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Shadowdark Players Companion

The Player Companion for ShadowDark is an independent RPG supplement that provides character creation options, including various ancestries and classes. It includes detailed descriptions of backgrounds, ancestries, and class abilities, along with legal information regarding its publication. The document is published under the ShadowDark RPG Third-Party License and is not affiliated with The Arcane Library, LLC.

Uploaded by

Léo Martini
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
100% found this document useful (3 votes)
8K views114 pages

Shadowdark Players Companion

The Player Companion for ShadowDark is an independent RPG supplement that provides character creation options, including various ancestries and classes. It includes detailed descriptions of backgrounds, ancestries, and class abilities, along with legal information regarding its publication. The document is published under the ShadowDark RPG Third-Party License and is not affiliated with The Arcane Library, LLC.

Uploaded by

Léo Martini
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Player Companion

for ShadowDark

1
May the odds be ever in your favor

2
Player
Companion
WRITING, DESIGN, LAYOUT

Greg Christopher

ART

© William McAusland, © Gary Lacey, © The Forge Studios,


© Kiss Márton Gyula, © Daniel Comerci, © James Thomson,
© Dean Spencer, © Claudio Pozas, © Toby Gregory, © Mark
Gedak & Purple Duck Games, © Amora Game; Jay Sloan.

Some images are in the public domain.

All protected artwork used with permission.

LEGAL INFORMATION AND ATTRIBUTION STATEMENT

Published under the ShadowDark RPG Third-Party License,


version 1.0

Player Companion is an independent product published


under the Shadowdark RPG Third-Party License and is not
affiliated with The Arcane Library, LLC. Shadowdark RPG
© 2023 The Arcane Library, LLC.

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

Weapons 71 Traps 100

Armor 75 Spell Catalysts 102

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

1 Agitator. You know how to whip up a crowd into a righteous frenzy.

2 Artist. You create beautiful things when people can pay for them.

3 Athlete. You regularly engage in challenging physical competition.

4 Courier. You deliver messages through hostile territories.

5 Digger. You will remove stubborn rocks and dirt for the right price.

6 Drover. You are adept at guiding herds of livestock to far pastures.

7 Exterminator. You have a talent for killing vermin and pests.

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.

12 Nomad. You came from a tribe of people that moved frequently.

13 Performer. You convince bored crowds to part with their coin.

14 Pious. You deeply believe in your deity and spread their message.

15 Porter. You carry heavy baggage for travelers and merchants.

16 Prisoner. You escaped from confinement and are on the run.

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.

19 Translator. You help people come to a common understanding.

20 Wanderlust. You can't stand to be in one place for too long.


7
Ancestry
Ancestry at a Glance
d100 Ancestry Languages Details

01-04 Changeling Common Facial illusions

05-08 Dark Elf Common & Elvish Warded vs spells

09-12 Deep Dwarf Dwarvish +3 gear slots

13-16 Deep Gnome Common Advantage to stealth

17-20 Dragonborn Reptilian Minor breath weapon

21-24 Forest Gnome Common & Elvish Illusion for 3 rounds

25-28 Goblin Common & Goblin Never surprised

29-32 Gold Dwarf Common & Dwarvish +10% buying & selling

33-36 Gold Elf Common & Elvish +1 ranged & casting

37-40 Gray Elf Elvish & Sylvan Never interrupted

41-44 Gray Orc Common & Orcish +1 damage in melee

45-48 Hawkfolk Common & Sylvan Float to near distance

49-52 Hill Dwarf Common & Dwarvish +2 HP (advantage)

53-56 Hobgoblin Common & Goblin Any weapon or armor

57-64 Human Common Extra talent at 1st level

65-68 Kobold Common & Reptilian +4 on death timer

69-72 Lizardfolk Common & Reptilian Breathe underwater

73-76 Mountain Dwarf Common & Dwarvish Immune to poison

77-80 Mountain Orc Orcish +2 AC vs melee attacks

81-84 Proudfoot Halfling Common Invisible for 3 rounds

85-88 Rock Gnome Common & Dwarvish Advantage vs traps

89-92 Snow Elf Elvish & Sylvan Advantage to stabilize

93-96 Stoutheart Halfling Common +3 to initiative checks

97-00 Wood Elf Common & Elvish Advantage with bow

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.

Dark Elves live deep


underground and rarely interact Dragonborn
with surface dwellers. They come
from a violent and barbaric Dragonborn are humanoid
society. descendants of dragons that
developed their own culture.
Dark Elves know the Common
and Elvish languages. Dragonborn avoid others
and only know the Reptilian
Void Ward: Dark Elves are language.
highly resistant to magic
spells, imposing disadvantage Fire Breath: Dragonborn can
to spellcasting checks made make a breath attack on a close
against them. target (DEX check vs Opponent
AC, 1d6 damage) instead of
taking a combat action.
9
Forest Gnome Gold Dwarf
Forest gnome lives a peaceful life Gold Dwarves are cunning
in the forest among the sylvan merchants and traders. They can
creatures and fae. They have a often be found in wandering
natural talent for illusion magic. caravans crossing exotic lands.
Forest Gnomes know the Gold Dwarves know the
Common and Elvish languages. Common and Dwarvish
languages.
Glamour: Forest Gnomes can
cast a minor illusion spell. This Mercantile: Gold dwarves gain a
creates a small motionless visual 10% discount on purchased items
illusion (no larger than their own (including starting equipment)
body) that remains active for 5 and a 10% bonus when selling
rounds. Once performed, they treasure.
cannot use this ability again until
resting.
Gold Elf
Gold Elves are the most common
Goblin Elven folk. They live in towns on
Goblins have a violent barbarian the edge of forests and trade
culture with no concept of extensively with other groups.
personal property. Because of
Gold Elves know the Common
this, they are seen as thieves and
and Elvish languages.
bandits by the other groups.
Farsight: Gold Elves gain a
Goblins know the Common and
+1 bonus on ranged attacks
Goblin languages.
in combat and a +1 bonus on
Keen Senses: Goblins can never spellcasting checks.
be surprised in combat.

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.

Lizardfolk are reptilian


humanoids that live in the
marshes in tribal groups. They
hunt by floating near the surface
of the water and ambushing
their prey.
Lizardfolk know the Common
and Reptilian languages.
Diver: Lizardfolk can breathe
underwater. However, they
must return to the surface at
least once per hour to replenish
oxygen fully.

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

1-3 Archer 1d8 Called Shot, Draw, Quiver, Taking Cover

4-5 Assassin 1d6 Backstab, Shadowed, Venom

6-8 Beastmaster 1d8 Animal Kinship, Feed Bag, Snares

9-11 Berserker 1d8 Blooded, Subjugation, Wildling

12-14 Brigand 1d6 Knockout, Shadowed, Thievery

15-16 Buccaneer 1d6 Sailing, Stunts, Thievery

17-19 Burglar 1d4 Palm, Shadowed, Thievery

20-21 Charlatan 1d4 Charming, Thievery

22-24 Conjurer 1d4 Imps, Scroll Study, Wizard Spells

25-27 Druid 1d6 Nature Affinity, Priest Spells, Shapeshift

28-30 Elementalist 1d4 Blast, Elemental, Wizard Spells

31-33 Enchanter 1d4 Mesmerizing Gaze, Wizard Spells

34-36 Explorer 1d6 Alertness, Lucky, Pathfinding

37-39 Gladiator 1d8 Dirty Tricks, Shield Mastery

40-42 Mage 1d4 Signature Spell, Wizard Spells

43-44 Mariner 1d6 Climber, Dead Reckoning, Sailing

45-47 Monk 1d6 Holy Symbol, Priest Spells, Turn Undead

48-50 Mystic 1d4 Meditation, Priest Spells, Turn Undead

14
Classes at a Glance
d100 Class HP Properties

51-52 Necromancer 1d4 Command Undead, Spell Study, Wizard Spells

53-55 Noble 1d6 Languages, Leadership, Nobility, Wealth

56-58 Oracle 1d4 Possession, Priest Spells, Turn Undead

59-60 Pugilist 1d8 Blooded, Brawl, Dirty Tricks

61-63 Ranger 1d8 Priest Spells, Snares, Tracking

64-66 Rogue 1d4 Backstab, Shadowed, Taking Cover, Thievery

67-69 Savage 1d8 Brawl, Tracking, Wildling

70-72 Scholar 1d4 Leadership, Scroll Study, Wizard Spells

73-75 Scout 1d6 Alertness, Pathfinding, Shadowed, Tracking

76-78 Shaman 1d4 Priest Spells, Spirit Walk, Turn Undead

79-81 Soldier 1d8 Formation Fighting, Full Kit, Weapon Focus

82-84 Sorcerer 1d4 Quick Recovery, Wizard Spells

85-86 Spy 1d6 Charming, Earshot, Shadowed

87-89 Squire 1d8 Full Kit, Torchbearer, Tutelage, Shield Mastery

90-92 Thug 1d8 Intimidation, Shadowed, Unstoppable

93-95 Urchin 1d6 Dirty Tricks, Innocuous, Thievery

96-98 Valkyrie 1d8 Favored, Raven, Priest Spells

99-00 Witch 1d4 Brew, Hex, Priest Spells

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

2 Learn to wear another type of armor or use a new weapon

3-6 +2 to Dexterity or Wisdom stat

7-9 +1 to attack and damage with a longbow or shortbow

10-11 Gain 3 hit points

12 Pick a talent or improve a stat by 2 points

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

2 Learn to wear another type of armor or use a new weapon

3-6 +2 to Strength or Dexterity stat

7-9 +1 to attack and damage with a weapon of your choice

10-11 Your venom deals an extra point of damage

12 Pick a talent or improve a stat by 2 points

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

2 Learn to wear another type of armor or use a new weapon

3-6 +2 to Strength or Charisma stat

7-9 +1 to Animal Kinship checks to calm or tame a beast

10-11 Your snares deal an extra point of damage

12 Pick a talent or improve a stat by 2 points

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

3-6 +2 to Charisma or Constitution stat

7-9 +1 to attack and damage with a weapon of your choice

10-11 You can use the Blooded ability an additional time before resting

12 Pick a talent or improve a stat by 2 points

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

2 +1 to stealth checks (in addition to Shadowed)

3-6 +2 to Strength or Dexterity stat

7-9 +1 to Thievery checks

10-11 +1 to Knockout checks

12 Pick a talent or improve a stat by 2 points

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

2 Learn to wear another type of armor or use a new weapon

3-6 +2 to Dexterity or Wisdom stat

7-9 +1 to Stunt checks

10-11 +1 to Thievery checks

12 Pick a talent or improve a stat by 2 points

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

2 +1 to stealth checks (in addition to Shadowed)

3-6 +2 to Dexterity or Intelligence stat

7-9 +1 to Thievery checks

10-11 +1 to Palm checks

12 Pick a talent or improve a stat by 2 points

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

2 Learn to wear another type of armor or use a new weapon

3-6 +2 to Dexterity or Charisma stat

7-9 +1 to Charming checks

10-11 +1 to Thievery checks

12 Pick a talent or improve a stat by 2 points

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

2 +1 to Scroll Study checks

3-6 +2 to Intelligence or Charisma stat

7-9 Permanently cast a spell of your choice with advantage

10-11 Gain an additional known spell (doesn't count towards limit)

12 Pick a talent or improve a stat by 2 points

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

3-6 +2 to Wisdom or Charisma stat

7-9 Permanently cast a spell of your choice with advantage

10-11 Gain an additional known spell (doesn't count towards limit)

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).

• Shadow: Absence of all Wizard Spells: You can make


three spellcasting checks to cast
wizard spells. Gain known spells
Weapons: Club, dagger,
each level based on the chart on
shortsword, staff
next page.

ELEMENTALIST TALENTS
2d6 Effect

2 +1 to Blast spellcasting checks OR add +1 damage to your blast

3-6 +2 to Intelligence or Charisma stat

7-9 Permanently cast a spell of your choice with advantage

10-11 Gain an additional known spell (doesn't count towards limit)

12 Pick a talent or improve a stat by 2 points

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

2 +1 to Mesmerizing Gaze checks

3-6 +2 to Intelligence or Charisma stat

7-9 Permanently cast a spell of your choice with advantage

10-11 Gain an additional known spell (doesn't count towards limit)

12 Pick a talent or improve a stat by 2 points

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

2 +1 to initiative checks (in addition to Alertness)

3-6 +2 to Dexterity or Intelligence stat

7-9 +1 to Pathfinding checks

10-11 Learn to wear another type of armor or use a new weapon

12 Pick a talent or improve a stat by 2 points

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

2 +1 to AC when using a shield

3-6 +2 to Strength or Dexterity stat

7-9 +1 to Dirty Tricks checks

10-11 +1 to Shield Mastery checks to shield bash

12 Pick a talent or improve a stat by 2 points

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

2 Gain 2 hit points

3-6 +2 to Intelligence or Wisdom stat

7-9 +2 to Spellcasting checks for one of your Signature Spells

10-11 Gain an additional known spell (doesn't count towards limit)

12 Pick a talent or improve a stat by 2 points

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

2 Automatically succeed at climbing at one higher level of difficulty

3-6 +2 to Dexterity or Intelligence stat

7-9 Learn to wear another type of armor or use a new weapon

10-11 Permanently gain 2 hit points or +1 AC

12 Pick a talent or improve a stat by 2 points

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

2 +1 damage to undead touched by your holy symbol

3-6 +2 to Strength or Wisdom stat

7-9 Permanently cast a spell of your choice with advantage

10-11 Gain an additional known spell (doesn't count towards limit)

12 Pick a talent or improve a stat by 2 points

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

2 Increase your Meditation spellcasting bonus by 1

3-6 +2 to Wisdom or Charisma stat

7-9 Permanently cast a spell of your choice with advantage

10-11 Gain an additional known spell (doesn't count towards limit)

12 Pick a talent or improve a stat by 2 points

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

2 Gain a +1 bonus on Command Undead checks

3-6 +2 to Intelligence or Charisma stat

7-9 Permanently cast a spell of your choice with advantage

10-11 Gain an additional known spell (doesn't count towards limit)

12 Pick a talent or improve a stat by 2 points

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

2 You inherit 200 gp multiplied by your level

3-6 +2 to Strength or Charisma stat

7-9 +1 to attack and damage with a weapon of your choice

10-11 Permanently gain 2 hit points or +1 AC

12 Pick a talent or improve a stat by 2 points

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

2 Your possession ability lasts an extra round

3-6 +2 to Strength or Wisdom stat

7-9 Permanently cast a spell of your choice with advantage

10-11 Gain an additional known spell (doesn't count towards limit)

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

2 Learn to wear another type of armor or use a new weapon

3-6 +2 to Dexterity or Wisdom stat

7-9 +1 to your Brawl attack and damage

10-11 Gain 3 hit points

12 Pick a talent or improve a stat by 2 points

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

2 Automatically succeed at tracking at one higher level of difficulty

3-6 +2 to Dexterity or Wisdom stat

7-9 +1 to attack and damage with a weapon of your choice

10-11 Gain a known priest spell (doesn't count towards limit)

12 Pick a talent or improve a stat by 2 points

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

3-6 +2 to Dexterity or Charisma stat

7-9 +1 to attack and damage with a weapon of your choice

10-11 +1 to Shadowed checks

12 Pick a talent or improve a stat by 2 points

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

2 Permanently gain 2 hit points or +1 AC

3-6 +2 to Strength or Dexterity stat

7-9 +1 to attack and damage with a weapon of your choice

10-11 Learn to wear another type of armor or use a new weapon

12 Pick a talent or improve a stat by 2 points

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

2 Your Leadership ability grants an extra +1 attack OR +1 initiative

3-6 +2 to Intelligence or Wisdom stat

7-9 Permanently cast a spell of your choice with advantage

10-11 Gain a known wizard spell (doesn't count towards limit)

12 Pick a talent or improve a stat by 2 points

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

2 +1 to initiative checks (in addition to Alertness)

3-6 +2 to Dexterity or Intelligence stat

7-9 +1 to Shadowed checks

10-11 Learn to wear another type of armor or use a new weapon

12 Pick a talent or improve a stat by 2 points

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

2 You can Spirit Walk out an additional near distance.

3-6 +2 to Wisdom or Charisma stat

7-9 Permanently cast a spell of your choice with advantage

10-11 Gain an additional known spell (doesn't count towards limit)

12 Pick a talent or improve a stat by 2 points

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

2 Gain Weapon Focus in an additional weapon

3-6 +2 to Strength or Dexterity stat

7-9 +1 to attack and damage with a weapon of your choice

10-11 Learn to wear another type of armor or use a new weapon

12 Permanently gain 2 hit points or +1 AC

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

2 Reduce your Quick Recovery wait time by 1 round

3-6 +2 to Intelligence or Wisdom stat

7-9 Permanently cast a spell of your choice with advantage

10-11 Gain a known wizard spell (doesn't count towards limit)

12 Pick a talent or improve a stat by 2 points

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

3-6 +2 to Dexterity or Charisma stat

7-9 +1 to Shadowed checks

10-11 Learn to wear another type of armor or use a new weapon

12 Pick a talent or improve a stat by 2 points

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

2 Permanently gain 2 hit points or +1 AC

3-6 +2 to Strength or Dexterity stat

7-9 +1 to attack and damage with a weapon of your choice

10-11 You can carry one more torch (free gear slot)

12 Pick a talent or improve a stat by 2 points

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

3-6 +2 to Strength or Dexterity stat

7-9 +1 to Intimidation checks

10-11 +1 to Shadowed checks

12 Pick a talent or improve a stat by 2 points

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

2 Permanently gain 2 hit points or +1 AC

3-6 +2 to Dexterity or Charisma stat

7-9 +1 to Thievery checks

10-11 Learn to wear another type of armor or use a new weapon

12 Pick a talent or improve a stat by 2 points

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

2 Your ravens gain 1 hit point, +1 to attacks, and +1 AC

3-6 +2 to Strength or Dexterity stat

7-9 +1 to attack and damage with a weapon of your choice

10-11 Gain a known priest spell (doesn't count towards limit)

12 Pick a talent or improve a stat by 2 points

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

2 Your potions restore +1 hit point or inflict +1 damage

3-6 +2 to Wisdom or Constitution stat

7-9 Permanently cast a spell of your choice with advantage

10-11 Gain an additional known spell (doesn't count towards limit)

12 Pick a talent or improve a stat by 2 points

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)

01-04 Agate - 2d6 22

05-07 Alexandrite - 1d2 450

08-10 Amber - 1d6 90

11-13 Amethyst - 1d6 120

14-17 Aventurine - 1d6 70

18-21 Carnelian - 1d6 75

22-24 Copper trade bars 1 2d6 5

25-27 Diamond - 1d2 1,200

28-30 Electrum trade bars 1 1d2 900

31-33 Emerald - 1d3 275

34-36 Garnet - 1d6 100

37-39 Gold trade bars 1 1d2 500

40-42 Jade - 1d6 100

43-46 Jasper - 2d6 40

47-50 Lapis Lazuli - 2d6 25

51-54 Malachite - 2d6 10

55-57 Mercury Vials 1 2d6 50

58-61 Obsidian - 2d6 12

62-64 Onyx - 2d6 55

65-67 Opal - 1d2 750

68-70 Pearl - 1d3 300

71-74 Peridot - 1d6 60

75-76 Platinum trade bars 1 1d2 5,000

77-79 Ruby - 1d2 1,000

80-82 Sapphire - 1d3 800

83-86 Silver trade bars 1 1d6 50

87-90 Tiger’s Eye - 2d6 35

91-93 Topaz - 1d2 500

94-96 Tourmaline - 1d6 125

97-00 Turquoise - 2d6 20

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

01-04 Bastard sword 10 gp M C 1d8/1d10 2

05-08 Bearded axe 7 gp M/R C/N 1d6/1d8 1

09-12 Club 5 cp M C 1d4 1

13-16 Crossbow 8 gp R F 1d6 2

17-20 Dagger 1 gp M/R C/N 1d3/1d4 -

21-24 Flail 8 gp M C 1d6 1

25-28 Greataxe 10 gp M C 1d8/1d10 2

29-32 Greatsword 12 gp M C 1d12 2

33-36 Javelin 2 gp M/R C/F 1d4/1d6 1

37-40 Longbow 8 gp R F 1d8 1

41-44 Longsword 9 gp M C 1d8 1

45-48 Mace 5 gp M C 1d6 1

49-52 Morningstar 10 gp M C 1d8 1

53-56 Quarterstaff 5 sp M C 1d6 1

57-60 Polearm 21 gp M N 2d6 2

61-64 Rapier 10 gp M C 1d4 1

65-68 Sap 1 gp M C 1d4 -

69-72 Scimitar 12 gp M C 1d8 1

73-76 Shortbow 6 gp R F 1d4 1

77-80 Shortsword 7 gp M C 1d6 1

81-84 Sling 6 sp R F 1d4 -

85-88 Spear 5 sp M/R C/N 1d6/1d8 1

89-92 Trident 2 gp M C 1d6/1d8 1

93-96 Warhammer 10 gp M C 1d10 1

97-00 Whip 3 gp M N 1d4 1

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

51-55 Plate, Field 100 gp 3 15 No swim

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

96-00 Studded Leather 25 gp 1 12 -

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

d100 Armor Cost Gear Slots AC Properties

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

Adamantine. Armor made using


dense magnetic lodestone.
Highly revered by Dwarves.
Bronze. Armor made from
light-weight copper and tin alloy.
It bears a strong luster that is
socially appealing.
Mithril. A mythic metal that
resembles mercury or silver,
while being lighter than steel.

77
Adventuring Gear
d100 Item Properties Gear Slots Cost

01 Acid Burns thru metal 1 1 gp

02 Air Bladder Breathe underwater - 5 sp

03 Alcohol Improves CHA 1 1 sp

04 Apron, Heavy Absorbs splashes - 5 cp

05 Arrows (20) Bow ammo 1 1 gp

06 Aspergillum Delivers holy water 1 8 gp

07 Astrolabe Navigation tool 1 400 gp

08 Backpack Stores items -1 2 gp

09 Bandages Stabilizes wounded 1 6 sp

10 Barding Armor for mounts 4 240 gp

11 Bedroll Improves resting 1 3 sp

12 Basket Stores items - 1 sp

13 Belt Pouch Stores 100 coins - 2 gp

14 Birdcage Stores creatures 1 4 gp

15 Blindfold Blocks light/gazes - 3 sp

16 Block and Tackle Lifts heavy objects 1 12 gp

17 Body Paint Camouflages user - 8 sp

18 Box, Large Stores items - 7 sp

19 Box, Small Stores items - 2 sp

20 Brand Burns a sigil 1 3 gp

21 Bullets (20) Sling ammo 1 5 sp

22 Caltrops Damages enemies 1 5 sp

23 Campfire Bundle Creates a campfire 1 5 sp

24 Candles (5) Creates small light 1 5 cp

25 Chain (60 ft) Better than rope 2 5 gp

78
Adventuring Gear
d100 Item Properties Gear Slots Cost

26 Chalk (10 pieces) Writing implement - 5 cp

27 Chalk (powder) White powder - 5 cp

28 Chest, Ironbound Heavy storage 4 20 gp

29 Chest, Potion Secure storage 3 18 gp

30 Chest, Standard Normal storage 3 10 gp

31 Chisel Carving tool - 1 gp

32 Circlet Sign of nobility - 40 gp

33 Clay Jug Liquid storage 1 5 sp

34 Cloak Camouflage - 7 sp

35 Crampons Climbing boots 1 4 gp

36 Crowbar Forces open doors 1 5 sp

37 Disguise Kit Change appearance 1 8 gp

38 Ear Plugs Protect ears - 5 cp

39 Fishing Rod & Hook Survival tool 1 8 sp

40 Fishing Net Survival tool 2 4 sp

41 Flask/Bottle/Vial Holds liquids 1 3 gp

42 Flint & Steel Kit Used to start fires 1 5 sp

43 Grappling Hook Secures ropes 1 1 gp

44 Hammer Secures spikes 1 2 sp

45 Handsaw Cuts through 1 4 sp

46 Holy Water Damages undead 1 5 gp

47 Horse Tack Used for riding 6 12 gp

48 Hourglass Tracks time 1 90 gp

49 Ladder Climbing tool 5 3 sp

50 Lantern, Beacon Creates beam 1 12 gp

79
Adventuring Gear
d100 Item Properties Gear Slots Cost

51 Lantern, Standard Provides light 1 5 gp

52 Lanyard Secures weapon - 3 sp

53 Leather Gloves Protects hands - 1 gp

54 Lock, Basic Secures objects - 2 gp

55 Lock, Exceptional Secures objects - 14 gp

56 Lockpicks Opens locks - 5 gp

57 Lodestone Magnetic Rock - 1 gp

58 Manacles Secures prisoners 1 3 gp

59 Mirror Reflects gazes - 10 gp

60 Mortar and Pestle Used in alchemy - 5 sp

61 Musical Instrument Entertains others 1 24 gp

62 Oil, Jellied Burns your enemies 1 2 gp

63 Oil, Lantern (2) Used in a lantern 1 5 sp

64 Paper / Parchment Writing material - 1 gp

65 Perfume Improves odor - 16 gp

66 Pickaxe Digs through rock 1 4 gp

67 Pipe Used to smoke - 8 sp

68 Playing Cards Used to gamble - 2 sp

69 Pole (10 ft) Reaches objects 1 5 sp

70 Pot, Iron Stores items 1 5 sp

71 Quarrels (20) Crossbow ammo 1 1 gp

72 Quill Pen Used to write - 7 sp

73 Rations (3) Used during rest 1 5 sp

74 Reed, Hollow Breathe underwater - 5 cp

75 Rockworms Eats thru rock 2 18 gp

80
Adventuring Gear
d100 Item Properties Gear Slots Cost

76 Rope (60 ft) Used for climbing 1 1 gp

77 Sachet Improves odor - 8 gp

78 Sack, Large Stores items 1 2 sp

79 Sack, Small Stores items - 5 cp

80 Scroll Case Stores papers 1 1 gp

81 Sewing Kit Repairs cloth items - 4 sp

82 Shovel Digs through dirt 1 7 sp

83 Signet Ring Makes wax seal - 4 gp

84 Sledge Smashes things 1 8 sp

85 Smelling Salts Wakes unconscious - 3 gp

86 Snowshoes Move through snow 1 3 sp

87 Songbird Makes noise - 3 sp

88 Spikes, Iron (10) Secures ropes 1 1 gp

89 Spyglass See at a distance 0 800 gp

90 Tent, Large Shelter for six 2 6 gp

91 Tent, Small Shelter for two 1 1 gp

92 Tongs Picks up items 1 8 sp

93 Torch Provides light 1 5 sp

94 Two-Man Saw Cuts down trees 3 1 gp

95 Waterskin Holds liquids - 5 cp

96 Wax (3 lbs.) Various uses - 5 cp

97 Whetstone Sharpens weapons - 1 gp

98 Whistle Makes noise - 5 sp

99 Wooden Stakes Kills vampires (?) 1 5 cp

100 Writing Ink Used to write - 2 gp

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.

Handsaw. One-handed metal Lantern, Beacon. Lantern that


saw designed for cutting small provides a directional beam
pieces of wood. It can also of light that extends out to far
be used to cut through other distance but is only about 5 feet
materials. Gnomes are known to wide. It requires lantern oil to
use the reverberations on a saw’s function. Each flask provides a
blade to make spooky noises at real hour of light.
night. Consider yourself warned!
Lantern, Standard. Lantern that
Holy Water. Flask of water provides light that extends to
blessed by a powerful priest. It near distance in all directions.
can be thrown in combat (DEX Burning a flask of lantern oil
check vs Enemy AC), dealing provides a real hour of light.
1d8+1 damage to any undead
Lanyard. Short rope made of
struck and 1 point of splash
hand-braided thread that you
damage to any undead at close
can use to secure your weapon
distance.
to your wrist. While wearing the
Horse Tack. Standard set of lanyard, you cannot be disarmed.
tack for a horse or mule. If However, if you are wearing a
you attempt to ride an animal lanyard then you cannot switch
bareback for more than a few weapons without removing the
miles, you may accidentally lanyard, which is a full round
injure the animal. action on its own.
87
Leather Gloves. Nice set of Mirror. Polished metal mirror
leather gloves that prevents your that can be used for both
hands from getting dirty, burned personal hygiene and taking a
by ropes, and so on. If you are peek around corners. If you are
wearing gloves, you get a +1 not surprised, you can use the
CHA mod when interacting with mirror to reflect a gaze attack
nobility. back on a monster (DEX check vs
DC 15).
Lock, Basic. Standard lock for a
door or chest. It can be picked Mortar and Pestle. Ceramic tools
normally (DEX check vs DC 12). used to crush raw components
The list price is for a brand- new into a powder or paste. Those
lock. Don’t be fooled into ripping components can then be turned
the locks out of dungeon doors into a usable toxin, drug, or
so you can take them back to alchemical compound by a
town for a big score. skilled practitioner.
Lock, Exceptional. Exceptional Musical Instrument. Range
lock for a door or chest. It can be of handheld wind and string
picked with great difficulty (DEX instruments: the lyre, the
check vs DC 18). mandolin, the flute, etc. It can be
used to entertain a tired party
Lockpicks. Small metal tools
at the end of a rough day on the
used to pick locks. Using them
trail. This cuts rest time in half
grants advantage on checks to
but raises your danger level. It
pick locks. If you fail the check by
could also be used to distract
more than 5, they are broken in
a crowd of party goers (CHA
the attempt.
check vs DC 12). Success means
Lodestone. Magnetic rock, small that the crowd responds as you
enough to conceal within your intended. Failure can range from
fist. It can be used to detect displeasure to angry heckling to
magnetic activity, create a throwing rotten fruit.
primitive compass, and so on.
Oil, Jellied. Glass bottle
Manacles. Heavy wrought- containing flammable oil
iron bindings used to restrain a blended with a soft medium
prisoner. They can be attached like sawdust. It can be thrown in
to a wall or floor anchor with a combat (DEX check vs Enemy
chain. Wriggling out of a set of AC), dealing 1d4 damage anyone
manacles is very challenging at close distance, sticking to the
(DEX check vs DC 18). opponent, and continuing to
burn for 3 more rounds.

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

01-05 Arsenic INT Poison 1 32 gp

06-10 Belladonna CON Poison 1 40 gp

11-15 Birthwort Reduces poison 1 6 gp

16-20 Black Widow Venom DEX poison 1 36 gp

21-25 Blightshade Damage poison 1 28 gp

26-30 Blue Cap Mushroom Prevents surprise 1 16 gp

31-35 Castor Beans Doubles intervals 1 12 gp

36-40 Catnip Relaxing drug 1 24 gp

41-45 Cobra Venom Damage poison 1 30 gp

46-50 Feverfew WIS poison 1 22 gp

51-55 Gingko Seeds INT poison 1 15 gp

56-60 Goldenrod Magic resistance 1 12 gp

61-65 Horace Root Damage poison 1 25 gp

66-70 Marigold Attracts animals 1 10 gp

71-75 Muskhorn CHA poison 1 20 gp

76-80 Razorweed Relaxing drug 1 5 gp

81-85 Red Cap Mushrooms Hallucinogen 1 35 gp

86-90 Snarlroot Enrages user 1 50 gp

91-95 Tamarind Magnifies senses 1 15 gp

96-00 Wolfsbane Hurts Lycanthropes 1 80 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.

Gingko seed stew triggers Marigold. Small golden flowering


debilitating convulsions for 2d6 weed that is common in most
rounds. The victims will suffer 2 climates. It can be ground into a
points of permanent intelligence powder and used as an animal
damage as well. For 1d6 hours lure. The powder by itself is
after the convulsions end, the inert and odorless. However,
victim will feel extremely warm when boiled in a small amount
and have a hard time articulating of water it releases a powerful
their speech. musky smell that attracts large
herbivores like elk, buffalo, cattle,
Goldenrod. Bright yellow deer, moose, and so on. The
flowering plant that is commonly effect will vary based on the
found in open areas such as terrain, wind speed, and ecology
meadows, prairies, and savannas. of the area around you.
The leaves can be brewed into a
tea. A single plant can be used to
create a tea that gives 6 people
a large enough dose to have the
listed effects.
For 3d6 hours after consuming
the tea, drinkers will enjoy
advantage on checks to resist
magical spells and spell-like
effects.

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

01-15 Trap (flashing) Blinding trap 1 30 gp

16-30 Trap (noxious gas) Debilitating trap 1 24 gp

31-45 Trap (oil spray) Burning trap 1 28 gp

46-65 Trap (poison dart) Poison trap 1 34 gp

66-85 Trap (snare) Capturing trap 1 2 gp

86-00 Trap (sticky) Hindering trap 1 18 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

01 Achiote (10) Resilient Sphere 1 83 gp

02 Anise (10) Acid Arrow 1 15 gp

03-04 Balsam (10) Alarm 1 3 sp

05 Beebrush (10) Alter Self 1 8 gp

06 Betony (10) Augury 1 12 gp

07 Black Currant (10) Bless 1 10 gp

08 Black Pepper (10) Restoration 1 45 gp

09 Blueberry (10) Rebuke Unholy 1 42 gp

10 Borage (10) Blind/Deafen 1 7 gp

11 Burnet (10) Mass Cure 1 48 gp

12-13 Chamomile (10) Burning Hands 1 14 gp

14 Chervil (10) Charm Person 1 10 gp

15 Chicory (10) Cleansing Weapon 1 8 gp

16 Cinnamon (10) Confusion 1 85 gp

17 Cloves (10) Speak with Dead 1 45 gp

18 Cobalt Nugget (6) Animate Dead 1 45 gp

19-20 Comfrey (10) Cure Wounds 1 5 sp

21 Copal (10) Power Word Kill 1 115 gp

22-23 Copper Nugget (7) Detect Magic 1 8 sp

24 Coriander (10) Detect Thoughts 1 20 gp

25 Cumin (10) Scrying 1 120 gp

26 Dammar Gum (10) Shapechange 1 130 gp

27 Dewberry (10) Gaseous Form 1 42 gp

28-29 Dill (10) Feather Fall 1 4 sp

30 Ebony (6) Arcane Eye 1 75 gp

102
Spell Catalysts
d100 Catalyst Spell Affected Gear Slots Cost

31 Elderberry (10) Command 1 50 gp

32 Elemi (10) Regenerate 1 90 gp

33 Fennel (10) Fixed Object 1 6 gp

34-35 Flax (10) Floating Disk 1 6 sp

36 Garlic (10) Teleport 1 120 gp

37 Ginger (10) Telekinesis 1 80 gp

38-39 Glass Ball (10) Hold Person 1 12 gp

40 Gold Nugget (7) Commune 1 70 gp

41 Hemlock (10) Cloudkill 1 115 gp

42 Honey (10) Heal 1 130 gp

43 Horseradish (10) Hold Portal 1 8 sp

44 Hyssop (10) Dimension Door 1 78 gp

45 Ivory Chip (8) Fabricate 1 48 gp

46 Kauri Gum (10) Create Undead 1 140 gp

47-48 Lavender (10) Holy Weapon 1 4 sp

49 Lead Nugget (5) Dominion 1 130 gp

50 Lemon Balm (10) Judgment 1 125 gp

51 Lemongrass (10) Invisibility 1 24 gp

52 Lovage (10) Plane Shift 1 150 gp

53 Mace (10) Knock 1 16 gp

54 Marble Chunks (5) Stoneskin 1 90 gp

55 Marjoram (10) Control Water 1 82 gp

56 Mastic (10) Antimagic Shell 1 140 gp

57 Mercury (5) Pillar of Salt 2 70 gp

58 Mint (10) Levitate 1 18 gp

103
Spell Catalysts
d100 Catalyst Spell Affected Gear Slots Cost

59-60 Monkshood (10) Light 1 1 sp

61-62 Mugwort (10) Mage Armor 1 6 sp

63 Mustard (10) Disintegrate 1 110 gp

64 Myrrh (10) Summon Extraplanar 1 142 gp

65 Myrtle (10) Sending 1 50 gp

66 Nightshade (10) Divine Vengeance 1 145 gp

67 Nutmeg (10) Flame Strike 1 84 gp

68 Olibanum (10) Divination 1 92 gp

69-70 Olive (10) Magic Missile 1 5 sp

71 Oregano (10) Magic Circle 1 43 gp

72 Perilla (10) Wall of Force 1 85 gp

73 Pumpkin Seed (10) Mirror Image 1 15 gp

74 Red Currant (10) Misty Step 1 20 gp

75-76 Rosemary (10) Protection from Evil 1 5 sp

77 Rosin (10) Lay to Rest 1 38 gp

78 Rue (10) Hold Monster 1 110 gp

79 Saffron (10) Illusion 1 58 gp

80-81 Sage (10) Shield of Faith 1 3 sp

82 Salt (10) Dispel Magic 1 70 gp

83 Sandalwood (10) Silence 1 12 gp

84 Sandarac (10) Lightning Bolt 1 50 gp

85 Shellac (10) Fireball 1 55 gp

86-87 Sicklepod (10) Sleep 1 2 sp

88 Silk (10) Passwall 1 85 gp

89 Silver Nugget (7) Prot. from Energy 1 48 gp

104
Spell Catalysts
d100 Catalyst Spell Affected Gear Slots Cost

90 Stevia (10) Wrath 1 90 gp

91 Styrax (10) Polymorph 1 88 gp

92 Tarragon (10) Prismatic Orb 1 118 gp

93 Thistle (10) Smite 1 20 gp

94 Thyme (10) Web 1 15 gp

95 Tin Nugget (7) Fly 1 38 gp

96 Turmeric (10) Prophecy 1 132 gp

97 Vanilla (10) Wish 1 175 gp

98 Wool (10) Turn Undead 1 5 gp

99-00 Wormwood (10) Zone of Truth 1 18 gp

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+).

Betony (10). Bloom from a Borage (10). Seed from a


flowering plant that is used in flowering plant that can be
herbal medicine. If held while pressed for oil. If held while
casting Augury, it consumes casting Blind/Deafen, it
the item and allows a clarifying consumes the item and raises
question to be asked. the range to far.

Black Currant (10). Hardy winter Burnet (10). Herbaceous


berry from a shrub grown in perennial or small shrub with
northern regions. If held while thin stems and tiny pinnate
casting Bless, it consumes the clusters of flowers. If held while
item and grants advantage casting Mass Cure, it consumes
whenever the blessed luck token the item and heals all affected
is used. creatures by an additional 1d4 hit
points.

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.

Marble Chunks (5). Chunks of Mint (10). Cluster of leaves


beautiful stone used in temple from a flowering plant used as
construction. If held while a cooking spice. If held while
casting Stoneskin, it consumes casting Levitate, it consumes
the item and extends the the item and grants the caster
duration by 2 rounds. the ability to move horizontally
without pushing off a surface to
Marjoram (10). Leaf from an do so.
undershrub that is used as a
cooking spice. If held while Monkshood (10). Bloom from the
casting Control Water, it poisonous plant also known as
consumes the item and allows Wolfsbane. If held while casting
you to control a section of water Light, it consumes the item and
up to 150 feet in width and depth projects the light produced out
(up from 100). to a far distance.

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.

111
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.

112
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.

113
114

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