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REPOSITORY. cH RAGINIMRESOURGES .
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Some gifts are better.than-othersRacist Feats
‘These feats are meant to highlight an aspect of a race's
culture or naturally evolved abilities and tendencies.
When making these feats, I've tried to make them so that by
removing a bullet point or benefit of each (usually the first one
listed) they'd be more viable as "background;starting feats"
{for those DMs that want to give players a free feat at level L
‘The flavor might therefore seem geared towards that, but the
feats can also easibly be seen as someone awakening to or
choosing to follow their natural tendencies and instinets.
AVIAN AVERSION
Prerequisite: Kenku
Whenever a creature mocks you with its fancy fying, you
know the tricks to bring it down to earth,
“© When you make a weapon attack with a weapon that you
are proficient with against a flying creature, you can
choose to not add your proficiency bonus to the attack roll
attack hits, you add double your proficiency bonus to
the attack’s damage.
+ Whenever a flying creature, or a creature riding one,
‘targets you with a weapon attack, you can use a reaction to
ddrop prone.
Buppinc CHIEF
Prerequisite: Half Ore/Ore
You will one day be a great chief, ofthis you are sure. For now,
though, you need to grow as a leader in order to prove that 10
others as well
‘+ Increase your Charisma score by 1, toa maximum of 20.
‘You gain proficiency in the Deception or Persuasion skill
When you roll initiative, you can choose to grant a friendly
creature that can see and hear you a bonus to its initiative
roll equal to your Charisma modifier. You can do so before
or after the roll. Ifyou do, your initiative is reduced by the
‘same amount,
Cian NEGOTIATOR
Prerequisite: Dragonborn
‘Whenever your clan conducted negotiations, you were often
the weight that tipped the scales. You gain the following
benefits
‘+ Increase your Charisma scare by 1, toa maximum of 20.
*+ You gain proficiency in the Persuasion skill. and can add
double your proficiency bonus when bartering for goods.
and services,
+ You have advantage on Charisma (Persuasion) and
‘Wisdom (Insight) checks made against dragons and other
dragonborns.
DWARVEN METALWORKER
Prerequisite: Dwarf
You've picked up a fair bit of skill related to matters of the
forge.
+ Increase one ability score by 1, toa maximum of 20,
+ You gain proficiency with smith's tools
+ You can spend one hour going over a medium or heavy
armor. By strengthening its joints and weak spots, and
customizing it to yourself, you can clevate its protection
and use to one better suited to a dwarf like yourself. While
‘wearing it, whenever a nonmagical weapon would deal
damage equal to half your level or less (rounded up) to you,
that damage is reduced to 0 instead. Additionally, you can
don and doft it in half the normal time.
ELVEN ARMORSHAPER
Prerequisite: EM/Hal Elf
You take pride in your naturally graceful movement, and don't
intend to let clunky armor hinder it.
+ Increase one ability score by 1, to a maximum of 20,
* You gain proficiency with smith’s tools
+ You can spend one hour fitting a medium or heavy armor
to yourself shaving off unneeded weight and making it less
restrictive of your movements, While you're wearing the
armor, its weight is reduced by 10 Ib, and its Strength
requirement, if any, counts as being one point lower (a St.
15 requirement becomes 14 for example). Additionally, as
ong as you meet its Strength requirement, you have
advantage on ability checks to avoid or escape grapple and
shove attempts as long as you are not restrained.
EMBRACED HERITAGE
Prerequisite: Tiefling
You've learned not only to live with your heritage, but to draw
‘more power than most from it.
+ You can see normally in darkness, both magical and
rnonmagical to a distance of 30 feet.
+ You gain proficiency in either the Intimidation or
Persuasion skill and you have advantage on ability checks
using the chosen skill against humanoids.
Gurrs oF THE LAND
Prerequisite: Firbolg
Your time spent with your elders learning about nature's
bounty has taught you how to use natural resources to ease
pain and suffering
+ Increase your Wisdom score by I, oa maximum of 20.
+ You gain proficiency with the herbalism kit, and crafting a
healing potion takes half the normal time for you,
*+ You know how to craft a potion that ean suppress poison
and disease, and you can craft one such potion during a’
short rest using common herbs, Ifa creature suffering
from poison or disease drinks it, the harmful effects are
‘suppressed for a number of hours equal to your level If
this potion isn't exposed to direct sunlight for at least 1
hour every 4 hours, it loses its potency.
GEARHEAD
Prerequisite: Gnome
You have a knack for figuring out how to get the most out of
tools, whether you're familiar with them or not.
+ You gain proficiency in one toolkit
+ Your proficiency bonus is doubled for any ability check you
make using a tool proficiency gained from this feat.
+ When using a tool you're not proficient with, you can add
half your Intelligence modifier (rounded down) to any
ability check you make that doesnt already include your
Intelligence modifier.GLARE OF THE HEAVENS
Prerequisite: Aasimar
‘Your mere visage is enough to halt liars in their tracks. And.
when i's not, you've got other tricks up your sleeves.
Increase your Charisma or Wisdom score by 1, toa
maximum of 20,
* You have a+5 bonus to your passive Wisdom (Lnsight)
‘score, as well as advantage on Insight checks made to
determine if someone is being deceitful
* When you know a creature is actively attempting to deceive
you, you can communicate telepathically with that creature
ifft's within 30 feet of you, and you have advantage on
Charisma (Intimidation) checks while doing so.
JUGGLING JOKER
Prerequisite: Halling
You've found that your natural ability to juggle and throw stulf
accurately elicits both applause and smiles from a crowd, as,
Well as the oohs and aahs you delight so much in,
+ Increase your Charisma or Dexterity seore by 1, toa
maximum of 20.
+ You gain proficiency with the juggler's kit.
+ Your deft, quick hands allow you to draw a thrown weapon
+ By studying two or more humanoids interacting with each
other for one minute, you pick up enough of their language
‘to make yourself understood in simple matters.
+ You have advantage on ability checks made to ascertain
information about local people, landmarks, and customs
from humanoids.
SPLasH OF Macic
Prerequisite: Triton
While so many of your kin has taken up arms to do their duty,
you've dived head first into the torrent of magic around you
instead. You learn the waterclap cantrip.
You also learn and know the following spells: currents pull,
divided waters, and jet stream, each of which you can cast
‘once without expending a spell slot. You regain the ability to
cast the spell in this way when you finish a long rest.
Charisma is your spellcasting ability for these spells, and
you east them at their lowest possible levels
EEE
‘SPLASH FROM THE START
If this would be too strong for a'starting feat’ (for
example ifn a nautical campaign), one could either
limit the spells learned from it, or allow learning
each spell, but only give one casting in total per
as par ofa weapon attack instead of using an object Tong rest.
interaction,
« - ~ y
Juccter's xir-15 cP Srumney Srzr
This kit consists of well-balanced items like mult
colored balls, shiny throwing knives, funnily painted
clubs, and so on, as well as the tools to maintain
these items.
a eC Sopra
Lurker
Prerequisite: Lizardfolk
+ You gain proficiency with blowguns, and you ignore the
loading quality of them,
+ Blowguns deal 1d4 damage for you.
* You have advantage on Dexterity (Stealth) checks made
while in water.
* You can add your proficiency bonus to ability checks you
‘make to harvest poison that doesn't already include your
proficiency bonus.
Nocrurnat HUNTER
Prerequisite: Aarakocra
‘Even among other aarakocras, you are renowned for your
bunting skills,
‘Increase your Wisdom score by 1, oa maximum of 20,
+ You gain proficiency in the Survival or Perception skill.
‘Dim light doesn't impose disadvantage on your Wisdom
(Perception) checks.
Soctat CHAMELEON
Prerequisite: Genasi
“Having spent all your life in other races! communities, never
your own, you've become quite adept at adapting to new
customs and lingo. You gain the following benefits:
‘© Increase your Charisma score by I, toa maximum of 20.
Prerequisite: Tabaxi
‘While all abaxi have a natural feline grace about them, you've
taken it to new heights. You gain the following benefits:
+ Increase your Dexterity score by 1, to a maximum of 20,
+ You can use your Dexterity modifier to calculate your jump.
distances.
+ Whenever you are knocked prone, you can use a reaction
to jump back up on your feet.
+ When you would (ake Fall damage, you can make an
Acrobatics check against a DC equal to the damage. Ifyou
‘succeed, you take half damage and land on your feet
instead of falling prone.
‘VicToRIOUS VITALITY
Prerequisite: Goliath
‘Most, if not all goliaths are competitive, but some take it to a
whole new level Whether it's friendly game of dragonchess,
‘ora deadly bout in a gladiator arena, you thrive on the feeling
‘of crushing your opponent.
‘+ When you lose a contested ability check, you can choose to
reroll it Ifyou do s0, you must use the new roll and you
can't use this feature again until you finish a short or long.
rest
+ When you win a contested ability check, you are filled with
a euphoric rush. You gain temporary hit points equal to
half your level (rounded up) You cant benefit from this
feature again until you finish a short or long rest.
+ You gain proficiency with one gaming set of your choice.
reRAGIAL SPELLS
‘The spells here are meant as magic a race might have
developed over time, specific to them. These spells are meant
as ways to allow a race to better cope with challenges ofits
natural environment, to benefit from that environment’s
resources or that race's inherent abilities, or simply to
represent an aspect of their culture.
Tve also aimed for slightly weaker spells (combat-wise) so
that they might more easily be given as starting boons, used
as replacements for skill or tool proficiencies from
backgrounds or similar traits from the race, or simply rewards
and story or plot points in general
Allin all I hope they will add a litle more flavor to both
races and characters.
ANCESTRAL RECALL
‘Istlevel divination
Race: Elf/Hal€EIf
Casting Time: 1 reaction, which you take when making 2
History, Nature, or Religion check.
Range: Self
‘Components: V, S, (an heirloom from an elven village or
burial ground)
Duration: Instantaneous
‘When you would make a History, Nature, or Religion check,
‘you can instead pull threads of memories from the long,
lineage of elves before you. Instead of rolling a d20, you roll a
‘44 and multiply the number rolled with 5.
Bicoznzp Azzow
Istlevel transmutation
Race(s): Goliath/Half Ore/Ore
Casting Time: 1 bonus action
Range: Self
‘Components: V, M (some chunks of bark)
Duration: I minute
‘The shaft of the first arrow or bolt that you fire during this
spell's duration transforms into a small log mid-fight, dealing
an extra 2d8 bludgeoning damage to the target. Additionally if
the target is creature, it must succeed on a Strength saving
throw or be knocked prone.
Constitution is your spellcasting ability for this spell
Barat oF NaTuRE
Transmutation cantrip
Race: Firbolg
Casting Time: 1 minute
Range: Touch
‘Components: V, S, M (some soit plant fibres, and a tiny,
recently deceased animal which are consumed in the
casting of the spell)
Duration: Instantaneous
You can revitalize non-sentient plants that have suffered
‘minor, but threatening damage. You can do things such as
mend a broken branch, restore a trampled or wilted flo
regrow missing bark on a tree. The object or area you seek to
revitalize must fit inside a Lfoot cube.
BreaTa SHow
‘Transmutation canteip
Race: Dragonborn
Casting Time: 1 bonus action
Range: Self
‘Components: V, S
Duration: Concentration, up to 1 minute
You gain one additional use of your breath weapon. The
breath weapon use granted by this spell deals no damage.
Additionally, you can cause shapes, colors, or both to appear
in the breath itself (even ift deals damage) creating images,
‘or shaping patterns.
When you reach Sth level you get 1 additional use of your
breath weapon while the spell lasts. The number of additional
uses increases to 2 at 11th level, and to 3 at 17th level
CALMING REASSURANCE
Enchantment cantrip
Race: Halfling
Casting Time: 1 action
Duration: Instantaneous
A frightened creature you touch can make a saving throw
against the effect or spell causing it to be frightened.
‘CELESTIAL CowL
Enchantment cantrip
Race: Aasimar
Casting Time: 1 action
(a piece of gauze)
Duration: Concentration, up to 10 minutes
You enchant a hood hat or helmet you're wearing with
‘obfuscating magic. A creature looking at you must succeed on
a Wisdom saving throw to recognise you as an aasimar,
‘otherwise believing you to just look like a similar humanoid.
‘Additionally, a creature that has seea you duting the spel's
duration that’s trying to recollect your physical features must
‘succeed on a Wisdom saving throw to do so successfully
Charisma is your spelleasting ability fr this spell
Current's PULL
Istlevel transmutation
Race(s): Triton/aquatic
Casting Time: 1 action
Range: 120 feet
Components: S
Duration: Instantaneous
You command the currents to do your biddings. You point at a
creature that is at least partly in water you can see within
range, and conjure forth a current that tries to drag the
creature with it. The creature must make a Strength saving
‘throw to withstand the pull of the rushing water. On a failed
saving throw, it's dragged 30 feet straight down if possible, or
in a random direction ifi's not. On a successful saving throw,
it's moved 15 feet in a random direction instead.
‘At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, you can target one additional
creature for each slot evel above Ist.
Charisma is your spelleasting ability for this spellDisreactinc Grosz
Conjuration cantrip
Race: Tabaxi
Casting Time: 1 action
Range: 5 fect
Components: V, S, M (a small mirror or other reflective
surface)
Duration:
foncentration, up to 1 minute
You conjure forth a small globe of light, up to 1 foot in
diameter. The globe is of pure light that hovers in the air, can
change colors, ratate, and make shapes appear in it. A
creature attempting an ability check while it can see the globe
must succeed on a Wisdom saving throw or have
disadvantage on the ability check.
Charisma is your spelleasting ability for this spell
‘Drvmep WATERS
Istlevel transmutation
Range: 60 fect
‘Components: S, M (a small item containing air)
Duration: Instantaneous
‘You insert bubbles of pure air into bodies of water for the
briefest of time. Choose « point you can see in a cold or
‘moderately temperate liquid. You create a 5foot radius, 30-
foot high cylinder either upwards or downwards centered on
‘that point that becomes instantly devoid of liquid. Any creature
or object in the area falls to the bottom of the cylinder unless
itcan fy.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, you can create one additional
cylinder for each slot level above Ist.
Charisma is your spelleasting ability fr this spell
Jur Srezam
“stlevel wansmutation
Race(s): Triton/aquatic
Casting Time: 1 bonus action
Range: Self
‘Components: S, M (scales from a sea creature)
Duration: Concentration, up to 10 minutes
Air propels you forward in the water. When you cast this spelh
and then as a bonus action on each of your turns until the
spell ends, you can move up to 50 feet in a straight line
through water.
Heavy Hrrrez
Transmutation eantrip
Race(s): Goliath/HalfOrc/Ore
Casting Time: 1 bonus action
Range: Touch
‘Components: V,S,
Duration: 1 minute
(broken pottery and a weapon)
A melee weapon you are holding is imbued with destructive
power For the duration, it deals double damage to objects and
structures. The spell ends if you cast it again or if you let go of
the weapon,
Promace ALERT
‘Transmutation eanteip
Race: Aarakocra
Casting Time: 1 action
vs
Your feathers change to a vibrant color. While the spell lasts,
{you can use a bonus action on a subsequent turn of yours to
‘change the color again.
Prorsctive GLow
Istlevel abjuration
Race(s): Goliath/HaltOre/Ore
Casting Time: 1 bonus action
Range: Touch
‘Components: V, S, M (small tiles with runes carved on them)
Duration: Concentration, up (o 10 minut
‘You touch one creature, granting ita layer of protection from,
harm. Ifthe target isn't wearing medium or heavy armor,
bludgeoning, piercing, and slashing damage that it takes from
rnonmagical weapons is reduced by 3.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the damage reduced increases by 3
for every two slot levels above the Ist.
Recorp MEMoRY
Mhusion cantrip
Race: Gnome
Casting Time: 1 action
Range: Self
‘Component (aa item of sentimental value)
Duration: Concentration, up to I minute
‘When you cast this spell. you can store whatever information
‘some of your senses give you for up to 10 seconds, including
‘sounds, smell and sight.
Alternatively, when you cast it, you can regain access to the
latest information stored with this spell as though you were
sensing them once again.
Savery MzasunEs
Transmutation cantrip
Race: Lizardfolk
Casting Time: 1 action
Range: Towh
‘Components: V, S, M (a small container of water)
Duration: 10 minutes
For the duration of this spell you have advantage on saving
throws you make against poison because of ingested foodSarr Hostiurry
‘Transmutation eanteip
Race: Tielling
Casting Time: 1 action
Range: Touch,
‘Components: V, S, M (2 small, humanoid doll and a lock of
‘your own hait)
Duration: | minute
A humanoid creature that you touch has disadvantage on all
Charisma checks directed at one creature of your choice
‘within 30 feet of you. When the spell ends, the creature you
touched realizes that you used magic on it and becomes
hostile toward you. A creature prone to violence might attack
you. Another creature might seek retribution in other ways (at
the DM's discretion), depending on the nature of your
interaction with it.
Charisma is your spelleasting ability for this spell
‘Tarcrr Practice
Transmutation cantrip
Race: Goliath
Casting Time: 1 bonus action
Range: Touch
‘Components: S, M (snow, water, or mud, which is expended)
Duration: 1 minute
You form up to one ball ofthe used material component in
‘each of your hands. A ball is a ranged weapon with the thrown
property, has a range of 40/80 feet, and deals 144
Dludgeoning, nonlethal damage.
‘WATERCLAP
Transmatation cantrip
Race(s): Triton/aquatic
Casting Time: 1 action
Range: 10 feet
Components: S
Duration: Instantaneous
‘While fully submerged in water, you clap your hands,
‘enhancing the resulting force or pull with magic, creating one
of the following effects.
+ Each creature within 10 feet of you that's fully submerged,
‘in water must succeed on a Strength saving throw or be
pushed 10 feet away from you.
+ Bach creature within 10 feet of you of you that's fully
‘submerged in water must succeed on a Strength saving
throw or be pulled up to 10 feet towards you. A creature
‘can choose to fail this saving throw:
Charisma is your spelleasting ability for this spell
‘WAYMARKER
Transmutation cantrip
Race: Dwarf
Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of chalk or coal)
Duration: Until dispelled
‘You make a small mark, a symbol or a word appear on a
surface of metal stone, or woodRaciAt ITEMS
‘These items are meant to be more flavor than function
(especially considering combat power) and as such should
generally be safe to give to characters at low levels, maybe
‘even at character creation,
AMULET OF HERITAGE - A GENIE'S GRACE
TOWARDS A GENASI CHILD
Wondrous item, (un)common (requires attunement)
While wearing this amulet, any elemental who targets you
with an attack or 2 harmful spell must first make a Wisdom
saving throw (save de 13) On a failed save, the creature must
‘choose a new target or lose the attack or spell
BLENpINc BAND - TIEFLING TAIL RING
Wondrous item, (un)common (requires attunement)
‘This emall band of what looks like silver chains can be
fastened either to a horn or a tail. As an action, you can speak.
the command word and have the appendage its on become
invisible for 1 hour (one band works on two horns, if you
‘want} Once you use this feature, you must finish a short or
Tong rest before you can use it again.
BLESSING OF THE FOREFATHER - A FAMILY
HEIRLOOM FOR DRAGONBORN
Wondrous item, (uncommon (requires attunement)
This choker is made from tiny scales, and strengthens your
roar and breath weapon. You can make your voice boom up to
twice as loud as normal, and your breath weapon can't deal
Jess damage than your Constitution modifier unless a creature
‘has immunity to its damage type.
GRAPPLING SPEAR - A GOLIATH'S BEST FRIEND
AMONG THE MOUNTAIN TOPS
Wondrous item, (un)common
This spear has runes carved into its handle, and a hook at the
Dottom of it. As an action, you can speak its command word
and throw the spear up to 120 feet. Ifit hits a solid surface, it
‘will bury itself into it. When stuck in a surface in this way, it
‘can support a weight of up to 2000 pounds,
‘The spear remains stuck until you repeat the command
word,
GRoomINc COLoRs - FOR THE TABAXI
FASHIONISTA
Wondrous item, (un)common
‘An ornate, round brush with a long handle made of silver, with
‘a mirror on its backside. By spending an hour grooming
yourself, you can change the color of your fur to other natural
‘colors. After $ hours, the fur reverts back to its original color.
GUIDING AMULET - AN ON-DEMAND GUIDING
STAR FOR AASIMARS
Wondrous item, (un)common
This amulet looks like a compass, and is made from smooth
marble that goes from black to pure white, with every grey-
scale inbetween. It can be used as a spelleasting focus, and
when the light cantrip is cast using it, the spell’s effect
‘becomes slterable for the duration. As a bonus action, you can
‘change the radius of the light shed to become anything
between 5 and 30 feet. This change alters the bright and dim,
light both,
‘Hanes oF THE HALF - HOW THE "WEAK'
‘HALF-ORCS CARRY THEIR WEIGHT
Wondrous item, (uncommon
This harness has several belts and straps, and is made to
distribute weight in a way that makes carrying more easier
‘While wearing this harness, your carrying capacity is your
‘Strength score multiplied by 20, Additionally, due to the even
‘eight distribution, you have advantage on ability checks
made to maintain your balance while wearing it,
Jewaray oF Tax Sz - A TRITON MEMENTO
Wondrous item, (un}eommon (requires attunement)
Whether it’s an amulet made from a shell, a necklace of
pearls, ora ring made from coral this piece of jewelry not only
‘reminds you of home, but also shows you the way: You always
know which way leads to the nearest ocean.
‘Mussacz PoucH - HALFLINGS' POSTAL SERVICE,
Wondrous item, (uncommon (requites attunement)
‘This small, unassuming pouch enchants stones, gems, and
imilar items stored in it. While holding an item enchanted by
it, you can use an action to activate it, and speak into it for up
to I minute, A creature familiar with these items know that if
you gently tap it against a solid surface and say a particular
Halfling phrase, it relays the content as ifyou were there to
speak the words.
PEN PAL - GNOME DICTATION AT ITS FINEST
Wondrous item, (uncommon (requires attunement)
‘The knowldge of where this quill draws ink from has been
lost, and the wise gnome knows to resist the pull of tinkering
‘with it to find out, instead finding joy in an ancestor's
ingeniuty.
During a short or long rest, you ean place this quill on a
-e of paper or parchment and speak ts command word.
‘When you do, itcan take dictation for you for 1 hour
Additionally, instead of writing down what you say, itcan
“write in what general direction a person you know wel is, 8
long as that person is on the eame plane as you. You can also
‘ask for the approximate distance between yourself and that
person, but if you do, you can't use the pen again until you've
taken another long rest.Practice KITE - A KENKU'S ESCAPE FROM
‘REALITY
Wondrous item, (uncommon (requires attunement)
A small bird-like kite that is enchanted to catch wind, however
litle there is. By performing a 1-minute ritual, you can make it
float up to 60 feet directly above you for one minute. While
holding its string, you can see through its ‘eyes, but are blind,
‘to your own surroundings. Once you se this feature, you
‘must finish a short or long rest before you can use it again
(Quiver oF CALLING - AN ELVEN HUNTER'S GRY
FOR ATTENTION
Wondrous item, (n)common
A finely made quiver with elaborate carvings of animals on its
‘side. When you draw an arrow from this quiver, you can
choose a calling cry of an animal you know. When the arrow is
fired it makes the sound of the calling cry, which can be heard
600 feet away.
‘SwapE or HoME - WHERE A FIRBOLG GAN,
‘TRULY REST
Wondrous item, (uncommon (requires attunement)
Within this small, wooden box, is a special seed gifted to
firbolg who must leave their forest home. As an action, you
can plant the seed into the soil and recite an ancient poem
about yearning for home. When you finish the poem, the seed,
thas grown into a tree between 5 and 15 feet (your choice).
‘After spending a short rest under its branches, you can
‘choose to take maximum healing from the first hit die you
spend to regain hit points instead of rolling.
‘You can return the tree to its seed form as an action by
touching it, reciting a poem about finding new sights to see.
‘SKULL HELMer - LIZARDFOLK'S SCARE TACTICS
Wondrous item, (uncommon
Ahhelmet given as a reward to proven warriors ofa clan,
Fashioned from the skull of a fearsome beast, lke a crocodile,
a big snake, and so on, it as been imbued with magic to
‘enhance its effect on others. While wearing it, you have
‘advantage on Intimidation checks against beasts and
bumanoids.
‘THALDRUR FLASKBREAKER'S DRINKING SET - A
‘DWARF'S BEST FRIEND
Wondrous item, (unJeommon (requires attunement)
This set consists ofa finely crafted tankard and bottle which
«ives off a faint light when the command word is spoken
‘within 30 feet of them. The light fades away when the
‘command word is spoken again. Any liquid poured in them
while they shed light gains the taste of an alcoholic beverage
‘of your choice.
‘Torus oF THE NIGHT -FOR THE AARAKOGRA
‘THAT PREFERS HUNTING DUBING THE DAY
Wondrous item, (un)eommon (requires attunement)
While wearing this jet black torque, you dont give off a
shadow while ying.
a Se ee
Crepits
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