Shadowdark Players Companion
Shadowdark Players Companion
for ShadowDark
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    May the odds be ever in your favor
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        Player
       Companion
WRITING, DESIGN, LAYOUT
Greg Christopher
ART
                                                          3
         Table of Contents
                      Character Creation
    Background            7      Ancestries (continued)
                                     Gray Orc              11
    Ancestries            8          Hawkfolk              11
       Changeling         9          Hill Dwarf            11
       Dark Elf           9          Hobgoblin             11
       Deep Dwarf         9          Human                 12
       Deep Gnome         9          Kobold                12
       Dragonborn         9          Lizardfolk            12
       Forest Gnome       10         Mountain Dwarf        12
       Goblin             10         Mountain Orc          12
       Gold Dwarf         10         Proudfoot Halfling    13
       Gold Elf           10         Rock Gnome            13
       Gray Elf           10         Snow Elf              13
                                     Stoutheart Halfling   13
                                     Wood Elf              13
4
Classes                14    Classes (continued)
   Archer              16        Necromancer       41
   Assassin            17        Noble             43
   Beastmaster         18        Oracle            44
   Berserker           19        Pugilist          46
   Brigand             20        Ranger            47
   Buccaneer           21        Rogue             49
   Burglar             22        Savage            50
   Charlatan           23        Scholar           51
   Conjurer            24        Scout             53
   Druid               26        Shaman            54
   Elementalist        27        Soldier           56
   Enchanter           30        Sorcerer          57
   Explorer            32        Spy               59
   Gladiator           33        Squire            60
   Mage                34        Thug              61
   Mariner             36        Urchin            62
   Monk                37        Valkyrie          63
   Mystic              39        Witch             65
                       Equipment
Gemstones and Metals   68    Plants and Poisons    93
Adventuring Gear 78
                                                         5
    Character Creation
6
                     Background
Backgrounds represent your                  If your background would affect
early life, experiences, and reason         a particular check, the GM may
for becoming an adventurer.                 grant you advantage on the roll.
                              Background
     d20   Details
2 Artist. You create beautiful things when people can pay for them.
5 Digger. You will remove stubborn rocks and dirt for the right price.
8 Gambler. You often win at games of chance. This can cause anger.
9 Grave Robber. You liberate items from the dead, then flee the area.
10 Lookout. You kept watch for the law while others did bad things.
11 Naturalist. You study plants and animals for insight into nature.
14 Pious. You deeply believe in your deity and spread their message.
17 Tinkerer. You know how to fix broken objects for a small fee.
18 Trader. You have bargained and traded with merchants for a living.
29-32 Gold Dwarf Common & Dwarvish +10% buying & selling
8
                                   Deep Dwarf
                                   Deep Dwarves live deep
                                   underground and rarely interact
                                   with surface creatures. They
                                   are accustomed to long trips
                                   through vast caving complexes.
                                   Deep Dwarves are very insular
                                   and only know the Dwarvish
                                   language.
Changeling
                                   Transporter: Deep dwarves can
Changelings are humanoid           carry an extra 3 gear slots.
descendants of dopplegangers
that retain part of their
shapeshifting abilities.           Deep Gnome
Changelings know the Common        Deep Gnomes live in the dark
language as they hide among        depths underground. They
humans for most of their lives.    can change their skin tones to
                                   become slightly camouflaged
Mercurial: Changelings can use
                                   against the rocks.
innate illusion magic to change
their facial features (enough      Deep Gnomes trade with the
to be a perfect disguise). The     other underground races and
changes remain in place until      know the Common language.
altered. They cannot use this
ability again until they rest.     Chameleon: Deep gnomes
                                   are able to hide in almost any
                                   environment, gaining advantage
Dark Elf                           to all stealth checks.
                                           Gray Elf
                                           Gray Elves are arrogant, haughty,
                                           and withdrawn. They believe
                                           themselves to be the one true
                                           Elven ancestry and do not
                                           hesitate to let everyone know
                                           about it.
                                           Gray Elves know the Elvish and
                                           Sylvan languages.
                                           Concentration: Gray Elves
                                           cannot be interrupted during
                                           rest periods.
10
Gray Orc                                Hill Dwarf
Gray Orcs are the most common           Hill Dwarves are the most
Orcish folk. They are aggressive        common Dwarven folk. They live
border reavers and suffer from a        in large underground cities with
poor reputation as a result.            their clan.
Gray Orcs know the Common               Hill Dwarves know the Common
and Orcish languages.                   and Dwarvish languages.
Veterans: Gray Orcs gain a +1           Stout: Hill dwarves gain 2 extra
damage bonus with melee                 hit points at character creation.
weapons.                                They also gain advantage on hit
                                        point rolls at each level up.
Hawkfolk
                                        Hobgoblin
Hawkfolk are humanoids with
large feathery wings protruding         Hobgoblins are a larger and
from their shoulders. They are          more civilized descendent
only capable of short-range             of goblins. They are highly
flights.                                militaristic and disciplined
                                        combatants.
Hawkfolk know the Common
and Sylvan languages.                   Hobgoblins know the Common
                                        and Goblin languages.
Hover: Hawkfolk can float about
two feet off the ground and             Trained: Hobgoblins can wear
move up to a near distance.             any armor and use any weapon,
Once performed, they cannot             regardless of their class choice.
use this ability again until resting.
                                                                            11
     Human                               Mountain Dwarf
     Humans have a flexible culture      Mountain Dwarves live in wild
     that prizes adaptation and          mountainous regions where
     commerce. Their settlements         other groups fear to tread. They
     can be found in almost any          have frequent wars with the
     environment.                        denizens of the deep and have
                                         developed a natural resistance to
     Humans know the Common
                                         poison.
     language.
                                         Mountain Dwarves know
     Ambitious: Humans can make
                                         the Common and Dwarvish
     an additional talent roll at 1st
                                         languages.
     level.
                                         Hardy: Mountain Dwarves are
                                         immune to all poisons (including
     Kobold                              magical ones).
     Kobolds are diminutive reptilian
     humanoids with a knack for
     survival. They can be found
                                         Mountain Orc
     on the surface but tend to live     Mountain Orcs are barbarian
     underground.                        raiders that prey upon civilized
                                         folk. They produce almost no
     Kobolds know the Common and
                                         goods of their own aside from
     Reptilian languages.
                                         weapons and armor smithing.
     Resilient: Kobolds gain a +4
                                         Mountain Orcs are outcasts and
     bonus on their death timer rolls.
                                         only know the Orcish language.
                                         Strife: Mountain Orcs gain +2 AC
     Lizardfolk                          against melee attacks in combat.
12
                                      Snow Elf
                                      Snow Elves live deep in the
                                      forests of the tundra. They often
                                      serve as guides and scouts for
                                      arctic expeditions.
                                      Snow Elves know the Elvish and
                                      Sylvan languages.
                                      Medical: Snow Elves make
                                      their stabilization rolls with
                                      advantage (this does not extend
Proudfoot Halfling                    to rolls to stabilize them when
Proudfoot Halflings are the most      they are hurt).
common wee folk. They are
happy and charming people with
a positive outlook even under         Stoutheart Halflings
grim circumstances.
                                      Stoutheart Halflings are
Proudfoot Halflings know the          adventurous travelers that leave
Common language.                      home after adolescence and only
                                      return when they have made a
Stealthy: Halflings can turn
                                      small fortune.
invisible (as per the spell) for 3
rounds. Once performed, they          Stoutheart Halflings know the
cannot use this ability again until   Common language.
resting.
                                      Quick: Stoutheart Halflings gain
                                      a +3 bonus to initiative rolls.
Rock Gnome
Rock Gnomes are the most              Wood Elf
common of Gnomish folk. They
                                      Wood Elves are descendent of
are known for their keen nose
                                      Gold Elves that migrated deep
and talent for mechanical work
                                      into the forest. They are master
and alchemical concoctions.
                                      woodsmen, and you can pass
Rock Gnomes know the                  near one of their towns without
Common and Dwarvish                   even noticing it.
languages.
                                      Wood Elves know the Common
Light Touch: Rock Gnomes              and Elvish languages.
gain advantage on all checks to
                                      Hunters: Wood Elves make bow
disarm traps. On a natural 1, they
                                      attacks with advantage (does
do not trigger a trap they are
                                      not extend to crossbows).
disarming.
                                                                          13
                                   Class
                            Classes at a Glance
     d100    Class           HP                    Properties
14
                   Classes at a Glance
d100    Class         HP                     Properties
                                                                              15
                                  Archer
     Archers have trained from a
     young age to repeatedly make
     a heavy bow pull and hit targets
     at a distance. They tend to avoid
     close combat, where they are
     vulnerable.
     Weapons: Club, dagger,
     longbow, shortbow, staff
     Armor: Leather armor, chainmail
     Hit Points: 1d8 per level
     Called Shot: You can aim
     at a specific body part on a
     humanoid target. You must
     make the choice before rolling
     dice (at a -2 penalty).
     Hitting a target below the
     waist prevents movement for 2
     rounds. Hitting an arm will cause             Quiver: Your first two bundles of
     them to drop whatever they are                arrows don't consume gear slots.
     carrying on that side. Hitting the
                                                   Taking Cover: You impose
     head deals an extra 2 points of
                                                   disadvantage on ranged attacks
     damage.
                                                   or spellcasting checks targeting
     Draw: +1 to attack and damage                 you with only 25% cover (instead
     with a longbow or shortbow.                   of the normally required 50%).
                              ARCHER TALENTS
           2d6    Effect
16
                            Assassin
Assassins are trained to stalk and
kill unsuspecting victims for pay.
They are practiced hunters of
the most dangerous game. They
don't have thieving abilities but
hit hard in combat and disappear
into the shadows without a trace.
Weapons: Club, crossbow,
dagger, shortsword, spear
Armor: Leather armor, chainmail
Hit Points: 1d6 per level
Backstab: A target that is
unaware of your presence takes
an extra die of damage. As
you gain in levels, add an extra
damage die every two levels
(2nd, 4th, 6th, 8th, 10th).                     Venom: You carry a small pouch
                                                of poison on your belt (free gear
Shadowed: You gain advantage
                                                slot). You can spend 3 rounds
on stealth checks. Add an extra
                                                applying it to a bladed weapon
+2 to stealth checks if you are
                                                or crossbow bolt. This can also
motionless. You can move silently
                                                be performed at no time cost
at half your normal speed.
                                                during a rest period. Your next
                                                attack deals an extra 1d4 poison
                                                damage.
                        ASSASSIN TALENTS
      2d6    Effect
                                                                                    17
                           Beastmaster
     Beastmasters are adventurous
     wild animal tamers. They are
     adept at calming and training
     animals to fight alongside them
     in combat. They are formidable
     front-line combatants.
     Weapons: Club, dagger,
     greataxe, javelin, mace, spear,
     staff
     Armor: Shields, leather armor,
     chainmail
     Hit Points: 1d8 per level
     Animal Kinship: You can make
     a CHA check vs DC 12 to calm
     down a wild animal (of your level
                                                  Snares: You carry a small pouch
     or less). You can also make a CHA
                                                  of string on your belt (free gear
     check vs DC 15 and use 1 ration
                                                  slot). You can spend 3 rounds
     to tame a calmed beast into your
                                                  setting up a tripwire trap that
     service. On failure, the animal
                                                  deals 1d4 damage to creatures
     flees the area (unless restrained).
                                                  that come within close distance
     Feed Bag: You can carry up to 5              (DEX check vs DC 12 to avoid).
     rations per gear slot (instead of            This can also be performed at no
     the default of 3).                           time cost during a rest period.
                           BEASTMASTER TALENTS
           2d6    Effect
18
                        Berserker
Berserkers are body-painted
barbarians that seem to go wild
in combat. They seek to conquer
new lands and subjugate their
enemies.
Weapons: Bastard sword, club,
greataxe, greatsword, javelin,
spear
Armor: Shields and all armors
Hit Points: 1d8 per level
Blooded: If you deal 1 point or
more of melee damage to an
opponent, you gain +2 AC and
double your movement rate for
3 rounds. You cannot use this
ability again until resting.
Subjugation: You can make an
opposed CHA check against
a captured enemy to force
them into your service as a
shieldbearer. They must be                   Wildling: You are comfortable
disarmed and will not fight on               in the wilderness and have
your behalf. If you don't pay them           advantage on all checks to find
1 gp per day, they will flee at the          food or shelter.
first opportunity.
                      BERSERKER TALENTS
      2d6    Effect
2 +1 to Subjugation checks
10-11 You can use the Blooded ability an additional time before resting
                                                                                 19
                                 Brigand
     Brigands are criminals that live in
     the dark and dangerous shadows
     beyond the reach of the law. They
     do what they must to survive.
     Weapons: Club, crossbow,
     dagger, javelin, mace,
     shortsword, spear
     Armor: Shields, leather armor,
     chainmail
     Hit Points: 1d6 per level
     Knockout: You carry a small sap
     (free gear slot) that you use to
     attack an unsuspecting target
     from behind. This is a DEX check
     vs an opposed CON check.
     Success will render the target
     unconscious for 5 rounds.
     Shadowed: You gain advantage
     on stealth checks. Add an extra                 Thievery: You have advantage
     +2 to stealth checks if you are                 on DEX checks to disguise
     motionless. You can move silently               yourself, shadow someone, find
     at half your normal speed.                      and disable traps, pickpocket, or
                                                     pick locks.
                             BRIGAND TALENTS
           2d6    Effect
20
                      Buccaneer
Buccaneers are pirates that have
given up life at sea to pursue
their own goals.
Weapons: Club, crossbow,
dagger, mace, shortsword
Armor: Shields and leather armor
Hit Points: 1d6 per level
Sailing: You are an adept sailor.
You can pilot a small vessel (e.g.,
skiff, rowboat, etc.) without a
check. You make all piloting or
captain checks on a larger vessel
with advantage.
Stunts: You can leap from ledges
and over obstacles, swing from
ropes and vines, or perform
similar stunts in combat. Make
a DEX check vs a difficulty
appropriate for the challenge
(in addition to your attack). If              Thievery: You have advantage
you succeed vs DC 9, you deal +1              on DEX checks to disguise
damage (+2 for DC 12, +3 for DC               yourself, shadow someone, find
15, +4 for DC 18). You can ignore             and disable traps, pickpocket, or
the first 1d6 of falling damage.              pick locks.
                      BUCCANEER TALENTS
      2d6    Effect
                                                                                  21
                                  Burglar
     Burglars embody the infamous
     thief in the night that robs the
     innocent. Adventurers have
     usually given up that kind of life,
     but remember you get XP for
     recovering treasures! The best
     course of action might be to just
     sneak by the monsters.
     Weapons: Club, crossbow,
     dagger, mace, shortsword
     Armor: Leather armor
     Hit Points: 1d4 per level
     Palm: You can secretly grab an
     object from close distance with a
     DEX check. Any onlookers must
     make an opposed WIS check to
     detect your theft.
     Shadowed: You gain advantage
     on stealth checks. Add an extra
     +2 to stealth checks if you are               Thievery: You have advantage
     motionless. You can move silently             on DEX checks to disguise
     at half your normal speed.                    yourself, shadow someone, find
                                                   and disable traps, pickpocket, or
                                                   pick locks.
                             BURGLAR TALENTS
           2d6    Effect
22
                        Charlatan
Charlatans are con men who
prey upon the weak minded and
use their trusting nature against
them.
Weapons: Club, crossbow,
dagger, mace, shortsword
Armor: Leather armor
Hit Points: 1d4 per level
Charming: You can fast talk your
way through a situation. If the
subject is non-hostile, this is a
CHA check against DC 12. If the
creature is inclined to be hostile
to you, this is against DC 18.
Success is not a compulsion, but
the subject will comply unless
there is an obvious negative
consequence.
For example, you could trick a
peasant to buy a potion (flask               Thievery: You have advantage
of red water), but not hand over             on DEX checks to disguise
a coin purse. Alternatively, you             yourself, shadow someone, find
could convince a guard to check              and disable traps, pickpocket, or
out a strange sound.                         pick locks.
                      CHARLATAN TALENTS
      2d6    Effect
                                                                                 23
                               Conjurer
     Conjurers are magic users that
     have focused on summoning
     and creation magic.
     Weapons: Dagger, staff
     Armor: None
     Hit Points: 1d4 per level
     Imps: You can create a small
     magical imp to serve you. They
     can perform basic tasks such
     as picking up objects, walking,
     and speaking one language of
     the conjurer’s choice. Imps fly
     at the conjurer’s walking speed.
     They have 1 hit point and 10
     AC, but will flee from combat
     if endangered. You can create
     1 imp per level and you take 1
     damage if an imp is slain.
     Scroll Study: You can study a
     scroll for 1 day to learn it forever          Wizard Spells: You can make
     (INT check vs DC 15). The scroll              spellcasting checks to cast
     is consumed. This doesn't count               wizard spells. Gain known spells
     towards your known spell limit.               each level based on the chart on
                                                   next page.
                             CONJURER TALENTS
           2d6     Effect
24
  CONJURER - WIZARD SPELLS KNOWN
            Spells Known by Tier
Level 1 2 3 4 5
1 3 - - - -
2 4 - - - -
3 4 1 - - -
4 4 2 - - -
5 4 2 1 - -
6 4 3 2 - -
7 4 3 2 1 -
8 4 4 2 2 -
9 4 4 3 2 1
10 4 4 4 2 2
                                           25
                                     Druid
     Druids are divine spellcasters
     that have a powerful connection
     to the natural world. They are
     adept wilderness travelers and
     can shapeshift if they are favored.
     Weapons: Club, dagger, javelin,
     shortbow, spear, staff
     Armor: Shields, leather armor
     Hit Points: 1d6 per level
     Nature Affinity: You can
     identify plants, animals, and
     determine if water is clean. You
     can pass through overgrown
     areas without leaving a trail. You
     know the Sylvan and Merran
     languages. You are immune
     to magic cast by fae creatures.
     None of these abilities require a
     check to use.
     Priest Spells: You can make                   Shapeshift: If you roll the
     spellcasting checks to cast priest            talent, you can shapeshift. Once
     spells (deity required). Gain                 performed, they cannot use this
     known spells each level based on              ability again until resting.
     the chart on next page.
                                 DRUID TALENTS
           2d6    Effect
2 Shapeshift into a small creature (ex. bird, rat, cat, etc.) for 3 rounds
12 Shapeshift into a large creature (+2 AC, 2d6 damage) for 3 rounds
26
        DRUID - PRIEST SPELLS KNOWN
                Spells Known by Tier
Level 1 2 3 4 5
1 2 - - - -
2 3 - - - -
3 3 1 - - -
4 3 2 - - -
5 3 2 1 - -
6 3 2 2 - -
7 3 3 2 1 -
8 3 3 2 2 -
9 3 3 2 2 1
10 3 3 3 2 2
                                               27
                           Elementalist
     Elementalists are magic users                Armor: None
     adept at channeling elemental
                                                  Hit Points: 1d4 per level
     magic energy. Choose a form of
     elemental energy to master:                  Blast: You can use a combat
                                                  action to blast an enemy for
        • Earth: Matter without
                                                           1 damage (out to
        Movement or Energy
                                                              near range) with
        • Wind: Movement without                              a spellcasting
        Energy or Matter                                      check. If you roll a
                                                              failure (normal or
        • Fire: Energy without
                                                              critical), there is no
        Movement or Matter
                                                            consequence. The
        • Ice: Movement and Matter                        magic fizzles to no effect.
        without Energy
                                                  Elemental: If you are at full HP,
        • Lightning: Energy and                   you can use resting downtime
        Movement without Matter                   to create an animated elemental
                                                  ally. You can only control one at
        • Plant: Matter and Energy
                                                  a time per level. It will fight in
        without Movement
                                                  combat on your behalf (AC 10,
        • Water: A fluid mix of all               +1 to attack, 1d4 damage, 1d4 hit
        three                                     points).
                        ELEMENTALIST TALENTS
          2d6     Effect
28
ELEMENTALIST - WIZARD SPELLS KNOWN
            Spells Known by Tier
Level 1 2 3 4 5
1 2 - - - -
2 3 - - - -
3 3 1 - - -
4 3 2 - - -
5 3 2 1 - -
6 4 3 2 - -
7 4 3 2 1 -
8 4 4 2 2 -
9 4 4 3 2 1
10 4 4 4 2 2
                                           29
                            Enchanter
     Enchanters are socially powerful
     and attractive magic users.
     They use magic to bolster these
     qualities and simply overwhelm
     the mind of another person.
     Weapons: Dagger, staff
     Armor: None
     Hit Points: 1d4 per level
     Mesmerizing Gaze: If a
     humanoid subject is isolated
     and engaged in conversation
     with you, they can become
     mesmerized with an opposed
     CHA check. They must be alone
     and giving you their entire
     attention with no distractions.
     While mesmerized, the
     subject will provide almost any
     information requested. If they
     want to keep a secret, they                  Wizard Spells: You can make
     must make a WIS check vs DC                  spellcasting checks to cast
     15. A success on this check will             wizard spells. Gain known spells
     end the mesmerizing effect                   each level based on the chart on
     immediately.                                 next page.
                           ENCHANTER TALENTS
           2d6    Effect
30
 ENCHANTER - WIZARD SPELLS KNOWN
            Spells Known by Tier
Level 1 2 3 4 5
1 3 - - - -
2 4 - - - -
3 4 1 - - -
4 4 2 - - -
5 4 2 1 - -
6 4 3 2 - -
7 4 3 2 1 -
8 4 4 2 2 -
9 4 4 3 2 1
10 4 4 4 2 2
                                           31
                               Explorer
     Explorers are experienced scouts
     that are comfortable in the
     wilderness. They are often paid to
     lead parties of travelers through
     rough, dangerous, or unknown
     terrain. Merchants often employ
     an explorer to lead their caravans,
     even through known territories.
     Weapons: Club, crossbow,
     dagger, mace, shortbow,
     shortsword
     Armor: Leather armor
     Hit Points: 1d6 per level
     Alertness: You gain a +2 bonus
     to initiative. You are not surprised
     unless you are actively engaged
                                                   Pathfinding: You gain advantage
     in a task (ex. looting a chest).
                                                   on all INT checks to determine
     Lucky: You gain a +2 bonus when               your location or find the path to
     rolling a death timer or using a              a known objective. For example,
     luck token. You can also hold up              you could find your way to an
     to 2 luck tokens at one time. Rolls           abandoned wizard tower with a
     to stabilize you are made vs DC 9.            few directions from a peasant.
                            EXPLORER TALENTS
           2d6    Effect
32
                         Gladiator
Gladiators are warriors that
fight for fame and fortune in
the arena. They are beloved by
their fans and practiced at doing
whatever it takes to take out
their opponent.
Weapons: All weapons
Armor: Shields and any armor
Hit Points: 1d8 per level
Dirty Tricks: You can use the
environment in unexpected ways
(ex. kicking sand in their eyes).
Make a DEX check vs a close
opponent's AC. If successful, the
opponent is stunned (cannot act)
for 2 rounds.
Shield Mastery: You gain an
extra +1 AC when using a shield.
You can make an attack roll to
bash a close opponent with your
shield, dealing 1d4 damage and
pushing them back to double
close distance.
                      GLADIATOR TALENTS
      2d6    Effect
                                                           33
                                      Mage
     Mages are powerful wizards that
     focus on mastering a small set of
     favored spells.
     Weapons: Dagger, staff
     Armor: None
     Hit Points: 1d4 per level
     Signature Spell: You can choose
     one spell per character level to
     turn into a signature spell. You
     cannot critically fail when casting
     it. The spell also manifests in
     some personalized way (creates a
     unique smell, burning sigil in the
     air, etc.).
     Other magic users familiar with
     your methods or reputation can
     identify lingering spells that you
     have cast.
     Wizard Spells: You can make
     spellcasting checks to cast
     wizard spells. Gain known spells
     each level based on the chart on
     next page.
                              WIZARD TALENTS
           2d6    Effect
34
        MAGE - WIZARD SPELLS KNOWN
                Spells Known by Tier
Level 1 2 3 4 5
1 4 - - - -
2 5 - - - -
3 5 1 - - -
4 5 2 - - -
5 5 2 1 - -
6 5 3 2 - -
7 5 3 2 1 -
8 5 4 2 2 -
9 5 4 3 2 1
10 5 4 4 2 2
                                               35
                                 Mariner
     Mariners are practiced seafarers              Dead Reckoning: You gain
     trained in all aspects of sailing.            advantage on all INT checks to
     They are comfortable high in the              determine your location at sea
     rigging and adept at navigation.              or sail to a known objective. For
     Unlike a buccaneer, the mariner               example, you could sail across
     focuses on peaceful sea travel.               the sea to a lost colony after
                                                   speaking with the harbormaster.
     Weapons: Club, crossbow,
                                                   If you have an astrolabe, you
     dagger, javelin, mace, shortbow,
                                                      don't even need to make an
     shortsword
                                                      INT check (automatic success).
     Armor: Leather armor
                                                             Sailing: You are an adept
     Hit Points: 1d6 per level                               sailor. You can pilot a
                                                            small vessel (e.g., skiff,
     Climber: You automatically
                                                           rowboat, etc.) without
     succeed on climbing
                                                           a check. You make all
     checks of easy or normal
                                                           piloting/captain checks
     difficulty. You make hard
                                                            on a larger vessel with
     and extreme climbing
                                                              advantage.
     checks with
     advantage.
                             MARINER TALENTS
          2d6     Effect
36
                               Monk
Monks are devoted followers of
a deity that have given up their
normal duties to travel the world
and spread the gospel.
Weapons: Club, Mace, Staff
Armor: Shields, leather armor,
chainmail
Hit Points: 1d6 per level
Holy Symbol: You carry a holy
symbol (free gear slot). You can
hold up the symbol in a free
hand to gain +2 AC vs undead
creatures. If you touch undead
with the holy symbol (normal
attack), it deals 1d6 damage and
causes them to flee for 5 rounds
(as if turned).
Priest Spells: You can make
spellcasting checks to cast priest
spells (deity required). Gain                Turn Undead: You know the Turn
known spells each level based on             Undead spell (does not count
the chart on next page.                      towards your known spell limit).
                            MONK TALENTS
      2d6    Effect
                                                                                37
             MONK - PRIEST SPELLS KNOWN
                     Spells Known by Tier
Level 1 2 3 4 5
1 2 - - - -
2 3 - - - -
3 3 1 - - -
4 3 2 - - -
5 3 2 1 - -
6 3 2 2 - -
7 3 3 2 1 -
8 3 3 2 2 -
9 3 3 2 2 1
10 3 3 3 2 2
38
                              Mystic
Mystics are divine spellcasters
that can enter a meditative
trance to speak directly to their
deity. They claim this connection
reveals hidden truths and worldly
secrets.
Weapons: Club, Mace, Staff
Armor: Leather armor, chainmail
Hit Points: 1d4 per level
Meditation: If you are at full HP,
you can use resting downtime
to commune with your deity
through meditation. This
gives you a +1 bonus to your
spellcasting checks (until your
next rest).
Priest Spells: You can make
spellcasting checks to cast priest
spells (deity required). Gain
known spells each level based on
the chart on next page.
Turn Undead: You know the Turn
Undead spell (does not count
towards your known spell limit).
                          MYSTIC TALENTS
      2d6    Effect
                                                                            39
             MYSTIC - PRIEST SPELLS KNOWN
                     Spells Known by Tier
Level 1 2 3 4 5
1 2 - - - -
2 3 - - - -
3 3 1 - - -
4 3 2 - - -
5 3 2 1 - -
6 3 2 2 - -
7 3 3 2 1 -
8 3 3 2 2 -
9 3 3 2 2 1
10 3 3 3 2 2
40
                  Necromancer
Necromancers are wizards that
have specialized in mastery of
the undead. They are generally
seen as pariahs by priests and
most other spellcasters, but their
unique abilities can be useful in
a crisis.
Weapons: Dagger, Mace, Staff
Armor: None
Hit Points: 1d4 per level
Command Undead: You can
use your magical power to
subjugate undead and compel
them to serve you. You can use
a combat action to make a CHA
check vs DC 10 + the level of the
undead. Success will allow you to
command them (as if charmed)
for 3 rounds.
Scroll Study: You can study a                 Wizard Spells: You can make
scroll for 1 day to learn it forever          spellcasting checks to cast
(INT check vs DC 15). The scroll              wizard spells. Gain known spells
is consumed. This doesn't count               each level based on the chart on
towards your known spell limit.               next page.
                   NECROMANCER TALENTS
      2d6     Effect
                                                                                 41
     NECROMANCER - WIZARD SPELLS KNOWN
                 Spells Known by Tier
Level 1 2 3 4 5
1 3 - - - -
2 4 - - - -
3 4 1 - - -
4 4 2 - - -
5 4 2 1 - -
6 4 3 2 - -
7 4 3 2 1 -
8 4 4 2 2 -
9 4 4 3 2 1
10 4 4 4 2 2
42
                               Noble
Nobles are minor landed
gentry, typically the third
born (or worse) with little
opportunity to inherit their
family's land. Instead, they set
off into the world to make their
fortune as adventurers instead.
Weapons: All weapons
Armor: Shields and any armor
Hit Points: 1d6 per level
Languages: You know two
additional languages (in
addition to those gained by your
intelligence).
Leadership: Your NPC allies and
                                             Nobility: Spells, talents, or
aligned creatures make morale
                                             abilities that have mind-affecting
checks with advantage. You can
                                             power (ex. charm) are made
designate one ally per round to
                                             against you at a disadvantage.
benefit from your tactical advice.
They gain a +1 bonus on their                Wealth: Roll double the normal
attack rolls and +1 initiative.              number of dice to determine
                                             your starting wealth.
                            NOBLE TALENTS
      2d6    Effect
                                                                                  43
                                   Oracle
     Oracles are divine spellcasters
     that have a deep spiritual
     bond with the avatars of their
     deity. They can give up partial
     control of their body to gain
     extraordinary bonuses.
     Weapons: Club, Dagger, Mace,
     Spear, Staff
     Armor: Leather armor, chainmail
     Hit Points: 1d4 per level
     Possession: You can call upon
     an avatar of your deity to possess
     your physical form. You begin to
     glow (as if holding a torch) and
     become guided by voices from
     inside your mind. You gain a +2
     attack bonus and +4 to AC for
     2d6 rounds. Once performed,
     they cannot use this ability again
     until resting.
     Priest Spells: You can make
     spellcasting checks to cast priest           Turn Undead: You know the Turn
     spells (deity required). Gain                Undead spell (does not count
     known spells each level based on             towards your known spell limit).
     the chart on next page.
                              ORACLE TALENTS
           2d6    Effect
12 Permanently gain +2 HP or +1 AC
44
        ORACLE - PRIEST SPELLS KNOWN
                Spells Known by Tier
Level 1 2 3 4 5
1 2 - - - -
2 3 - - - -
3 3 1 - - -
4 3 2 - - -
5 3 2 1 - -
6 3 2 2 - -
7 3 3 2 1 -
8 3 3 2 2 -
9 3 3 2 2 1
10 3 3 3 2 2
                                               45
                                 Pugilist
     Pugilist are prize fighters that
     travel from town to town looking
     to win a purse in a pit fight
     or pick up a few coins off an
     unconscious tough guy who
     started a bar fight.
     Weapons: Club, dagger
     Armor: Leather armor
     Hit Points: 1d8 per level
     Blooded: If you deal 1 point or
     more of melee damage to an
     opponent, you gain +2 AC and
     double your movement rate for
     3 rounds. Once performed, you
     cannot use this ability again until
     resting.
     Brawl: You are adept at fighting              Dirty Tricks: You can use the
     unarmed and unarmored. You                    environment in unexpected ways
     gain a +1 bonus to attack with                (ex. kicking sand in their eyes).
     your bare fists and deal 1d4                  Make a DEX check vs a close
     damage. If you are wearing                    opponent's AC. If successful,
     clothes or leather armor, you                 the opponent is stunned for 2
     gain +2 AC.                                   rounds.
                             PUGILIST TALENTS
           2d6    Effect
46
                             Ranger
Rangers are divine spellcasters
that have learned to survive in
the woods and fight effectively.
Weapons: All weapons
Armor: Leather armor, chainmail
Hit Points: 1d8 per level
Priest Spells: You can make
spellcasting checks to cast priest
spells. Starting at 3rd level, you
will begin to gain known spells
each level based on the chart on
next page. However, you can also
gain spells via talent rolls.
Snares: You carry a small pouch
of string on your belt (free gear
slot). You can spend 3 rounds
setting up a tripwire trap that
deals 1d4 damage to creatures
that come within close distance               Tracking: You automatically
(DEX check vs DC 12 to avoid).                succeed on tracking checks of
This can also be performed at no              easy or normal difficulty. You
time cost during a rest period.               make hard and extreme tracking
                                              checks with advantage.
                         RANGER TALENTS
      2d6    Effect
                                                                                   47
             RANGER - PRIEST SPELLS KNOWN
                      Spells Known by Tier
Level 1 2 3 4 5
1 - - - - -
2 - - - - -
3 1 - - - -
4 2 - - - -
5 2 1 - - -
6 2 2 - - -
7 3 2 1 - -
8 3 2 2 - -
9 3 2 2 1 -
10 3 3 2 2 -
48
                              Rogue
Rogues are classic thieves that
make their way in the world
through violence.
Weapons: Club, crossbow,
dagger, shortbow, shortsword,
spear
Armor: Leather armor, chainmail
Hit Points: 1d4 per level
Backstab: A target that is
unaware of your presence takes
an extra die of damage. As
you gain in levels, add an extra
damage die every two levels
(2nd, 4th, 6th, 8th, 10th).
Shadowed: You gain advantage
on stealth checks. Add an extra
+2 to stealth checks if you are
motionless. You can move silently
at half your normal speed.
Taking Cover: You impose                     Thievery: You have advantage
disadvantage on ranged attacks               on DEX checks to disguise
or spellcasting checks targeting             yourself, shadow someone, find
you with only 25% cover (instead             and disable traps, pickpocket, or
of the normally required 50%).               pick locks.
                          ROGUE TALENTS
      2d6    Effect
2 +1 to Thievery checks
                                                                                 49
                                  Savage
     Savages are barbarian tribesfolk
     that have left their homeland in
     search of fame and fortune. Their
     long-term goal is often to return
     home and elevate their people.
     Weapons: Club, dagger,
     greataxe, greatsword, javelin,
     mace, shortbow, spear, staff
     Armor: Shields and leather armor
     Hit Points: 1d8 per level
     Brawl: You are adept at fighting
     unarmed and unarmored. You
     gain a +1 bonus to attack with
     your bare fists and deal 1d4
     damage. If you are wearing
     clothes or leather armor, you
     gain +2 AC.
     Tracking: You automatically
     succeed on tracking checks of                   Wildling: You are comfortable
     easy or normal difficulty. You                  in the wilderness and have
     make hard and extreme tracking                  advantage on all checks to find
     checks with advantage.                          food or shelter.
                              SAVAGE TALENTS
           2d6    Effect
50
                             Scholar
Scholars are powerful
spellcasters that can develop a
vast flexible repertoire of spells.
They discover this magic through
focus and hard study. The
scholar's wisdom is recognize by
others.
Weapons: Staff
Armor: None
Hit Points: 1d4 per level
Leadership: Your NPC allies and
aligned creatures make morale
checks with advantage. You can
designate one ally per round to
benefit from your tactical advice.
They gain a +1 bonus on their
attack rolls and +1 initiative.
Scroll Study: You can study a
scroll for 1 day to learn it forever          Wizard Spells: You can make
(INT check vs DC 15). The scroll              spellcasting checks to cast
is consumed. This doesn't count               wizard spells. Gain known spells
towards your known spell limit.               each level based on the chart on
                                              next page.
                         SCHOLAR TALENTS
      2d6     Effect
                                                                                   51
           SCHOLAR - WIZARD SPELLS KNOWN
                    Spells Known by Tier
Level 1 2 3 4 5
1 4 - - - -
2 5 - - - -
3 5 1 - - -
4 5 2 - - -
5 5 3 1 - -
6 5 4 2 - -
7 5 4 2 1 -
8 5 4 2 2 -
9 5 5 3 2 1
10 5 5 4 2 2
52
                                Scout
Scouts are military-trained                   Shadowed: You gain advantage
experts at finding the enemy.                 on stealth checks. Add an extra
                                              +2 to stealth checks if you are
Weapons: All weapons
                                              motionless. You can move silently
Armor: Leather armor                          at half your normal speed.
Hit Points: 1d6 per level                     Tracking: You automatically
                                              succeed on tracking checks of
Alertness: You gain a +2 bonus
                                              easy or normal difficulty. You
to initiative. You are not surprised
                                              make hard and extreme tracking
unless you are actively engaged
                                              checks with advantage.
in a task (ex. looting a chest).
Pathfinding: You gain advantage
on all INT checks to determine
your location or find the path to
a known objective. For example,
you could find your way to an
abandoned wizard tower with a
few directions from a peasant.
                            SCOUT TALENTS
      2d6    Effect
                                                                                  53
                                 Shaman
     Shamans are divine spellcasters
     that have a bond with the spirit
     world and draw upon its energy.
     Weapons: Club, dagger, javelin,
     shortbow, spear, staff
     Armor: Shields, leather armor
     Hit Points: 1d6 per level
     Priest Spells: You can make
     spellcasting checks to cast priest
     spells (deity required). Gain
     known spells each level based on
     the chart on next page.
     Spirit Walk: If you are at full HP,
     you can use resting downtime
     to enter a trance and walk in the
     spirit world. This will reveal the
     layout of the map (dungeon or
     overland) out to far distance. This
     will not reveal any living beings,
     only the terrain. Once performed,            Turn Undead: You know the Turn
     you cannot use this ability again            Undead spell (does not count
     until resting.                               towards your known spell limit).
                              SHAMAN TALENTS
           2d6    Effect
54
        SHAMAN - PRIEST SPELLS KNOWN
                 Spells Known by Tier
Level 1 2 3 4 5
1 2 - - - -
2 3 - - - -
3 3 1 - - -
4 3 2 - - -
5 3 2 1 - -
6 3 2 2 - -
7 3 3 2 1 -
8 3 3 2 2 -
9 3 3 2 2 1
10 3 3 3 2 2
                                                55
                                  Soldier
     Soldiers are trained military
     veterans that have left the
     service. They may be looking for
     work as sellswords or seeking
     fame and fortune. They are
     strong warriors in small unit
     engagements.
     Weapons: All weapons
     Armor: Shields and any armor
     Hit Points: 1d8 per level
     Formation Fighting: If you
     have two allies within close
     distance, you gain advantage
     on all combat actions (attacks,
     throwing, etc.).
     Full Kit: Wearing a backpack, you
     gain an extra 5 gear slots.
     Weapon Focus: Choose a type of
     weapon (ex. greataxe). With that
     weapon, gain +1 to attack and
     damage. As you gain in levels,
     add an extra +1 to these bonuses
     every two levels (2nd, 4th, 6th,
     8th, 10th).
                              SOLDIER TALENTS
           2d6    Effect
56
                           Sorcerer
Sorcerers are magic users adept
at recovering their spellcasting
ability without taking the time to
rest.
Weapons: Dagger, Staff
Armor: None
Hit Points: 1d4 per level
Quick Recovery: If you fail a
spellcasting check, you will
recover the ability to cast the
spell again after 10 rounds.
Scroll Study: You can study a
scroll for 1 day to learn it forever
(INT check vs DC 15). The scroll
is consumed. This doesn't count
towards your known spell limit.
Wizard Spells: You can make
spellcasting checks to cast
wizard spells. Gain known spells
each level based on the chart on
next page.
                        SORCERER TALENTS
      2d6     Effect
                                                                        57
           SORCERER - WIZARD SPELLS KNOWN
                     Spells Known by Tier
Level 1 2 3 4 5
1 3 - - - -
2 4 - - - -
3 4 1 - - -
4 4 2 - - -
5 4 2 1 - -
6 4 3 2 - -
7 4 3 2 1 -
8 4 4 2 2 -
9 4 4 3 2 1
10 4 4 4 2 2
58
                                   Spy
Spies are secretive agents that
gather information clandestinely.
Weapons: Crossbow, dagger,
longsword, mace, shortsword
Armor: Leather armor
Hit Points: 1d6 per level
Charming: You can fast talk your
way through a situation. If the
subject is non-hostile, this is a
CHA check against DC 12. If the
creature is inclined to be hostile
to you, this is against DC 18.
Success is not a compulsion, but             Earshot: You can hear effectively
the subject will comply unless               out to far distance if it is quiet in
there is an obvious negative                 your immediate surroundings.
consequence.                                 You can use this ability to listen
                                             in on conversations without
For example, you could trick a
                                             detection.
peasant to buy a potion (flask
of red water), but not hand over             Shadowed: You gain advantage
a coin purse. Alternatively, you             on stealth checks. Add an extra
could convince a guard to check              +2 to stealth checks if you are
out a strange sound.                         motionless. You can move silently
                                             at half your normal speed.
                             SPY TALENTS
      2d6    Effect
2 +1 to Charming checks
                                                                                     59
                                   Squire
     Squires are young warriors
     pledged to the service of a noble.
     They are taught to clean and
     care for the noble's armor and
     weapons. During spare time, the
     noble provides the squire with
     individualized combat training.
     The squire is often given older,
     but still valuable equipment that
     the noble is discarding.
     Weapons: All weapons
     Armor: Shields and any armor
     Hit Points: 1d8 per level
     Full Kit: Wearing a backpack, you
     gain an extra 5 gear slots.
     Torchbearer: Once you start
                                                     Shield Mastery: You gain an
     using it, a torch does not
                                                     extra +1 AC when using a shield.
     consume a gear slot. You can
                                                     You can make an attack roll to
     start a campfire with only two
                                                     bash a close opponent with your
     torches.
                                                     shield, dealing 1d4 damage and
     Tutelage: Roll two extra dice for               pushing them back to double
     starting wealth.                                close distance.
                               SQUIRE TALENTS
           2d6    Effect
10-11 You can carry one more torch (free gear slot)
60
                                Thug
Thugs are street criminals that
have learned how to get what
they want by threatening or
actually using violence. They are
adept fighters in their own right
but they would prefer to just
take what they want without
opposition.
Weapons: All weapons
Armor: Shields and any armor
Hit Points: 1d8 per level
Intimidation: In addition to your
normal attack, you can choose
one opponent (of equal or lesser
level) and make an opposed
CHA check. On a success, they
terrified into inaction and forfeit
their turn.
                                                Unstoppable: You can charge
Shadowed: You gain advantage                    through an opponent's location,
on stealth checks. Add an extra                 knocking them prone, on an
+2 to stealth checks if you are                 opposed STR check. You roll with
motionless. You can move silently               advantage. Standing back up
at half your normal speed.                      uses their move action.
                            THUG TALENTS
      2d6    Effect
2 +1 to Unstoppable checks
                                                                                   61
                                  Urchin
     Urchins are street children that
     have grown into criminals due to
     desperation.
     Weapons: Club, dagger, spear
     Armor: Shields and leather armor
     Hit Points: 1d6 per level
     Dirty Tricks: You can use the
     environment in unexpected ways
     (ex. kicking sand in their eyes).
     Make a DEX check vs a close
     opponent's AC. If successful,
     the opponent is stunned for 2
     rounds.
     Innocuous: If you can act during
     the surprise round and there is
     any cover within near distance,
     you can hide behind it. You are
     treated as if invisible. You can
     move to another near piece of                Thievery: You have advantage
     cover and remain invisible. The              on DEX checks to disguise
     effect ends if you attack.                   yourself, shadow someone, find
                                                  and disable traps, pickpocket, or
                                                  pick locks.
                              URCHIN TALENTS
           2d6    Effect
62
                            Valkyrie
Valkyries are divine spellcasters
blessed by the gods of war. They
are traditionally female. Valkyries
fight with divine fervor and enjoy
the protection of their deities.
Weapons: All weapons
Armor: Shields and any armor
Hit Points: 1d8 per level
Favored: If you use a luck
token to deliver a killing blow
to an enemy, you get it back
immediately.
Raven: You attract a number
of raven familiars equal to your
level. They can communicate
with you telepathically and carry               Priest Spells: You can make
small written messages in their                 spellcasting checks to cast priest
claws. They make useful scouts                  spells (deity required). Starting at
and messengers, but have only                   3rd level, you will begin to gain
1 HP, +1 mod to attacks (1d4                    known spells each level based on
damage), and 10 AC. If a raven                  the chart on next page. However,
dies, the Valkyrie takes 1 damage               you can also gain access to spells
themselves.                                     via talent rolls.
                        VALKYRIE TALENTS
      2d6    Effect
                                                                                       63
           VALKYRIE - PRIEST SPELLS KNOWN
                    Spells Known by Tier
Level 1 2 3 4 5
1 - - - - -
2 - - - - -
3 1 - - - -
4 2 - - - -
5 2 1 - - -
6 2 2 - - -
7 3 2 1 - -
8 3 2 2 - -
9 3 2 2 1 -
10 3 3 2 2 -
64
                               Witch
Witches are divine spellcasters
that have learned to draw out
and channel the dark energies of
the fey world.
Weapons: Club, Crossbow,
Dagger, Shortsword, Staff
Armor: Leather armor, chainmail
Hit Points: 1d4 per level
Brew: If you are at full HP and
have an empty flask, you can use
resting downtime to brew over
the campfire. You can choose to
create a healing potion (restores
1d4 HP) or a poison (1d8 damage
if ingested, 1d2 extra damage
if applied to a weapon). These
brews will lose their potency after
a day.
Hex: You can designate a                     Priest Spells: You can make
target in combat. They suffer                spellcasting checks to cast priest
disadvantage on all checks. This             spells (deity required). Gain
requires focus, so you cannot                known spells each level based on
take any other actions.                      the chart on next page.
                            WITCH TALENTS
      2d6    Effect
                                                                                  65
             WITCH - PRIEST SPELLS KNOWN
                     Spells Known by Tier
Level 1 2 3 4 5
1 2 - - - -
2 3 - - - -
3 3 1 - - -
4 3 2 - - -
5 3 2 1 - -
6 3 2 2 - -
7 3 3 2 1 -
8 3 3 2 2 -
9 3 3 2 2 1
10 3 3 3 2 2
66
Equipment
            67
                     Gemstones and Metals
     d100    Valuable              Gear Slots   Found   GP (each)
68
  Gemstones and Metals
Agate. Versatile colorful            Gold Trade Bars. Five hundred
gemstone often used in jewelry       gold coins, melted into an ingot
making.                              for easy transportation.
Alexandrite. Gemstone that           Jade. Green, yellow, or white
changes colors under different       mineral used in jewelry, statues,
sources of light.                    and ornaments.
Amber. Fossilized tree resin         Jasper. Polished variety of quartz
appreciated for color and beauty.    that breaks with a smooth
                                     surface, used in ornamentation.
Amethyst. A beautiful violet
variety of quartz.                   Lapis Lazuli. Deep-blue rock
                                     used as a semi-precious stone for
Aventurine. Form of translucent
                                     its brilliance and intensity.
quartz with a shimmering or
glistening effect.                   Malachite. Copper-based
                                     opaque, green-banded mineral.
Carnelian. Dark red gemstone
commonly used in beads.              Mercury Vials. Heavy, silvery
                                     metal that is liquid at room
Copper Trade Bars. Five
                                     temperature, also known as
hundred copper coins,
                                     quicksilver.
melted into an ingot for easy
transportation.                      Obsidian. Naturally occurring
                                     volcanic glass that breaks on
Diamond. Extremely rare
                                     a sharp edge, used for tools,
gemstone of exceptional clarity
                                     ornamentation, and jewelry.
and hardness.
                                     Onyx. Red and black mineral
Electrum Trade Bars. Five
                                     with parallel white bands.
hundred electrum coins,
melted into an ingot for easy        Opal. Hardened silica deposit
transportation.                      featuring a vivid interplay of
                                     internal colors.
Emerald. Highly valued soft
green colored gemstone.              Pearl. Hard, glistening object
                                     produced by the mantle of a
Garnet. Translucent gemstone
                                     mollusk or similar creature.
found in every color, with reddish
shades most common.
                                                                          69
     Peridot. Deep yellowish-green     Silver Trade Bars. Five hundred
     transparent variety of olivine.   silver coins, melted into an ingot
                                       for easy transportation.
     Platinum Trade Bars. Five
     hundred platinum coins,           Tiger’s Eye. Golden banded
     melted into an ingot for easy     stone with a silky luster.
     transportation.
                                       Topaz. Colorless silicate that
     Ruby. Durable pink or red         also comes in pale blue, golden
     colored gemstone used in          brown, and yellow orange
     jewelry.                          varieties.
     Sapphire. Typically blue          Tourmaline. Brightly colored
     gemstone used in jewelry and      gemstone that repels hot ashes
     ornamentation, also comes in      due to its pyroelectric properties.
     other color varieties.
                                       Turquoise. Opaque blue-to-
                                       green mineral valued for its
                                       unique hue.
70
                           Weapons
d100    Weapon          Cost    Type   Range   Damage     Gear Slots
                                                                       71
                              Weapons
     Bastard Sword. A longsword            Flail. A wooden haft with an
     with a longer hilt to grant more      attached spiked ball and chain
     leverage. This weapon can be          for striking. If you roll a critical
     used one or two-handed. Use           hit, it will become entangled
     the higher damage value if using      with the enemy weapon (in
     both hands.                           addition to the normal benefits
                                           of a critical hit). This renders both
     Bearded axe. A common
                                           weapons useless until untangled,
     weapon among barbarian
                                           a process that takes 3 rounds of
     tribes without access to large
                                           focused attention to complete.
     quantities of high-grade iron or
                                           Of course, you can simply drop
     quality blacksmiths. This weapon
                                           the flail and draw a different
     can be used in melee or thrown.
                                           weapon while your opponent
     Use the first damage value if
                                           struggles helplessly.
     thrown.
                                           Greataxe. A large axe designed
     Club. The most simple and basic
                                           specifically for combat. This
     weapon available, essentially a
                                           weapon can be used one or two-
     large stick. Breaks on a Natural 1.
                                           handed. Use the higher damage
     Crossbow. A hand-cranked              value if using both hands.
     mechanical device used to
                                           Greatsword. A larger version
     hit targets at a distance with
                                           of a longsword. It is a symbol of
     quarrels. This weapon must be
                                           martial prowess. This weapon
     used two-handed. Reloading
                                           must be used two-handed.
     consumes a movement action.
                                           Javelin. A short spear balanced
     Dagger. A standard basic
                                           for throwing. This weapon can be
     weapon as well as an all-purpose
                                           used in melee or thrown. Use the
     tool and utensil. This weapon can
                                           first damage value if thrown.
     be used in melee or thrown. Use
     the first damage value if thrown.     Longbow. A six-foot long bow
     If used in melee, you can choose      with a heavy draw, used to hit
     to use your STR or DEX with this      targets at a distance with arrows.
     weapon, whichever is greater.         This weapon must be used two-
                                           handed.
72
Longsword. The classic heroic       Rapier. A sword specifically
weapon and sometimes a              designed for parrying blows in
symbol of noble status.             combat. If used in conjunction
                                    with a dagger in the off hand,
Mace. A metal version of the
                                    the rapier grants +2 AC against
club. The extra weight and
                                    any melee opponents. You can
hard edges give it much better
                                    choose to use your STR or DEX
striking power.
                                    to use this weapon, whichever is
Morningstar. A mace with            greater.
a spiked head, designed to
                                    Sap. A weighted leather weapon
penetrate armor and deal more
                                    specifically designed to knock
than just impact damage. If
                                    someone unconscious. When
you roll a critical hit against
                                    used against an unaware
an opponent with a shield, it
                                    combatant from behind, they
will become embedded in the
                                    must make a CON check against
shield (in addition to the normal
                                    DC 12 or fall unconscious for 1d6
benefits of a critical hit). This
                                    rounds.
renders the weapon and the
shield useless until removed, a     Scimitar. A long, curved sabre
process that takes 3 rounds of      designed to be used from
focused attention to complete.      horseback. If mounted, you can
                                    make melee attacks are made
Quarterstaff. A thick wooden
                                    with advantage.
staff used to block and strike
in combat. It +2 AC against an
opponent in melee due to its
excellent parrying abilities. You
can choose to use your STR
or DEX to use this weapon,
whichever is greater. This
weapon must be used two-
handed.
Polearm. A long spear with a
sophisticated head resembling
an axe. The weapon is very
long and can be used to make
attacks out to near distance.
This weapon must be used two-
handed.
                                                                        73
                                             Spear. A classic weapon with
                                             great thrusting power that has
                                             a variety of uses in combat. This
                                             weapon can be used in melee
                                             or thrown. Use the first damage
                                             value if thrown.
                                             Trident. A small lightweight
                                             spear with a three-pronged head.
                                             It lacks the throwing balance of
                                             a javelin or spear and cannot be
                                             thrown. It is a disarming weapon.
                                             If you roll a critical hit against an
                                             opponent with a weapon in their
                                             hands, you can forgo dealing
                                             damage to twist the weapon
                                             out of their hands. It is randomly
                                             thrown up to near distance away.
                                             However, you will still keep your
     Shortbow. A three-foot long bow         grip on the trident.
     with a light draw. Attacks made
                                             Warhammer. A strong impact
     at a near distance are made with
                                             weapon. It is imbalanced and
     advantage. This weapon must
                                             ineffective as a throwing weapon.
     be used two-handed.
                                             This weapon must be used two-
     Shortsword. A basic weapon of           handed.
     proven reliability. It is nimble with
                                             Whip. A livestock management
     great thrusting ability.
                                             weapon that can also be used
     Sling. A cheap ranged weapon.           in combat. It can strike out to
     It uses the centrifugal effect          near distance. If you roll a critical
     to throw a small stone called a         hit against an opponent, they
     bullet. The sling requires a clear      are wracked with pain and have
     close radius around your body           disadvantage on tasks for 2
     to use. Anyone standing within          rounds. You will also deal critical
     close distance when you use             damage. You can choose to
     this will be hit by the swinging        use your STR or DEX to use this
     arc of the straps (for no damage)       weapon, whichever is greater.
     and render your shot useless
     and stunning them for 1 round.
     This weapon must be used two-
     handed.
74
                             Armor
d100    Armor             Cost     Gear Slots     AC       Properties
                                                13 + DEX
01-05   Banded            80 gp        2                    No swim
                                                  Mod
                                                12 + DEX    Disadv on
06-10   Brigandine        60 gp        1
                                                  Mod         swim
                                                13 + DEX    Disadv on
11-15   Chainmail         60 gp        2
                                                  Mod      swim/stealth
                                                12 + DEX    Disadv on
16-20   Hauberk           50 gp        1
                                                  Mod      swim/stealth
                                                           Advantage
21-25   Helmet             3 gp        1          +0
                                                            to resist
                                                11 + DEX
26-30   Hide              8 gp         1                   -1 CHA mod
                                                  Mod
                                                13 + DEX
31-35   Lamellar          115 gp       3                        -
                                                  Mod
                                                11 + DEX
36-40   Leather           10 gp        1                        -
                                                  Mod
                                                11 + DEX
41-50   Padded / Linen    4 gp         1                    No swim
                                                  Mod
                                                            No swim,
56-60   Plate, Full       130 gp       3           16        disadv
                                                             stealth
                                                            No swim,
                                                12 + DEX
61-65   Ringmail          30 gp        2                     disadv
                                                  Mod
                                                             stealth
                                                12 + DEX     Disadv
66-70   Scale Mail        45 gp        2
                                                  Mod        stealth
                                                            Occupies
71-80   Shield, Buckler    3 gp        1           +1
                                                            one hand
                                                            Occupies
81-85   Shield, Kite      15 gp        2          +3
                                                            one hand
                                                            Occupies
86-95   Shield, Round     10 gp        1          +2
                                                            one hand
                                                                          75
                                 Armor
     Banded. Armor composed of             Hide. Armor composed of
     overlapping horizontal strips of      hardened wild animal skins.
     laminated metal sewn over a           Indicative of barbarian culture.
     backing of chainmail and soft
                                           Lamellar. Armor composed
     leather backing.
                                           of metal plates laced into
     Brigandine. Armor composed of         overlapping horizontal rows.
     hardened animal skins or cloth
                                           Leather. Armor composed of
     that is covered with a network of
                                           boiled and hardened cow leather.
     riveted oblong steel plates.
                                           This is the standard armor for
     Chainmail. Armor composed of          adventurers everywhere.
     tiny interlocking metal rings that
                                           Padded / Linen. Armor made of
     together form a dense mesh.
                                           thick cloth layers that provides
     Hauberk. The torso portion            minimal protection. It is common
     of chainmail armor. Leaves            among the peasantry and light
     the limbs bare but improves           infantry. If submerged in water or
     movement.                             exposed to heavy rain, the cloth
                                           layers will soak up a lot of water.
     Helmet. Armor for the head.
     Gives the wearer an advantage         Plate, Field. An incomplete set
     on any check to resist                of plate mail armor. The most
     concussion, blasts, sonic attacks,    difficult plates to add and/or
     falling debris, or similar dangers.   remove are dropped from the
                                           set, especially around the knees
                                           & elbows. It can be put on or
                                           taken off in 2 rounds.
                                           Plate, Full. Armor composed of
                                           laced heavy steel plates. It can be
                                           put on or taken off in 5 rounds (or
                                           2 rounds with assistance).
76
Ringmail. Armor composed of              Shield, Kite. A large, almond-
large interlocking metal rings           shaped shield rounded at the top
that together form a dense               and curving down to a point or
mesh. It is noisy and bulky              rounded point at the bottom. It
compared to chainmail, limiting          was designed for use by cavalry
movement.                                and grants an additional +1 AC
                                         when mounted.
Scale Mail. Armor composed
of hardened metal supporting             Shield, Round. A round wooden
a network of small overlapping           shield with a metal boss in the
armor plates.                            center. It protects half of the
                                         body in combat and is attached
Shield, Buckler. A small two-
                                         to the wearer’s off hand.
foot diameter shield. It is held in
the off hand and moved into the          Studded Leather. Armor
path of attacks to block them.           composed of hardened animal
                                         skins or cloth that is covered with
                                         a network of riveted metal studs.
Alternative Materials
                                                             Metal only,
     01-10   Adamantine        x8         +1        +2
                                                              no swim
                                                            Plate only, +1
     11-55   Bronze            1/2       +0          -1
                                                             CHA mod
                                                             Metal only,
    56-00    Mithril           x4         -1         -       No penalty
                                                            stealth/swim
                                                                               77
                            Adventuring Gear
     d100   Item                     Properties        Gear Slots    Cost
78
                       Adventuring Gear
d100   Item                     Properties         Gear Slots   Cost
34 Cloak Camouflage - 7 sp
                                                                        79
                            Adventuring Gear
     d100   Item                     Properties       Gear Slots   Cost
80
                        Adventuring Gear
d100   Item                      Properties        Gear Slots    Cost
                                                                         81
              Adventuring Gear
     Acid. Glass bottle of volatile acid   Alcohol. Brewed drink that can
     with a cork stopper. It can be        be made from a variety of inputs:
     thrown in combat (DEX check vs        rice, corn, honey, barley, wheat,
     Enemy AC), dealing 1d4 damage         etc. It is sold in bottles that
     to anyone struck and 1 point of       contain three (3) doses. Once
     splash damage to anyone at            you begin drinking, you must roll
     close distance. It can also be        1d4 to resist taking an additional
     carefully poured onto a locked        dose (and again for the third
     object (door, chest, etc.) to burn    dose). If you get a 2-4, you will
     away the structure and give           keep drinking until the bottle is
     advantage on rolls to smash           completely empty.
     down the door.
                                           The first dose improves your
     Air Bladder. Soft waterproof          CHA mod by 2 points for 1d6
     bladder that can be used to store     hours. The second dose has an
     liquid (about 8 ounces) when          80% chance of improving your
     carried or a pocket of air for        CHA mod by another point. It
     breathing underwater (enough          has a 20% chance of making the
     for 5 minutes of air). It is often    user agitated and removing the
     made from an actual animal            original bonus.
     bladder, typically a pig or cow. It
                                           For users enjoying a +3 CHA mod,
     can also be filled with poisoned
                                           a third dose will cause you to
     powder and squeezed to attack
                                           remain friendly but lose control
     in combat (near distance).
                                           of your actions. You will wake up
                                           with a hangover (-2 INT mod, -2
                                           WIS mod, -2 CHA mod) in 1d4+6
                                           hours.
                                           For agitated users, a third dose
                                           will cause you to remain agitated
                                           and lose control of your actions.
                                           You will wake up with a hangover
                                           as well (same penalties) in 1d4+6
                                           hours. However, you will have
                                           likely done a few regrettable
                                           things and perhaps damaged
                                           some relationships. You may
                                           want to inquire about this with
                                           others who were present during
                                           your drinking.
82
Apron, Heavy. Heavy cooking           Bandages. Thick cloth
or blacksmithing apron that           wrappings to bind a wound and
provides some protection from         prevent further blood loss. Using
heat and spills. It will reduce any   them in an attempt to stabilize
fire or acid damage dealt from        someone with zero hit points
the front by 1 point per combat       grants advantage on the check
round. If it reduces three (3)        and lowers the DC to 12.
points of damage in this way, it
                                      Barding. Set of chainmail armor
must be replaced.
                                      designed to be placed on a
Arrows (20). Ammunition used          horse. It affords the horse the
by shortbows and longbows.            same protection as chainmail
Held in a quiver.                     armor in melee. Due to its high
                                      cost, barding is typically only
Aspergillum. Mace-like object
                                      fielded by the wealthiest of
with a spherical silver head
                                      knights. It is possible to adapt
that has many holes in it. It can
                                      barding to a more exotic mount:
be filled with holy water and
                                      such as a griffon or pegasus.
then used as a melee weapon
                                      However, this will increase the
to deliver the effect directly
                                      cost dramatically.
to a specific undead. It is also
used as a part of church prayers      Bedroll. Bundle of thick linens
and last rites. A hit with a filled   that can allow you to sleep
aspergillum in combat deals no        comfortably, even on a stone
physical injuries but will increase   floor. Sleeping on a bedroll grants
the damage from the holy water        advantage on any interruption
by 2 extra points.                    test.
Astrolabe. Complex                    Basket. Woven basket used to
astronomical instrument used by       carry a few small items around
sea captains to determine their       town or on a short journey. It
latitude. It cannot be used by an     is commonly used by children
untrained person. In the hands of     and peasants. You can place
an expert, it allows accurate naval   up to 2 free gear slots worth of
navigation without remaining in       equipment in the basket, but
sight of the shore.                   you must dedicate one hand to
                                      carrying it. Consumes a gear slot
Backpack. Burlap backpack that
                                      if stored.
grants an extra gear slot if worn.
It can be dropped at any time         Belt Pouch. Leather pouch worn
to lighten your load. However,        at the waist, often used to carry
you must specify what is going        loose coins. Using the belt pouch
into the backpack ahead of time.      raises the number of weightless
Note that a carried backpack          coins you can carry by 100.
consumes a gear slot.
                                                                            83
     Birdcage. Small silver cage           Box, Large. Large wooden box or
     designed to contain one small         crate used to store or ship trade
     bird (canary, finch, bunting,         goods. You can place up to 5 free
     sparrow, etc.). It can also be used   gear slots worth of equipment in
     to contain other small creatures,     the box, but you must dedicate
     such as vermin, faeries, etc.         both hands to carrying it.
                                           Consumes 2 gear slots if stored.
     Blindfold. Simple strip of cloth
     designed to be worn around            Box, Small. Small carved wooden
     the face to prevent the wearer        box used to store personal items.
     from seeing anything. This can        You can place up to 2 free gear
     be useful in preventing captives      slots worth of equipment in
     from seeing what you don’t want       the box, but you must dedicate
     them to see, but it can also be       one hand to carrying it. Unlike a
     useful in making sure that you        basket, the items are protected
     don’t accidentally lock eyes with     from the elements (wind, snow,
     a nearby medusa. However, the         rain, etc.). Consumes a gear slot
     wearer is considered to be in         if stored.
     total darkness.
                                           Brand. Metal implement shaped
     Block and Tackle. System of           to burn a particular emblem into
     pulleys that can be used to make      the flesh of livestock. It is used
     it much easier to lift a very heavy   by herders to mark their animals
     object. It allows an individual       as their property and (hopefully)
     to lift an object weighing up to      discourage rustlers and thieves.
     100 times their strength score
                                           Bullets (20). Ammunition used
     in pounds. Multiple characters
                                           by slings. Held in a pouch.
     can assist in the lifting process,
     each adding their strength score      Caltrops. Sharp iron spikes
     to the mix. Thus, two characters      shaped to land with a point
     with 10 and 15 strength scores        facing up when dropped upon
     could work together to lift a         the ground. Each bag can be
     2,500 lb. statue.                     scattered to cover a near area
                                           and deal 1 damage to living
     Body Paint. Vials of earth tone
                                           creatures passing through it.
     body paint that can be used to
                                           Anyone taking the damage can
     decorate the skin of a humanoid.
                                           only move at half-speed for 10
     Using them to camouflage
                                           rounds afterwards.
     yourself with grant advantage to
     stealth checks made in natural        Campfire Bundle. Bundle of
     environments (caves, forests, and     sticks bound with cord or twine.
     similar locations).                   Can be used to start a campfire
                                           without using up 3 torches.
84
Candles (5). Sticks of tallow        Chest, Ironbound. Wooden
(animal fat) burned to provide       chest with iron bands to
light within a close distance.       reinforce the structure. You
Candles must be placed in a          must purchase your own lock
fixed location to burn. When lit     and install it separately. Imposes
they are unsuitable for use as a     disadvantage on anyone that
carried object.                      tries to force their way into it.
                                     Must be carried with both hands.
Chain (60 ft). Thick iron chain
used to secure very heavy objects    Chest, Potion. Wooden chest for
or provide an excellent climbing     storing potions, vials, and other
surface. It grants advantage on      sensitive glass objects. From
climbing checks. Breaking the        the outside, it appears to be a
chain is a STR check vs DC 18 at     standard chest. The contents
disadvantage.                        are protected from damage
                                     due to impact or falling. You
Chalk (10 pieces). Small sticks
                                     must purchase your own lock
of chalk can be used to write
                                     and install it separately. Must be
letters or draw pictograms on
                                     carried with both hands.
stone surfaces. Children can be
given chalk to distract them for a   Chest, Standard. Wooden
period of time.                      chest for storing dry goods and
                                     treasure. You must purchase your
Chalk (powder). Powdered chalk
                                     own lock and install it separately.
stored in a small pouch. It can
                                     Must be carried with both hands.
be spread out on a surface to
reveal hidden items or catch the     Chisel. Small metal tool
footprints of passersby. It will     designed to carefully chip away
reveal invisible creatures at near   at stone. It is used to create
distance when expelled from an       statues and carve out fine
air bladder. Creative adventurers    stonework. Using this tool takes a
can think of many other uses.        long time.
                                     Circlet. Silver headpiece
                                     designed to be worn by a mage
                                     or minor noble. It is a powerful
                                     item that conveys status and
                                     wealth. It grants a +1 CHA mod
                                     when worn during interactions
                                     with civilized folk.
                                     Clay Jug. Clay pottery that holds
                                     up to seven bottles worth of
                                     liquid. There is no lid, but you can
                                     seal the top with wax or cork if
                                     you have suitable materials.
                                                                            85
     Cloak. Simple linen cloak that         Fishing Rod & Hook. Standard
     provides minor protection              set of fishing equipment. It is
     from the elements. Effective at        very useful when living off the
     camouflage in darkened areas           land. Additionally, you may find
     where it can conceal glints of         it useful in reaching out to grab
     metal carried by the wearer.           or pull on distant objects in a
     Using it to camouflage yourself        dungeon environment. Clever
     grants advantage to stealth            players can find many uses for a
     checks made in the dark.               small hook that can be used to
                                            tug at items from a distance.
     Crampons. Metal fittings that
     attach to your boot for traction       Fishing Net. Large net that is
     while ice climbing. Crampons           cast out over a shallow area to
     can make an inaccessible area          catch fish. It is too heavy and
     open for exploration. When worn,       unwieldy to use in combat. A
     the climber gains a +2 bonus           clever adventurer can think of
     and advantage on all climbing          many alternative ways to use
     tests. However, while wearing          this item to their advantage,
     crampons you can only move at          particularly as a trap component.
     half-speed.
                                            Flask/Bottle/Vial. Glass flask
     Crowbar. Basic metal tool that         holds about 4 ounces of liquid.
     provides additional leverage to        It can be useful for holding
     force open a variety of objects:       magical potions. A bottle is larger
     doors, crates, etc. Using it grants    and can hold about 8 ounces
     advantage on checks to pry             of liquid, suitable for drinks like
     open containers and doors.             alcohol or water. The vial is a
                                            little smaller than a flask, holding
     Disguise Kit. Kit containing a
                                            about 2 ounces of liquid. It may
     variety of false facial features:
                                            be smaller but requires more
     nose extensions, eyebrows,
                                            delicate work.
     mustaches, etc. With a successful
     CHA check vs DC 12, the user           Flint & Steel Kit. Small steel tong
     can change their appearance            and a piece of flint. By striking
     to the point that they become          them together, the kit can be
     unrecognizable.                        used to start a fire, light a torch,
                                            or ignite a lantern.
     Ear Plugs. Set of soft wax
     earplugs that can be used to
     protect your ears. Wearing ear
     plugs will halve all sonic damage
     and completely prevent any
     kind of siren calls or similar vocal
     compulsions.
86
                                    Hourglass. The best method of
                                    tracking the passage of time at
                                    this point in history. However,
                                    very few people need to keep
                                    track of time at this level of
                                    precision and building an
                                    hourglass takes a lot of time and
Grappling Hook. Heavy metal         craftsmanship. The listed price
hook used to secure a tether in     reflects these factors. If you are
an unstable location without        carrying an hourglass, you can
an easy tie down spot. It can       always check the game master’s
be thrown up to three times         timer for light sources.
your strength in feet, vertically
                                    Ladder. Standard 10-foot
or horizontally. Be sure to also
                                    wooden ladder. It is much more
purchase rope to attach to it.
                                    easily climbed than a simple rope
Hammer. Useful tool is designed     (no check required) but carrying
to be used for assembling and/or    a ladder around underground
disassembling wooden furniture.     can be quite cumbersome. Each
Clever players will think of many   rung can support 500 lbs. before
other potential uses.               breaking.
88
Oil, Lantern (2). A flask of oil     Pipe. Wooden smoking pipe
used to keep a lantern burning       with decorative carvings used to
for an hour of real time. It does    smoke razorweed to relax.
not burn strong enough to be a
                                     Playing Cards. Standard deck of
weapon in combat. It can also be
                                     playing cards. They are used by
used with a single torch to create
                                     gamblers everywhere for games
a campfire during a rest period.
                                     of chance (opposed INT check).
Paper/Parchment. Single sheet
                                     Pole (10 ft). Simple 10-foot
of paper or parchment used to
                                     wooden pole about one inch in
create magical scrolls or writing
                                     circumference. It is useful for
correspondence.
                                     pushing objects at a distance,
Perfume. Vial of potent perfume.     triggering traps, and so on.
It is appropriate for interacting
                                     Pot, Iron. Standard cast-iron
with high society or covering up
                                     cooking pot. It is useful for both
very bad smells on your body
                                     preparing food and bashing the
(+2 CHA mod). Perfume can be
                                     heads of people who attack you
detected by a human nose up to
                                     while you are preparing food (1d3
near distance away if there is no
                                     as improvised melee weapon).
wind. The effect fades away after
                                     You can place up to 4 free gear
3d6 hours.
                                     slots worth of equipment (or
Pickaxe. Axe with a narrow,          liquids) in the pot, but you must
pointed head. It allows you to dig   use both hands to carry it.
through rock barriers at double
                                     Quarrels (20). Ammunition used
the normal pace. It can also be
                                     by crossbows. Held in a quiver.
used to pry gems and metals out
of statues or cave walls.            Quill Pen. Standard writing
                                     implement. It must be used
                                     with writing ink. The quill is
                                     required to write anything: from
                                     composing a letter to a friend
                                     to ascribing a magical spell into
                                     your spellbook.
                                     Rations (3). Single days’ worth of
                                     lightweight dried food and water.
                                     Reed, Hollow. Long hollow reed
                                     used to breathe while hiding
                                     underwater. Using a hollow reed
                                     grants advantage to stealth tests
                                     made while moving through
                                     water.
                                                                          89
     Rockworms. Set of 4 rockworms.         Sack, Small. Small cloth sack
     They are typically sold in a           made from burlap. It can be tied
     small wooden cage to prevent           to the waist raise the number of
     injury. Rockworms are about            weightless coins you can carry by
     three inches long and slightly         50. Only two small sacks can be
     thicker than an earthworm. They        used in this manner.
     consume approximately their
                                            Scroll Case. Small tube used to
     own weight in rock per day. This
                                            safely store up to 10 scrolls. It can
     makes them very useful to eat
                                            be sealed with wax at one end to
     through stone doors and similar
                                            protect the scrolls from a short
     obstacles, if you have the time to
                                            submersion in water.
     wait for them to do their work.
     Always exercise caution when           Sewing Kit. Small cloth pouch
     using rockworms, as they may           that contains three sewing
     cause a cave-in.                       needles, four spools of white
                                            thread, and six buttons of carved
     Rope (60 ft). Thin climbing
                                            bone. It grants advantage on
     rope used to climb up vertical
                                            checks to repair clothing, linen,
     surfaces. It grants advantage
                                            or similar material.
     on climbing checks. Breaking
     the chain is a STR check vs DC 15      Shovel. Wooden shaft with a
     at disadvantage. It can also be        steel shovel head. It allows you to
     cut through with a sharp tool or       dig through dirt, debris, or rubble
     weapon in 1 round.                     at double the normal pace. It can
                                            also be used to crack heads (1d3
     Sachet. Small lace pouch of
                                            as improvised melee weapon). It
     fragrant herbs that is strapped
                                            can also be used to dig graves.
     to the wrist. It is less potent than
     perfume (+1 CHA mod), but it           Signet Ring. Ring bearing a
     lasts roughly a week. A sachet         unique insignia that can be used
     is appropriate to add to your          to seal written correspondence
     apparel when meeting with high         with wax in a way that confirms
     society.                               the identity of the sender. This is
                                            a guarantee to the recipient of
     Sack, Large. Large cloth sack
                                            the letter that the contents are
     made from burlap. You can place
                                            secure.
     up to 3 free gear slots worth
     of equipment in the sack, but          Sledge. Heavy hammer used
     you must dedicate one hand to          to smash a lock or plant an iron
     carrying it over your shoulder.        spike. It grants a +2 bonus and
     The items are protected from the       advantage when knocking down
     elements (wind, snow, rain, etc.).     a door.
     Consumes a gear slot if stored.
90
Smelling Salts. Oil of hartshorn       Spikes, Iron (10). Heavy steel
is a crude animal oil obtained         spike with a hole through the
from the destruction of male red       grip. These can be hammered
deer bones or horns. Smelling          into a stone surface to attach
salts are obtained by dry              a rope. They can also be used
distillation of oil of hartshorn.      on a door frame to prevent the
These salts are exceptionally          door from opening (imposes
pungent due to their high              disadvantage on anyone trying
ammonia content. When placed           to open it).
under the nose of someone
                                       Spyglass. Long optical device
who is unconscious, it will shock
                                       to see objects at a distance.
them awake most of the time
                                       It can be used to see up to 5
(80% chance). They will still be
                                       miles, provided there are no
incapacitated. However, they
                                       obstructions. It is an excellent
may be able to communicate
                                       tool when engaged in scouting
important information even in
                                       expeditions. A spyglass is also
that state.
                                       a very useful item to give to a
Note: if someone is sleeping due       retainer who is out scouting
to magical effects, then smelling      ahead or standing on guard.
salts will have no effect.             Spellcasters can use the spyglass
                                       to cast spells on opponents at
Snowshoes. Large wooden-
                                       great distances.
framed cloth-webbed shoes that
help traverse ground in heavy          Tent, Large. Canvas tent that
snow. They give the user the           provides basic protection from
ability to ignore all movement         the wind and rain for up to six
penalties due to heavy snow.           people. It can hold up to a low
They grant no protection against       or moderate snowfall, but it
the cold or wind.                      will collapse under heavy snow.
                                       Additionally, the tent’s large size
Songbird. Cheerful songbird
                                       makes it more vulnerable to high
that has been captured. You will
                                       wind.
need a birdcage to contain it. The
songbird can serve as a sort of        Tent, Small. Canvas tent that
clock. As miners have discovered,      provides basic protection from
it can also serve as an early          the wind and rain for up to two
warning system against toxic           people. It is much lower to the
gases. If the bird falls silent, you   ground than a large tent and
should probably leave the area.        can endure higher wind speeds.
                                       However, it is more vulnerable
                                       to snow due to the weaker
                                       supports.
                                                                             91
     Tongs. Broad metal grips that        Whistle. Metal object that can
     can be used to pick up molten        be used to signal others from up
     metal in a blacksmith forge. You     to a mile away. Of course, it does
     can also use them in a dungeon       not just alert your friends. Each
     to handle hazardous materials or     blow on the whistle triggers a
     open doors from a distance.          check for random encounter by
                                          the game master. You may be
     Torch. Wooden shaft that can be
                                          calling down an avalanche of
     lit to provide light out to a near
                                          pain and suffering with a whistle.
     distance. It lasts for one hour of
                                          Think carefully before you raise it
     real time.
                                          to your lips.
     Two-man Saw. Large two-man
                                          Wooden Stakes. Sharpened
     saw used for cutting heavy
                                          shaft of wood. It is believed that
     timber. It can be used to safely
                                          stabbing a wooden stake into
     cut down a mature tree in about
                                          the heart of a vampire will kill or
     4 hours.
                                          paralyze it. Maybe that is true.
     Waterskin. Cured leather sack        Then again, it may just make the
     used to store up to 4 bottles        vampire angry.
     worth of liquids. Consumes no
     gear slots when empty.
     Wax (3 lbs.). Lump of tallow
     (animal fat) used to seal
     correspondence with a signet
     ring. It can also be used for a
     wide variety of improvised uses
     by a clever player. You can use
     wax to seal/protect containers
     against contamination.
     Whetstone. Small stone that
     helps sharpen metal tools. If you
     begin a rest period at full hit
     points, you can use your time        Writing Ink. This is a vial of
     instead to sharpen a bladed          carbon ink, made of charcoal
     weapon (+1 bonus to the next         or lamp-black mixed with a
     5 hits). It can also be used to      gum. It is necessary to write
     restore old, rusted blades back      scrolls, spells, or normal written
     into fighting shape in about 4       correspondence. Each vial has
     hours.                               enough ink for 20 pages of text.
92
                       Plants and Poisons
d100    Item                    Properties       Gear Slots    GP
                                                                      93
              Plants and Poisons
     Arsenic. Metallic compound           Belladonna. Flower that can
     shaved from ore and liquified        be used as a poison. A pouch of
     into poison. A vial of arsenic is    belladonna is enough to make
     enough to make a dose for a          a dose for a single person. The
     single person. It is tasteless and   leaves can be soaked in hot
     can be mixed into any drink or       water to create a bluish-black
     blended into food. It must be        tea. It must be ingested to have
     ingested to have an effect.          an effect. It has a pleasantly
                                          bitter taste similar to coffee or
     The poison deals 1d6 damage
                                          black tea.
     and causes the loss of 1
     permanent point of intelligence.     The poison deals 1d6 damage
     A CON check vs DC 15 will reduce     and causes the loss of 1
     the hit point damage by half and     permanent point of constitution.
     prevent the intelligence loss.       A CON check vs DC 15 will reduce
                                          the hit point damage by half and
     Victims will also experience
                                          prevent the constitution loss.
     nausea, vomiting, painful
     abdomen, and diarrhea for            Birthwort. Herb that can be
     1d6 days. They will likely be        consumed to slow the onset of a
     completely incapacitated by          poison and reduce its damage.
     this and restricted to bed rest.     The leaves must be chewed
     These symptoms mirror those of       raw, and this provides 24 hours
     many diseases and thus arsenic       of protection. While active,
     poison is very difficult to detect   birthwort will cause poison
     or diagnose. Multiple doses          damage to spread out to 1 point
     delivered over several days will     per turn instead of occurring in
     kill the average humanoid.           a large burst and it will eliminate
                                          the last point of damage. For
                                          example, after chewing birthwort
                                          that morning, an adventurer is
                                          struck by a poison dart that deals
                                          7 damage. Instead of taking all
                                          seven points immediately, the
                                          birthwort spreads the damage
                                          out to 1 point per round for 6
                                          rounds (and then eliminates the
                                          last point).
94
Black Widow Venom. Potent             Blue Cap Mushroom. Broad
spider venom extracted for use        capped mushroom with a light
as a poison. A vial of venom is       blue hue. It grows exclusively
enough to make a dose for a           underground. Gnomes have
single person. It must be applied     learned to chop up the caps
to a bladed weapon and then           and boil them in water to make
used in combat to affect a victim.    a bitter tea. It is very useful for
                                      guards, although they better not
Anyone that takes a point
                                      schedule double shifts.
of damage from a weapon
carrying the poison will suffer       Bluecap tea drinkers experience
an additional 1d6 damage              a surge of energy and hyper-
immediately. They will also lose      awareness of their surroundings
1 permanent point of dexterity.       for 3d6 hours (prevents surprise).
Finally, they will become rigid       After waking the next day, the
and fall to the ground paralyzed      user will experience 1d12 hours of
for 1d4 rounds. A CON check vs        incomplete thoughts, an inability
DC 15 will reduce the hit point       to concentrate, and laziness.
damage by half and prevent the
                                      Castor Beans. Beans of a plant
dexterity loss.
                                      that grows in tropical regions.
Blightshade. Thick liquid that        Gnomes have discovered that
looks like molasses or syrup. It is   the beans can be pressed to
the sap from the rare blightshade     release a pure oil that affects the
tree. One vial contains 2 doses       body’s metabolic functions. It
of poison. It is extremely bitter     can be taken after a victim has
and anyone who tastes it will         been affected by poison to slow
take 1 hit point of damage and        the effects.
experience a coughing fit. When
                                      Consuming a single dose of
applied to a weapon, it becomes
                                      castor oil will double all damage
dangerous.
                                      intervals. This means if you were
Anyone that takes a point of          taking 1 damage per round,
damage from a blightshaded            you would now take 1 damage
weapon will be injected with the      every 2 round. If you consume a
poison and suffer 2d4 damage          second dose of castor oil, it gives
immediately. They will also be        you a second check to resist the
incapacitated for 1d4 rounds          poison. If you succeed on this
by extremely painful muscle           test, the poison’s effects will be
spasms. A CON check vs DC 15          rolled back as if you succeeded
will reduce both the damage and       originally (removing damage
spasm duration by half.               dealt if necessary).
                                                                            95
     Catnip. Flowering plant that           Feverfew. Bright yellow and
     grows in temperate regions.            white flower that is known to
     Gnomes have learned that it can        reduce fevers and end migraine
     be ground into powder and used         headaches. However, if pressed
     to make a powerful herbal tea.         and ground into a powder, it can
                                            be used as a poison. The powder
     Catnip tea drinkers experience
                                            must be inhaled to have an
     a deep feeling of total relaxation
                                            effect.
     and calm. They see the world in a
     new way. While under the effect        The poison deals 1d4 damage,
     of the drug, they gain a +2 bonus      imposes disadvantage to
     to WIS checks. This effect will last   stabilization (because of blood
     for an hour (real time). For 4d6       thinning), and causes the loss of
     rounds after the effects wear off,     1 permanent point of wisdom. A
     the user will be easily agitated       CON check vs DC 15 will reduce
     and sensitive to emotional             the hit point damage by half
     slights.                               and prevent the wisdom loss.
                                            Anyone who fails their check
     Cobra Venom. Potent snake
                                            will also experience nausea,
     venom extracted to be used as a
                                            lightheadedness and diarrhea
     poison. A vial of venom is enough
                                            for 1d6 days. They will likely be
     to make a dose for a single
                                            completely incapacitated by this
     person. It must be applied to a
                                            and restricted to bed rest.
     bladed weapon and then used in
     combat to affect a victim.
     Anyone that takes a point
     of damage from a weapon
     poisoned in this way will suffer
     an additional 1d4 damage
     immediately. A successful CON
     check vs DC 15 will leave the
     victim out of breath for 1d4
     hours. A failed check results
     in them having a hard time
     breathing, culminating in a
     complete inability to breathe
     within 1d6 rounds. This will kill
     the victim unless it is quickly
     removed by magic.
96
                                     Horace Root. Flowering shrub
                                     with thick roots that contain
                                     powerful toxin. The roots can
                                     be cooked over a fire to create a
                                     thick glaze-like jelly which can be
                                     applied to a weapon as a poison.
                                     A vial of venom is enough to
                                     make a dose for a single person.
Gingko Seeds. Seeds from a tall      It must be applied to a bladed
tree that grows in temperate         weapon and then delivered in
zones. The seed contains thick       combat.
heart meat that can safely be
eaten in small quantities. It also   Anyone that takes a point
contains a chemical that can         of damage from a weapon
build up in the blood. A single      carrying the poison will suffer
pouch of seeds can be used to        an additional 2d6 damage
create a stew that gives 6 people    immediately. A CON check vs
a large enough dose to have the      DC 15 will reduce the hit point
listed effects.                      damage by half.
                                                                             97
     Muskhorn. Piece of antler taken      Razorweed. Fragrant weed that
     from the rare muskhorn moose.        grows in the southern plains.
     It can be ground into a fine         About two centuries ago, a clan
     powder and used as an airborne       of gnomes discovered that it
     poison. A single horn yields         could be smoked to provide
     enough powder to fill the air at     a truly memorable evening.
     close distance. The preferred        Spellcasters have been known to
     method of delivery is squeezing      abuse the substance, addicted to
     an air bladder filled with the       the insights that it brings.
     powder or dispersing it from an
                                          Razorweed users gain +2 WIS
     elevated position.
                                          mod and +2 INT mod for 8d6
     The poison deals 1d6 damage          rounds. They will also experience
     and causes the loss of 1             a feeling of sublime relaxation
     permanent point of charisma. A       and focus. However, they also
     CON check vs DC 15 will reduce       suffer -3 DEX mod for the same
     the hit point damage by half         duration. For 1d12 hours after
     and prevent the charisma loss.       using this drug, the user will
     Anyone who fails their check will    experience nausea, headaches,
     fall into continuous coughing        and sensitivity to light and
     fits for 6 rounds (treat as          sound.
     incapacitated) and their eyes will
                                          Red Cap Mushroom. Powerful
     gain a red tint for 2d6 weeks.
                                          hallucinogenic mushroom. It
                                          is best consumed raw. Boiling
                                          or burning will limit the effects.
                                          Consuming them will cause
                                          wild hallucinations that last
                                          for 3d4 hours. The user will be
                                          completely unable to deal with
                                          reality during this time. After
                                          the effect wears off, they will
                                          be subjected to a period of 6d6
                                          hours of moderate depression
                                          and lethargy.
98
Snarlwood. Dark purple root           Tamarind. Edible fruit of a
from the Kysia flower. It is called   tropical tree variety. The fruit has
the snarlroot because of the          a fleshy, juicy, acidic pulp. When
dramatic changes in combat            selected parts of the fruit are
prowess as a result of consuming      pressed into a juice and mixed
the root. It can be chewed raw,       with water, you can create a
but the taste is horribly bitter.     potent mixture that enhances
This can be made much more            your senses. One fruit can be
palatable when mixed with other       used to create a single dose of
vegetables in a stew. A single        the mixture. For 5d6 rounds after
root can be used to create a          drinking it, your sense of smell
stew that gives 4 people a large      and hearing are magnified. You
enough dose to have an effect.        can smell or hear things up to
                                      100 yards away as if they were
Snarlroot stew grants its users
                                      right next to you. The following
+2 STR mod and +2 CON mod
                                      day, users will not be able to
for 2d6 rounds. However, they
                                      smell or hear anything for 1d6
also suffer a -3 WIS mod for the
                                      hours.
same duration. They will also
experience strong feelings of         Wolfsbane. Flower that can be
anger and aggression. For 1d12        either be wielded to intimidate
hours after using this drug, the      and/or wound lycanthropes or
user will experience feelings of      ground into a toxic powder.
jealousy and suspicion towards
                                      The contents of pouch of
their friends and companions.
                                      wolfsbane can be pulled
                                      out and held in front of your
                                      body as if brandishing a holy
                                      symbol. As long as you do this,
                                      any lycanthropes within near
                                      distance of you must make a
                                      CHA check every round or flee
                                      from you as if turned (as undead).
                                      Lycanthropes also take 1d6
                                      strength damage on contact.
                                      A pouch of wolfsbane is also
                                      able to be ground into powder
                                      with a mortar and pestle and
                                      blended into food or drink. If an
                                      unsuspecting person ingests it
                                      (Lycanthrope or not), it causes
                                      1d3 strength damage, 1d8 hit
                                      point damage, and 1 round of
                                      choking.
                                                                             99
                                   Traps
                                    Traps
      d100    Item                       Properties     Gear Slots    GP
  Trap (Flashing). Trap that uses            Trap (Oil Spray). Trap that sprays
  magnesium to cause temporary               a slippery oil to hinder your
  blindness. It can be set up with           adversaries. It can be set up with
  an INT check vs DC 12 and it is            an INT check vs DC 12 and it is
  triggered by a tripwire. Anyone            triggered by a pressure plate.
  caught within near distance of             The area within close distance of
  the trap when it is triggered will         the trap will be doused with slick
  be blinded for 2d4 rounds. A               oil when it is triggered. For 2d4
  WIS check vs DC 15 reduces the             rounds, anyone moving through
  duration by half.                          the slicked area must make a
                                             DEX check vs DC 18 to avoid
  Trap (Noxious Gas). Trap that
                                             slipping and falling down. When
  uses a noxious gas to cause
                                             placed in an unsafe area (ex. near
  choking and nausea. It can be
                                             a cliff edge), users of this trap
  set up with an INT check vs DC 12
                                             can cause people to slide to their
  and it is triggered by a pressure
                                             doom.
  plate. Anyone caught within
  close distance of the trap when
  it is triggered will be overcome
  for 2d8 rounds (treat as stunned).
  A CON check vs DC 15 reduces
  the duration by half. The gas will
  disperse in 3 rounds (or 1 round if
  there is a strong wind).
100
Trap (Poison Dart). Trap that         Trap (Sticky). Trap that sprays a
uses a small poison dart to injure    sticky substance to hinder your
your adversaries. It can be set       adversaries. It can be set up with
up with an INT check vs DC 12         an INT check vs DC 12 and it is
and it is triggered by a trip wire.   triggered by a pressure plate.
The person triggering the trap        When triggered, the area within
will be struck by the dart for 1d6    close distance of the trap will be
damage. A DEX check vs DC 15          covered in a thick black tar-like
reduces the damage by half.           binding substance.
Trap (Snare). Small twine trap        Anyone coated by the substance
used to catch animals. Using a        must make a DEX check vs DC
snare trap will grant advantage       15 to take any action, including
on a WIS check vs DC 12 to            simple movement. This effect
capture vermin or similarly sized     endures for 3d8 rounds or
creatures (return after a day to      until the subject is thoroughly
resolve). It will also result in an   cleaned. Anyone moving through
additional check for encounters       the area for 1d4 hours after
by the game master as predators       the trap is sprung must make
might be attracted.                   a DEX check vs DC 12 to avoid
                                      becoming trapped themselves.
                                      However, these secondary
                                      victims generally do not become
                                      coated in the substance and thus
                                      avoid the worst effects.
                                                                           101
                               Spell Catalysts
      d100    Catalyst              Spell Affected     Gear Slots   Cost
102
                           Spell Catalysts
d100    Catalyst               Spell Affected    Gear Slots   Cost
                                                                       103
                                  Spell Catalysts
      d100    Catalyst                 Spell Affected       Gear Slots   Cost
104
                         Spell Catalysts
d100    Catalyst             Spell Affected   Gear Slots   Cost
                                                                    105
                 Spell Catalysts
  Achiote (10). Coastal shrub or
  small tree with distinctive red
  seed pods. If held while casting
  Resilient Sphere, it consumes the
  item and extends the duration by
  2 rounds.
  Anise (10). Bloom from a
  flowering plant that can be used
  as a cooking spice. If held while   Black Pepper (10). Seed from
  casting Acid Arrow, it consumes     a flowering vine that is used as
  the item and grants a +2 damage     a cooking spice. If held while
  bonus.                              casting Restoration, it consumes
  Balsam (10). Chunk of aromatic      the item and extends the range
  resin exuded by flowering trees.    to far.
  If held while casting Alarm, it     Blueberry (10). Sweet berry
  consumes the item and raises        from thick shrubs that grow
  the duration to 1d3+2 days.         in temperate regions. If held
  Beebrush (10). Branch from          while casting Rebuke Unholy, it
  an aromatic flowering shrub. If     consumes the item and destroys
  held while casting Alter Self, it   affected creatures that fail their
  consumes the item and doubles       CHA check by 7+ points (instead
  the duration to 10 rounds.          of the normal 10+).
106
Chamomile (10). Dried petals         Cobalt Nugget (6). Small chunk
from a flower believed to restore    of metal that fits easily in your
health. If held while casting        fist. If held while casting Animate
Burning Hands, it consumes the       Dead, it consumes the item and
item and grants a +2 damage          extends the duration to 3 days.
bonus.
                                     Comfrey (10). Bloom from a
Chervil (10). Bloom of herbs that    flowering herb that is used
provides a mild flavoring when       in herbal medicine. If held
cooking. If held while casting       while casting Cure Wounds, it
Charm Person, it consumes the        consumes the item and heals an
item and adds an extra 2d6 days      additional 1d4 hit points.
to the duration.
                                     Copal (10). Chunk of aromatic
Chicory (10). Root from a            resin used as a burned incense.
flowering plant that can be          If held while casting Power Word
brewed as a tea. If held while       Kill, it consumes the item and
casting Cleansing Weapon, it         extends the range to far.
consumes the item and grants a
                                     Copper Nugget (7). Small chunk
+1 damage bonus (+4 vs Undead).
                                     of metal that fits easily in your
Cinnamon (10). Strip of bark         fist. If held while casting Detect
from a tropical tree that is used    Magic, it consumes the item and
as a cooking spice. If held while    raises the range to far.
casting Confusion, it consumes
                                     Coriander (10). Dried seed that is
the item and you can control the
                                     crushed to give food a tart flavor.
direction that the target moves
                                     If held while casting Detect
each round.
                                     Thoughts, it consumes the item
Cloves (10). Aromatic flower         and imposes disadvantage on
bud from a flowering tree in         the target’s WIS check.
the tropics. If held while casting
                                     Cumin (10). Seed found within
Speak with Dead, it consumes
                                     a flavorful fruit that is used as
the item and you can ask one
                                     a cooking spice. If held while
additional question.
                                     casting Scrying, it consumes the
                                     item and any creatures you view
                                     must make their WIS check to
                                     detect your observation with
                                     disadvantage.
                                                                          107
  Dammar Gum (10). Chunk of           Elemi (10). Chunk of tapped tree
  tapped tree resin used as a         resin that exudes a powerful
  varnish or wood wax. If held        fragrance. If held while casting
  while casting Shapechange, it       Regenerate, it consumes the
  consumes the item and grants        item and grants an extra HP each
  you an additional 2d8 hit points    round (in addition to the 1d4).
  in your new form.
                                      Fennel (10). Cluster of aromatic
  Dewberry (10). Sweet berry          and flavorful herbs used to create
  with a variety of culinary uses.    licorice. If held while casting
  If held while casting Gaseous       Fixed Object, it consumes the
  Form, it consumes the item          item and increases the duration
  and increases the duration to       to 10 rounds.
  12 rounds.
                                      Flax (10). Seed from a flowering
  Dill (10). Seed from a flowering    plant that can be pressed for oil.
  herb that is used as a cooking      If held while casting Floating
  spice. If held while casting        Disc, it consumes the item and
  Feather Fall, it consumes the       allows you to place up to 25 gear
  item and allows you to alter your   slots worth of equipment on the
  downward trajectory using your      disc.
  mind (subject to game master
                                      Garlic (10). Flavorful chunk of
  judgment).
                                      an onion species that is used
  Ebony (6). Chunk of dense dark      as a cooking spice. If held while
  wood that is used for ornate        casting Teleport, it consumes the
  carvings. If held while casting     item and reduces your chance of
  Arcane Eye, it consumes the item    arriving off-target to 25% when
  and extends the range to far.       teleporting to a location you
                                      have not been before.
  Elderberry (10). Tart berry that
  can cause digestive distress if     Ginger (10). Bitter root bulb that
  overconsumed. If held while         is used as a cooking spice. If
  casting Command, it consumes        held while casting Telekinesis, it
  the item and any creature           consumes the item and you can
  trying to resist your command       choose a target that weighs 1,500
  must make their CHA check at        pounds or less (up from 1,000).
  disadvantage.
                                      Glass Ball (10). Spherical bit
                                      of glass produced as a waste
                                      byproduct of glass blowing. If
                                      held while casting Hold Person, it
                                      consumes the item and extends
                                      the range to far.
108
Gold Nugget (7). Small chunk of
metal that fits easily in your fist. If
held while casting Commune, it
consumes the item and you can
ask one additional question.
Hemlock (10). Flowering plant
that is poisonous if consumed.
If held while casting Cloudkill, it
consumes the item and extends
the duration by 2 rounds.
Honey (10). Sweet and sticky
viscous substance produced by
bee hives. If held while casting
Heal, it consumes the item and
extends the range to near (no
touch required).
Horseradish (10). Strongly
flavored root vegetable used
as a cooking spice. If held
while casting Hold Portal, it
consumes the item and imposes
disadvantage on the STR check
to break through it.
                                          Kauri Gum (10). Chunk of soft
Hyssop (10). Leaf from a shrub            fossilized resin used in making
that is used as an antiseptic. If         jewelry. If held while casting
held while casting Dimension              Create Undead, it consumes the
Door, it consumes the item                item and extends the duration to
and allows you to teleport one            3 days.
additional creature.
                                          Lavender (10). Bloom from an
Ivory Chip (8). Chunk of bone             aromatic flowering plant used
drawn from the teeth or tusks of          to make essential oil. If held
several mammals. If held while            while casting Holy Weapon, it
casting Fabricate, it consumes            consumes the item and raises
the item and increases the                the attack and damage bonus
duration to 20 rounds.                    to +2.
                                          Lead Nugget (5). Small chunk of
                                          metal that fits easily in your fist.
                                          If held while casting Dominion,
                                          it consumes the item and raises
                                          your allowed combined total of
                                          levels to 20 or less (from 16).
                                                                                 109
  Lemon Balm (10). Leaf from a
  herbaceous plant that can be
  brewed in a tea. If held while
  casting Judgement, it consumes
  the item and extends the range
  to near (no touch required).
  Lemongrass (10). Hairy spikelet
  from a tall grassy plant. If
  held while casting Invisibility,
  it consumes the item and
  increases the duration to 20
  rounds.
  Lovage (10). Large basal leaf
  from a tall herbaceous plant.
  If held while casting Plane
  Shift, it consumes the item and
  allows you to include all willing   Mastic (10). Teardrop-shaped
  creatures within near range         resin created by the mastic tree.
  (instead of just close).            If held while casting Antimagic
                                      Shell, it consumes the item and
  Mace (10). Protective coating       increases the size of your cube of
  that forms around the seed of       null-magic to double near-sized.
  a nutmeg plant. If held while
  casting Knock, it consumes          Mercury (5). Liquid metal
  the item, strongly magnifies        captured in a vial. If held while
  the sound, and deals 1d4 sonic      casting Pillar of Salt, it consumes
  damage to anyone within close       the item and you can target a
  distance of the target.             creature of LV 6 or less.
110
Mugwort (10). Bloom from a             Nutmeg (10). T seed that can be
flowering herb used in herbal          ground into powder or used as
medicine. If held while casting        an oil. If held while casting Flame
Mage Armor, it consumes the            Strike, it consumes the item and
item, raises an additional +1 AC       causes 3d6 damage (up from
and advantage to any critical          2d6).
spellcasting checks that occur.
                                       Olibanum (10). Chunk of
Mustard (10). Flavorful seed from      aromatic resin burned as
the mustard plant. If held while       incense. If held while casting
casting Disintegrate, it consumes      Divination, it consumes the item
the item and raises the threshold      and you can ask one additional
to cause instant death to LV 6         question.
(from LV 5). If the target is LV 7+,
                                       Olive (10). Small fruit from
it still takes 3d8 damage.
                                       a hardy tree that can be
Myrrh (10). Chunk of natural           crushed for cooking oil. If held
gum from a small thorny tree.          while casting Magic Missile, it
If held while casting Summon           consumes the item, deals +1
Extraplanar, it consumes the           damage, and knocks a humanoid
item and allows you to summon          target off its feet if they fail a DEX
an elemental or outsider of LV 8       check vs DC 18.
or less (up from LV 7 or less).
                                       Oregano (10). Cluster of leaves
Myrtle (10). Evergreen shrub           from a sweet flowering plant.
or small tree with fragrant            If held while casting Magic
leaves, star-like flowers, and         Circle, it consumes the item and
small berries. If held while           allows you to specify 2 types
casting Sending, it consumes           of creatures to protect against
the item and allows you to             (instead of just 1).
extend your brief message into
                                       Perilla (10). Bright red wild
up to a full minute of one-way
                                       species in the mint family that
communication.
                                       can be used to treat bloating and
Nightshade (10). Flowers from          indigestion. If held while casting
the poisonous plant also known         Wall of Force, it consumes the
as Belladonna. If held while           item and extends the duration by
casting Divine Vengeance,              2 rounds.
it consumes the item and
                                       Pumpkin Seed (10). Seed from
increases the duration to 12
                                       a large winter squash variety. If
rounds.
                                       held while casting Mirror Image,
                                       it consumes the item and grants
                                       an additional duplicate.
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      Red Currant (10). Tart berry         Salt (10). Mineral rocks used to
      from a short deciduous shrub         flavor and preserve foodstuffs.
      common to temperate regions.         If held while casting Dispel
      If held while casting Misty Step,    Magic, it consumes the item and
      it consumes the item and raises      extends the range to far.
      the range to far.
                                           Sandalwood (10). Piece of
      Rosemary (10). Cluster of leaves     aromatic wood burned as a
      from the fragrant evergreen          fragrance or pressed for oil. If
      plant. If held while casting         held while casting Silence, it
      Protection from Evil, it consumes    consumes the item and causes
      the item and causes chaotic          unintelligent creatures to
      beings within near range to          become disoriented (treat as
      flee from you (as if turned) for 5   stunned) for 1 round.
      rounds.
                                           Sandarac (10). Small solid chip
      Rosin (10). Chunk of pine resin      of resin used to create varnish.
      useful in many handicrafts. If       If held while casting Lightning
      held while casting Lay to Rest, it   Bolt, it consumes the item and
      consumes the item and extends        you deal 3 extra damage to
      the range to near (no touch          affected creatures.
      required).
                                           Shellac (10). Resin secreted by
      Rue (10). Twig of bitter herb        insects and harvested in chips.
      useful as an insect repellent. If    If held while casting Fireball,
      held while casting Hold Monster,     it consumes the item and you
      it consumes the item and             deal 3 extra damage to affected
      extends the range to far.            creatures.
      Saffron (10). Valuable spice         Sicklepod (10). Wild legume that
      drawn from the stigma of the         is boiled and used to create a
      crocus flower. If held while         laxative tea. If held while casting
      casting Illusion, it consumes        Sleep, it consumes the item
      the item and any creature that       and causes the spell to affect 1
      inspects the illusion from afar      additional creature.
      must make their WIS check to
                                           Silk (10). Small strip of smooth
      perceive the false nature of the
                                           cloth made from silkworm
      illusion at disadvantage.
                                           thread. If held while casting
      Sage (10). Bloom from an             Passwall, it consumes the item
      evergreen flowering undershrub.      and the created passage can be
      If held while casting Shield of      up to double near distance in
      Faith, it consumes the item          length.
      and increases the duration to 12
      rounds.
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Silver Nugget (7). Small chunk of      Tin Nugget (7). Small chunk
metal that fits easily in your fist.   of metal that fits easily in your
If held while casting Protection       fist. If held while casting Fly, it
from Energy, it consumes the           consumes the item and extends
item and extends the range to          the duration by 3 rounds.
near (no touch required).
                                       Turmeric (10). Flavorful root
Stevia (10). Tender perennial          plant that is used as a cooking
native to humid, wet                   spice. If held while casting
environments. It has a                 Prophecy, it consumes the item
wonderfully sweet taste when           and you can ask one additional
consumed. If held while casting        question.
Wrath, it consumes the item
                                       Vanilla (10). Pod from a flowering
and increases the duration to 12
                                       plant that can be crushed to
rounds.
                                       create flavorful oil. If held while
Styrax (10). Chunk of resin from       casting Wish, it consumes
a large shrub used to make             the item and prevents a failed
perfumes. If held while casting        spellcasting check from being
Polymorph, it consumes the item        upgraded to a critical failure (Nat
and extends the range to near          1 is still a critical failure).
(no touch required).
                                       Wool (10). Clump of thick
Tarragon (10). Sprig from a            hair from a sheep. If held
herbaceous plant used in herbal        while casting Turn Undead, it
medicine. If held while casting        consumes the item and destroys
Prismatic Orb, it consumes             affected undead that fail their
the item and the orb deals 4d8         CHA check by 7+ points (instead
damage (up from 3d8).                  of the normal 10+).
Thistle (10). Flower that is grown     Wormwood (10). Hardy northern
around beehives which improves         herb that is used as an antiseptic.
honey production. If held while        If held while casting Zone of
casting Smite, it allows you to        Truth, it consumes the item and
strike an additional target (for       raises the range to Far.
the same rolled damage).
Thyme (10). Tough herb with
culinary and embalming uses.
If held while casting Web, it
consumes the item and imposes
disadvantage on anyone trying
to break free of the spells’ effect.
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114