, slithers into an unoccupied space next to you, and acts on your initiative count. The snake can tell friendly creatures from hostile ones and attacks the latter. The snake disappears in a harmless puff of smoke after 1 hour, when it drops to 0 hit points, or when you dismiss it (no action required). Once detached, a snake can't return to the robe. When all of the robe's snakes have detached, the robe becomes a nonmagical garment. +Source: Storm King's Thunder p. 236 + 1d4+3 + + + Rod of the Vonindod + + RD + 2 + + The fire giant Duke Zalto hired a wizard to craft several of these adamantine rods. Each measures 4 feet long, weighs 100 pounds, and is sized to fit comfortably in a fire giant hand. The rod has two prongs at one end and a molded handle grip on the opposite end. +The rod has 10 charges and regains 1d6 + 4 of its expended charges daily at dawn. As an action, you can grasp it by the handle and expend 1 charge to cast the locate object spell from it. When the rod is used to detect objects made of adamantine, such as fragments of the Vonindod construct, its range increases to 10 miles. +Source: Storm King's Thunder p. 236 + 1d6+4 + + + Shard of the Ise Rune + Wondrous item + W + 1 + + + This shard of ice is long and slender, roughly the size of a dagger. The ise (ice) rune glows within it. The shard has the following properties, which work only while it's on your person. +Frigid Touch: As an action, you can touch a body of water and freeze the water in a 10-foot-radius sphere around the spot you touched. Once you use this property, you can't use it again until you finish a short or long rest. +Frost Friend: You have resistance to fire damage. +Icy Mantle: As an action, you can touch yourself or another creature with water on your finger. The water creates an icy mantle of protection. The next time within the next minute that the target takes bludgeoning, slashing, or piercing damage, that damage is reduced to 0, and the mantle is destroyed. Once you use this property, you can't use it again until you finish a short or long rest. +Winters Howl: As an action, you can cast sleet storm (spell save DC 17). You regain this ability after you finish a short or long rest. +Gift of Frost: You can transfer the shard's magic to a nonmagical item—a cloak or a pair of boots-by tracing the ise rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shard is destroyed, and the rune appears in blue on the chosen item, which gains a benefit based on its form: +• Cloak.: The cloak is now a rare magic item that requires attunement. While wearing it, you have resistance to fire damage, and you have advantage on Dexterity (Stealth) checks made while in snowy terrain. +• Boots.: The pair of boots is now a rare magic item that requires attunement. While wearing it, you ignore difficult terrain while walking, and you can walk on water. +Source: Storm King's Thunder p. 236 + + + Wyrmskull Throne + Wondrous item + W + 1 + + + Built by dwarven gods and entrusted to the rulers of Shanatar, an ancient dwarven empire. The Wyrmskull Throne was a symbol of dwarven power and pride for ages untold. The throne hovers a foot off the ground and is a massive thing made of polished obsidian with oversized feet—the impaled skulls of four ancient blue dragons. Runes glisten in the carved obsidian winking to life with blue energy when the throne's powers are activated. +After the fall of Shanatar, the Wyrmskull Throne fell into the clutches of less honorable creatures. A band of adventurers wrested the throne from the aquatic elf tyrant Gantar Kraok and sold it to the storm giant Neri for a considerable fortune. Neri had the throne magically enlarged and gave it to her husband, King Hekaton, as a gift, along with one of the Ruling Scepters of Shanatar, which she had found in a wreck at the bottom of the Trackless Sea. Only a creature attuned to a Ruling Scepter and in possession of it can harness the powers of the Wyrmskull Throne, which has become the centerpiece of King Hekaton's throne room in the undersea citadel of Maelstrom. Fear of the throne's power has helped prevent evil giants from challenging or threatening Hekaton's leadership. +Any creature not attuned to a Ruling Scepter who sits on the throne is paralyzed and encased in a magical force field. While encased, the creature can't be touched or moved from the throne. Touching a Ruling Scepter to the force field dispels the field, though the creature remains paralyzed until it is separated from the throne. +Any creature seated on the throne can hear faint Whispers in Draconic—the whisperings of four blue dragons whose skulls adorn the throne. Although powerless, these spirits try to influence the decisions of the throne's master +Properties of the Throne: The throne has 9 charges and regains all expended charges daily at dawn. A creature that sits on the throne while attuned to a Ruling Sceptor in its possession can harness the throne's properties, which are as follows: +The throne gains a flying speed of 30 feet and can hover and flies where the creature wills. This property doesn't expend any charges. +Both the throne and the creature sitting on it can move through earth and stone without disturbing the material they move through. This property doesn't expend any charges. +As an action, the creature can expend 1 charge to cast lightning bolt (spell save DC 19) from the throne. The spell is cast as though using a 9th-level spell slot and deals 49 (14d6) lightning damage. The bolt discharges from the mouth of one of the throne's blue dragon skulls. +As an action, the creature can expend 2 charges to cast the globe of invulnerability spell from the throne. The globe encloses both the creature and the throne. +As an action, the creature can expend 3 charges to create a spectral image of an ancient blue dragon that surrounds both it and the throne. The spectral dragon lasts for 1 minute. At the end of each of the creature's turns, the spectral dragon makes one bite attack and two claw attacks against targets of the creature's choice. These attacks have the same attack bonus, reach, and damage as an ancient blue dragon bite and claw attacks. +Destroying the Throne: The Wyrmskull Throne can be destroyed by breaking at least five Ruling Scepters of Shanatar simultaneously on it. This fact has never been recorded or sung of among the dwarves or any bards or storytellers, and it can't be discovered with an ability check. Characters who want to destroy the throne must go on a quest to learn the method for doing so. The throne's destruction triggers an explosion, as shards of obsidian fly out in all directions. Each creature and object within a 30-foot-radius sphere centered on the throne must succeed on a DC 21 Dexterity saving throw, taking 70 (20d6) slashing damage on a failed save, or half as much damage on a successful one. +Source: Storm King's Thunder p. 237 + 14d6 + 20d6 + + diff --git a/FightClub5eXML/Sources/SwordCoastAdventurersGuide/backgrounds-scag.xml b/FightClub5eXML/Sources/SwordCoastAdventurersGuide/backgrounds-scag.xml new file mode 100644 index 0000000..ec7b206 --- /dev/null +++ b/FightClub5eXML/Sources/SwordCoastAdventurersGuide/backgrounds-scag.xml @@ -0,0 +1,412 @@ + + + + City Watch + Athletics, Insight + + Description + You have served the community where you grew up, standing as its first line of defense against crime. You aren't a soldier, directing your gaze outward at possible enemies. Instead, your service to your hometown was to help police its populace, protecting the citizenry from lawbreakers and malefactors of every stripe. +You might have been part of the City Watch of Waterdeep, the baton-wielding police force of the City of Splendors, protecting the common folk from thieves and rowdy nobility alike. Or you might have been one of the valiant defenders of Silverymoon, a member of the Silverwatch or even one of the magic-wielding Spellguard. +Perhaps you hail from Neverwinter and have served as one of its Wintershield watchmen, the newly founded branch of guards who vow to keep safe the City of Skilled Hands. +Even if you're not city-born or city-bred, this background can describe your early years as a member of law enforcement. Most settlements of any size have their own constables and police forces, and even smaller communities have sheriffs and bailiffs who stand ready to protect their community. +• Skill Proficiencies: Athletics, Insight +• Languages: Any two of your choice +• Equipment: A uniform in the style of your unit and indicative of your rank, a horn with which to summon help, a set of manacles, and a pouch containing 10 gp +Source: Sword Coast Adventurer's Guide p. 145 + + + Feature: Watcher's Eye + Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter. + + + + Suggested Characteristics + Use the tables for the soldier background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of the city watch. +Your bond is likely associated with your fellow watch members or the watch organization itself and almost certainly concerns your community. Your ideal probably involves the fostering of peace and safety. An investigator is likely to have an ideal connected to achieving justice by successfully solving crimes. + + + + + Clan Crafter + History, Insight + + Description + The Stout Folk are well known for their artisanship and the worth of their handiworks, and you have been trained in that ancient tradition. For years you labored under a dwarf master of the craft, enduring long hours and dismissive, sour-tempered treatment in order to gain the fine skills you possess today. +You are most likely a dwarf, but not necessarily—particularly in the North, the shield dwarf clans learned long ago that only proud fools who are more concerned for their egos than their craft turn away promising apprentices, even those of other races. If you aren't a dwarf, however, you have taken a solemn oath never to take on an apprentice in the craft: it is not for nondwarves to pass on the skills of Moradin's favored children. You would have no difficulty, however, finding a dwarf master who was willing to receive potential apprentices who came with your recommendation. +• Skill Proficiencies: History, Insight +• Tool Proficiencies: One type of artisan's tools +• Languages: Dwarvish or one of your choice if you already speak Dwarvish +• Equipment: A set of artisan's tools with which you are proficient, a maker's mark chisel used to mark your handiwork with the symbol of the clan of crafters you learned your skill from, a set of traveler's clothes, and a pouch containing 5 gp and a gem worth 10 gp +Source: Sword Coast Adventurer's Guide p. 145 + + + Feature: Respect of the Stout Folk + As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your companions) the finest accommodations and assistance. + + + + Suggested Characteristics + Use the tables for the guild artisan background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a clan crafter. (For instance, consider the words "guild" and "clan" to be interchangeable.) +Your bond is almost certainly related to the master or the clan that taught you, or else to the work that you produce. Your ideal might have to do with maintaining the high quality of your work or preserving the dwarven traditions of craftsmanship. + + + + + Cloistered Scholar + History + + Description + As a child, you were inquisitive when your playmates were possessive or raucous. In your formative years, you found your way to one of Faerûn's great institutes of learning, where you were apprenticed and taught that knowledge is a more valuable treasure than gold or gems. Now you are ready to leave your home—not to abandon it, but to quest for new lore to add to its storehouse of knowledge. +The most well known of Faerûn's fonts of knowledge is Candlekeep. The great library is always in need of workers and attendants, some of whom rise through the ranks to assume roles of greater responsibility and prominence. You might be one of Candlekeep's own, dedicated to the curatorship of what is likely the most complete body of lore and history in all the world. +Perhaps instead you were taken in by the scholars of the Vault of the Sages or the Map House in Silverymoon, and now you have struck out to increase your knowledge and to make yourself available to help those in other places who seek your expertise. You might be one of the few who aid Herald's Holdfast, helping to catalogue and maintain records of the information that arrives daily from across Faerûn. +• Skill Proficiencies: History, plus your choice of one from among Arcana, Nature, and Religion +• Languages: any two of your choice +• Equipment: The scholar's robes of your cloister, a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife), a borrowed book on the subject of your current study, and a pouch containing 10 gp +Source: Sword Coast Adventurer's Guide p. 146 + + + Feature: Library Access + Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access. +You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease. +Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy to a fellow scholar. + + + + Suggested Characteristics + Use the tables for the sage background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a cloistered scholar. +Your bond is almost certainly associated either with the place where you grew up or with the knowledge you hope to acquire through adventuring. Your ideal is no doubt related to how you view the quest for knowledge and truth - perhaps as a worthy goal in itself, or maybe as a means to a desirable end. + + + + + Courtier + Insight, Persuasion + + Description + In your earlier days, you were a personage of some significance in a noble court or a bureaucratic organization. You might or might not come from an upper-class family; your talents, rather than the circumstances of your birth, could have secured you this position. +You might have been one of the many functionaries, attendants, and other hangers-on in the Court of Silverymoon, or perhaps you traveled in Waterdeep's baroque and sometimes cutthroat conglomeration of guilds, nobles, adventurers, and secret societies. You might have been one of the behind-the-scenes law-keepers or functionaries in Baldur's Gate or Neverwinter, or you might have grown up in and around the castle of Daggerford. +Even if you are no longer a full-fledged member of the group that gave you your start in life, your relationships with your former fellows can be an advantage for you and your adventuring comrades. You might undertake missions with your new companions that further the interest of the organization that gave you your start in life. In any event, the abilities that you honed while serving as a courtier will stand you in good stead as an adventurer. +• Skill Proficiencies: Insight, Persuasion +• Languages: Any two of your choice +• Equipment: A set of fine clothes and a pouch containing 5 gp +Source: Sword Coast Adventurer's Guide p. 146 + + + Feature: Court Functionary + Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are. + + + + Suggested Characteristics + Use the tables for the guild artisan background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a courtier. +The noble court or bureaucratic organization where you got your start is directly or indirectly associated with your bond (which could pertain to certain individuals in the group, such as your sponsor or mentor). Your ideal might be concerned with the prevailing philosophy of your court or organization. + + + + + Faction Agent + Insight + + Description + Many organizations active in the North and across the face of Faerûn aren't bound by strictures of geography. These factions pursue their agendas without regard for political boundaries, and their members operate anywhere the organization deems necessary. These groups employ listeners, rumormongers, smugglers, sellswords, cache-holders (people who guard caches of wealth or magic for use by the faction's operatives), haven keepers, and message drop minders, to name a few. At the core of every faction are those who don't merely fulfill a small function for that organization, but who serve as its hands, head, and heart. +As a prelude to your adventuring career (and in preparation for it), you served as an agent of a particular faction in Faerûn. You might have operated openly or secretly, depending on the faction and its goals, as well as how those goals mesh with your own. Becoming an adventurer doesn't necessarily require you to relinquish membership in your faction (though you can choose to do so), and it might enhance your status in the faction. +• Skill Proficiencies: Insight and one Intelligence, Wisdom, or Charisma skill of your choice, as appropriate to your faction +• Languages: Any two of your choice +• Equipment: Badge or emblem of your faction, a copy of a seminal faction text (or code-book for a covert faction), a set of common clothes, and a pouch containing 15 gp +Source: Sword Coast Adventurer's Guide p. 147 + + + Factions of the Sword Coast + The lack of large, centralized governments in the North and along the Sword Coast is likely directly responsible for the proliferation of secret societies and conspiracies in those lands. If your background is as an agent for one of the main factions of the North and Sword Coast, here are some possibilities. + + + + Feature: Safe Haven + As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities. + + + + Suggested Characteristics + Use the tables for the acolyte background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a faction agent. (For instance, consider the words "faith" and "faction" to be interchangeable.) +Your bond might be associated with other members of your faction, or a location or an object that is important to your faction. The ideal you strive for is probably in keeping with the tenets and principles of your faction, but might be more personal in nature. + + + + + Far Traveler + Insight, Perception + + Description + Almost all of the common people and other folk that one might encounter along the Sword Coast or in the North have one thing in common: they live out their lives without ever traveling more than a few miles from where they were born. +You aren't one of those folk. +You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances are good that even if some people you meet have heard of your homeland, they know merely the name and perhaps a few outrageous stories. You have come to this part of Faerûn for your own reasons, which you might or might not choose to share. +Although you will undoubtedly find some of this land's ways to be strange and discomfiting, you can also be sure that some things its people take for granted will be to you new wonders that you've never laid eyes on before. By the same token, you're a person of interest, for good or ill, to those around you almost anywhere you go. + +• Skill Proficiencies: Insight, Perception +• Tool Proficiencies: Any one musical instrument or gaming set of your choice, likely something native to your homeland +• Languages: Any one of your choice +• Equipment: One set of traveler's clothes, any one musical instrument or gaming set you are proficient with, poorly wrought maps from your homeland that depict where you are in Faerûn, a small piece of jewelry worth 10 gp in the style of your homeland's craftsmanship, and a pouch containing 5 gp +Source: Sword Coast Adventurer's Guide p. 148 + + + Feature: All Eyes on You + Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland. +You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people. + + + + Why Are You Here? + A far traveler might have set out on a journey for one of a number of reasons, and the departure from his or her homeland could have been voluntary or involuntary. To determine why you are so far from home, roll on the table below or choose from the options provided. The following section, discussing possible homelands, includes some suggested reasons that are appropriate for each location. +d6 | Reason +1 | Emissary +2 | Exile +3 | Fugitive +4 | Pilgrim +5 | Sightseer +6 | Wanderer + + + + + Suggested Characteristics + d6 | Personality Trait +1 | I have different assumptions from those around me concerning personal space, blithely invading others' space in innocence, or reacting to ignorant invasion of my own. +2 | I have my own ideas about what is and is not food, and I find the eating habits of those around me fascinating, confusing, or revolting. +3 | I have a strong code of honor or sense of propriety that others don't comprehend. +4 | I express affection or contempt in ways that are unfamiliar to others. +5 | I honor my deities through practices that are foreign to this land. +6 | I begin or end my day with small traditional rituals that are unfamiliar to those around me. + +d6 | Ideal +1 | Open. I have much to learn from the kindly folk I meet along my way. (Good) +2 | Reserved. As someone new to these strange lands, I am cautious and respectful in my dealings. (Lawful) +3 | Adventure. I'm far from home, and everything is strange and wonderful! (Chaotic) +4 | Cunning. Though I may not know their ways, neither do they know mine, which can be to my advantage. (Evil) +5 | Inquisitive. Everything is new, but I have a thirst to learn. (Neutral) +6 | Suspicious. I must be careful, for I have no way of telling friend from foe here. (Any) + +d6 | Bond +1 | So long as I have this token from my homeland, I can face any adversity in this strange land. +2 | The gods of my people are a comfort to me so far away from home. +3 | I hold no greater cause than my service to my people. +4 | My freedom is my most precious possession. I'll never let anyone take it from me again. +5 | I'm fascinated by the beauty and wonder of this new land. +6 | Though I had no choice, I lament having to leave my loved one(s) behind. I hope to see them again one day. + +d6 | Flaw +1 | I am secretly (or not so secretly) convinced of the superiority of my own culture over that of this foreign land. +2 | I pretend not to understand the local language in order to avoid interactions I would rather not have. +3 | I have a weakness for the new intoxicants and other pleasures of this land. +4 | I don't take kindly to some of the actions and motivations of the people of this land, because these folks are different from me. +5 | I consider the adherents of other gods to be deluded innocents at best, or ignorant fools at worst. +6 | I have a weakness for the exotic beauty of the people of these lands. + + + + + + Inheritor + Survival + + Description + You are the heir to something of great value—not mere coin or wealth, but an object that has been entrusted to you and you alone. Your inheritance might have come directly to you from a member of your family, by right of birth, or it could have been left to you by a friend, a mentor, a teacher, or someone else important in your life. The revelation of your inheritance changed your life, and might have set you on the path to adventure, but it could also come with many dangers, including those who covet your gift and want to take it from you—by force, if need be. +• Skill Proficiencies: Survival, plus one from among Arcana, History, and Religion +• Languages: Any one of your choice +• Tool Proficiencies: Your choice of a gaming set or a musical instrument +• Equipment: Your inheritance, a set of traveler's clothes, the tool you choose for this background's tool proficiency (gaming set or musical instrument), and a pouch containing 15 gp +Source: Sword Coast Adventurer's Guide p. 150 + + + Feature: Inheritance + Choose or randomly determine your inheritance from the possibilities in the table below. Work with your Dungeon Master to come up with details: Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does. +The Dungeon Master is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item's history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met. +When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you. +d8 | Object or item: +1 | A document such as a map, a letter, or a journal +2-3 | a trinket (see "Trinkets" in chapter 5 of the Player's Handbook) +4 | an article of clothing +5 | a piece of jewelry +6 | an arcane book or formulary +7 | a written story, song, poem, or secret +8 | a tattoo or other body marking + + + + + Suggested Characteristics + Use the tables for the folk hero background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as an inheritor. +Your bond might be directly related to your inheritance, or to the person from whom you received it. Your ideal might be influenced by what you know about your inheritance, or by what you intend to do with your gift once you realize what it is capable of. + + + + + Knight of the Order + Persuasion + + Description + You belong to an order of knights who have sworn oaths to achieve a certain goal. The nature of this goal depends on the order you serve, but in your eyes it is without question a vital and honorable endeavor. Faerûn has a wide variety of knightly orders, all of which have a similar outlook concerning their actions and responsibilities. +Though the term "knight" conjures ideas of mounted, heavily armored warriors of noble blood, most knightly orders in Faerûn don't restrict their membership to such individuals. The goals and philosophies of the order are more important than the gear and fighting style of its members, and so most of these orders aren't limited to fighting types, but are open to all sorts of folk who are willing to battle and die for the order's cause. +The "Knightly Orders of Faerûn" sidebar details several of the orders that are active at present and is designed to help inform your decision about which group you owe allegiance to. +• Skill Proficiencies: Persuasion, plus one from among Arcana, History, Nature, and Religion, as appropriate for your order +• Tool Proficiencies: Your choice of a gaming set or a musical instrument +• Languages: Any one of your choice +• Equipment: One set of traveler's clothes, a signet, banner, or seal representing your place or rank in the order, and a pouch containing 10 gp +Source: Sword Coast Adventurer's Guide p. 151 + + + Knightly Orders of Faerûn + Many who rightfully call themselves "knight" earn that title as part of an order in service to a deity, such as Kelemvor's Eternal Order or Mystra's Knights of the Mystic Fire. Other knightly orders serve a government, royal family, or are the elite military of a feudal state, such as the brutal Warlock Knights of Vaasa. Other knighthoods are secular and nongovernmental organizations of warriors who follow a particular philosophy, or consider themselves a kind of extended family, similar to an order of monks. Although there are organizations, such as the Knights of the Shield, that use the trappings of knighthood without necessarily being warriors, most folk of Faerûn who hear the word "knight" think of a mounted warrior in armor beholden to a code. Below are a few knightly organizations. + + + + Feature: Knightly Regard + You receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community—whether a lone settlement or a great nation—that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share their ideals. +This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly. + + + + Suggested Characteristics + Use the tables for the soldier background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a knight of your order. +Your bond almost always involves the order to which you belong (or at least key members of it), and it is highly unusual for a knight's ideal not to reflect the agenda, sentiment, or philosophy of one's order. + + + + + Mercenary Veteran + Athletics, Persuasion + + Description + As a sell-sword who fought battles for coin, you're well acquainted with risking life and limb for a chance at a share of treasure. Now, you look forward to fighting foes and reaping even greater rewards as an adventurer. Your experience makes you familiar with the ins and outs of mercenary life, and you likely have harrowing stories of events on the battlefield. You might have served with a large outfit such as the Zhentarim or the soldiers of Mintarn, or a smaller band of sell-swords, maybe even more than one. (See the "Mercenaries of the North" sidebar for a collection of possibilities.) +Now you're looking for something else, perhaps greater reward for the risks you take, or the freedom to choose your own activities. For whatever reason, you're leaving behind the life of a soldier for hire, but your skills are undeniably suited for battle, so now you fight on in a different way. +• Skill Proficiencies: Athletics, Persuasion +• Tool Proficiencies: One type of gaming set, vehicles (land) +• Equipment: A uniform of your company (traveler's clothes in quality), an insignia of your rank, a gaming set of your choice, and a pouch containing the remainder of your last wages (10 gp). +Source: Sword Coast Adventurer's Guide p. 152 + + + Mercenaries of the North + Countless mercenary companies operate up and down the Sword Coast and throughout the North. Most are smallscale operations that employ a dozen to a hundred folk who offer security services, hunt monsters and brigands, or go to war in exchange for gold. Some organizations, such as the Zhentarim, Flaming Fist, and the nation of Mintarn have hundreds or thousands of members and can provide private armies to those with enough funds. A few organizations operating in the North are described below. + + + + Feature: Mercenary Life + You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see "Practicing a Profession" under "Downtime Activities" in chapter 8 of the Player's Handbook). + + + + Suggested Characteristics + Use the tables for the soldier background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a mercenary. +Your bond could be associated with the company you traveled with previously, or with some of the comrades you served with. The ideal you embrace largely depends on your worldview and your motivation for fighting. + + + + + Urban Bounty Hunter + + + Description + Before you became an adventurer, your life was already full of conflict and excitement, because you made a living tracking down people for pay. Unlike some people who collect bounties, though, you aren't a savage who follows quarry into or through the wilderness. You're involved in a lucrative trade, in the place where you live, that routinely tests your skills and survival instincts. What's more, you aren't alone, as a bounty hunter in the wild would be: you routinely interact with both the criminal subculture and other bounty hunters, maintaining contacts in both areas to help you succeed. +You might be a cunning thief-catcher, prowling the rooftops to catch one of the myriad burglars of the city. Perhaps you are someone who has your ear to the street, aware of the doings of thieves' guilds and street gangs. You might be a "velvet mask" bounty hunter, one who blends in with high society and noble circles in order to catch the criminals that prey on the rich, whether pickpockets or con artists. The community where you plied your trade might have been one of Faerûn's great metropolises, such as Waterdeep or Baldur's Gate, or a less populous location, perhaps Luskan or Yartar—any place that's large enough to have a steady supply of potential quarries. +As a member of an adventuring party, you might find it more difficult to pursue a personal agenda that doesn't fit with the group's objectives—but on the other hand, you can take down much more formidable targets with the help of your companions. +• Skill Proficiencies: Choose two from among Deception, Insight, Persuasion, and Stealth +• Tool Proficiencies: Choose two from among one type of gaming set, one musical instrument, and thieves' tools +• Equipment: A set of clothes appropriate to your duties and a pouch containing 20 gp +Source: Sword Coast Adventurer's Guide p. 153 + + + Feature: Ear to the Ground + You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area. + + + + Suggested Characteristics + Use the tables for the criminal background in the Player's Handbook as the basis for your bounty hunter's traits and motivations, modifying the entries when appropriate to suit your identity as a bounty hunter. +For instance, your bond might involve other bounty hunters or the organizations or individuals that employ you. Your ideal could be associated with your determination always to catch your quarry or your desire to maintain your reputation for being dependable. + + + + + Uthgardt Tribe Member + Athletics, Survival + + Description + Though you might have only recently arrived in civilized lands, you are no stranger to the values of cooperation and group effort when striving for supremacy. You learned these principles, and much more, as a member of an Uthgardt tribe. +Your people have always tried to hold to the old ways. Tradition and taboo have kept the Uthgardt strong while the kingdoms of others have collapsed into chaos and ruin. But for the last few generations, some bands among the tribes were tempted to settle, make peace, trade, and even to build towns. Perhaps this is why Uthgar chose to raise up the totems among the people as living embodiments of his power. Perhaps they needed a reminder of who they were and from whence they came. The Chosen of Uthgar led bands back to the old ways, and most of your people abandoned the soft ways of civilization. +You might have grown up in one of the tribes that had decided to settle down, and now that they have abandoned that path, you find yourself adrift. Or you might come from a segment of the Uthgardt that adheres to tradition, but you seek to bring glory to your tribe by achieving great things as a formidable adventurer. +See the "Uthgardt Lands" section of chapter 2 for details on each tribe's territory and its activities that will help you choose your affiliation. +• Skill Proficiencies: Athletics, Survival +• Languages: Any one of your choice +• Tool Proficiencies: One type of musical instrument or artisan's tools +• Equipment: A hunting trap, a totemic token or set of tattoos marking your loyalty to Uthgar and your tribal totem, a set of traveler's clothes, and a pouch containing 10 gp +Source: Sword Coast Adventurer's Guide p. 153 + + + Barbarian Tribes of Faerûn + Though this section details the Uthgardt specifically, either it or the outlander background from the Player's Handbook can be used for a character whose origin lies with one of the other barbarian tribes in Faerûn. +You might be a fair-haired barbarian of the Reghed, dwelling in the shadow of the Reghed Glacier in the far North near Icewind Dale. You might also be of the nomadic Rashemi, noted for their savage berserkers and their masked witches. Perhaps you hail from one of the wood elf tribes in the Chondalwood, or the magic-hating human tribes of the sweltering jungles of Chult. + + + + Feature: Uthgardt Heritage + You have an excellent knowledge of not only your tribe's territory, but also the terrain and natural resources of the rest of the North. You are familiar enough with any wilderness area that you can find twice as much food and water as you normally would when you forage there. +Additionally, you can call upon the hospitality of your people, and those allied with your tribe, often including members of the druid circles, tribes of nomadic elves, the Harpers, and the priesthoods devoted to the gods of the First Circle. + + + + Suggested Characteristics + Use the tables for the outlander background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of an Uthgardt tribe. +Even if you have left your tribe behind (at least for now), you hold to the traditions of your people. You will never cut down a still-living tree, and you may not countenance such an act being done in your presence. The Uthgardt ancestral mounds - great hills where the totem spirits were defeated by Uthgar and where the heroes of the tribes are interred - are sacred to you. +Your bond is undoubtedly associated with your tribe or some aspect of Uthgardt philosophy or culture (perhaps even Uthgar himself). Your ideal is a personal choice that probably hews closely to the ethos of your people and certainly doesn't contradict or compromise what being an Uthgardt stands for. + + + + + City Watch / Investigator + Insight, Investigation + + Description + • Skill Proficiencies: Insight, Investigation +• Languages: Any two of your choice +• Equipment: A uniform in the style of your unit and indicative of your rank, a horn with which to summon help, a set of manacles, and a pouch containing 10 gp +Source: Sword Coast Adventurer's Guide p. 145 + + + Feature: Watcher's Eye + Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter. + + + + Suggested Characteristics + Use the tables for the soldier background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of the city watch. +Your bond is likely associated with your fellow watch members or the watch organization itself and almost certainly concerns your community. Your ideal probably involves the fostering of peace and safety. An investigator is likely to have an ideal connected to achieving justice by successfully solving crimes. + + + + + Waterdhavian Noble + History, Persuasion + + Description + You are a scion of one of the great noble families of Waterdeep. Human families who jealously guard their privilege and place in the City of Splendors, Waterdhavian nobles have a reputation across Faerûn for being eccentric, spoiled, venal, and, above all else, rich. +Whether you are a shining example of the reason for this reputation or one who proves the rule by being an exception, people expect things of you when they know your surname and what it means. Your reasons for taking up adventuring likely involve your family in some way: Are you the family rebel, who prefers delving in filthy dungeons to sipping zzar at a ball? Or have you taken up sword or spell on your family's behalf, ensuring that they have someone of renown to see to their legacy? +Work with your DM to come up with the family you are part of—there are around seventy-five lineages in Waterdeep, each with its own financial interests, specialties, and schemes. You might be part of the main line of your family, possibly in line to become its leader one day. Or you might be one of any number of cousins, with less prestige but also less responsibility. +• Skill Proficiencies: History, Persuasion +• Languages: Any one of your choice +• Tool Proficiencies: One type of gaming set or musical instrument +• Equipment: A set of fine clothes, a signet ring or brooch, a scroll of pedigree, a skin of fine zzar or wine, and a purse containing 20 gp +Source: Sword Coast Adventurer's Guide p. 154 + + + Feature: Kept in Style + While you are in Waterdeep or elsewhere in the North, your house sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns, taverns, and festhalls you frequent are glad to record your debt and send an accounting to your family's estate in Waterdeep to settle what you owe. +This advantage enables you to live a comfortable lifestyle without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income—the benefit is a line of credit, not an actual monetary reward. + + + + Suggested Characteristics + Use the tables for the noble background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of a Waterdhavian family. +Like other nobles, you were born and raised in a different world from the one that most folk know - one that grants you privilege but also calls you to fulfill a duty befitting your station. Your bond might be associated with your family alone, or it could be concerned with another noble house that sides with or opposes your own. Your ideal depends to some extent on how you view your role in the family, and how you intend to conduct yourself in the world at large as a representative of your house. + + + + diff --git a/FightClub5eXML/Sources/SwordCoastAdventurersGuide/items-scag.xml b/FightClub5eXML/Sources/SwordCoastAdventurersGuide/items-scag.xml new file mode 100644 index 0000000..b76335e --- /dev/null +++ b/FightClub5eXML/Sources/SwordCoastAdventurersGuide/items-scag.xml @@ -0,0 +1,111 @@ + + + + Birdpipes + Instrument + G + + + Pan pipes or satyr pipes, also known as the shalm, these are sacred to Lliira and popular with wood elf and wild elf bards. +Source: Sword Coast Adventurer's Guide p. 124 + + + Glaur + Instrument + G + + + Short, curved horns like a cornucopia. Played with valves, glaur sound like trumpets, while those without valves, known as gloon, have a more mournful sound. +Source: Sword Coast Adventurer's Guide p. 124 + + + Hand Drum + Instrument + G + + + A double-headed skin drum fitted with handles along its side. +Source: Sword Coast Adventurer's Guide p. 124 + + + Longhorn + Instrument + G + + + A Faerûnian flute of sophisticated make, found only in areas with skilled artisans, as in great cities or elven enclaves. +Source: Sword Coast Adventurer's Guide p. 124 + + + Shawm + Instrument + G + + + A double-reed instrument similar to an oboe or a bassoon, popular with gnomes, who have developed some bellows-powered versions. +Source: Sword Coast Adventurer's Guide p. 124 + + + Songhorn + Instrument + G + + + A recorder, a simple type of flute, usually carved from wood. +Source: Sword Coast Adventurer's Guide p. 124 + + + Tantan + Instrument + G + + + A tambourine, a popular instrument with halflings and humans south of the Dalelands. +Source: Sword Coast Adventurer's Guide p. 124 + + + Thelarr + Instrument + G + + + Also known as a whistlecane, a simple and easy-to-make wind instrument cut from a reed. They are so simple, in fact, that skilled bards frequently make and give them away to children—to the parents' delight or regret. +Source: Sword Coast Adventurer's Guide p. 124 + + + Tocken + Instrument + G + + + A hanging set of carved oval bells, usually played with a pair of light wooden hammers (or open handed). They are most common in underground cultures, where the resonant tones can carry. +Source: Sword Coast Adventurer's Guide p. 124 + + + Wargong + Instrument + G + + + A metal gong, traditionally made from a shield, particularly the shield of an enemy. Both goblins and dwarves make and play wargongs, their sound echoing through tunnels in the Underdark. +Source: Sword Coast Adventurer's Guide p. 124 + + + Yarting + Instrument + G + + + A southern instrument from Amn and Calimshan that is a Faerûnian analog to the guitar. Numerous variations have spread across the continent. +Source: Sword Coast Adventurer's Guide p. 124 + + + Zulkoon + Instrument + G + + + A complex pump organ that originated with the zulkirs of Thay, who use it in the casting of their spells. It is considered to have a dramatic, but sinister, sound. +Source: Sword Coast Adventurer's Guide p. 124 + + diff --git a/FightClub5eXML/Sources/TalesFromTheYawningPortal/items-tftyp.xml b/FightClub5eXML/Sources/TalesFromTheYawningPortal/items-tftyp.xml new file mode 100644 index 0000000..fb7fa6e --- /dev/null +++ b/FightClub5eXML/Sources/TalesFromTheYawningPortal/items-tftyp.xml @@ -0,0 +1,268 @@ + + + + Amulet of Protection from Turning + Wondrous item + W + 1 + 1 + + While you wear this amulet of silver and turquoise, you have advantage on saving throws against effects that turn undead. +If you fail a saving throw against such an effect, you can choose to succeed instead. You can do so three times, and expended uses recharge daily at dawn. Each time an effect that turns undead is used against you, the amulet glows with silvery blue light for a few seconds. +Source: Tales from the Yawning Portal p. 228 + + + Balance of Harmony + Wondrous item + W + 1 + 1 + + This scale bears celestial symbols on one pan and fiendish symbols on the other. You can use the scale to cast detect evil and good as a ritual. Doing so requires you to place the scale on a solid surface, then sprinkle the pans with holy water or place a transparent gem worth 100 gp in each pan. The scale remains motionless if it detects nothing, tips to one side or the other for good (consecrated) or evil (desecrated), and fluctuates slightly if it detects a creature appropriate to the spell but neither good nor evil. By touching the scales after casting the ritual, you instantly learn any information the spell can normally convey, and then the effect ends. +Source: Tales from the Yawning Portal p. 228 + + + Bracelet of Rock Magic + Wondrous item, Cursed item + W + 1 + 1 + + While you wear this gold bracelet, it grants you immunity to being petrified, and it allows you to cast flesh to stone (save DC 15) as an action. Once the spell has been cast three times, the bracelet can no longer cast it. Thereafter, you can cast stone shape as an action. After you have done this thirteen times, the bracelet loses its magic and turns from gold to lead. +Curse: The bracelet's affinity with earth manifests as an unusual curse. Creatures of flesh that are strongly related to earth and stone, such as stone giants and dwarves, have advantage on the saving throw against flesh to stone cast from the bracelet. If such a creature's save is successful, the bracelet breaks your attunement to it and casts the spell on you. You make your saving throw with disadvantage, and on a failed save you are petrified instantly. +Source: Tales from the Yawning Portal p. 228 + + + Eagle Whistle + Wondrous item + W + 1 + 1 + + While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn. +Source: Tales from the Yawning Portal p. 228 + + + Flame Tongue Shortsword of Greed + martial Weapon, Melee Weapon + M + 2 + F,L + 1d6 + P + You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. +While you are attuned to this sword you can use an action to mentally command it to detect gems and jewels. You learn the kind and number of such objects within 60 feet of the sword. +Source: Tales from the Yawning Portal p. 179 + 2d6 + + + Hell Hound Cloak + Wondrous item, Cursed item + W + 1 + 1 + + This dark cloak is made of cured hell hound hide. As an action, you can command the cloak to transform you into a hell hound for up to 1 hour. The transformation otherwise functions as the polymorph spell, but you can use a bonus action to revert to your normal form. +Curse: This cloak is cursed with the essence of a hell hound, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the cloak, keeping it within reach at all times. +The sixth time you use the cloak, and each time thereafter, you must make a DC 15 Charisma saving throw. On a failed save, the transformation lasts until dispelled or until you drop to 0 hit points, and you can't willingly return to normal form. If you ever remain in hell hound form for 6 hours, the transformation becomes permanent and you lose your sense of self. All your statistics are then replaced by those of a hell hound. Thereafter, only remove curse or similar magic allows you to regain your identity and return to normal. If you remain in this permanent form for 6 days, only a wish spell can reverse the transformation. +Source: Tales from the Yawning Portal p. 228 + + + Javelin of Backbiting + Cursed item, Melee Weapon + M + 2 + T + 1d6 + P + 60/150 + You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet, and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately. +Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one. +Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the javelin. +Source: Tales from the Yawning Portal p. 229 + + + Junky +1 Dagger + simple Weapon, Melee Weapon + M + 1 + F,L,T + 1d4 + P + 20/60 + You have a +1 bonus to attack and damage rolls made with this dagger, which looks like junk. When it is used, its grip frays, its blade chips, and it flakes rust. If you get a natural 1 on an attack roll while wielding this weapon, it breaks and becomes nonmagical. +Source: Tales from the Yawning Portal p. 77 + + + Loadstone + Wondrous item, Cursed item + W + 1 + 1 + + This stone is a large gem worth 150 gp. +Curse: The stone is cursed, but its magical nature is hidden; detect magic doesn't detect it. An identify spell reveals the stone's true nature. If you use the Dash or Disengage action while the stone is on your person, its curse activates. Until the curse is broken with remove curse or similar magic, your speed is reduced by 5 feet, and your maximum load and maximum lift capacities are halved. You also become unwilling to part with the stone. +Source: Tales from the Yawning Portal p. 228 + + + Macuahuitl + martial Weapon, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + You have a +1 bonus to attack and damage rolls made with this longsword, which is made of laminated wood, and inset with jagged teeth of obsidian. It deals an extra 2d6 damage to any creature of the plant type. +Source: Tales from the Yawning Portal p. 70 + 2d6 + + + Mirror of the Past + Wondrous item + W + 1 + 1 + + The holder of this platinum hand mirror can learn something about the history of a specific object or creature by taking an action to gaze into the mirror and think of the target. Instead of the holder's reflection, the mirror presents scenes from the target's past. Information conveyed is accurate, but it is random and cryptic, and presented in no particular order. Once it is activated, the mirror gives its information for 1 minute or less, then returns to normal. It can't be used again until the next dawn. +Source: Tales from the Yawning Portal p. 228 + + + Night Caller + Wondrous item + W + 1 + 1 + + This whistle is carved from transparent crystal, and it resembles a tiny dragon curled up like a snail. The name Night Caller is etched on the whistle in Dwarvish runes. If a character succeeds on a DC 20 Intelligence (Arcana or History) check, the character recalls lore that says the duergar made several such whistles for various groups in an age past. +If you blow the whistle in darkness or under the night sky, it allows you to cast the animate dead spell. The target can be affected through up to 10 feet of soft earth or similar material, and if it is, it takes 1 minute to claw its way to the surface to serve you. Once the whistle has animated an undead creature, it can't do so again until 7 days have passed. +Once every 24 hours, you can blow the whistle to reassert control over one or two creatures you animated with it. +Source: Tales from the Yawning Portal p. 228 + + + Potion of Mind Control (beast) + + P + + + When you drink a potion of mind control, you can cast a dominate spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don't, the potion is wasted. +A potion of mind control produces the effect of a dominate beast spell. If the target's initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time. +Source: Tales from the Yawning Portal p. 229 + + + Potion of Mind Control (humanoid) + + P + + + When you drink a potion of mind control, you can cast a dominate spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don't, the potion is wasted. +A potion of mind control produces the effect of a dominate person spell. If the target's initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time. +Source: Tales from the Yawning Portal p. 229 + + + Potion of Mind Control (monster) + + P + + + When you drink a potion of mind control, you can cast a dominate spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don't, the potion is wasted. +A potion of mind control produces the effect of a dominate monster spell. If the target's initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time. +Source: Tales from the Yawning Portal p. 229 + + + Robe of Summer + Wondrous item + W + 1 + 1 + + This elegant garment is made from fine cloth in hues of red, orange, and gold. While you wear the robe, you have resistance to cold damage. In addition, you are comfortable as if the temperature were that of a balmy day, so you suffer no ill effects from the weather's temperature extremes. +Source: Tales from the Yawning Portal p. 229 + + + Shatterspike + Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + You have a +1 bonus to attack and damage rolls made with this magic weapon. If it hits an object, the hit is automatically a critical hit, and it can deal bludgeoning or slashing damage to the object (your choice). Further, damage from nonmagical sources can't harm the weapon. +Source: Tales from the Yawning Portal p. 229 + + + Spear of Backbiting + Cursed item, Melee Weapon + M + 3 + T,V + 1d6 + 1d8 + P + 50/90 + You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet, and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately. +Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one. +Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear. +Source: Tales from the Yawning Portal p. 229 + + + Stone of Ill Luck + Wondrous item, Cursed item + W + 1 + 1 + + This polished agate appears to be a stone of good luck to anyone who tries to identify it, and it confers that item's property while on your person. +Curse: This item is cursed. While it is on your person, you take a -2 penalty to ability checks and saving throws. Until the curse is discovered, the DM secretly applies this penalty, assuming you are adding the item's bonus. You are unwilling to part with the stone until the curse is broken with remove curse or similar magic. +Source: Tales from the Yawning Portal p. 229 + + + Wand of Entangle + + WD + 1 + + This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the entangle spell (save DC 13) from it. +The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. +Source: Tales from the Yawning Portal p. 229 + 1d6+1 + + + Waythe + Melee Weapon + M + 6 + H,2H + 2d6 + S + Waythe is a unique greatsword most recently in the possession of a high-ranking cloud giant ambassador. +You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature of the giant type with it, the giant takes an extra 2d6 slashing damage, and it must succeed on a DC 15 Strength saving throw or fall prone. +The sword also functions as a wand of enemy detection. It regains all of its expended charges at dawn and isn't at risk of crumbling if its last charge is used. +Sentience: Waythe is a sentient weapon of neutral good alignment, with an Intelligence of 12, a Wisdom of 2, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet. +The weapon can speak and understand Giant and Common, and it can communicate telepathically with its wielder. +Personality: This sword believes in freedom and allowing others to live as they see fit. It is protective of its friends, and wants to be friends with a like-minded wielder. (It takes only 1 minute for a good-aligned character to gain attunement with the sword.) Waythe is courageous to the point of foolhardiness, however, and vocally urges bold action. It is likely to come into conflict with an evil or a timid wielder. +Source: Tales from the Yawning Portal p. 229 + 2d6 + + + White Dragon Cape + Other + G + + + You have resistance to cold damage while wearing this cape. +Source: Tales from the Yawning Portal p. 193 + + + Potion of Mind Control + + P + + + Potion of Mind Control (beast) +Potion of Mind Control (humanoid) +Potion of Mind Control (monster) +Source: Tales from the Yawning Portal p. 229 + + diff --git a/FightClub5eXML/Sources/TheTortlePackage/items-ttp.xml b/FightClub5eXML/Sources/TheTortlePackage/items-ttp.xml new file mode 100644 index 0000000..66ab53b --- /dev/null +++ b/FightClub5eXML/Sources/TheTortlePackage/items-ttp.xml @@ -0,0 +1,12 @@ + + + + Conch of Safe Rest + Other + G + 2 + + You can use an action to blow this pearlescent conch like a horn, creating an effect identical with that of a Leomund's tiny hut spell. The conch disappears once the spell takes effect. The effect ends if you leave the spell's area. +Source: The Tortle Package p. 17 + + diff --git a/FightClub5eXML/Sources/TombOfAnnihilation/backgrounds-toa.xml b/FightClub5eXML/Sources/TombOfAnnihilation/backgrounds-toa.xml new file mode 100644 index 0000000..ed39f9f --- /dev/null +++ b/FightClub5eXML/Sources/TombOfAnnihilation/backgrounds-toa.xml @@ -0,0 +1,145 @@ + + + + Anthropologist + Insight, Religion + + Description + You have always been fascinated by other cultures, from the most ancient and primeval lost lands to the most modern civilizations. By studying other cultures' customs, philosophies, laws, rituals, religious beliefs, languages, and art, you have learned how tribes, empires, and all forms of society in between craft their own destinies and doom. This knowledge came to you not only through books and scrolls, but also through firsthand observation- by visiting far-flung settlements and exploring local histories and customs. +• Skill Proficiencies: Insight, Religion +• Languages: Two of your choice +• Equipment: A leather-bound diary, a Ink (1-ounce bottle), an ink pen, a set of traveler's clothes, one trinket of special significance, and a pouch containing 10 gp +Source: Tomb of Annihilation p. 191 + + + Cultural Chameleon + Before becoming an adventurer, you spent much of your adult life away from your homeland, living among people different from your kin. You came to understand these foreign cultures and the ways of their people, who eventually treated you as one of their own. One culture had more of an influence on you than any other, shaping your beliefs and customs Choose a race whose culture you've adopted, or roll on the Adopted Culture table. +d8 | Culture +1 | Aarakocra +2 | Dwarf +3 | Elf +4 | Goblin +5 | Halfling +6 | Human +7 | Lizardfolk +8 | Orc + + + + + Feature: Adept Linguist + You can communicate with humanoids who don't speak any language you know. You must observe the humanoids interacting with one another for at least 1 day, after which you learn a handful of important words, expressions, and gestures - enough to communicate on a rudimentary level. + + + + Suggested Characteristics + Anthropologists leave behind the societies into which they were born to discover what life is like in other parts of the world. They seek to see how other races and civilizations survive - or why they did not. Some anthropologists are driven by intellectual curiosity, while others want the fame and recognition that comes with being the first to discover a new people, a lost tribe, or the truth about an ancient empire's downfall. +d6 | Personality Trait +1 | I prefer the company of those who aren't like me, including people of other races +2 | I'm a stickler when it comes to observing proper etiquette and local customs +3 | I would rather observe than meddle +4 | By living among violent people, I have become desensitized to violence. +5 | I would risk life and limb to discover a new culture or unravel the secrets of a dead one. +6 | When I arrive at a new settlement for the first time, I must learn all its customs. + +d6 | Ideal +1 | Discovery. I want to be the first person to discover a lost culture. (Any) +2 | Distance. One must not interfere with the affairs of another culture - even one in need of aid. (Lawful) +3 | Knowledge. By understanding other races and cultures, we learn to understand ourselves. (Any) +4 | Power. Common people crave strong leadership, and I do my utmost to provide it. (Lawful) +5 | Protection. I must do everything possible to save a society facing extinction. (Good) +6 | Indifferent. Life is cruel. What's the point in saving people if they're going to die anyway? (Chaotic) + +d6 | Bond +1 | My mentor gave me a journal filled with lore and wisdom. Losing it would devastate me. +2 | Having lived among the people of a primeval tribe or clan, I long to return and see how they are faring. +3 | Years ago, tragedy struck the members of an isolated society I befriended, and I will honor them. +4 | I want to learn more about a particular humanoid culture that fascinates me. +5 | I seek to avenge a clan, tribe, kingdom, or empire that was wiped out. +6 | I have a trinket that I believe is the key to finding a long-lost society. + +d6 | Flaw +1 | Boats make me seasick. +2 | I talk to myself, and I don't make friends easily. +3 | I believe that I'm intellectually superior to people from other cultures and have much to teach them. +4 | I've picked up some unpleasant habits living among goblins, lizardfolk, or orcs. +5 | I complain about everything. +6 | I wear a tribal mask and never take it off. + + + + + + Archaeologist + History, Survival + + Description + An archaeologist learns about the long-lost and fallen cultures of the past by studying their remains-their bones, their ruins, their surviving masterworks, and their tombs. Those who practice archaeology travel to the far corners of the world to root through crumbled cities and lost dungeons, digging in search of artifacts that might tell the stories of monarchs and high priests, wars and cataclysms. +• Skill Proficiencies: History, Survival +• Tool Proficiencies: Cartographer's tools or navigator's tools +• Languages: One of your choice +• Equipment: A Map or Scroll Case containing a map to a ruin or dungeon, a bullseye lantern, a miner's pick, a set of traveler's clothes, a shovel, a two-person tent, a trinket recovered from a dig site, and a pouch containing 25 gp +Source: Tomb of Annihilation p. 192 + + + Dust Digger + Prior to becoming an adventurer, you spent most of your young life crawling around in the dust, pilfering relics of questionable value from crypts and ruins. Though you managed to sell a few of your discoveries and earn enough coin to buy proper adventuring gear, you have held onto an item that has great emotional value to you. Roll on the Signature Item table to see what you have, or choose an item from the table. +Signature Item +d8 | Item +1 | pole (10-foot) +2 | Crowbar +3 | Hat +4 | Hooded lantern +5 | Medallion +6 | Shovel +7 | Sledgehammer +8 | Whip + + + + + Feature: Historical Knowledge + When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old. + + + + Suggested Characteristics + Few archaeologists can resist the lure of an unexplored ruin or dungeon, particularly if such a site is the source of legends or is rumored to contain the treasures and relics of wizards, warlords, or royalty. Some archaeologists plunder for wealth or fame, while others consider it their calling to illuminate the past or keep the world's greatest treasures from falling into the wrong hands. Whatever their motivations, archaeologists combine the qualities of a scrappy historian with the self-made heroism of a treasure-hunting scoundrel. +d8 | Personality Trait +1 | I love a good puzzle or mystery +2 | I'm a pack rat who never throws anything away. +3 | Fame is more important to me than money. +4 | I have no qualms about stealing from the dead. +5 | I'm happier in a dusty old tomb than I am in the centers of civilization. +6 | Traps don't make me nervous. Idiots who trigger traps make me nervous. +7 | I might fail, but I will never give up. +8 | You might think I'm a scholar, but I love a good brawl. These fists were made for punching. + +d6 | Ideal +1 | Preservation. That artifact belongs in a museum. (Good) +2 | Greed. I won't risk my life for nothing. I expect some kind of payment. (Any) +3 | Death Wish. Nothing is more exhilarating than a narrow escape from the jaws of death. (Chaotic) +4 | Dignity. The dead and their belongings deserve to be treated with respect. (Lawful) +5 | Immortality. All of my exploring is part of a plan to find the secret of everlasting life. (Any) +6 | Danger. With every great discovery comes grave danger. The two walk hand in hand. (Any) + +d6 | Bond +1 | Ever since I was a child, I've heard stories about a lost city. I aim to find it, learn its secrets, and earn my place in the history books. +2 | I want to find my mentor, who disappeared on an expedition some time ago. +3 | I have a friendly rival. Only one of us can be the best, and I aim to prove it's me. +4 | I won't sell an art object or other treasure that has historical significance or is one of a kind. +5 | I'm secretly in love with the wealthy patron who sponsors my archaeological exploits. +6 | I hope to bring prestige to a library, a museum, or a university. + +d6 | Flaw +1 | I have a secret fear of some common wild animal - and in my work, I see them everywhere. +2 | I can't leave a room without searching it for secret doors. +3 | When I'm not exploring dungeons or ruins. I get jittery and impatient. +4 | I have no time for friends or family. I spend every waking moment thinking about and preparing for my next expedition. +5 | When given the choice of going left or right, I always go left. +6 | I can't sleep except in total darkness. + + + + + diff --git a/FightClub5eXML/Sources/TombOfAnnihilation/items-toa.xml b/FightClub5eXML/Sources/TombOfAnnihilation/items-toa.xml new file mode 100644 index 0000000..a9412e9 --- /dev/null +++ b/FightClub5eXML/Sources/TombOfAnnihilation/items-toa.xml @@ -0,0 +1,325 @@ + + + + Amulet of the Black Skull + Wondrous item + W + 1 + 1 + + This amulet is carved from obsidian and shaped like a screaming humanoid skull, with ruby eyes and emeralds for teeth. It hangs from an iron chain necklace. +The amulet has 6 charges and regains 1d6 charges daily at dawn. While wearing the amulet, you can use an action to expend 1 of its charges to transport yourself and anything you are wearing or carrying to a location within 100 feet of you. The destination you choose doesn't need to be in your line of sight, but it must be familiar to you (in other words, a place you have seen or visited), and it must be on the same plane of existence as you. This effect isn't subject to the magic restrictions placed on the Tomb of the Nine Gods; thus, the amulet can be used to enter and exit the tomb. +If you aren't undead, you must make a DC 16 Constitution saving throw each time you use the amulet to teleport. On a failed saving throw, the black skull cackles as you are transformed in transit. The transformation takes effect as soon as you arrive at the destination, and is determined randomly by rolling percentile dice and consulting the Black Skull Transformation table. +Black Skull Transformation +d100 | Transformation +01-20 | The symbol of Acererak is burned into your flesh, a curse that can only be removed with a remove curse spell or similar magic. Until the curse ends, your hit points can't be restored by magic. +21-35 | You grow larger as if affected by an enlarge/reduce spell, except the effect lasts for 1 hour. +36-50 | You grow smaller as if affected by an enlarge/reduce spell, except the effect lasts for 1 hour. +51-70 | You arrive at the destination wearing nothing but the amulet of the black skull. Everything else that you were wearing or carrying appears in a random unoccupied space within 100 feet of you. +71-95 | You are paralyzed for 1 minute or until this effect is ended with a lesser restoration spell or similar magic. +96-00 | You become petrified. This effect can be ended only with a greater restoration spell or similar magic. +Source: Tomb of Annihilation p. 206 + 1d6 + + + Arcanaloth's Music Box + Other + G + + 750.0 + + This music box is made of dark wood with gold filigree. Each of its five sides is sculpted with the image of a horned woman playing a different musical instrument: a dulcimer, a flute, a harp, a lyre, and a viol. While touching the box, you can use an action to make it play music featuring one of the instruments shown, which can be heard up to 60 feet away. You can also use an action to stop the music. +Source: Tomb of Annihilation p. 188 + + + Bob + Melee Weapon + M + 4 + V + 1d8 + 1d10 + S + This +1 battleaxe floats on water and other liquids, and grants its bearer advantage on Strength (Athletics) checks made to swim. +Source: Tomb of Annihilation p. 89 + + + Bookmark + Melee Weapon + M + 1 + F,L,T + 1d4 + P + 20/60 + This +3 dagger belongs to Artus Cimber. While you have the dagger drawn, you can use a bonus action to activate one of the following properties: +• Cause a blue gem set into the dagger's pommel to shed bright light in a 20-foot radius and dim light for an additional 20 feet, or make the gem go dark. +• Turn the dagger into a compass that, while resting on your palm, points north. +• Cast dimension door from the dagger. Once this property is used, it can't be used again until the next dawn. +• Cast compulsion (save DC 15) from the dagger. The range of the spell increases to 90 feet but it targets only spiders that are beasts. Once this property is used, it can't be used again until the next dawn. +Source: Tomb of Annihilation p. 206 + + + Canoe + Vehicle (water) + G + 100 + 50.0 + + A canoe can be purchased in Port Nyanzaru for 50 gp. It holds up to six Medium creatures and has a maximum speed of 2 mph. It is otherwise identical to a rowboat. +Source: Tomb of Annihilation p. 31 + + + Dancing Monkey Fruit + Other + G + + 5.0 + + This rare magical fruit produces enough juice to fill a vial. Any humanoid that eats a dancing monkey fruit or drinks its juice must succeed on a DC 14 Constitution saving throw or begin a comic dance that lasts for 1 minute. Humanoids that can't be poisoned are immune to this magical effect. +The dancer must use all its movement to dance without leaving its space and has disadvantage on attack rolls and Dexterity saving throws, and other creatures have advantage on attack rolls against it. Each time it takes damage, the dancer can repeat the saving throw, ending the effect on itself on a success. When the dancing effect ends, the humanoid suffers the poisoned condition for 1 hour. +Source: Tomb of Annihilation p. 205 + + + Devlin's Staff of Striking + major, Staff + ST + 4 + V + 1d6 + 1d8 + B + This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. +The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. +If you attune to this staff, you transform into a goat-humanoid hybrid over the course of 3 days. Tieflings are immune to this curse. Throughout the first day, shaggy fur begins to grow all over your body. After 24 hours, your eyes become goat-like, and stumpy horns sprout from your brow. On the last day, your fingers and toes meld into double digits, and the horns grow to full length. This transformation doesn't prevent you from wielding weapons or casting spells. Remove curse, greater restoration, or any other effect that ends a curse restores your original appearance, but only a wish spell can rid the staff of its power to transform those who attune to it. +Found On: Magic Item Table H +Source: Tomb of Annihilation p. 141 + 1d6 + 1d6+4 + + + Draconic Longsword + martial Weapon, Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + This longsword has a dragon-shaped hilt. While you carry it, you gain the ability to speak and understand the Draconic language. +Source: Tomb of Annihilation p. 173 + + + Ghost Lantern + Wondrous item + W + 1 + 1 + + A restless spirit is trapped inside this lantern. While holding the lantern, you can command the spirit as a bonus action to shed bright light in a 30-foot radius and dim light for an additional 30 feet. +While holding the lantern, you can use an action to order the spirit to leave the lantern and duplicate the effect of the mage hand spell. The spirit returns to the lantern when the spell ends. +If you fall unconscious within 10 feet of the lantern, the spirit emerges from it, magically stabilizes you with a touch, and then quickly returns to the lantern. +The spirit is bound to the lantern and can't be harmed, turned, or raised from the dead. +Casting a dispel evil and good spell on the lantern releases the spirit to the afterlife and renders the lantern nonmagical. +Source: Tomb of Annihilation p. 206 + + + Insect Repellent (block of incense) + Adventuring Gear + G + + 0.1 + + Insect repellent can be purchased in Port Nyanzaru in two forms: blocks of incense or a greasy salve. The merchant prince Kwayothe controls the sale of both. Neither kind of repellent protects against giant insects or the vile swarms of insects described in appendix A of the Monster Manual. +When lit, it burns for 8 hours and repels normal insects within a 20-foot-radius centered on it. +Source: Tomb of Annihilation p. 32 + + + Insect Repellent (greasy salve) + Adventuring Gear + G + + 1.0 + + Insect repellent can be purchased in Port Nyanzaru in two forms: blocks of incense or a greasy salve. The merchant prince Kwayothe controls the sale of both. Neither kind of repellent protects against giant insects or the vile swarms of insects described in appendix A of the Monster Manual. +A gourd or vial of salve contains 20 applications of odorless grease. One application protects its wearer against normal insects for 24 hours. The salve is waterproof so it doesn't wash off in rain. +Source: Tomb of Annihilation p. 32 + + + Mask of the Beast + Wondrous item + W + 1 + 1 + + This wooden mask is shaped in the likeness of a beast's visage and has 3 charges. While wearing the mask you can expend 1 charge and use the mask to cast the animal friendship spell as an action. The mask regains all expended charges at dawn. +Source: Tomb of Annihilation p. 207 + + + Menga leaves (1 ounce) + Adventuring Gear + G + 0.0625 + 2.0 + + The dried leaves of a menga bush can be ground, dissolved in a liquid, heated, and ingested. A creature that ingests 1 ounce of menga leaves in this fashion regains 1 hit point. A creature that ingests more than 5 ounces of menga leaves in a 24-hour period gains no additional benefit and must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 hour. The unconscious creature awakens if it takes at least 5 damage on one turn. +A healthy menga bush usually has 2d6 ounces of leaves. Once picked, the leaves require 1 day to dry out before they can confer any benefit. +Source: Tomb of Annihilation p. 205 + 2d6 + + + Petrified Grung Egg + Other + G + + + While this egg is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you have used the egg, it can't be used again until the next dawn. +Additionally, while you are attuned to the egg, you gain resistance to poison damage. +The egg turns to dust and is destroyed if it leaves the Tomb of the Nine Gods. +Source: Tomb of Annihilation p. 144 + + + Rain Catcher + Adventuring Gear + G + 5 + 1.0 + + A rain catcher is a simple contraption consisting of a 5-foot-square leather tarp and a wooden frame with legs. When the tarp is stretched across the wooden frame, it forms a basin that can catch 2 gallons of drinking water per inch of rainfall and hold up to 8 gallons. The tarp and wooden frame fold up for easy transport. +Source: Tomb of Annihilation p. 32 + + + Ring of Winter + + RG + 1 + + Artus Cimber has kept this item in his possession for over a century. The Ring of Winter is a golden band that resizes to fit snugly on the finger of its wearer. A thin layer of frost coats the outside of the ring, which normal heat can't melt. The ring feels ice cold to the touch and initially numbs the hand that wears it, but this cold ceases to be felt by one who is attuned to this ring. +The Ring of Winter is sentient and tries to take control of any creature that wears it (see "Sentient Magic Items" chapter 7 of the Dungeon Master's Guide). If it succeeds, the ring compels its wearer to cause undue harm to everyone and everything around it, in a cold-hearted attempt to incur the wrath of enemies and bring the wearer's doom. +Sentience: The Ring of Winter is a sentient chaotic evil item with an Intelligence of 14, a Wisdom of 14, and a Charisma of 17. The ring communicates by transmitting emotion to the creature carrying or wielding it, and it has hearing and normal vision out to a range of 60 feet. The ring craves destruction, and it likes inflicting indiscriminate harm on others. +Nondetection: The Ring of Winter defies attempts to magically locate it. Neither the ring nor its wearer can be targeted by any divination magic or perceived through magical scrying sensors. +Frozen Time: As long as you wear the ring, you don't age naturally. This effect is similar to suspended animation, in that your age doesn't catch up to you once the ring is removed. The ring doesn't protect its wearer from magical or supernatural aging effects, such as the Horrifying Visage of a ghost. +Cold Immunity: While attuned to and wearing the ring, you have immunity to cold damage and don't suffer any ill effects from extreme cold (see chapter 5 of the Dungeon's Master Guide). +Magic: The Ring of Winter has 12 charges and regains all its expended charges daily at dawn. While wearing the ring, you can expend the necessary number of charges to activate one of the following properties: +• You can expend 1 charge as an action and use the ring to lower the temperature in a 120-foot-radius sphere centered on a point you can see within 300 feet of you. The temperature in that area drops 20 degrees per minute, to a minimum of -30 degrees Fahrenheit. Frost and ice begin to form on surfaces once the temperature drops below 32 degrees. This effect is permanent unless you use the ring to end it as an action, at which point the temperature in the area returns to normal at a rate of 10 degrees per minute. +• You can cast one of the following spells from the ring (spell save DC 17) by expending the necessary number of charges: Bigby's hand (2 charges; the hand is made of ice, is immune to cold damage, and deals bludgeoning damage instead of force damage as a clenched fist), cone of cold (2 charges), flesh to ice (3 charges; as flesh to stone except that the target turns to solid ice with the density and durability of stone), ice storm (2 charges), Otiluke's freezing sphere (3 charges), sleet storm (1 charge), spike growth (1 charge; the spikes are made of ice), or wall of ice (2 charges). +• You can expend the necessary number of charges as an action and use the ring to create either an inanimate ice object (2 charges) or an animated ice creature (4 charges). The ice object can't have any moving parts, must be able to fit inside a 10-foot cube, and has the density and durability of metal or stone (your choice). The ice creature must be modeled after a beast with a challenge rating of 2 or less. The ice creature has the same statistics as the beast it models, with the following changes: the creature is a construct with vulnerability to fire damage, immunity to cold and poison damage, and immunity to the following conditions: charmed, exhaustion, frightened, paralyzed, petrified, and poisoned. The ice creature obeys only its creator's commands. The ice object or creature appears in an unoccupied space within 60 feet of you. It melts into a pool of normal water after 24 hours or when it drops to 0 hit points. In extreme heat, it loses 5 (1d10) hit points per minute as it melts. Use the guidelines in chapter 8 of the Dungeon Master's Guide to determine the hit points of an inanimate object if they become necessary. +Other Properties: The Ring of Winter is rumored to possess other properties that can be activated only by an evil being whose will the ring can't break. Frost giants have long believed that the ring can be used to freeze entire worlds, while a djinni in the service of a Calishite pasha once claimed that the ring could be used to summon and control white dragons, as well as the mighty ice primordial named Cryonax. +Destroying the Ring: The ring is nigh indestructible, resisting even the most intense magical heat. If it is placed on the finger of the powerful archfey known as the Summer Queen, the ring melts away and is destroyed forever. +Source: Tomb of Annihilation p. 207 + 1d10 + + + Ryath Root + Adventuring Gear + G + + 50.0 + + Any creature that ingests a ryath root gains 2d4 temporary hit points. A creature that consumes more than one ryath root in a 24-hour period must succeed on a DC 13 Constitution saving throw or suffer the poisoned condition for 1 hour. +Source: Tomb of Annihilation p. 205 + 2d4 + + + Scorpion Armor + Cursed item, Heavy Armor + HA + 65 + + 18 + 15 + This suit of plate armor is fashioned from giant scorpion chitin. While wearing this armor, you gain the following benefits: +• The armor improves your combat readiness, granting you a +5 bonus to initiative as long as you aren't incapacitated. +• The armor doesn't impose disadvantage on your Dexterity (Stealth) checks. +• The armor doesn't impose disadvantage on saving throws made to resist the effects of extreme heat (see chapter 5 of the Dungeon Master's Guide). +Curse: This armor is cursed. Whenever you don or doff it, you must make a DC 15 Constitution saving throw, taking 100 (10d10 + 45) poison damage on a failed save, or half as much damage on a successful one. Only a wish spell can remove the armor's curse. +If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. +Source: Tomb of Annihilation p. 208 + 10d10+45 + + + Sinda berries (10) + Adventuring Gear + G + + 5.0 + + These berries are dark brown and bitter. A full-grown sinda berry bush has 4d6 berries growing on it. A bush plucked of all its berries grows new berries in 1d4 months. Picked berries lose their freshness and efficacy after 24 hours. +Fresh sinda berries can be eaten raw or crushed and added to a drink to dull the bitterness. A creature that consumes at least ten fresh sinda berries gains advantage on saving throws against disease and poison for the next 24 hours. +Source: Tomb of Annihilation p. 205 + 4d6 + 1d4 + + + Staff of the Forgotten One + Staff + ST + 4 + V + 1d6 + 1d8 + B + This crooked staff is carved from bone and topped with the skull of a forgotten archmage whom Acererak destroyed long ago. Etched into the skull's forehead is acererak rune, which is known on many worlds as a sign of death. +Beneficial Properties: While the staff is on your person, you gain the following benefits: +• Your proficiency bonus to Intelligence (Arcana) and Intelligence (History) checks is doubled. +• You can't be blinded, charmed, deafened, frightened, petrified, or stunned. +• Undead with a challenge rating of 2 or lower will neither threaten nor attack you unless you harm them. +• You can wield the staff as a +3 quarterstaff that deals an extra 10 (3d6) necrotic damage on a hit. +Invoke Curse: The Staff of the Forgotten One has 7 charges and regains 1d4 + 3 expended charges daily at dawn. While holding the staff, you can use an action to expend 1 charge and target one creature you can see within 60 feet of you. The target must succeed on a Constitution saving throw (using your spell save DC) or be cursed. While cursed in this way, the target can't regain hit points and has vulnerability to necrotic damage. A greater restoration, remove curse, or similar spell ends the curse on the target. +The Forgotten One: The bodiless life force of a dead archmage empowers the staff and is imprisoned within it. The rune carved into the staff's skull protects Acererak from this spirit's vengeance. Each time a creature other than Acererak expends any of the staff's charges, there is a 50 chance that the life force tries to possess the staff wielder. The wielder must succeed on a DC 20 Charisma saving throw or be possessed, becoming an NPC under the DM's control. If the intruding life force is targeted by magic such as a dispel evil and good spell, it becomes trapped in the staff once more. Once it takes control of another creature, the insane spirit of the dead archmage attempts to destroy the staff. +Destroying the Staff: A creature in possession of the staff can use an action to break it over one knee or a solid surface. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. Each creature in the area must make a DC 18 Dexterity saving throw, taking 132 (24d10) force damage on a failed save, or half as much damage on a successful one. When the staff is destroyed, the life force of the Forgotten One is released to the afterlife. Where it goes is anyone's guess. +Source: Tomb of Annihilation p. 208 + 3d6 + 1d4+3 + 24d10 + + + Tej + + G + 5 + + Tej is an amber-colored, fermented drink made from honey. It's more common and popular in Chult than beer or ale. A mug of tej costs 4 cp in Port Nyanzaru or 6 cp in Fort Beluarian. A 1-gallon cask costs 2 sp in the city or 3 sp at the fort. +Source: Tomb of Annihilation p. 32 + + + Wildroot + Adventuring Gear + G + + 25.0 + + Introducing the juice of a wildroot into a poisoned creature's bloodstream (for example, by rubbing it on an open wound) rids the creature of the poisoned condition. Once used in this way, a wildroot loses this property. +Source: Tomb of Annihilation p. 205 + + + Wukka Nut + Adventuring Gear + G + + 1.0 + + These fist-sized nuts grow on wukka trees, which are popular haunts for jaculi, su-monster, and zorbo. A wukka nut rattles when shaken, causing its shell to shed bright light in a 10-foot radius and dim light for an additional 10 feet. This magical light fades after 1 minute, but shaking the nut again causes the light to reappear. If the shell of the nut is cracked open, it loses its magic. +Source: Tomb of Annihilation p. 205 + + + Yahcha + Adventuring Gear + G + + 1.0 + + A yahcha (pronounced YAH-chah) is a harmless, meaty beetle about the size of a human hand, which feeds on worms and maggots. It moves slowly (walking speed 10 feet) and is easy to catch. A creature with mad monkey fever that eats a raw or cooked yahcha can immediately make a saving throw with advantage against that disease (see "Diseases," page 40), +Source: Tomb of Annihilation p. 205 + + + Zabou + Adventuring Gear + G + + 10.0 + + Zabou mushrooms feed on offal and the rotting wood of dead trees. If handled carefully, a zabou can be picked or uprooted without causing it to release its spores. If crushed or struck, a zabou releases its spores in a 10-foot-radius sphere. A zabou can also be hurled up to 30 feet away or dropped like a grenade, releasing its cloud of spores on impact. Any creature in that area must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. The poisoned creature's skin itches for the duration. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. +Source: Tomb of Annihilation p. 205 + + diff --git a/FightClub5eXML/Sources/UnearthedArcana/items-2020smt.xml b/FightClub5eXML/Sources/UnearthedArcana/items-2020smt.xml new file mode 100644 index 0000000..0612c86 --- /dev/null +++ b/FightClub5eXML/Sources/UnearthedArcana/items-2020smt.xml @@ -0,0 +1,269 @@ + + + + Absorbing Tattoo + Wondrous item + W + 1 + + + This tattoo incorporates designs that emphasize one color more than others. While the tattoo is on your skin, you have resistance to a type of damage associated with that color, as shown on the table below. The DM chooses the color or determines it randomly. + +d10 | Damage Type | Color +1 | Acid | Green +2 | Cold | Blue +3 | Fire | Red +4 | Force | White +5 | Lightning | Yellow +6 | Necrotic | Black +7 | Poison | Violet +8 | Psychic | Silver +9 | Radiant | Gold +10 | Thunder | Orange +Damage Absorption: When you take damage of the chosen type, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can't be used again until the next dawn. +Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to. +If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you. +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 8 + + + Barrier Tattoo (Rare) + Wondrous item + W + 1 + + + This tattoo depicts protective imagery and uses ink that resembles liquid metal. While you aren't wearing armor, the tattoo grants you an Armor Class of 15 + your Dexterity modifier (maximum of +2). You can use a shield and still gain this benefit. +Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to. +If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you. +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 9 + + + Barrier Tattoo (Uncommon) + Wondrous item + W + 1 + + + This tattoo depicts protective imagery and uses ink that resembles liquid metal. While you aren't wearing armor, the tattoo grants you an Armor Class of 12 + your Dexterity modifier. You can use a shield and still gain this benefit. +Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to. +If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you. +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 9 + + + Barrier Tattoo (Very Rare) + Wondrous item + W + 1 + + + This tattoo depicts protective imagery and uses ink that resembles liquid metal. While you aren't wearing armor, the tattoo grants you an Armor Class of 18. You can use a shield and still gain this benefit. +Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to. +If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you. +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 9 + + + Blood Fury Tattoo + Wondrous item + W + 1 + + + This tattoo evokes fury in its form and colors. While this tattoo is on your skin, you gain the following benefits: +• Your attack rolls score a critical hit on a d20 roll of 19 or 20. +• When you score a critical hit against a creature, that target takes an extra 4d6 necrotic damage, and you gain a number of temporary hit points equal to the necrotic damage dealt. +• When a creature you can see damages you, you can use your reaction to make a melee attack against that creature, with advantage on your attack roll. +Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to. +If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you. +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 10 + 4d6 + + + Coiling Grasp Tattoo + Wondrous item + W + 1 + + + This tattoo has long intertwining designs. While the tattoo is on your skin, you can, as an action, cause the tattoo to extrude into inky tendrils, which reach for a creature you can see within 15 feet of you. The creature must succeed on a DC 14 Strength saving throw or take 3d6 force damage and be grappled by you. As an action, the creature can escape the grapple by succeeding on a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check. The grapple also ends if you halt it (no action required), if the creature is ever more than 15 feet away from you, or if you use this tattoo on a different creature. +Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to. +If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you. +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 9 + 3d6 + + + Eldritch Claw Tattoo + Wondrous item + W + 1 + + + This tattoo depicts clawlike forms and other jagged shapes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes. +Eldritch Maul: As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee weapon attacks can reach a target up to 30 feet away from you, as tendrils of ink launch from your weapon or unarmed strike toward the target. In addition, your melee weapon attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn. +Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to. +If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you. +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 9 + 1d6 + + + Ghost Step Tattoo + Wondrous item + W + 1 + + + This tattoo shifts and wavers on the skin, parts of it appearing blurred. The tattoo has 3 charges, and it regains all expended charges daily at dawn. +As a bonus action while the tattoo is on your skin, you can expend 1 of the tattoo's charges to become incorporeal until the end of your next turn. For the duration, you gain the following benefits: +• You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. +• You can't be grappled or restrained. +• You can move through creatures and solid objects as if they were difficult terrain. If you end your turn in a solid object, you take 1d10 force damage. If the effect ends while you are inside a solid object, you instead are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet traveled. +Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to. +If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you. +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 11 + 1d10 + + + Illuminator's Tattoo + Wondrous item + W + 1 + + + This tattoo contains beautiful calligraphy, images of writing implements, and the like. While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink. +As an action, you can touch a piece of writing up to one page in length and speak a creature's name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can't be used again until the next dawn. +Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to. +If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you. +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 10 + + + Lifewell Tattoo + Wondrous item + W + 1 + + + This tattoo comprises symbols of life and rebirth. While this tattoo is on your skin, you have resistance to necrotic damage. +Death Ward: When you would be reduced to 0 hit points, you drop to 1 hit point instead. Once used, this benefit can't be used again until the next dawn. +Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to. +If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you. +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 10 + + + Masquerade Tattoo + Wondrous item + W + 1 + + + This tattoo appears on your skin as whatever you desire. As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin. +Disguise Self: As an action, you can use the tattoo to cast the disguise self spell. Once the spell is cast from the tattoo, it can't be cast from the tattoo again until the next dawn. +Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to. +If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you. +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 11 + + + Shadowfell Brand Tattoo + Wondrous item + W + 1 + + + This tattoo is dark in color and abstract. While it's on your skin, you have advantage on Dexterity (Stealth) checks. +Shadowy Defense: When you take damage, you can use your reaction to become shadowy and insubstantial for a moment, reducing the damage you take by half. Once used, this reaction can't be used again until the next dawn. +Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to. +If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you. +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 12 + + + Spellwrought Tattoo (1st Level) + Wondrous item + W + 1 + + + This tattoo contains a single spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin where you want the tattoo to appear and speak the command word. The needle turns into the ink that becomes the tattoo, which appears on your skin. Once the tattoo is on your skin, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin. +A spell cast from this tattoo has a spellcasting ability modifier of +3, a save DC of 13 and an attack bonus of +5. +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 11 + + + Spellwrought Tattoo (2nd Level) + Wondrous item + W + 1 + + + This tattoo contains a single spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin where you want the tattoo to appear and speak the command word. The needle turns into the ink that becomes the tattoo, which appears on your skin. Once the tattoo is on your skin, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin. +A spell cast from this tattoo has a spellcasting ability modifier of +3, a save DC of 13 and an attack bonus of +5. +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 11 + + + Spellwrought Tattoo (3rd Level) + Wondrous item + W + 1 + + + This tattoo contains a single spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin where you want the tattoo to appear and speak the command word. The needle turns into the ink that becomes the tattoo, which appears on your skin. Once the tattoo is on your skin, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin. +A spell cast from this tattoo has a spellcasting ability modifier of +4, a save DC of 15 and an attack bonus of +7. +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 11 + + + Spellwrought Tattoo (4th Level) + Wondrous item + W + 1 + + + This tattoo contains a single spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin where you want the tattoo to appear and speak the command word. The needle turns into the ink that becomes the tattoo, which appears on your skin. Once the tattoo is on your skin, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin. +A spell cast from this tattoo has a spellcasting ability modifier of +4, a save DC of 15 and an attack bonus of +7. +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 11 + + + Spellwrought Tattoo (5th Level) + Wondrous item + W + 1 + + + This tattoo contains a single spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin where you want the tattoo to appear and speak the command word. The needle turns into the ink that becomes the tattoo, which appears on your skin. Once the tattoo is on your skin, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin. +A spell cast from this tattoo has a spellcasting ability modifier of +5, a save DC of 17 and an attack bonus of +9. +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 11 + + + Spellwrought Tattoo (Cantrip) + Wondrous item + W + 1 + + + This tattoo contains a single spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin where you want the tattoo to appear and speak the command word. The needle turns into the ink that becomes the tattoo, which appears on your skin. Once the tattoo is on your skin, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin. +A spell cast from this tattoo has a spellcasting ability modifier of +3, a save DC of 13, and an attack bonus of +5. +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 11 + + + Barrier Tattoo + Wondrous item + W + 1 + + + Barrier Tattoo (Uncommon) +Barrier Tattoo (Rare) +Barrier Tattoo (Very Rare) +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 9 + + + Spellwrought Tattoo + Wondrous item + W + 1 + + + Spellwrought Tattoo (Cantrip) +Spellwrought Tattoo (1st Level) +Spellwrought Tattoo (2nd Level) +Spellwrought Tattoo (3rd Level) +Spellwrought Tattoo (4th Level) +Spellwrought Tattoo (5th Level) +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 11 + + diff --git a/FightClub5eXML/Sources/UnearthedArcana/items-ua-pcrm.xml b/FightClub5eXML/Sources/UnearthedArcana/items-ua-pcrm.xml new file mode 100644 index 0000000..d8defab --- /dev/null +++ b/FightClub5eXML/Sources/UnearthedArcana/items-ua-pcrm.xml @@ -0,0 +1,78 @@ + + + + Opal of the Ild Rune + + W + + + This triangular fire opal measures about three inches on each side and is half an inch thick. The ild rune—the rune of fire—shimmers within its core. Grasping this object causes a split second of searing, fiery pain to pass through you. That pain quickly fades, giving way to a warming glow. +Ignite (Simple Property): As an action, you scribe the ild rune using ash onto a flammable object. That object immediately bursts into flame. While it burns, the fire extends 1 foot out from the rune you scribed. +Fire Tamer (Simple Property): As an action, you touch an open flame and scribe the ild rune within it with a hand motion. This causes the flame to immediately extinguish. For a large blaze, the fire is extinguished in a 10-foot radius around you. You can extend this distance by expending a spell slot when using the ild rune in this manner. The radius extends by 20 feet per level of the expended spell slot. +Fire's Friend (Simple Property): While you are attuned to this rune, you have resistance to cold damage. +Combustion (Complex Property): As an action, you scribe this rune using ash onto a creature within your reach as you expend a spell slot. The creature automatically takes 1d10 fire damage plus 1d10 fire damage per level of the expended spell slot. +Flame Brand (Complex Property): Over the course of a short rest, you inscribe this rune using ash onto a melee or ranged weapon, or onto up to 20 pieces of ammunition. The weapon or ammunition gains a ghostly aura of yellow flame and deals fire damage instead of piercing, slashing, or bludgeoning damage. +In addition, you can expend a spell slot while using this property to grant the weapon or ammunition a bonus to attack rolls and damage rolls equal to the spell slot's level divided by three. +These effects last for 24 hours or until you use this property again. +Flame Stoker (Complex Property): While you are attuned to this rune, your fire attacks are deadlier. Whenever you roll fire damage from an attack or a spell you cast, you can reroll that damage and use the higher result. +Source: Unearthed Arcana: Prestige Classes Run Magic p. 4 + 1d10 + + + Orb of the Stein Rune + + W + + + This spherical chunk of granite is about the size of a human fist. The stein rune—the rune of stone—appears on the orb as crystalline veins that play across its surface. When first grasped, the stone feels impossibly heavy, as if even a titan could not lift it. That feeling passes after a moment, allowing you to carry the stone with ease. +Indomitable Stand (Simple Property): As an action, you scribe the stein rune onto the ground at your feet. Until you move, you have advantage on all ability checks and saving throws to resist effects that would force you to move. In addition, any creature that moves within 10 feet of you must succeed on a DC 12 Strength saving throw or have its movement immediately end. +Stone Soul (Simple Property): While you are attuned to this rune, you cannot be petrified. +Stone's Secrets (Simple Property): As an action, you scribe this rune onto a stone wall or floor. You learn the location and size of all creatures standing on or touching that surface within 30 feet of you, though only for the moment when the property is used. +Crushing Brand (Complex Property): Over the course of a short rest, you inscribe this rune using dirt or crushed stone onto one weapon that deals bludgeoning damage. The weapon gains a ghostly brown aura, and bludgeoning damage dealt by the weapon ignores resistance and immunity. If you roll the maximum on the weapon's damage die or dice, the target of your attack is knocked prone if it is a creature. +In addition, you can expend a spell slot to grant the weapon a bonus to attack rolls and damage rolls equal to the spell slot's level divided by three. +These effects last for 24 hours or until you use this property again. +Earthen Step (Complex Property): While you are attuned to this rune, you can cast meld into stone as a bonus action. You regain this ability after a short or long rest. +Overwhelming Bolt (Complex Property): As an action, you scribe this rune using dirt or crushed rock onto a creature within your reach as you expend a spell slot. The creature must succeed on a Strength saving throw (DC 12 + the level of the expended spell slot). On a failure, the creature takes 2d8 bludgeoning damage plus 1d8 bludgeoning damage per level of the expended spell slot and is knocked prone. On a successful saving throw, the creature takes half as much damage and is not knocked prone. +Source: Unearthed Arcana: Prestige Classes Run Magic p. 5 + 2d8 + 1d8 + + + Pennant of the Vind Rune + + W + + + This five-foot-long blue pennant is crafted from silk and whips about as if buffeted by a strong breeze. The vind rune—the rune of wind—flickers across its surface like a shimmering cloud. Grasping the pennant causes you to feel a powerful gust of wind wash over you, tearing at your clothes and gear. Anyone watching you sees nothing out of the ordinary, and the sensation passes after a moment. +Comforting Wind (Simple Property): While you are attuned to this rune, you cannot suffocate or drown, and you gain advantage on saving throws against poisonous gases, inhaled poisons, and similar effects. +Wind Step (Simple Property): As an action, you scribe the vind rune in the air around you and immediately fly 20 feet. If you do not land at the end of this flight, you fall. +Wind's Grasp (Simple Property): As a reaction when you fall, you can scribe this rune in the air around you to take no damage from the fall. +Howling Brand (Complex Property): Over the course of a short rest, you inscribe this rune in the air above one ranged weapon. The weapon gains a ghostly blue aura and has its normal and maximum range doubled. The weapon's attacks do not suffer disadvantage due to range. +In addition, you can expend a spell slot while using this property to grant the weapon a bonus to attack rolls and damage rolls equal to the spell slot's level divided by three. +These effects last for 24 hours or until you use this property again. +Shrieking Bolt (Complex Property): As an action, you scribe this rune in the air between you and a creature you can see while you expend a spell slot. The creature must make a Strength saving throw (DC 12 + the spell slot's level). On a failure, it takes 2d8 bludgeoning damage plus 1d8 bludgeoning damage per level of the expended spell slot, and is pushed in a straight line directly away from you for 10 feet per level of the expended spell slot. On a successful saving throw, the creature takes half as much damage and is not pushed away from you. +Wind Walker (Complex Property): While you are attuned to this rune, you can cast levitate as a bonus action. You regain this ability after a short or long rest. +Source: Unearthed Arcana: Prestige Classes Run Magic p. 5 + 2d8 + 1d8 + + + Shard of the Kalt Rune + + W + + + This long, slender shard of ice is roughly the size of a dagger. The kalt rune—the rune of ice—glows within the shard. When first grasped, the shard emits a painful cold that leaves your hand and arm numb. That feeling passes after a moment, allowing the shard to be handled normally. +Frigid Touch (Simple Property): As an action, you scribe the kalt rune on the surface of any volume of water. The water freezes in a 10-foot radius around the spot where you scribed the rune. +Frost Friend (Simple Property): While you are attuned to this rune, you have resistance to fire damage. +Icy Mantle (Simple Property): As an action, you scribe the kalt rune using water onto yourself or another creature. The water instantly freezes into a mantle of protective ice that does not hinder movement or action. The next time the creature takes bludgeoning, slashing, or piercing damage, that damage is reduced to zero and the icy mantle is destroyed. +Freezing Bolt (Complex Property): As an action, you scribe this rune using water onto a creature within your reach as you expend a spell slot. The rune freezes in place, and the creature must make a Constitution saving throw (DC 12 + the level of the expended spell slot). On a failure, the creature takes 2d8 cold damage plus 1d8 cold damage per level of the expended spell slot, and its speed is reduced to 0 until the end of your next turn. On a successful saving throw, the creature takes half as much damage and its speed is not affected. +Ice Brand (Complex Property): Over the course of a short rest, you inscribe this rune using water onto a melee or ranged weapon, or onto up to 20 pieces of ammunition. The weapon or ammunition gains a ghostly white aura and deals cold damage instead of piercing, slashing, or bludgeoning damage. +In addition, you can expend a spell slot while using this property to grant the weapon or ammunition a bonus to attack rolls and damage rolls equal to the spell slot's level divided by three. +These effects last for 24 hours or until you use this property again. +Winter's Howl (Complex Property): While you are attuned to this rune, you can cast sleet storm as an action. You regain this ability after a short or long rest. +Source: Unearthed Arcana: Prestige Classes Run Magic p. 6 + 2d8 + 1d8 + + diff --git a/FightClub5eXML/Sources/VolosGuideToMonsters/items-vgm.xml b/FightClub5eXML/Sources/VolosGuideToMonsters/items-vgm.xml new file mode 100644 index 0000000..a046881 --- /dev/null +++ b/FightClub5eXML/Sources/VolosGuideToMonsters/items-vgm.xml @@ -0,0 +1,103 @@ + + + + Flensing Claws (Huge) + Other + G + + + 2d8 + S + Flensing claws take the form of articulated digits that extend into long metal blades. The claws are knitted into the flesh and bones of a creature's arms and can't be removed without surgical amputation. +Each set of flensing claws is designed for a specific creature and can't be used by anyone else. A creature equipped with flensing claws can use its action to make one melee weapon attack with the claws. The creature adds its proficiency bonus and Strength modifier to any attack roll made with the claws, and its Strength modifier to its damage roll when it hits a target with the claws. +Source: Volo's Guide to Monsters p. 81 + + + Flensing Claws (Large) + Other + G + + + 1d12 + S + Flensing claws take the form of articulated digits that extend into long metal blades. The claws are knitted into the flesh and bones of a creature's arms and can't be removed without surgical amputation. +Each set of flensing claws is designed for a specific creature and can't be used by anyone else. A creature equipped with flensing claws can use its action to make one melee weapon attack with the claws. The creature adds its proficiency bonus and Strength modifier to any attack roll made with the claws, and its Strength modifier to its damage roll when it hits a target with the claws. +Source: Volo's Guide to Monsters p. 81 + + + Flensing Claws (Medium) + Other + G + + + 1d10 + S + Flensing claws take the form of articulated digits that extend into long metal blades. The claws are knitted into the flesh and bones of a creature's arms and can't be removed without surgical amputation. +Each set of flensing claws is designed for a specific creature and can't be used by anyone else. A creature equipped with flensing claws can use its action to make one melee weapon attack with the claws. The creature adds its proficiency bonus and Strength modifier to any attack roll made with the claws, and its Strength modifier to its damage roll when it hits a target with the claws. +Source: Volo's Guide to Monsters p. 81 + + + Flensing Claws (Small) + Other + G + + + 1d8 + S + Flensing claws take the form of articulated digits that extend into long metal blades. The claws are knitted into the flesh and bones of a creature's arms and can't be removed without surgical amputation. +Each set of flensing claws is designed for a specific creature and can't be used by anyone else. A creature equipped with flensing claws can use its action to make one melee weapon attack with the claws. The creature adds its proficiency bonus and Strength modifier to any attack roll made with the claws, and its Strength modifier to its damage roll when it hits a target with the claws. +Source: Volo's Guide to Monsters p. 81 + + + Mind Lash + Melee Weapon + M + 3 + F,R + 1d4 + S + In the hands of any creature other than a mind flayer, a mind lash functions as a normal whip. In the hands of an illithid, this magic weapon strips away a creature's will to survive as it also strips away flesh, dealing an extra 2d4 psychic damage to any target it hits. Any creature that takes psychic damage from the mind lash must also succeed on a DC 15 Wisdom saving throw or have disadvantage on Intelligence, Wisdom, and Charisma saving throws 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. +Source: Volo's Guide to Monsters p. 81 + 2d4 + + + Shield of Far Sight + Shield + S + 6 + + 2 + A mind flayer skilled at crafting magic items creates a shield of far sight by harvesting an eye from an intelligent humanoid and magically implanting it on the outer surface of a nonmagical shield. The shield becomes a magic item once the eyes is implanted, whereupon the mind flayer can give the shield to a thrall or hang it on a wall in its lair. As long as the shield is on the same plane of existence as its creator, the mind flayer can see through the shield's eye, which has darkvision out to a range of 60 feet. While peering through this magical eye, the mind flayer can use its Mind Blast action as though it were standing behind the shield. +If a shield of far sight is destroyed, the mind flayer that created it is blinded for 2d12 hours. +Source: Volo's Guide to Monsters p. 81 + 2d12 + + + Survival Mantle + Medium Armor + MA + 40 + + 15 + 1 + This carapace-like augmentation encases portions of the wearer's shoulders, neck, and chest. A survival mantle is equivalent to a suit of nonmagical half plate armor and takes just as long to don or doff. It can't be worn with other kinds of armor. +A creature wearing a survival mantle can breathe normally in any environment (including a vacuum) and has advantage on saving throws against harmful gases (such as those created by a cloudkill spell, a stinking cloud spell, inhaled poisons, and the breath weapons of some dragons). +The wearer has disadvantage on Stealth (Dexterity) checks. +Source: Volo's Guide to Monsters p. 81 + + + Flensing Claws + Other + G + + + S + mind flayer don't always provide their thralls with normal weapons, such as swords and axes. Sometimes they improve the natural capabilities of thralls by giving them new anatomy. Flensing claws take the form of articulated digits that extend into long metal blades. The claws are knitted into the flesh and bones of a creature's arms and can't be removed without surgical amputation. +Each set of flensing claws is designed for a specific creature and can't be used by anyone else. A creature equipped with flensing claws can use its action to make one melee weapon attack with the claws. The claws deal slashing damage based on the creature's size. The creature adds its proficiency bonus and Strength modifier to any attack roll made with the claws, and its Strength modifier to its damage roll when it hits a target with the claws. Tiny and Gargantuan creatures can't be fitted with flensing claws. +Flensing Claws (Small) +Flensing Claws (Medium) +Flensing Claws (Large) +Flensing Claws (Huge) +Source: Volo's Guide to Monsters p. 81 + + diff --git a/FightClub5eXML/Sources/WaterdeepDragonHeist/items.xml b/FightClub5eXML/Sources/WaterdeepDragonHeist/items.xml new file mode 100644 index 0000000..21e8003 --- /dev/null +++ b/FightClub5eXML/Sources/WaterdeepDragonHeist/items.xml @@ -0,0 +1,339 @@ + + + + Adamantine Bar + Trade Good + G + 10 + 1000.0 + + Source: Waterdeep: Dragon Heist p. 90 + + + Adjustable Stilts + Other + G + + + The stilts take 1 minute to put on or remove. They increase the height of any humanoid wearing them by 2 to 5 feet. Each stilt weighs 8 pounds and is 1 foot long when fully collapsed. +Source: Waterdeep: Dragon Heist p. 47 + + + Azuredge + Melee Weapon + M + 4 + V + 1d8 + 1d10 + S + Forged by the archwizard Ahghairon, this intelligent battleaxe was crafted to defend Waterdeep. Its current wielder is a former member of Force Grey named Meloon Wardragon, but the weapon is searching for a new owner. +Azuredge has a solid steel handle etched with tiny runes, wrapped in blue dragon hide with a star sapphire set into the pommel. The axe head is forged from silver, electrum, and steel alloys whose edges constantly shimmer with a deep blue luminescence. +You gain a +3 bonus to attack and damage rolls made with this magic weapon. The shield spell provides no defense against the axe, which passes through that spell's barrier of magical force. +When you hit a fiend or an undead with the axe, cold blue flames erupt from its blade and deal an extra 2d6 radiant damage to the target. +Hurling: The battleaxe has 3 charges. You can expend 1 charge and make a ranged attack with the axe, hurling it as if it had the thrown property with a normal range of 60 feet and a long range of 180 feet. Whether it hits or misses, the axe flies back to you at the end of the current turn, landing in your open hand or at your feet in your space (as you choose). The axe regains all expended charges daily at dawn. +Illumination: While holding the axe, you can use an action to cause the axe to glow blue or to quench the glow. This glow sheds bright light in a 30-foot radius and dim light for an additional 30 feet. +Sentience: Azuredge is a sentient lawful neutral weapon with an Intelligence of 12, a Wisdom of 15, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet. +The weapon communicates telepathically with its wielder and can speak, read, and understand Common. It has a calm, delicate voice. The weapon can sense the presence of non-lawful creatures within 120 feet of it. +Personality: Azuredge is sworn to protect Waterdeep, and it desires to be wielded by a law-abiding person willing to dedicate everything to the city's defense. The weapon is patient and takes its time finding its ideal wielder. +If someone tries to use Azuredge against its will, the axe can become ten times heavier than normal, and can magically adhere to any Medium or larger object or surface it comes into contact with. Once it does so, the axe can't be wielded. Nothing short of a wish spell can separate the axe from the item or surface to which it is adhered without destroying one or the other, though the axe can choose to end the effect at any time. +Source: Waterdeep: Dragon Heist p. 189 + 2d6 + + + Backpack Parachute + Other + G + + + A humanoid wearing this piece of gear can deploy the parachute as a reaction while falling, or as an action otherwise. The parachute requires at least a 10-foot cube of unoccupied space in which to deploy, and it doesn't open fast enough to slow a fall of less than 60 feet. If it has sufficient time and space to deploy properly, the parachute allows its wearer to land without taking falling damage. Once it has been used, the parachute takes 10 minutes to repack. +Source: Waterdeep: Dragon Heist p. 47 + + + Badge of the Watch + Wondrous item + W + 1 + + + A badge of the Watch is given only to those who have earned the trust of the Open Lord of Waterdeep. The badge, signifying the rank of captain in Waterdeep's City Watch, bears the emblem of Waterdeep and is meant to be worn or carried. +While wearing the badge, you gain a +2 bonus to AC if you aren't using a shield. +If the badge is more than 5 feet away from you for more than 1 minute, it vanishes and harmlessly reappears on a surface within 5 feet of the Open Lord. While holding the badge, the Open Lord knows your location, provided the two of you are on the same plane of existence and your attunement to the badge hasn't ended. +As an action, the Open Lord can touch the badge and end your attunement to it. +Source: Waterdeep: Dragon Heist p. 189 + + + Barking Box + Other + G + + + This metal cube, 6 inches on a side, has a crank on top. Using an action to wind the crank activates the box for 8 hours. While activated, the box barks whenever it detects vibrations within 15 feet of it, as long as the box and the source of the vibrations are in contact with the same ground or substance. A switch on one side of the box sets the device to emit either a small dog's bark or a large dog's bark. +Source: Waterdeep: Dragon Heist p. 47 + + + Blackstaff + Staff + ST + 4 + V + 1d6 + 1d8 + B + The Blackstaff is a sentient, rune-carved staff set with thin silver veins. It is the symbol of office for the Blackstaff, the highest-ranking wizard in Waterdeep. As the rightful owner of the Blackstaff, Vajra Safahr is the only one who can become attuned to it. The staff can, however, choose a new owner (see "Personality" below). +This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. +The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain 1d8 + 2 charges. +Power Strike: When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. +Spells: While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges). lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges). +Retributive Strike: You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. +You have a 50 chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 x the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. +Animate Walking Statues: You can expend 1 or more of the staff's charges as an action to animate or deactivate one or more of the walking statue of Waterdeep. You must be in the city to use this property, and you can animate or deactivate one statue for each charge expended. An animated statue obeys the telepathic commands of Khelben Arunsun's spirit, which is trapped inside the staff (see "Personality" below). A walking statue becomes inanimate if deactivated or if the staff is broken. +Dispel Magic: You can expend 1 of the staff's charges as a bonus action to cast dispel magic on a creature, an object, or a magical effect that you touch with the tip of the staff. If the target is an unwilling creature or an object in the possession of such a creature, you must hit the creature with a melee attack using the Blackstaff before you can expend the charge to cast the spell. +Drain Magic: This property affects only creatures that use spell slots. When you hit such a creature with a melee attack using the Blackstaff, you can expend 1 of the staff's charges as a bonus action, causing the target to expend one spell slot of the highest spell level it can cast without casting a spell. If the target has already expended all its spell slots, nothing happens. Spell slots that are expended in this fashion are regained when the target finishes a long rest, as normal. +Master of Enchantment: When you cast an enchantment spell of 1st level or higher while holding the staff, you can make an Intelligence (Arcana) check with a DC of 10 + the level of the spell. If the check succeeds, you cast the spell without expending a spell slot. +Sentience: The Blackstaff is a sentient staff of neutral alignment, with an Intelligence of 22, a Wisdom of 15, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet, and it can communicate telepathically with any creature that is holding it. +Personality: The staff has the spirits of all previous Blackstaffs trapped within it. Its creator, Khelben Arunsun, is the dominant personality among them. Like Khelben, the staff is extremely devious and manipulative. It prefers to counsel its owner without exerting outright control. The staff's primary goal is to protect Waterdeep and its Open Lord, currently Laeral Silverhand. Its secondary goal is to help its wielder become more powerful. +In the event that the holder of the office of the Blackstaff no longer serves the staff's wishes, the staff ceases to function until it finds a worthy inheritor—someone whose loyalty to Waterdeep is beyond reproach. +Spirit Trap: When the Blackstaff dies, the spirit of that individual becomes trapped in the staff along with the spirits of the previous Blackstaffs. (A Blackstaff whose spirit is trapped in the staff can't be raised from the dead.) +Destroying the staff would release the spirits trapped inside it, but in that event, Khelben's spirit can lodge itself inside any one piece of the staff that remains. The piece containing Khelben's spirit has the staff's Sentience property but none of its other properties. As long as this piece of the staff exists, Khelben's spirit can make the staff whole again whenever he wishes. When the staff is remade, the spirits of the previous Blackstaffs become trapped inside it again. +Source: Waterdeep: Dragon Heist p. 190 + 2d8+4 + 1d8+2 + 1d6 + + + Bracer of Flying Daggers + Wondrous item + W + 1 + + + This armband appears to have thin dagger strapped to it. As an action, you can pull up to two magic daggers from the bracer and immediately hurl them, making a ranged attack with each dagger. A dagger vanishes if you don't hurl it right away, and the daggers disappear right after they hit or miss. The bracer never runs out of daggers. +Source: Waterdeep: Dragon Heist p. 190 + + + Charred Wand of Magic Missiles + major + WD + 1 + + This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. +The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. +Each time you expend a charge from this wand, there is a 50 percent chance that nothing happens and the charge is wasted. +Found On: Magic Item Table F +Source: Waterdeep: Dragon Heist p. 77 + 1d6+1 + + + Dragon + + $ + + 1.0 + + Gold coin, half again as large as a nib (1 dragon = 100 nib) +Source: Waterdeep: Dragon Heist p. 169 + + + Dragonstaff of Ahghairon + Staff + ST + 4 + V + 1d6 + 1d8 + B + While holding the dragonstaff of Ahghairon, you have advantage on saving throws against the spells and breath weapons of dragons, as well as the breath weapons of other creatures of the dragon type (such as dragon turtles). +A creature of the dragon type that you touch with the staff can move through the city of Waterdeep, ignoring Ahghairon's dragonward (see "Ahghairon's Dragonward," in the Introduction). This effect lasts until the creature is touched again by the staff or until a time you proclaim when you confer the benefit. +The staff has 10 charges. While holding it, you can expend 1 charge as an action to cast the command spell. If you target a dragon with this casting, the dragon has disadvantage on its saving throw. The staff regains 1d10 charges daily at dawn. +Source: Waterdeep: Dragon Heist p. 191 + 1d10 + + + Feather of Diatryma Summoning + Wondrous item + W + 1 + + + This bright plume is made from the feather of a diatryma (pronounced dee-ah-TRY-mah), a Large, colorful, flightless bird native to the Underdark. If you use an action to speak the command word and throw the feather into a Large unoccupied space on the ground within 5 feet of you, the feather becomes a living diatryma for up to 6 hours, after which it reverts to its feather form. It reverts to feather form early if it drops to 0 hit points or if you use an action to speak the command word again while touching the bird. +When the diatryma reverts to feather form, the magic of the feather can't be used again until 7 days have passed. +The diatryma uses the statistics of an axe beak, except that its beak deals piercing damage instead of slashing damage. The creature is friendly to you and your companions, and it can be used as a mount. It understands your languages and obeys your spoken commands. If you issue no commands, the diatryma defends itself but takes no other actions. +Source: Waterdeep: Dragon Heist p. 191 + + + Harbor Moon + + $ + + 50.0 + + Platinum crescent inset with electrum, about three inches long with a hole large enough for a nib to fit in (1 harbor moon = 5,000 nib) +Source: Waterdeep: Dragon Heist p. 169 + + + Knave's Eye Patch + Wondrous item + W + 1 + + + While wearing this eye patch, you gain these benefits: +• You have advantage on Wisdom (Perception) checks that rely on sight. +• If you have the Sunlight Sensitivity trait, you are unaffected by the trait. +• You are immune to magic that allows other creatures to read your thoughts or determine whether you are lying. Creatures can communicate telepathically with you only if you allow it. +Source: Waterdeep: Dragon Heist p. 191 + + + Lord's Ensemble + Wondrous item + W + 1 + + + The Masked Lords of Waterdeep don this ensemble when meeting with one another. This raiment renders each lord indistinguishable from the others. The ensemble consists of three pieces—a helm, an amulet, and a robe—that function as a single magic item when worn together, but only within the city of Waterdeep and its sewers. You become attuned to the ensemble as a single item. +Lord's Helm: This bucket helm covers your head and conceals your face. Screens over the eyes help to shroud your identity without blinding you. While you wear the helm, your voice is magically altered to sound genderless, and you are immune to magic that allows other creatures to read your thoughts, to determine whether you are lying, to know your alignment, or to know your creature type. Creatures can communicate telepathically with you only if you allow it. +Lord's Amulet: This amulet bears the crest of Waterdeep. It functions as an amulet of proof against detection and location. +Lord's Robe: This elegant robe functions as a ring of free action, and it creates the illusion that you have a nondescript, androgynous humanoid build and stand 6 feet tall. +Source: Waterdeep: Dragon Heist p. 191 + + + Matchless Pipe + Other + G + + + A switch made of flint is built into the bowl of this fine wooden smoking pipe. With a few flicks of the switch, the pipe lights itself. +Source: Waterdeep: Dragon Heist p. 47 + + + Nib + + $ + + 0.01 + + Copper coin about the size of a thumbnail (1 nib = 1 common copper coin) +Source: Waterdeep: Dragon Heist p. 169 + + + Nimblewright Detector + Other + G + + + To activate the nimblewright detector, a character must hold down its trigger. When the activated device comes within 500 feet of a nimblewright other than Nim, the umbrella begins to spin, whir, and click. The spinning, whirring, and clicking accelerates as the distance to the target lessens, reaching maximum velocity and volume when a nimblewright other than Nim is within 30 feet of the device. +Source: Waterdeep: Dragon Heist p. 47 + + + Oversized Longbow + Ranged Weapon + R + 2 + A,H,2H + 2d6 + P + 150/600 + This unique weapon can be used only by a Medium or larger creature that has a Strength of 18 or higher. The bow shoots oversized arrows that deal piercing damage equal to 2d6 + the wielder's Strength modifier. +Source: Waterdeep: Dragon Heist p. 201 + 2d6 + + + Paper Bird + Wondrous item + W + 1 + + + After you write a message of fifty words or fewer on this magic sheet of parchment and speak a creature's name, the parchment magically folds into a Tiny paper bird and flies to the recipient whose name you uttered. The recipient must be on the same plane of existence as you, otherwise the bird turns into ash as it takes flight. +The bird is an object that has 1 hit point, an Armor Class of 13, a flying speed of 60 feet, a Dexterity of 16 (+3), and a score of 1 (−5) in all other abilities, and it is immune to poison and psychic damage. +It travels to within 5 feet of its intended recipient by the most direct route, whereupon it turns into a nonmagical and inanimate sheet of parchment that can be unfolded only by the intended recipient. If the bird's hit points or speed is reduced to 0 or if it is otherwise immobilized, it turns into ash. +Paper birds usually come in small, flat boxes containing 1d6 + 3 sheets of the parchment. +Source: Waterdeep: Dragon Heist p. 191, Infernal Machine Rebuild p. 94 + 1d6+3 + + + Ring of Truth Telling + + RG + + + While wearing this ring, you have advantage on Wisdom (Insight) checks to determine whether someone is lying to you. +Source: Waterdeep: Dragon Heist p. 192 + + + Shard + + $ + + 0.1 + + Silver coin, slightly smaller than the nib (1 shard = 10 nib) +Source: Waterdeep: Dragon Heist p. 169 + + + Smokepowder + Wondrous item + W + 1 + + + Smokepowder is a magical explosive chiefly used to propel a bullet out of the barrel of a firearm. It is stored in airtight wooden kegs or tiny, waterproof leather packets. A packet contains enough smokepowder for five shots, and a keg holds enough smokepowder for five hundred shots. +If smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals fire damage to each creature or object within 20 feet of it: 1d6 for a packet, 9d6 for a keg. A successful DC 12 Dexterity saving throw halves the damage. +Casting dispel magic on smokepowder renders it permanently inert. +Source: Waterdeep: Dragon Heist p. 192 + 1d6 + 9d6 + + + Stone of Golorr + Wondrous item + W + 1 + + + The Stone of Golorr is a glossy, greenish-gray stone that fits in the palm of your hand. The stone is actually an aboleth named Golorr, transformed by magic into an object. +Random Properties: The Stone of Golorr has the following properties, determined by rolling on the tables in the "Artifacts" section in chapter 7 of the Dungeon Master's Guide: +• 1 minor beneficial property +• 1 minor detrimental property +Legend Lore: The Stone of Golorr has 3 charges and regains 1d3 expended charges daily at dawn. While holding the stone, you can expend 1 of its charges to cast the legend lore spell. +By using the stone to cast legend lore, you communicate directly with the aboleth, and it shares its knowledge with you. The aboleth can't lie to you, but the information it provides is often cryptic or vague. +The aboleth knows where Lord Neverember's secret vault is located. It also knows that three keys are needed to open the vault and that a gold dragon named Aurinax inhabits the vault and guards its treasures. +Failed Memory: When your attunement to the Stone of Golorr ends, you must make a DC 16 Wisdom saving throw. On a failed save, you lose all memory of the stone being in your possession and all knowledge imparted by it. A remove curse spell cast on you has a 20 chance of restoring the lost knowledge and memories, and a greater restoration spell does so automatically. +Sentience: The Stone of Golorr is a sentient lawful evil magic item with an Intelligence of 18, a Wisdom of 15, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. It can communicate telepathically with the creature that is attuned to it, as long as that creature understands at least one language. In addition, the aboleth learns the greatest desires of any creature that communicates telepathically with the stone. +The Stone of Golorr hungers for information and prefers not to remain in the clutches of any creature for too long. Whenever the stone desires a new owner, it demands to be given to another intelligent creature as quickly as possible. If its demands are ignored, it tries to take control of its owner (see "Sentient Magic Items" in chapter 7 of the Dungeon Master's Guide). +Personality: The Stone of Golorr has an alien intellect that is both domineering and hungry for knowledge. It thinks of itself as an ageless and immortal god. +Destroying the Stone: While in stone form, the aboleth isn't a creature and isn't subject to effects that target creatures. The Stone of Golorr is immune to all damage. Casting an antipathy/sympathy spell on the stone destroys it if the antipathy effect is selected and the spell is directed to repel aberrations. When the spell is cast in this way, the stone transforms into mucus and is destroyed, and Golorr the aboleth appears in an unoccupied space within 30 feet of the stone's remains. The aboleth is incensed by the stone's destruction, and it attacks all other creatures it can see. +Source: Waterdeep: Dragon Heist p. 192 + 1d3 + + + Sun + + $ + + 10.0 + + Platinum coin, twice as large as a nib (1 sun = 1,000 nib) +Source: Waterdeep: Dragon Heist p. 169 + + + Taol + + $ + + 2.0 + + Brass coin, about two inches square with a hold large enough for a nib to fit in (1 taol = 200 nib) +Source: Waterdeep: Dragon Heist p. 169 + + + Teleporter Ring + + RG + + + As an action, a creature wearing a teleporter ring can activate the teleportation circle either in area K22 or area E1, teleporting itself and up to six other willing creatures from one circle to the other. +Source: Waterdeep: Dragon Heist p. 157 + + diff --git a/FightClub5eXML/Sources/WaterdeepDungeonOfTheMadMage/items-wdmm.xml b/FightClub5eXML/Sources/WaterdeepDungeonOfTheMadMage/items-wdmm.xml new file mode 100644 index 0000000..d5b7096 --- /dev/null +++ b/FightClub5eXML/Sources/WaterdeepDungeonOfTheMadMage/items-wdmm.xml @@ -0,0 +1,315 @@ + + + + Black Crystal Tablet + Wondrous item + W + 1 + + + Any creature that attunes to the tablet must make a DC 20 Wisdom saving throw at the end of its next long rest. On a failed save, the creature becomes afflicted with a random form of long-term madness (see "Madness" in chapter 8 of the Dungeon Master's Guide). +As an action, a creature attuned to the Black Crystal Tablet can use it to cast eyebite or gate (the portal created by this spell links to the Far Realm only). After the tablet is used to cast a spell, it cannot be used again until the next dawn. +Source: Waterdeep: Dungeon of the Mad Mage p. 284 + + + Blast Scepter + + RD + + + An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. +The Blast Scepter can be used as an arcane focus. +Whoever is attuned to the Blast Scepter gains resistance to fire and lightning damage and can, as an action, use it to cast thunderwave as a 4th-level spell (save DC 16) without expending a spell slot. +Source: Waterdeep: Dungeon of the Mad Mage p. 310 + + + Chest of Preserving + Wondrous item + W + 1 + 25 + + Food and other perishable items do not age or decay while inside a Chest of Preserving. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. The chest has a lock, which can be picked with thieves' tools and a successful DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical. +Source: Waterdeep: Dungeon of the Mad Mage p. 139 + + + Circlet of Human Perfection + Other + G + + + The Circlet of Human Perfection transforms its attuned wearer into an attractive human of average height and weight. The circlet chooses the physical characteristics of the form, such as age, gender, skin color, hair color, and voice. Except for size, the wearer's statistics and racial traits don't change, nor do items worn or carried by the wearer. Removing the circlet ends the effect. +Source: Waterdeep: Dungeon of the Mad Mage p. 30 + + + Dagger of Blindsight + Melee Weapon + M + 1 + F,L,T + 1d4 + P + 20/60 + This rare magic item requires attunement. A creature attuned to it gains blindsight out to a range of 30 feet. The dagger has a saw-toothed edge and a black pearl nested in its pommel. +Source: Waterdeep: Dungeon of the Mad Mage p. 86 + + + Dagger of Guitar Solos + simple Weapon, Melee Weapon + M + 1 + 750.0 + F,L,T + 1d4 + P + 20/60 + This drow-made dagger is decorated with silver web filigree. It magically plays a fragment of a guitar solo when struck or used to strike a foe. +Source: Waterdeep: Dungeon of the Mad Mage p. 228 + + + Dodecahedron of Doom + Wondrous item + W + 1 + + + This twelve-sided metal die is 12 inches across and bears the numbers 1 through 12 engraved on its pentagonal sides. The dodecahedron contains arcane clockwork mechanisms that whir and click whenever the die is cast. +The dodecahedron can be hurled up to 60 feet as an action. A random magical effect occurs when the die comes to rest after rolling across the ground for at least 10 feet. If an effect requires a target and no eligible target is within range, nothing happens. Spells cast by the dodecahedron require no components. Roll a d12 and consult the following table to determine the effect: +d12 | effect +1–2 | The dodecahedron explodes and is destroyed. Each creature within 20 feet of the exploding die must make a DC 13 Dexterity saving throw, taking 40 (9d8) force damage on a failed save, or half as much damage on a successful one. +3–4 | The dodecahedron casts light on itself. The effect lasts until a creature touches the die. +5–6 | The dodecahedron casts ray of frost (+5 to hit), targeting a random creature within 60 feet of it that doesn't have total cover against the attack. +7–8 | The dodecahedron casts shocking grasp (+5 to hit) on the next creature that touches it. +9–10 | The dodecahedron casts darkness on itself. The effect has a duration of 10 minutes. +11–12 | The next creature to touch the dodecahedron gains 1d10 temporary hit points that last for 1 hour. +Source: Waterdeep: Dungeon of the Mad Mage p. 284 + 9d8 + 1d10 + + + Falkir's Helm of Pigheadedness + Cursed item, Other + G + + + This steel helm is shaped like the head of a boar. Once you don the helm, it can't be removed until you die or until a remove curse spell or similar magic is cast on it. If you wear the helm and are a humanoid, you gain the following flaw until the helm is removed: "I'm exceedingly stubborn and think I'm right all the time." (This flaw supersedes any conflicting flaw.) +Source: Waterdeep: Dungeon of the Mad Mage p. 141 + + + Helm of the Scavenger + Wondrous item + W + 1 + + + This ornate chair is designed to propel and maneuver a ship through space. +Passive Properties: The following properties of the helm come into play even when no creature is attuned to it: +• When placed aboard a vessel weighing between 1 and 100 tons, the helm generates an envelope of fresh air around the ship while it is in the void of space (but not underwater). This envelope extends out from the edges of the hull in all directions for a distance equal in length to the vessel's beam, so that creatures aboard and near the ship can breathe normally in space. The temperature within the air envelope is 70 degrees Fahrenheit. +• When placed aboard a vessel weighing between 1 and 100 tons, the helm generates an artificial gravity field while the ship is in the void of space, so that creatures can walk on the ship's decks as they normally would. Creatures and objects that fall overboard bob in a gravity plane that extends out from the main deck for a distance equal in length to the vessel's beam. +Active Properties: The sensation of being attuned to the helm is akin to being immersed in warm water. While attuned to the helm, you gain the following abilities while you sit in it: +• You can use the helm to propel the vessel across or through water and other liquids at a maximum speed in miles per hour equal to your highest-level unexpended spell slot. +• You can use the helm to propel the vessel through air or space at a maximum speed in miles per hour equal to your highest-level unexpended spell slot x 10. +• Provided you have at least one unexpended spell slot, you can steer the vessel, albeit in a somewhat clumsy fashion, in much the same way that oars or a rudder can maneuver a seafaring ship. +• Whenever you like, you can see what's happening on and around the vessel as though you were standing in a location of your choice aboard it. +Drawback: While attuned to the helm, you cannot expend your own spell slots. +Source: Waterdeep: Dungeon of the Mad Mage p. 297 + + + Horn of the Endless Maze + Wondrous item, major + W + 1 + 2 + + You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. +A brass horn summons 3d4 + 3 berserker. To use the brass horn, you must be proficient with all simple weapons. +If you blow the horn without meeting its requirement, the summoned berserker attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. +Found On: Magic Item Table G +Source: Waterdeep: Dungeon of the Mad Mage p. 163 + 3d4+3 + + + Horned Ring + + RG + + + Allows an attuned wearer to ignore Undermountain's magical restrictions (see "Alterations to Magic"). +Source: Waterdeep: Dungeon of the Mad Mage p. 108 + + + Jade Serpent Staff + Other + G + + + This staff is broken into five pieces, each worth 100 gp for the jade alone. The entire staff can be restored with mending cantrips; each casting of the spell repairs one break in the staff. If the staff is made whole, it transforms from an object into an animated jade serpent that has the statistics of a giant poisonous snake, with these changes: +• The serpent is a construct that understands and obeys whoever was holding the staff when it transformed. +• It has immunity to poison damage and the poisoned condition. It doesn't require air, food, drink, or sleep. +• When it drops to 0 hit points, roll a d6. On a roll of 1, the snake turns to dust and is destroyed. On any other roll, it changes back into a staff and breaks into 1d4 + 1 pieces that must be magically mended before the staff can be used again. +Source: Waterdeep: Dungeon of the Mad Mage p. 92 + 1d4+1 + + + Maddgoth's Helm + Other + G + + + While you wear this helm and are inside Maddgoth's castle, on its roof, or in its courtyard, you have immunity to all damage. If the helm is taken from the castle, it turns to dust and is destroyed. +Source: Waterdeep: Dungeon of the Mad Mage p. 103 + + + Mind Flayer Skull + Other + G + + + While you have the skull in your possession, you are invisible to mind flayers, as is anything you are wearing or carrying. +Source: Waterdeep: Dungeon of the Mad Mage p. 197 + + + Orb of Gonging + Wondrous item + W + 1 + 5 + + This common wondrous item is a hollow, 5-inch-diameter orb that weighs 5 pounds. Its outer shell is composed of notched bronze rings, which can be turned so that the notches line up. Aligning the notches requires an action, and doing so causes the orb to gong loudly until the notches are no longer aligned. The sounds are spaced 6 seconds apart and can be heard out to a range of 600 feet. +Source: Waterdeep: Dungeon of the Mad Mage p. 174 + + + Pearl of Undead Detection + Other + G + + 500.0 + + This black pearl glows faintly when undead are within 120 feet of it. +Source: Waterdeep: Dungeon of the Mad Mage p. 76 + + + Potion of Comprehension + + P + + + When you drink this potion, you gain the effect of a comprehend languages spell for 1 hour. This liquid is a clear concoction with bits of salt and soot swirling in it. +Source: Waterdeep: Dungeon of the Mad Mage p. 62 + + + Potion of Watchful Rest + + P + + + When you drink this potion, you gain the following benefits for the next 8 hours: magic can't put you to sleep, and you can remain awake during a long rest and still gain its benefits. This sweet, amber-colored brew has no effect on creatures that don't require sleep, such as elves. +Source: Waterdeep: Dungeon of the Mad Mage p. 62 + + + Professor Orb + Wondrous item + W + 1 + 5 + + Each professor orb takes the form of a smooth, solid, 5-pound sphere of smoky gray quartz about the size of a grapefruit. Close examination reveals two or more pinpricks of silver light deep inside the sphere. +A Professor Orb is sentient and has the personality of a scholar. Its alignment is determined by rolling on the alignment table in the "Sentient Magic Items" section in chapter 7 of the Dungeon Master's Guide. Regardless of its disposition, the orb has an Intelligence of 18, and Wisdom and Charisma scores determined by rolling 3d6 for each ability. The orb speaks, reads, and understands four languages, and can see and hear normally out to a range of 60 feet. Unlike most sentient items, the orb has no will of its own and can't initiate a conflict with the creature in possession of it. +A Professor Orb has extensive knowledge of four narrow academic subjects. When making an Intelligence check to recall lore from any of its areas of expertise, the orb has a +9 bonus to its roll (including its Intelligence modifier). +In addition to the knowledge it possesses, a professor orb can cast the mage hand cantrip at will. It uses the spell only to transport itself. Its spellcasting ability is Intelligence. +Source: Waterdeep: Dungeon of the Mad Mage p. 284 + 3d6 + + + Propeller Helm + Wondrous item + W + 1 + + + While worn, the helm allows its wearer to use an action to cast the levitate spell, requiring no components. The helm's propeller spins and whirs loudly until the spell ends. Each time the spell ends, there is a 50 percent chance that the helm loses its magic and becomes nonmagical. +Source: Waterdeep: Dungeon of the Mad Mage p. 251 + + + Shield of the Uven Rune + Shield + S + 6 + + 2 + This shield is made from the scale of an ancient white dragon. It has a rune burned into its outward-facing side. A character who examines the rune and succeeds on a DC 20 Intelligence (History) check recognizes it as an uven ("enemy" in Giant) rune that confers great power. +While holding the shield, you benefit from the following properties. +Winter's Friend: You are immune to cold damage. +Deadly Rebuke: Immediately after a creature hits you with a melee attack, you can use your reaction to deal 3d6 necrotic damage to that creature. +Bane: You can cast the bane spell from the shield (save DC 17). The spell does not require concentration and lasts for 1 minute. Once you cast the spell from the shield, you can't do so again until you finish a short or long rest. +Gift of Vengeance: You can transfer the shield's magic to a nonmagical weapon by tracing the uven rune on the weapon with one finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shield is destroyed, and the rune is etched or burned into the chosen weapon. This weapon becomes a rare magic item that requires attunement. It has the properties of a +1 weapon. The bonus increases to +3 when the weapon is used against one of the following creature types, chosen by you at the time of the magic weapon's creation: aberrations, celestials, constructs, dragons, elementals, fey, fiends, giants, or undead. +Source: Waterdeep: Dungeon of the Mad Mage p. 299 + 3d6 + + + Tangler Grenade + Other + G + + + A tangler grenade is an alchemical, nonmagical item with an ovoid resin shell that shatters on impact. An as action, a creature can throw a tangler grenade at a point up to 60 feet away. Each creature within 10 feet of a shattered tangler grenade must succeed on a DC 15 Dexterity saving throw or be restrained by sticky white webs. As an action, a creature can try to free itself or another creature within its reach from the webs, doing so with a successful DC 20 Strength (Athletics) check. A gallon of alcohol dissolves the webs produced by a single tangler grenade. Otherwise, the webs dissolve on their own after 1 hour, freeing any creatures restrained by them. +Source: Waterdeep: Dungeon of the Mad Mage p. 244 + + + Tearulai + Melee Weapon + M + 3 + V + 1d8 + 1d10 + S + The longsword, Tearulai, is a sentient, neutral good sword of sharpness with an emerald-colored blade and precious gemstones embedded in its hilt and pommel. The sword's magical properties are suppressed until it is removed from Valdemar's skull. +Evil creatures can't attune to Tearulai; any evil creature that tries to do so takes 20 psychic damage. The weapon's emerald blade can't be damaged or dulled, and the sword can't be teleported anywhere without its wielder while the two are attuned to one another. +Spells: The sword has 6 charges and regains 1d4 + 2 expended charges daily at dawn. A creature attuned to the sword can use an action and expend 1 or more charges to cast one of the following spells from it without material components: fly (2 charges), polymorph (3 charges), or transport via plants (4 charges). +Sentience: The sword has an Intelligence of 17, a Wisdom of 12, and a Charisma of 20. It has hearing and truesight out to a range of 120 feet. It communicates telepathically with its attuned wielder and can speak, read, and understand Common, Draconic, Elvish, and Sylvan. In addition, the sword can ascertain the true value of any gemstone brought within 5 feet of it. +Personality: Tearulai admires great beauty, music, fine art, and poetry. Vain, the weapon strives to improve its appearance. It craves gemstones and seeks out better ones with which to adorn itself. Most of all, it longs to return to the forests around Myth Drannor, where it was created. If its wielder's goals run counter to its own, Tearulai attempts to take control of its wielder and escape Undermountain, whereupon it can use its transport via plants spell to return whence it came. +When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target. +When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 slashing damage. Then roll another d20. If you roll a 20, 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. +Note: According to the SRD, it is an extra 4d6 slashing damage, although this is incorrect (https://twitter.com/JeremyECrawford/status/949111823990534144). +In addition, you can speak the sword's command to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light. +Source: Waterdeep: Dungeon of the Mad Mage p. 70 + 1d4+2 + 4d6 + + + Vanrak's Mithral Shirt + Medium Armor + MA + 20 + + 13 + + Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. +While you wear this armor, you gain darkvision out to a range of 60 feet. +Source: Waterdeep: Dungeon of the Mad Mage p. 237 + + + Vial of Stardust + Other + G + + + Any creature that sprinkles the contents of a Vial of Stardust over itself gains the ability to cast the dream spell once as an action (spell save DC 15), requiring no components. +Source: Waterdeep: Dungeon of the Mad Mage p. 251 + + + Wyllow's Staff of Flowers + minor, Staff + ST + 4 + V + 1d6 + 1d8 + B + This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mildscented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into flower petals and is lost forever. +Wyllow's staff is peculiar in that it can't create roses, which the archdruid dislikes. If a rose is chosen, a daisy grows instead. +Source: Waterdeep: Dungeon of the Mad Mage p. 75 + 1d6+4 + + diff --git a/FightClub5eXML/Sources/WayfindersGuideToEberron/items-wge.xml b/FightClub5eXML/Sources/WayfindersGuideToEberron/items-wge.xml new file mode 100644 index 0000000..381be57 --- /dev/null +++ b/FightClub5eXML/Sources/WayfindersGuideToEberron/items-wge.xml @@ -0,0 +1,38 @@ + + + + Bag of Bounty + Wondrous item + W + 1 + + + This is a sturdy leather sack with tiny Siberys shards embedded into the lining. If you have the Mark of Hospitality you can use an action to cast create food and water, drawing a feast from within the bag. You shape this meal with your thoughts. You can create the standard bland fare without requiring any sort of check, but you can attempt to create finer food by making a Charisma check; if you're proficient with cook's utensils, add your bonus to this check. A failed check results in a sour and squalid meal. +Food Quality | Difficulty +Poor | No roll required +Modest | 10 +Comfortable | 13 +Wealthy | 15 +Aristocratic | 18 +A bag of bounty can be used up to three times over the course of a day. After that, the bag can't be used again until the next dawn. +Source: Wayfinder's Guide to Eberron p. 116 + + + Band of Loyalty + + RG + + + If you are reduced to zero hit points while attuned to a band of loyalty, you instantly die. These rings are favored by spies who can't afford to fall into enemy hands. +Source: Wayfinder's Guide to Eberron p. 115 + + + Rings of Shared Suffering + + RG + + + These rings come in linked pairs. If you possess the Mark of Sentinel, you can use a bonus action to form a link to the creature attuned to the other ring; from then on, whenever that creature suffers damage, they only suffer half of that damage and you take the rest. This effect continues until you end it as a bonus action or until you or the other creature removes their ring. This effect isn't limited by range. A creature cannot be attuned to more than one ring of shared suffering. +Source: Wayfinder's Guide to Eberron p. 117 + + diff --git a/FightClub5eXML/Sources/XanatharsGuideToEverything/items-xge.xml b/FightClub5eXML/Sources/XanatharsGuideToEverything/items-xge.xml new file mode 100644 index 0000000..152a943 --- /dev/null +++ b/FightClub5eXML/Sources/XanatharsGuideToEverything/items-xge.xml @@ -0,0 +1,451 @@ + + + + Bead of Nourishment + Wondrous item, minor + W + 1 + + + This spongy, flavorless, gelatinous bead dissolves on your tongue and provides as much nourishment as 1 day of rations. +Source: Xanathar's Guide to Everything p. 136 + + + Bead of Refreshment + Wondrous item, minor + W + 1 + + + This spongy, flavorless, gelatinous bead dissolves in liquid, transforming up to a pint of the liquid into fresh, cold drinking water. The bead has no effect on magical liquids or harmful substances such as poison. +Source: Xanathar's Guide to Everything p. 136 + + + Boots of False Tracks + Wondrous item, minor + W + 1 + + + Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size. +Source: Xanathar's Guide to Everything p. 136 + + + Candle of the Deep + Wondrous item, minor + W + 1 + + + The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle. +Source: Xanathar's Guide to Everything p. 136 + + + Charlatan's Die + Wondrous item, minor + W + 1 + + + Whenever you roll this six—sided die, you can control which number it rolls. +Source: Xanathar's Guide to Everything p. 136 + + + Cloak of Billowing + Wondrous item, minor + W + 1 + + + While wearing this cloak, you can use a bonus action to make it billow dramatically. +Source: Xanathar's Guide to Everything p. 136 + + + Cloak of Many Fashions + Wondrous item, minor + W + 1 + + + While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties. +Source: Xanathar's Guide to Everything p. 136 + + + Clockwork Amulet + Wondrous item, minor + W + 1 + + + This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within. +When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can't be used again until the next dawn. +Source: Xanathar's Guide to Everything p. 137 + + + Clothes of Mending + Wondrous item, minor + W + 1 + + + This elegant outfit of traveler's clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can't be repaired in this way. +Source: Xanathar's Guide to Everything p. 137 + + + Dark Shard Amulet + Wondrous item, minor + W + 1 + + + This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits: +• You can use the amulet as a spellcasting focus for your warlock spells. +• You can try to cast a cantrip that you don't know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest. +Source: Xanathar's Guide to Everything p. 137 + + + Dread Helm + Wondrous item, minor + W + 1 + + + This fearsome steel helm makes your eyes glow red while you wear it. +Source: Xanathar's Guide to Everything p. 137 + + + Ear Horn of Hearing + Wondrous item, minor + W + 1 + + + While held up to your ear, this horn suppresses the effects of the deafened condition on you, allowing you to hear normally. +Source: Xanathar's Guide to Everything p. 137 + + + Enduring Spellbook + Wondrous item, minor + W + 1 + + + This spellbook, along with anything written on its pages, can't be damaged by fire or immersion in water. In addition, the spellbook doesn't deteriorate with age. +Source: Xanathar's Guide to Everything p. 137 + + + Ersatz Eye + Wondrous item, minor + W + 1 + + + This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can't be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye. +Source: Xanathar's Guide to Everything p. 137, Explorer's Guide to Wildemount + + + Hat of Vermin + Wondrous item, minor + W + 1 + + + This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog, or a rat. The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn't under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn. +Source: Xanathar's Guide to Everything p. 137 + + + Hat of Wizardry + Wondrous item, minor + W + 1 + + + This antiquated, cone—shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits: +• You can use the hat as a spellcasting focus for your wizard spells. +• You can try to cast a cantrip that you don't know. The cantrip must be on the wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest. +Source: Xanathar's Guide to Everything p. 137 + + + Heward's Handy Spice Pouch + Wondrous item, minor + W + 1 + + + This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn. +Source: Xanathar's Guide to Everything p. 137 + 1d6+4 + + + Horn of Silent Alarm + Wondrous item, minor + W + 1 + + + This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horns blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn. +Source: Xanathar's Guide to Everything p. 137 + 1d4 + + + Instrument of Illusions + Wondrous item, minor, Instrument + G + 1 + + + While you are playing this musical instrument, you can create harmless, illusory visual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing. +Source: Xanathar's Guide to Everything p. 137 + + + Instrument of Scribing + Wondrous item, minor, Instrument + G + 1 + + + This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours. +The instrument regains all expended charges daily at dawn. +Source: Xanathar's Guide to Everything p. 138 + + + Lock of Trickery + Wondrous item, minor + W + 1 + + + This lock appears to be an ordinary lock (of the type described in chapter 5 of the Player's Handbook) and comes with a single key. The tumblers in this lock magically adjust to thwart burglars. Dexterity checks made to pick the lock have disadvantage. +Source: Xanathar's Guide to Everything p. 138 + + + Mystery Key + Wondrous item, minor + W + 1 + + + A question mark is worked into the head of this key. The key has a 5 chance of unlocking any lock into which it's inserted. Once it unlocks something, the key disappears. +Source: Xanathar's Guide to Everything p. 138 + + + Orb of Direction + Wondrous item, minor + W + 1 + 3 + + While holding this orb, you can use an action to determine which way is north. This property functions only on the Material Plane. +Source: Xanathar's Guide to Everything p. 138 + + + Orb of Time + Wondrous item, minor + W + 1 + 3 + + While holding this orb, you can use an action to determine whether it is morning, afternoon, evening, or nighttime outside. This property functions only on the Material Plane. +Source: Xanathar's Guide to Everything p. 138 + + + Perfume of Bewitching + Wondrous item, minor + W + 1 + + + This tiny vial contains magic perfume, enough for one use. You can use an action to apply the perfume to yourself, and its effect lasts 1 hour. For the duration, you have advantage on all Charisma checks directed at humanoids of challenge rating 1 or lower. Those subjected to the perfume's effect are not aware that they've been influenced by magic. +Source: Xanathar's Guide to Everything p. 138 + + + Pipe of Smoke Monsters + Wondrous item, minor + W + 1 + + + While smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke. +Source: Xanathar's Guide to Everything p. 138 + + + Pole of Angling + Wondrous item, minor + W + 1 + + + While holding this 10-foot pole, you can speak a command word and transform it into a fishing pole with a hook, a line, and a reel. Speaking the command word again changes the fishing pole back into a normal 10-foot pole. +Source: Xanathar's Guide to Everything p. 138 + + + Pole of Collapsing + Wondrous item, minor + W + 1 + + + While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole's weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows. +Source: Xanathar's Guide to Everything p. 138 + + + Pot of Awakening + Wondrous item, minor + W + 1 + + + If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub magically transforms into an awakened shrub at the end of that time. When the shrub awakens, its roots break the pot, destroying it. +The awakened shrub is friendly toward you. Absent commands from you, it does nothing. +Source: Xanathar's Guide to Everything p. 138, Infernal Machine Rebuild p. 95 + + + Rope of Mending + Wondrous item, minor + W + 1 + + + You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed. +Source: Xanathar's Guide to Everything p. 138 + + + Ruby of the War Mage + Wondrous item, minor + W + 1 + + + Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends. +Source: Xanathar's Guide to Everything p. 138 + + + Shield of Expression + minor, Shield + S + 6 + + 2 + The front of this shield is shaped in the likeness of a face. While bearing the shield, you can use a bonus action to alter the face's expression. +Source: Xanathar's Guide to Everything p. 139 + + + Staff of Adornment + minor, Staff + ST + 4 + V + 1d6 + 1d8 + B + If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff's tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place. +Source: Xanathar's Guide to Everything p. 139 + + + Staff of Birdcalls + minor, Staff + ST + 4 + V + 1d6 + 1d8 + B + This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch's chirp, a raven's caw, a duck's quack, a chicken's cluck, a goose's book, a loon's call, a turkey's gobble, a seagull's cry, an owl's hoot, or an eagle's shriek. +The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever. +Source: Xanathar's Guide to Everything p. 139 + 1d6+4 + + + Staff of Flowers + minor, Staff + ST + 4 + V + 1d6 + 1d8 + B + This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mildscented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into flower petals and is lost forever. +Source: Xanathar's Guide to Everything p. 139 + 1d6+4 + + + Talking Doll + Wondrous item, minor + W + 1 + + + While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and set an observable condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, "I want a piece of candy." The doll's phrases are lost when your attunement to the doll ends. +Source: Xanathar's Guide to Everything p. 139 + + + Tankard of Sobriety + Wondrous item, minor + W + 1 + + + This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison. +Source: Xanathar's Guide to Everything p. 139 + + + Unbreakable Arrow + minor, Ammunition + A + + + This arrow can't be broken, except when it is within an antimagic field. +Source: Xanathar's Guide to Everything p. 139 + + + Veteran's Cane + Wondrous item, minor + W + 1 + + + When you grasp this walking cane and use a bonus action to speak the command word, it transforms into an ordinary longsword and ceases to be magical. +Source: Xanathar's Guide to Everything p. 139 + + + Wand of Conducting + minor + WD + 1 + + This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and create orchestral music by waving it around. The music can be heard out to a range of 60 feet and ends when you stop waving the wand. +The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, a sad tuba sound plays as the wand crumbles to dust and is destroyed. +Source: Xanathar's Guide to Everything p. 140 + + + Wand of Pyrotechnics + minor + WD + 1 + + This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. +The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed. +Source: Xanathar's Guide to Everything p. 140 + 1d6+1 + + + Wand of Scowls + minor + WD + 1 + + This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to scowl for 1 minute. +The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand transforms into a wand of smiles. +Source: Xanathar's Guide to Everything p. 140 + + + Wand of Smiles + minor + WD + 1 + + This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to smile for 1 minute. +The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand transforms into a wand of scowls. +Source: Xanathar's Guide to Everything p. 140 + +