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0% found this document useful (1 vote)
534 views18 pages

Rewards and Rarities - Promo

Uploaded by

Callum Kelso
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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PROMO

©2CGaming, LLC. All Rights Reserved. The 2CGaming logos and name and the book name (Rewards and Rarities)
are protected by copyright and trademark. Any reproduction or unauthorized use of material contained herein is
prohibited without the express written permissions of 2CGaming, LLC or its authorized representatives.
WRITTEN BY
Celeste Conowitch

PRODUCED BY
2CGaming

ART BY
Juan Arrabal, Ambrose Hoilman, Jason Strutz,
Johanna Taylor, and BNE Design

OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards
of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a)”Contributors” means the copyright and/or trademark
owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative
works and translations (including into other computer languages), potation, modification, correction, addition, extension,
upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or
adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise
distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines
to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional
content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including
translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means
product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories,
storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats,
poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions
of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations,
environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any
other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which
specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are
used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by
the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create
Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 2. The License:
This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be
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License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material
as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to
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is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content
due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13.
Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach
within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation:
If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary
to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System
Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins,
Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on
original material by E. Gary Gygax and Dave Arneson. END OF LICENSE

2
elcome to the sparkling preview of often, doling out payment for a job well done feels like
Rewards and Rarities, the complete a chore. It’s easy to see why it is such a drag with limited
guide to treasure, boons, and beyond! magic item options, incomprehensible pricing structures,
Inside this promo is a first look at and outdated treasure tables. This book seeks to change
samples from its various chapters, including radically that by providing the following solutions all in one tome:
practical magic item pricing, a small slice of new
nonmagical adventuring gear, stats for several of our • Utilize our easy-to-understand, comprehensive magic
new magical mounts, a breakdown of our magic item item pricing for a variety of campaign settings.
class-based categorization system, and a preview of Quickly figure out the resale value of a +1 longsword
some of our new magic items. These examples are or how much a bag of holding would cost in a high-
intended to showcase the design and style of the rest of magic locale versus a low-magic one.
the book. Design and development are still in progress,
so the elements you see here may change between this • Peruse a bustling collection of nonmagical
promo and the final release, so we’re all ears for any armaments, adventuring gear, mounts, vehicles, and
feedback you’d like to provide. hirelings so your players can have fun spending gold
at all levels of play.
Now, grab your shopping basket, and let’s get spending!
• Find inspiration in our wide array of reward ideas for
when “just another magic item” won’t do (or when
your party is already drowning in magic items).
Why You Need • Use our optional rules systems to make things like
This Book riding mounts, operating vehicles, accruing followers,
and gaining reputation viable and satisfying.

Rewards and Rarities is not your average magic item • Browse our horde of new magic items designed with
compendium. It is a comprehensive guide to reward- specific character classes in mind. With these, you’ll
ing 5th Edition characters. Inside these pages, you’ll never have to worry again about what to give your
find mechanical support, systems, and ideas to make ranger who already has the one magic bow or your
handing out treasure at your table easy and fun! All too druid who already has a collection of magic staffs.

3
4
existence]!
eatu re of [insert plane of
Greetings, mortal cr
the arrival
in vi te d to a sp ec ia l event to celebrate
You are op to
ar ds an d Ra rit ies , a one-stop pop-up sh
of Rew
needs.
fulfill all your magic
ive product
holding is our extens
What you are now , woo,
ck ed w ith off er in gs to delight, terrify
catalog pa es. Take
ver your heart desir
fight, and find whate e we
er an d pr ep ar e yo ur coin purse, becaus
a gand love.
d something here to
guarantee you’ll fin
l [insert
pa rty sta rts at m idnight at your loca
The launch rival,
ne ar es t ab an do ne d building]. Upon ar
name of right in.
is in vi ta tio n to Bu ck, and you’ll be let
show th O NOT
fo r th e ca t w ith glowing eyes, but D
Just lo ok any damages
H IM . Se rio us ly , w e are not liable for
PET you pet him.
rr ed to yo ur po ss essions or person if
incu
l creature!
See you there, morta

Respectfully yours,
rietors
Cash & Buck, Prop

5
Making
CHAPTER ONE

Treasure Fun
f you have played 5th Edition, you are likely
already well aware of how difficult pricing magic
General Pricing
items can be. There are many disparate sources
of information, theory, and mechanics scattered Guidelines
throughout the core rulebooks about buying and
selling magic items. It can be a headache to find
them, and they aren’t quite as robust as an overworked Magic items are extraordinary objects that take
GM might like. With these challenges in mind, we highly complex and specialized magic to produce.
present simple guidelines for buying and selling magic Consequently, they aren’t objects just anyone can
items right here. get ahold of. Magic items are expensive, hard to

I Thought You Couldn’t


Buy Magic Items? What about Pricing in the DMG?
Keep in mind that this guide is in no way telling If you are familiar with the 5th Edition core rule-
you that you must sell magic items in your books, you might be asking yourself, “Isn’t there a
world. The core rulebooks suggest that magic magic item pricing table in the DMG?” The answer
items should never, or very rarely, be available is yes. There are five tiny lines of text on one page
to buy and should be equally as difficult to sell. in one table that radically generalize the costs of
If you would like to commit to this fiction, then magic items based on rarity. These prices abso-
do so by all means! The pricing guides presented lutely do not give enough nuance or attention to
here can help all players easily understand the the enormous variety of magic items that exist.
inherent economic value of magic items, even It is quite frankly absurd to say that an efficient
if you don’t have them available for sale in your quiver (basically a quiver/fanny pack) is anywhere
games. Having an easy way to assess economic near the value of winged boots (shoes that let your
value helps GMs gauge exactly how much character fly for literally hours) just because they
treasure they are handing out, opens up options are both uncommon rarity. Unnuanced pricing and
for crafting or commissioning specific items, and dramatically low-balled sale values have made
generally instills a sense of how special magic many people scared of even considering such eas-
items are. ily abused economics.
At the end of the day, create buying and selling Rewards and Rarities is here to provide a more
options that work best for your table! sensible solution for the whole conundrum.

6
find, hard to sell, and rewarding to possess (or at
least they should feel that way). So, what do we have
ITEM TYPE
to consider when putting a price tag on something Rewards and Rarities breaks all magic items down into
so spectacular? three categories and provides pricing for each. The
three categories are:
SETTING-BASED • Consumable – Items like potions, ammunitions,
AVAILABILITY or scrolls intended to be used once and then
The scarcity or abundance of magic in your game expended. Since consumables are only helpful
setting influences the pricing of magic items. For once, they are significantly less expensive than
example, if your world is a high-magic setting where other magic items.
everyone and their neighbor knows at least a little
magic, magic items probably aren’t as hard to come by • Enchanted – Items with a generic magic benefit
as they are in other settings. Basic economics tells us that could be applied to any object of the
that if something is easy to get, it is more affordable. relevant type, like a +1 to attack and damage or
Similarly, suppose you are playing in a low-magic set- the adamantine property. Since any specialized
ting where magic is so rare that it seems miraculous. In magic-user can theoretically create an enchanted
that case, magic items will probably be infinitely harder magic item, they are more widely available
to get, and will therefore be more expensive. When than permanent magic items and are therefore
pricing magic items, a good general rule is to subtract generally less expensive.
10 percent from the base item price in high-magic
settings and to add 10 percent to the base item price • Permanent – Items with a set of magic
in low-magic settings. properties unique to that object (their properties
cannot be put on different types of objects). Since
High-Magic Setting these items are created magically from their
Magic is a part of daily life for everyone, from common- inception, they are the rarest and most expensive
ers to monarchs. There is an equal number of magic- type of magic item.
users in the population as any other character class.
While magic items are still hot commodities, many
creatures possess the necessary skill to create them.
The Eberron and Venture Maidens campaign settings
are examples of high-magic settings.
Pricing Consumable
Magic Items
Standard-Magic Setting
The world is familiar with magic, and most folks have
seen it used, but it isn’t widely available. In these set- In this section, you’ll find general pricing for consum-
tings, only wealthy, highly skilled, or highly resourceful able magic items. Consumable items are designed to be
creatures can use magic on a routine basis. A handful used once (or a few times) before they are expended.
of creatures in the world possess the necessary skill to Since these items have a limited life span, they are
create magic items, but the demand for these items far significantly cheaper and generally easier to find than
exceeds supply. The Forgotten Realms campaign set- permanent magic items.
ting is the most widely known example of a standard- There are quite a few different types of consum-
magic setting. able items, including potions, scrolls, ammunition,
wondrous tokens, and a few other oddball inclu-
Low-Magic Setting sions. The easiest way to price consumables is to
Most people have never seen magic and may even consider their benefits as if they were a spell. If
believe it doesn’t exist. Magic-users are mythic figures, they have no obvious spell comparison, price them
with only a handful born across the world in each by rarity. The Consumable Pricing by Spell Level
generation. Since there are so few creatures in the table gives you guidelines for pricing consumable
entire setting with the necessary skill to create magic items in this way.
items, even the most common magic items are valu-
able beyond compare. The Dragonlance and Dark Sun
campaign settings are examples of low-magic settings.

7
Consumable Pricing by Spell Level Enchanted Magic Item Pricing
by Magic Bonus
Spell Equivalent
Price Rarity
Level Consumable Equivalent
Magic
Level 0 Price Rarity Enchanted
10 gp Common Potion of climbing Bonus
(Cantrip) Item

Level 1 50 gp Common Ammunition +1 1,000 gp +


+1 Uncommon Weapon, +1
base item cost1
Level 2 100 gp Uncommon Ammunition +2 1,500 gp +
+1 Rare Vicious weapon
base item cost
Potion of
Level 3 200 gp Uncommon
gaseous form 5,000 gp + Armor of
+2 Rare
base item cost resistance
Level 4 350 gp Rare Ammunition +3
7,500 gp +
+2 Very Rare Armor, +2
Level 5 650 gp Rare Arrow of slaying base item cost

15,000 gp +
Potion of +3 Very Rare Weapon, +3
Level 6 1,500 gp Very Rare base item cost
supreme healing
25,000 gp +
Level 7 2,500 gp Very Rare Oil of etherealness +3 Legendary Armor, +3
base item cost

Level 8 5,000 gp Very Rare Spell scroll (level 8) 1


Base item cost refers to the price of the item if it were non-
magical. For example, a nonmagical shield costs 10 gp as per
Level 9 10,500 gp Legendary Candle of invocation the equipment pricing in the PHB. So, a +1 shield would cost 10
gp + 1,000 gp for a total of 1,010 gp.

Pricing Enchanted Pricing Permanent


Magic Items Magic Items
In this section, you’ll find pricing for enchanted magic In this section, you’ll find general pricing guidelines
items. Enchanted magic items are more generic than for permanent magic items. Permanent magic items
permanent magic items, and their benefits can be make up the majority of magic items found in 5th
bestowed on multiple types of items of the relevant Edition. Because they have unique powers, they are
type. If you are confused about whether or not an item the rarest and most expensive type of magic item.
is enchanted, double-check its description: seeing a Every so often, a magic item defies pricing logic,
tag in paratheses beside the item type—like armor but if you follow the steps outlined here, you will be
(medium or heavy) or weapon (any)—is a solid indicator able to accurately price the vast majority of published
that the item is enchanted. If the item has +1, +2, or +3 magic items. The Permanent Magic Item Pricing by
in its name, that is also a good indicator. Keep in mind Rarity table gives you rough price ranges for magic
that when pricing a magic item that has one of these items which provide a quick sense of their value.
bonuses in addition to other magic effects, you should However, to get more specific pricing, you’ll need to
treat the item as a permanent magic item instead of an examine your magic item and follow the “Steps to
enchanted magic item when pricing it. Achieve More Specific Pricing” later in the chapter.
The easiest way to price enchanted items is to For your convenience, we’ve also included a table that
cross-reference their magic bonus and rarity. Or, if prices out magic items found in the 5th Edition basic
they have no obvious magic bonus (+1, +2, or +3), try to rules using the guidelines presented here.
equate their effects to one of those levels and cross-
reference them by rarity. The following “Enchanted
Magic Item Pricing by Magic Bonus” gives you
guidelines for pricing enchanted items in this way.

8
Permanent Magic Item Pricing STEPS TO ACHIEVE MORE
by Rarity SPECIFIC PRICING
Base Value Range We know the general price ranges for magic items
Rarity
(Standard-Magic Setting)
based on their rarity, but how do we determine a
Common 25–100 gp specific price point in that range? Follow these steps to
price any permanent magic item:
Uncommon 500–5,000 gp

Rare 2,000–20,000 gp Step 1: Establish Minimum Value


Start with the lowest price point for your magic item
Very Rare 15,000–50,000 gp based on its rarity. Refer to the Permanent Magic Item
Legendary 25,000–200,000 gp Pricing by Rarity table to get this number. Make sure to
double-check if your item meets anything listed in the
Artifact Priceless2 “Magic Item Pricing Exceptions” list and adjust rarity
as needed.
2 Since magic items with the artifact rarity are theoretically the Example: Let’s price out the winged boots. Winged
only items of their kind in existence, they defy all pricing conven-
tions. Artifact-level items should never be available for purchase
boots are an uncommon item, but they meet the “any
and cannot be sold. You should only reward artifact-level items magic item that allows flight” pricing exception. So
in extraordinary circumstances. that means we begin by considering the winged boots
as a rare item, giving us a starting value of 2,000 gp.

Step 2: Determine Utility


Read your item’s description and decide whether its
Magic Item Pricing Exceptions
primary utility is combat-based. Combat-based items
Magic items presented in the 5th Edition core might have other uses, but their primary function is to
rulebooks play fast and loose with rarity. A few help you win fights or keep you from getting attacked
stand-out items really do create an unbalanced
during them. If the item is primarily combat-oriented,
play experience, particularly at lower levels.
double the starting value of the item. If the item is not,
For any permanent magic items that grant the
following types of abilities, consider pricing them leave your value the same, and move on to the next
as if they are one step above their listed rarity: step. If you are unsure whether or not the item has
clear utility in combat, lean on the side of yes.
• Any magic item that allows flight, grants a flying
mount, or grants a flying speed Example: The winged boots have obvious utility
in combat, granting a flying speed that allows the
• Any magic item that grants wishes
user to travel around the field of battle easily. So, we
• Any magic item that grants invisibility or double our starting value, bringing us to 4,000 gp.
conceals the character’s presence in any way
• Any magic item that grants teleportation, allows Step 3: Check Effect Duration
access to a different plane of existence, or Refer to your item’s description once again, taking note
creates a pocket dimension large enough for at of the duration of the item’s effect. If the item grants you
least one Medium sized creature. a magical benefit indefinitely as long as you possess it or
• Any magic item that can create infinite resources grants you a benefit that lasts for longer than 1 minute
Similarly, for any permanent magic items that are once activated, double the value of the item. If an item’s
cursed, consider pricing them as if they are one effect is instantaneous or lasts exactly 1 minute or less,
step below their listed rarity. We recommend this leave your value the same and move to the next step.
adjustment for any cursed magic item except Example: The winged boots grant a benefit that
artifacts. lasts longer than 1 minute, so we double our current
value, bringing us to 8,000 gp.

Step 4: Confirm Number of


Potential Targets
Refer to your item’s description and take note of how
many creatures can be affected by the item at any one
time (also considering any spells it can cast). If the

9
item can simultaneously affect or conjure two or more spell available by 10 and add that number to the item’s
creatures, double the item’s value. If the item can only total value. The Consumable Pricing by Spell Level
affect one creature at a time, leave your value the same, table provides you with spell level–based pricing.
and move to the next step. Alternatively, if the item allows you to spend charges
Example: The winged boots can only be worn by to produce one or more effects that are not specifically
one creature at a time, which means we leave our spells, increase the item’s value by 10 percent of its
value the same at 8,000 gp. current value (through step 4). If your magic item can’t
cast spells and doesn’t have charge-based effects, leave
Step 5: Consider Spell Level your value the same and move to the next step.
If the magic item allows you to cast one or more spells, Example: The winged boots do not allow the user
identify the highest-level spell (at its base spell slot to cast any spells or utilize charges, so we are done!
value). Multiply the spell slot level of the highest-level Our winged boots have a total base value of 8,000 gp.

Pricing for SRD Magic Items3


Magic Item Base Price4 Rarity
Adamantine Armor 1,000 gp + base cost* Uncommon
Ammunition, +1 50 gp (each) Uncommon
Ammunition, +2 100 gp (each) Rare
Ammunition, +3 350 gp (each) Very Rare
Amulet of Health 8,000 gp Rare
Amulet of Proof against Detection and Location 4,000 gp Uncommon
Amulet of the Planes 75,000 gp Very Rare
Apparatus of the Crab 50,000 gp Legendary
Armor of Invulnerability 100,000 gp Legendary
Armor of Resistance 5,000 gp + base cost* Rare
Armor of Vulnerability 2,000 gp Rare
Armor, +1 1,500 gp + base cost* Rare
Armor, +2 7,500 gp + base cost* Very Rare
Armor, +3 25,000 gp + item cost* Legendary
Arrow of Slaying 650 gp Very Rare
Bag of Beans 80,000 gp Rare
Bag of Tricks 4,000 gp Uncommon
Bead of Force 650 gp (each) Rare
Bowl of Command Water Elementals 14,500 gp Rare
Candle of Invocation 10,500 gp Very Rare
Cloak of Protection 2,000 gp Uncommon
Cubic Gate Priceless* Legendary
Dancing Sword 30,000 gp Very Rare
Decanter of Endless Water 4,000 gp Uncommon

3 This is just a sampling—the complete list of SRD magic items will be included in the final book!
4 Items marked with an asterisk are considered priceless and are either artifacts or have the equivalent value of an artifact due to
meeting one or more of the qualifications in the “Magic Item Pricing Exceptions” guidelines. Priceless items should never be avail-
able for purchase and should only be obtainable through extraordinary means.

10
Pricing for SRD Magic Items3
Magic Item Base Price4 Rarity
Efficient Quiver 2,000 gp Uncommon
Feather Token 350 gp Rare
Flame Tongue 5,000 gp + base cost* Rare
Gauntlets of Ogre Power 2,000 gp Uncommon
Gem of Brightness 200 gp Uncommon
Handy Haversack 8,000 gp Rare
Headband of Intellect 2,000 gp Uncommon
Immovable Rod 1,000 gp Uncommon
Instant Fortress 16,000 gp Rare
Javelin of Lightning 2,000 gp Uncommon
Lantern of Revealing 2,000 gp Uncommon
Luck Blade Priceless* Legendary
Mace of Disruption 8,000 gp Rare
Mantle of Spell Resistance 8,000 gp Rare
Necklace of Adaption 1,000 gp Uncommon
Nine Lives Stealer 8,800 gp Very Rare
Oathbow 16,000 gp Very Rare
Oil of Etherealness 2,500 gp Rare
Potion of Climbing 10 gp Common
Potion of Gaseous Form 200 gp Uncommon
Potion of Supreme Healing 1,500 gp Very Rare
Ring of Evasion 4,400 gp Rare
Robe of Eyes 8,000 gp Rare
Slippers of Spider Climbing 2,000 gp Uncommon
Spell Scroll (Level 8) 5,000 gp Very Rare
Talisman of Pure Good 110,000 gp Legendary
Trident of Fish Command 2,040 gp Uncommon
Universal Solvent 10,500 gp Legendary
Vicious Weapon 1,500 gp + base cost* Rare
Vorpal Sword 50,000 gp Legendary
Wand of Magic Missiles 2,500 gp Uncommon
Weapon, +1 1,000 gp + base cost* Uncommon
Weapon, +3 15,000 gp + base cost* Very Rare

3 This is just a sampling—the complete list of SRD magic items will be included in the final book!
4 Items marked with an asterisk are considered priceless and are either artifacts or have the equivalent value of an artifact due to
meeting one or more of the qualifications in the “Magic Item Pricing Exceptions” guidelines. Priceless items should never be avail-
able for purchase and should only be obtainable through extraordinary means.

11
Hirelingsand
CHAPTER FOUR

ne of the greatest joys of adventuring is that populate most fantasy settings make it highly
engaging with the companions you meet along impractical to rely on just one kind of mount. Having
the way. The frequency with which players the option to own and safely stable various creatures at
feel compelled to collect NPC friends and once is a straightforward solution to this problem.
adopt monster pets clearly indicates a need for Owning a creature that doesn’t follow you on your
mechanics to support such unlikely friendships. adventures requires access to a properly equipped
In this chapter, we introduce painless ways to hire skilled stabling facility (including adequately trained staff)
NPCs, maintain hordes of hassle-free followers, and intro- and funds to meet its survival needs (food, water,
duce new creature companions to delight your party. exercise, etc.). The Creature Stabling and Feed table
provides weekly costs associated with caring for each
creature you own. However, access to these facilities is
limited by the world of your game. Finding a facility
Caring for Creatures to care for a riding horse should be attainable in most
settings, but finding a facility equipped to care for a
pack of blink dogs likely is not. Consult your GM on the
Fifth Edition players currently have a lot to worry feasibility of stabling before committing to buying or
about any time they commit to bringing a companion adopting a creature.
creature along for the ride. While the PHB makes it
clear that you can absolutely buy a horse to haul Creature Stabling and Feed
around your stuff, there are no real protections afforded Weekly Cost
Creature Size and Type
to a poor pack creature dragged into a deadly dungeon. (Per Creature)
Similarly, mounts, familiars, and smaller pets are all just
50 sp Tiny or Small beast
one unexpected fireball away from certain death, and
that makes the whole commitment even more stressful 1 gp Medium or Large beast
(and sad). This section proposes several solutions to the 5 gp Huge Beast
troubles currently facing those characters who hope to
15 gp Large or smaller non-beast creature
keep their furry friends safe from harm.
30 gp Huge or larger non-beast creature

SHELTER AND FOOD


Mounts can be hugely beneficial for characters who
TRAINING
need to navigate the world quickly, particularly before While most characters can purchase a creature trained
they gain access to powerful teleportation spells. to serve as a mount, an adventurer might want to
However, the wide variety of dangers and landscapes spend time training a creature or pet to perform a

12
specific function. To train a creature,
the following conditions must
be met:

• The creature must be mature


(infant creatures cannot
receive the benefits of
specialized training).

• The creature must


have a neutral or
better relationship
with the trainer.

• The creature must be


stabled in an adequate
facility for the duration
of each training session
(conditions on the
road are not ideal for
specialized training).

• The trainer must have


proficiency in the
Animal Handling skill.

If all these conditions


are met, you can attempt
to train a creature. To train a creature,
you must spend at least 8 hours a day
for 1 week with the creature.
At the end of the week,
attempt a Wisdom (Animal
Handling) check. The DC for
this check is equal to the highest
ability score of the creature you are at-
tempting to train. On a success, the creature
gains one of the following benefits:
Agility. The creature’s base movement
speed increases by 5 feet. A creature can
only receive this training benefit once.
Combat Conditioning. The creature’s hit
point maximum increases by 10 hit points.
A creature can only receive this training
benefit once.
Mount Training. As long as you have the
appropriate equipment, you can ride the creature
as a mount. A creature can only receive this training
benefit once.
Skilled. The creature gains proficiency in one of
the following skills: Acrobatics, Athletics, Intimidation,
Investigation, Perception, Performance, Sleight of Hand,
or Stealth.

13
DRAGON CHAMELEON
Magical Mounts Due to their incredible size, dragon chameleons were
mistakenly believed to be flightless dragons upon
discovery. Although further study has yet to find proof
In this section, you’ll find three examples of new of draconic heritage, these giant chameleons possess
magical mounts introduced in Rewards and Rarities. various magical qualities that make them ideal situ-
ational mounts. While not as fast as a standard mount,
the dragon chameleon’s ability to walk on walls, see
ALICORN beyond the typical light spectrum, and nonverbally
Alicorns are highly sought-after mounts, possessing
all the charms of their celestial cousins tempered by
the behaviors of a typical horse. While alicorns are
Alicorn
Large celestial, very rare
easy to train, they are exceedingly difficult to find in
the first place. Like mules, alicorns cannot reproduce. Armor Class 10
They are exclusively the product of crossbreeding Hit Points 22 (3d10 + 6)
between a unicorn and a pegasus or one of these Speed 60 ft., fly 90 ft.
celestial parents and an ordinary horse. Since pegasi
STR DEX CON INT WIS CHA
and unicorns both vehemently defy captivity, it is
12 (+1) 10 (+0) 14 (+2) 10 (+0) 10 (+0) 10 (+0)
nearly impossible to predict when and where an
alicorn might be born. Damage Immunities poison
Good Natured. While alicorns are gentle, nonag- Condition Immunities charmed, poisoned
gressive creatures, they refuse to serve evil masters Senses passive Perception 10
Languages understands Celestial, Common,
or participate in evil acts. Since alicorns do not seem
Elvish, and Sylvan but can’t speak
to possess enough intelligence to speak, it is always
Challenge 1 (200 XP)
unclear where exactly an individual alicorn draws
the line of what it considers to be evil. If its master TRAITS
attempts to force an alicorn to act against its nature,
it often flies away at the next available opportunity, Field Training. When the alicorn mount fails a
never to return. saving throw or is hit by an attack, before damage
is determined, its rider can use their reaction to
dismount and cause the alicorn to move up to
RAINBOW MOA its full movement speed away from the source
of harm. If this movement causes the alicorn to
Rainbow moas are large, two-legged birds born with be out of range of the triggering effect, it is not
highly individual and decorative plumage. They are harmed by the effect. Moving in this way does not
frequently found in temperate forests, deserts, or provoke attacks of opportunity. Once this feature
savannahs, often where the veil between the material has been used, the alicorn uses its actions to
realm and the faerie realm is thin. Rainbow moas are reach a safe distance, and it remains there until all
temperamental creatures (especially those born in the immediate threats have passed.
wild), but tenacity will reward a patient master with Magic Resistance. The alicorn has advantage on
lifelong loyalty and a top-speed mount. saving throws against spells and other magical
Jealous Birds. Rainbow moas are notoriously effects.
vain and exceedingly jealous. A typical training
technique for dealing with a difficult moa is ignoring ACTIONS
the bird and spending time with other creatures Hooves. Melee Weapon Attack: +3 to hit, reach
within sight. These large creatures can’t help but rise 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning
to any competitive challenge that comes their way. damage.
Like some other long-lived tropical birds, rainbow Healing Touch (1/Day). The alicorn touches
moas form deep monogamous bonds with their another creature with its horn. The target
partners. If a rainbow moa forms such an attachment magically regains 11 (2d8 + 2) hit points. In
with its master, it often demonstrates possessive or addition, the touch removes all diseases and
threatening behavior toward any creature who gets neutralizes all poisons afflicting the target.
too close.

14
communicate make them ideal mounts for exploring
difficult environments or conducting stealth missions. Dragon Chameleon
Color Communication. Contrary to popular belief, Large beast, rare
a dragon chameleon’s ability to rapidly change skin
Armor Class 12
color is primarily used for communication. A dragon Hit Points 19 (3d10 + 3)
chameleon can change its skin color to alert its owner Speed 30 ft., climb 30 ft.
if it is sick, hungry, or cold. It can also communicate
basic emotions with its color patterns. A creature that STR DEX CON INT WIS CHA
spends a lot of time with a dragon chameleon can 13 (+1) 12 (+1) 13 (+1) 8 (−1) 12 (+1) 5 (−3)
learn the complexities of that particular chameleon’s Skills Perception +3, Stealth +3
patterns, increasing its ability to communicate. Senses darkvision 60 ft., passive Perception 13
Those who put in the effort are frequently surprised Languages —
to discover the nuances of a dragon chameleon’s Challenge 1 (200 XP)
observations and feelings.
TRAITS
Rainbow Moa Field Training. When the chameleon mount fails a
Large beast, rare saving throw or is hit by an attack, before damage
is determined, its rider can use their reaction to
Armor Class 11 dismount and cause the chameleon to move up
Hit Points 19 (3d10 + 3) to its full movement speed away from the source
Speed 60 ft. of harm. If this movement causes the chameleon
to be out of range of the triggering effect, it is not
STR DEX CON INT WIS CHA harmed by the effect. Moving in this way does not
14 (+2) 12 (+1) 12 (+1) 4 (−3) 10 (+0) 10 (+0) provoke attacks of opportunity. Once this feature
Senses passive Perception 10 has been used, the chameleon uses its actions to
Languages — reach a safe distance, and it remains there until all
Challenge 1 (200 XP) immediate threats have passed.
Mood Skin. The dragon chameleon can
TRAITS communicate its mood and simple thoughts by
changing the color of its skin.
Field Training. When the moa mount fails a saving
throw or is hit by an attack, before damage is Spider Climb. The chameleon can climb difficult
determined, its rider can use their reaction to surfaces, including upside down on ceilings,
dismount and cause the moa to move up to its full without needing to make an ability check.
movement speed away from the source of harm. Wandering Eye. The chameleon can see invisible
If this movement causes the moa to be out of creatures and objects as if they were visible, and it
range of the triggering effect, it is not harmed by can see into the ethereal plane. Ethereal creatures
the effect. Moving in this way does not provoke and objects appear ghostly and translucent.
attacks of opportunity. Once this feature has been
used, the moa uses its actions to reach a safe ACTIONS
distance, and it remains there until all immediate
threats have passed. Tongue. Melee Weapon Attack: +4 to hit, reach
10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning
Mobile. The moa can take the Dash or Dodge
damage. If the target is a Large or smaller
action as a bonus action.
creature, it is grappled (escape DC 11). Until this
grapple ends, the chameleon can’t use its Tongue
ACTIONS attack on another target.
Kick. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 6 (1d8 + 2) bludgeoning damage.
Dazzling Plumage (1/Day). The moa attempts
to enthrall a creature it can see with a beautiful
display. The target must succeed on a DC 13
Wisdom saving throw or become charmed by the
moa until the beginning of the moa’s next turn.

15
Magic Items
CHAPTER SEVEN

This chapter introduces a catalog of new magic


items ready to reward your players. These items offer
CHARACTER CLASS
various mechanical options, and many were designed
RECOMMENDATIONS
to complement specific character classes. Each magic item presented here bears one or two icons.
These icons represent the base classes for which the
item works particularly well was specifically designed.
While the magic items absolutely do not have to be
Magic Item Catalog used by the indicated class, and while there are subclass
exceptions, these icons provide you with a snapshot of
the item’s general mechanical interactions. If a magic
A sample of the new magic items appearing in item is marked with a rogue icon, it might make a great
Rewards and Rarities are presented here. A magic reward for your party rogue. If a magic item is marked
item’s description gives the item name, category, rarity, with a sorcerer icon, you should consider it for your
magical properties, and recommended character class. sorcerer character when shopping for equipment.

Character Class Recommendation Key

Recommended Class Recommended Class Recommended Class Recommended Class Recommended Class
Barbarian Bard Cleric Druid Fighter

Recommended Class Recommended Class Recommended Class Recommended Class Recommended Class
Monk Paladin Ranger Rogue Sorcerer

Recommended Class Recommended Class All character base


Warlock Wizard classes or three or more
character classes

16
Chicken Foot Chest
Wondrous item, rare (requires attunement)
This iron-banded chest is held aloft by a pair of scaled chicken legs. The
chest is a container that can store 12 cubic feet/300 pounds of gear.
The chest is indestructible and can only be opened by a creature
attuned to it unless the user commands the chest to do otherwise. It
cannot be opened through magical means.
The chest has a base movement speed and climbing speed of 30 feet. It
can move up, down, and across vertical surfaces and upside down along
ceilings.
The chest obeys verbal commands issued by you (no action required).
If you don’t issue any commands, the chest uses its movement to get within
5 feet of you, where it waits for further instruction. As long as you remain
on the same plane of existence, the chest knows exactly where you are and
seeks you out regardless of distance. If you are on a different plane of existence than the chest for more
than 30 days, your attunement to it ends.

Disguise. As an action, the chest can polymorph into a chicken or rooster (the chest’s choice) or back
into its true form. In chicken and rooster form, the chest uses the statistics of a hawk without a flying
speed. The chest acts independently of you, but it always obeys your commands. In combat, it rolls its
own initiative and acts on its own turn. The chest can’t attack, but it can take other actions as normal.
While the chest is polymorphed, everything stored in it merges into its new form and cannot be
accessed while it is transformed.
If the chest drops to 0 hit points, it reverts into its true form and can’t use its Disguise ability again until
the following dawn.

Mantis Armor
Armor (hide), very rare (requires attunement)
This suit of hide armor is fashioned from the green carapace of a giant
mantis and is imbued with the spirit of the predatory insect. You have
a +1 bonus to AC while wearing this armor.
While attuned to this armor, you gain the following benefits:
• Your jump distance is tripled.
• When you take the Attack action against a creature within melee range,
you can use a bonus action to attempt to grapple the target.
• You are aware of any creature that moves within 60 feet of you. You
cannot be surprised by creatures within this range, and you don’t suffer
disadvantage on attack rolls made against invisible foes in the area.

Quirk. While attuned to this armor, you occasionally experience the emotions and instincts of the
bound mantis spirit. While you are not compelled to act on these feelings, you might frequently crave
live food, become suddenly territorial, or feel the urge to take on challengers three times your size.

17
Orchid Mantis Armor (Variant)
Armor (hide), very rare (requires attunement)
Mantis armor can be crafted from a standard giant mantis or an orchid
mantis. A suit of armor crafted from an orchid mantis is pale pink, forged
from the petal-like carapace of the insect.
Orchid mantis Armor shares all the mechanical traits of mantis armor except
for the following:
• While attuned to this armor, your jump distance is not tripled.
• While attuned to this armor, you can use a bonus action to blend in with
your surroundings seamlessly. While camouflaged in this way, you are
considered invisible to any creatures that rely on sight. The effect ends if
you move, attack, or cast a spell.

18

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