TEXT: 1
  
  2
  Introduction
  Author
  J. Evans Payne
  Character Art
  Ethan Slayton
  Scene Art
  Jack Kaiser
  Iconography 
  J. Payne
  Design & Concept
  Jason Payne
  Developer
  Jason E. Payne
  Producer
  Jason Evans Payne
  Editor
  J. E. Payne
  Layout and Graphic Design
  Jason E. P.
  Cover Art and Logos
  Enyap Nosaj
  Cartography
  J. Evans Payne
  Typesetting
  J. Snave Enyap
  Proofreading
  Beattin A. Dedhaurs
  Indexing
  Microsoft Word
  Thanks 
  To my friends from middle school, who embraced this 
  silly nerdy hobby as a welcome escape from the pressures 
  everyone endures in that environment.
  To my friends from high school, who rekindled my love of 
  the game that was now used as the basis of philosophical 
  discussions and dreaming about the future.
  To my friends from college, who stuck with all manner 
  of nerdy obsessions of mine through the years, despite 
  dwindling free time in which to pursue such things, and 
  increasing responsibilities in other realms.
  Special Thanks: Kickstarter Backers
  Thank you for believing in me, when all I had to prove myself 
  was an idea, a blurb, a handful of maps, and a dream.  
  The product you hold in your hands—or store on your hard 
  drive—is a direct result of your faith, and support.  I can’t 
  thank you enough.
  DO2 Hardened Completionists
  • Richard Loh
  • Jeremy Siemon
  • Paul S.
  • Richard “Eskimo” Jones
  • J Levine
  • Please do not add my name to the credits
  • Jeremy Suiter, a.k.a. Barek Firebeard
  • Jeff “Sage” Trisoliere
  • Martin St-Laurent
  • Benjamin Bernard
  • Oliver Volland
  • Dr. Donald A. Turner
  • Nicholas Harvey
  • Thalji
  • Amadan
  • Bulldozers
  • Redfuji6
  • Jamie Van Lengen
  • Roger Haxton
  • H. Howell
  • Cally Harper
  • Steve “Sammeal” Reinhart
  • Charles Marshall
  • Rhel ná DecVandé
  • Stormraider
  DO2 Hardened Historians
  • Kary “Realm Master K” Williams
  • Luca Basset
  • Stephen P.D, Kelley
  • Stefan Friedl
  • Tobias Widlund
  • Justin Whitman
  • ZoZoBop
  • Richard Isaak
  • Paul Lukianchuk
  • Charles “Lukkychukky” Ulveling
  • Fettzer
  • Earl B. Bingham
  • Archania’s Workshop, LLC
  • J. David Porter
  • Kandy Dolan
  Colophon
  
  3
  Introduction
  • Eggyz
  • V. Pesola
  DO2 Mayor
  • Bernie “Murkatos” McCormick
  DO2 Universal Historians
  • G. “Fluido” Fasano
  • Danny Wilson
  • Imban
  • Gregory McWhirter
  • David Stephenson
  • Delnurfin Feadiel
  DO2 Hardened Historians
  • Andrew Lotton
  • Robert Wiesehuegel
  • A Wong
  • J W Carroll
  • Scott Crandall
  • Anon
  • Martin Blake
  DO2 Historians
  • Lester Ward
  • Bartholomew Jackson
  • Andrew Weill
  • Robert McNeal
  • Étienne De Sloover
  • ANton H.
  • AinvarG
  • Ben Fowler
  • Sam Hillaire
  • MarsSenex
  • Aaron J. Schrader
  • Michael Schwan
  • Chris Sulat
  • Sam Rosenthal
  • Kevin J O’Brien
  • Nathan Blaylock
  • Stefan “Melwyn” Kruse
  • J. Michael Lanaghan
  • Jon R. Terry
  • Boberto
  • Brien “CriticalFailure” Borchardt
  • Cory Aughenbaugh
  • MICHAEL J BENENSKY
  DO2 Citizens
  • Oliver von Spreckelsen
  • Crispin Moakler
  • Jonathan Smith
  • Marc Margelli
  • Paul Fowler
  • Doug Berigan
  • Jordi Rabionet Hernandez
  • Simon Hunt
  • philippe Roby
  • Uwe Nagel
  • David vun Kannon
  • Joshua F. Knowles
  • Ryan Lynn
  • Joe Medica
  • Loren Siebold
  • Ed Kowalczewski
  • Anthony Allan
  • Bill Weir
  • Christian Klein
  • Ender
  • Kothoga
  • Adam Jacobsen
  • Terry Adams
  • J.Goodwins
  • Kohuda
  • Andreas Monitzer
  • Jasper Akhkharu
  • Ashran Firebrand
  DO2 Passersby
  • J. Philip Ezrickson
  • Elton Robb
  AA Adventurers
  • Michael Beck
  • Rudy Thauberger
  • John Spiher
  • Nerelax
  • Joe Meyer
  • M. Calder
  • Just X
  • Stefan
  • Chris & Anna Skuller
  • Leopold Goldimire
  • Jeff Montreuil
  • M. Leadbetter
  • Greg Curley
  • Monique Soothsayer
  • ugrivous
  • Jonathan Smith
  • Oliver D. Dickerson III
  • Ashran Firebrand
  • Andreas Löckher
  • The Wizard
  • Michael L
  • Joseph Del Vecchio
  • Anonymous (2x)
  • Imban
  • Kent Taylor
  • Nathan
  • Martin Heim
  • Rhonda Frazier-Evans
  • Keith Davies
  • Ryan Douglas Holleman
  • R. Boser
  
  4
  Introduction
  • Jamie r. Van Doren
  • Eran L.
  • Anthony C. Senatore
  • Inspector Butters
  • No response
  • William T Beck
  • Christopher Hartmann
  • Ed Kowalczewski
  • Uwe Nagel
  • John Gajdos
  • AinvarG
  • Johnny Bravo Marvo Super Mario
  • Étienne De Sloover
  • Michael D. Blanchard
  • L. Paul Strait
  • Tudy
  • Hjörtur Már Helgason
  • Yuri Clovershield
  • John M. Portley
  • Mad Tinker Gnome
  • Hawk Silverthorn
  • Neil Coles
  • F. Nelson Bloom
  • Trent Schultz
  • Timothy Grubbs
  • Amanda Flaherty
  • Christian Klein
  • Russell Ventimeglia
  • Neal Porter
  • Mike Brosco
  • Christopher Stoll
  • Arrahnuuk
  • Adam the Great
  • Steve Lord
  • Ben ‘Kaladin’ Hill
  • blackseth99
  • Dan Santiago
  • A. Ferber
  • David Chayet
  • James Arnold
  • Sam Christmas
  • Caitlin Jane Hughes
  • Lewis Crown
  • Llonowar
  • Icy Mawpur
  • Jake Schooley
  • Chris Carley
  • William P. Payne
  • Daniel Ward
  • Lukebunny
  • Kiiyashi
  • Jordi Rabionet
  • Bart Vervaet
  AA Artif icers
  • T.J. Noel
  AA Forgers
  • Bryan Linscott
  • Luca Basset
  AA Hardened Adventurers
  • Chandler Edgington
  • Matthew Robinson
  • Juan Carlos Efrain Rivera
  • samuei
  • Scott Crandall
  • Thomas Kerr [RavensNestTV]
  • Joe Medica
  • Rhel
  • Aaron Askam
  • Bill The Brawler Steel
  • Chris Van Deelen
  • Fischfail
  • Scott Sysol
  • Mark Boettcher
  • Zork Lapbutter
  • J. S. Sunshine
  • Latitude the 45th
  • Varis, Powerful Lord of the Hollow
  • James Buys (warren the gray)
  • ronald g paris
  • Peter Wood
  • Anon
  • Two-Tails
  • Dr. Donald A. Turner
  • Jordan Kruger
  • Martin Blake
  • J
  • Chris Ballard
  • Eggy
  • Michael Piterniak, Lord of Goats
  • BWint
  • John Matta
  • Sean V. Oweb
  • David DeRocha
  • Thomas Milazzo
  • Jitse Paping
  • Gary M. Hite
  • Travels the Lost
  • Thorin inn Hárfagri
  • S. E. Choe
  • Redfuji6
  • Nicholas Harvey
  • Brian Childress
  • J David Porter
  • Archania’s Workshop, LLC
  • M.A.J. Manders
  • Jono Steffens
  • Kary Realm Master K Williams
  • Brian Summers
  • Neal Levin
  • Brother Tom
  
  5
  Introduction
  • Dbgtinfinite
  • Pastoolio
  • Danny M.
  • Marc J Weatherhogg
  • Jodi Krangle
  • Blarghedy
  • J. Arnoldt
  • “Andrew Ahia”
  • Eric Smith
  • TJ Talamini
  • Brett Daniel
  • Vince Mulhollon
  • John Duffield
  • Nick Fin
  • Jonathan Decker
  • Ylva H. I. Gløersen
  • Richard Weber
  • Petty Officer Benjamin McArthur (USN)
  • Clint Doyle
  • Aurélien LENGRAND (Shin Taillelaine)
  • Salvador J. Guzman
  • ZoZoBop
  • Scott Balliet
  • David B. Caffey
  • Bryan Beasley
  • Sir Daniel of the house of Klein lord of the party wipe
  • Garret, the Hero You Will Never Know his Existence
  • Irina & Randall Dorn
  • Quinn Parrott
  • Frits Kuijlman
  • Lance Gutierrez
  • Steve “Sammeal” Reinhart
  • Dave Sowden
  • Pauline Guest
  • A. Hindelang
  • Sandrider
  • Russell “Redjack” Petree
  AA Paragons
  • Amadan
  • The Lemming Lord El Diablo
  AA Stretch-Only Adventurers
  • Dwayne
  • Ben Fowler
  • Gabriele “Fluido” Fasano
  • Fearchar Battlechaser
  • Oliver von Spreckelsen
  • Bulldozers
  • Harvey Howell
  
  6
  Introduction
  Infinium Game Studio is:
  CEO
  J. Evans Payne
  Creative Director
  J. Evans Payne
  Lead Editor
  J. Evans Payne
  VP Marketing & Sales
  J. Evans Payne
  CFO
  J. Evans Payne
  Artistic Director
  J. Evans Payne
  Legal Stuff
  Artifacts & Artifice: Volume 2 © 2018 J. Evans Payne.  
  Reproduction without the written permission of the author is 
  expressly forbidden.  Dark Obelisk, Berinncorte, and Aquilae 
  are trademarks of Infinium Game Studio, All rights reserved. 
  All characters, names, places, items, art and text herein are copyrighted by J. 
  Evans Payne.  The mention of or reference toany company or product in these 
  pages is not a challenge to the trademark or copyright concerned.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder 
  Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/
  pathfinderRPG for more information on the Pathfinder Roleplaying Game. 
  Paizo Publishing, LLC does not guarantee compatibility, and does not endorse 
  this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the 
  Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game 
  Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used 
  under the Pathfinder Roleplaying Game Compatibility License. See http://
  paizo.com/pathfinderRPG/compatibility for more information on the 
  compatibility license.
  Some content, inspiration, and ideas produced in collaboration with Glamour 
  Games LLC.
  This book is hereby dedicated to my children, to whom every toy and object is a unique magical item.
  Dedication
  Foreward
  Well, it took a while to get here, that’s for sure.
  But I’m also sure you’ll agree that it has been worth the wait.  
  Never have I seen a book like this, that attempts to expand 
  each and every magical item into a story, an opportunity, an 
  adventure unto itself.  
  There are nearly four dozen magical items in these pages, 
  and content enough to easily run an equivalent number of 
  gaming sessions, if not many, many more.  Nearly every 
  item could be expanded further into an entire backstory 
  adventure or series thereof, chronicling the tapestry of 
  the past through the creation—inadvertent, at times—of 
  influential artifacts.  A kind of history of the Realm through 
  the eyes of objects.
  Perhaps someday I’ll expand the concept along those lines.  
  Perhaps someday I’ll catch up to my backlog of books.  
  Perhaps someday the inspiration, the ambition, the passion, 
  will stop.
  But probably not.  
  Thanks for coming along for the ride.
  J. Evans Payne
  Malvern, Pennsylvania
  June 2018 (volume 2 September 2018)
  Fifth Edition Foreward
  As those of you who have enjoyed other IGS products already 
  know, all of our work is created in Pathfinder rules format 
  initially, then converted into 5E / Fifth Edition rules.
  NPCs are regenerated from scratch, aligning as much as 
  possible to the original statblocks that were generated for 
  Pathfinder.
  This approach has a number of pros and cons.  On the pro 
  side, the 5E edition of our products tends to be smaller, and 
  more concise.
  Inescapable is the fundamental difference in approach and 
  complexity between the two rules systems.  
  5E is more streamlined, simplified, and—one might argue—
  elegant and more accessible as a result.  Pathfinder is much 
  more complex and rules-dense.
  One can argue preference and ultimate utility between 
  these two rules systems.  As with most such discussions, the 
  “best” system is of course the one that you and your friends 
  determine is the best for you.
  I’m not going to try and argue in favor of one system or 
  another.  But I will point out that the Artifacts & Artifice 
  
  7
  Introduction
  Table of Contents
  Colophon 
  2
  Foreward 
  6
  Fifth Edition Foreward 
  6
  Table of Contents 
  7
  About Infinium Game Studio 
  8
  FlexTale 
  9
  Introduction 
  11
  Concoctatorium 
  20
  Concoctatorium User 
  24
  Fetish of the Insali 
  27
  Fetish of the Insali User 
  32
  Harp of Infinite Melodies 
  35
  Harp of Infinite Melodies User 
  39
  Harp of Sorrows 
  42
  Harp of Sorrows User 
  46
  Hell’s Bell 
  49
  Hell’s Bell User 
  54
  Magister Runes 
  57
  Magister Runes User 
  61
  Obelisk Shard 
  64
  Obelisk Shard Wielder 
  68
  Razorcrystal 
  70
  Razorcrystal User 
  74
  Bloodthinner Potion 
  78
  Bloodthinner Potion User 
  82
  Dreadslime Poison 
  85
  Dreadslime Poison User 
  90
  Gorgon Teeth 
  92
  Gorgon Teeth Wielder 
  96
  Philtre of Bodily Avarice 
  99
  Philtre of Bodily Avarice User 
  104
  Dreadslime Web 
  107
  Dreadslime Web User 
  112
  Abhorrent Naginata 
  116
  Blackhatch Sabre 
  124
  Blackhatch Sabre Wielder 
  128
  Bludgeondart 
  130
  Bonespike 
  137
  Bonespike Wielder 
  141
  Carvish Sword 
  143
  Carvish Sword Wielder 
  147
  Crone Sabre 
  149
  Crone Sabre Wielder 
  153
  Culler 
  155
  Culler Wielder 
  159
  Dart of the Nightswarm 
  161
  Dart of the Nightswarm Wielder 
  165
  Diretendril 
  168
  Diretendril Wielder 
  172
  Disembowler Knife 
  174
  Disembowler Knife Wielder 
  178
  Duskblade 
  181
  Duskblade Wielder 
  185
  Eclipse Blade 
  188
  Eclipse Blade Wielder 
  192
  Feralite Armor 
  194
  Feralite Armor Wearer 
  198
  Fingerblade 
  201
  Fingerblade Wielder 
  205
  Fishflenser 
  207
  Fishflenser Wielder 
  211
  Fisticuffs 
  213
  Fisticuffs Wielder 
  217
  Greymist Bow & Arrow 
  220
  Greymist Bow Wielder 
  225
  Grimscraper 
  228
  Grimscraper Wielder 
  232
  Hale Harvester 
  235
  Hale Harvester Wielder 
  239
  Hellwasp Stinger 
  241
  Hellwasp Stinger Wielder 
  245
  Hellwasp Swarmer 
  248
  Hellwasp Swarmer Wielder 
  252
  Netherbow 
  255
  Netherbow Wielder 
  261
  Nightstrand Garrote 
  264
  Nighstrand Garotte Wielder 
  269
  Obelisk Mote Bolt 
  271
  Obelisk Mote Bolt User 
  275
  Obelisk Shard Sword 
  278
  Obelisk Shard Sword Wielder 
  283
  Obelisk Splinter Dagger 
  285
  Scorpion Gauntlet 
  292
  Scorpion Gauntlet Wielder 
  296
  Scytheknife 
  298
  Scytheknife Wielder 
  302
  Ring of the Risen 
  306
  Ring of Darkstorms 
  313
  Wyzakkap (Ring of Darkstorms wielder) 
  320
  Instant Seeds 
  323
  Jhaane (Instant Seeds owner) 
  328
  Stubborn Rod 
  332
  Jacarae Boucherier “The Butcher”  
  (Stubborn Rod wielder) 
  336
  Open Gaming License (OGL) 
  339
  books were designed around the goal of having unique 
  and interesting magic items that support a wide range of 
  difficulty levels and character advancement.  
  Each unique magical item was actually designed as four 
  separate items, each usable and appropriate for a certain 
  range of PC levels.  
  The advantage of this approach is of course flexibility and 
  usability.  That eclipse blade that your players lusted after 
  when they were 4th-level fighters will be just as much of a 
  sought-after item when they are 17th-level, because the Elite 
  version is much more powerful.
  The disadvantage is that, to make each weapon, armor, and 
  item interesting to arguably any character, complexity has to 
  be leveraged.
  All of this as a very lengthy caveat for those enamored of 
  5E’s simplicity and straightforwardness: to make each of 
  150+ items usable and interesting across difficulties, I have 
  imposed on their use various mechanics that 5E seems to go 
  out of its way to avoid.  
  For example, instead of the very straightforward 
  “advantage/disadvantage” mechanic employed throughout 
  5E, some AA items grant a chance of advantage.  Also 
  different from the Pathfinder edition of AA is the absence of 
  rigor around construction requirements, given 5E’s emphasis 
  away from magic items as a general statement.
  This may rub 5E purists the wrong way, or seem to conflict 
  with the “spirit” of that rules system.  
  These items have plenty of well-thought-out crunch 
  behind them.  But the richness is in the descriptions, the 
  backstories, and the uniqueness of the artifacts, not in the 
  specific bonus or penalty each applies.
  Regardless of your rules system, I hope you enjoy using these 
  items in your games as much as I enjoyed creating them.
  Onward!
  
  8
  Introduction
  About Infinium Game Studio
  Founded in 2015, Infinium Game Studio (IGS) came about 
  as the result of a simple mission: Make shared storytelling 
  games easier and more fun for both players and referees 
  alike.  
  Our vision is that Infinium Game Studio empowers referees, 
  players, and the industry entire with innovative gaming 
  tools; high-quality, deeply-designed products; and creative 
  takes on established paradigms.
  Values and Key Differences
  Plays Well With Everyone
  IGS products are engineered to be usable by both novice 
  and veteran gaming groups.  As a result, they must contain 
  everything a novice GM might need to react quickly to his/
  her play group.
  Comprehensive and Immersive
  Each IGS product should “feel real” and come with 
  everything the referee might require to make the setting, 
  context, environment, or other content come alive.
  Everything You Need
  The ideal adventure should contain practically everything 
  you need to run the game, except the core rulebook.  Even 
  the most skilled GM wastes time looking things up in 
  multiple books.  It’s so exceedingly rare that an adventure 
  contain all of the crunch and fluff necessary to run it.
  Maps: Where Are We, Again?
  A picture is worth a thousand words... and also, a thousand 
  seconds of prep time. Visually appealing, easy-to-use, 
  and extensive Maps are an essential part of any shared-
  storytelling experience.
  Pervasive Maps
  Don’t put a building on a map if I can’t go inside it.
  Prepared for Anything
  In a gaming session, a good referee must be prepared for 
  the PCs to explore any aspect of the content.  All too often, 
  an otherwise outstanding adventure will fail to provide 
  for a major percentage of its content.  If there are twenty 
  buildings in a town, but maps for only two of them--well, 
  it’s fairly apparent where the Big Bad is going to be holed 
  up!  Not every map will be riddled with secret passages, 
  custom random encounters, and combat, but there should 
  be something of interest in every building.  Otherwise, it 
  shouldn’t be there!  
  Thoroughness: But What If...?
  It’s possible to have a 16-page adventure that’s wonderful 
  and exciting.  It’s also possible to have a 255-page 
  sourcebook be boring and repetitive.  Striking the right 
  balance between over-padding and under-describing is 
  challenging, but an important part of what we do at IGS.  
  Flexible
  Each product should be usable on its own, completely out 
  of context; as a start to a completely new campaign; as part 
  of the “intended” Adventure Path or associated suite of IGS 
  products; or to insert into an existing ongoing campaign.
  Reusable
  No IGS product is “one and done” by design.
  FlexTale and Comprehensive Design enable this flexibility 
  and reusability.
  Production Quality
  Our goal is to produce world-class products with high 
  production values.
  
  9
  Introduction
  FlexTale
  FlexTale™ is an attempt to make roleplaying game adventure 
  content dynamic and interesting.  A module created using 
  FlexTale is different each time it is run.  Treasure, monsters, 
  plot activities, NPC backstories and character arcs, and 
  various actions and plot elements can all occur differently.  
  Differences can occur using the roll of dice, or the GM can 
  simply choose the 
  content that s/he 
  prefers or feels would 
  be most engaging to 
  the play group.
  There are two ways that FlexTale can help make an 
  adventure dynamic: Dynamic Content and Dynamic Plots.
  Dynamic Content
  “Dynamic content” is a FlexTable term that refers to 
  anything in an adventure that can be modified.  Whether one 
  NPC is in love with another, or who murdered the vagrant 
  in the alley behind the town pub—FlexTale dynamic content 
  makes it possible to have several explanations or paths 
  through a story.
  Dynamic Content is made possible by something called a 
  FlexTable™.
  FlexTables
  Most roleplaying game resources have tables—lots and lots 
  of tables, in many cases!  Typically, these tables are two-
  column, or perhaps three-column: you have one column that 
  lists the dice roll result, and you reference that row as the 
  outcome of the randomization.  This is all well and good, 
  but it limits the scenario to that one set of probabilities and 
  outcomes, without accounting for things that happen in the 
  game that you might want to impact those outcomes.
  A Traditional RPG Lookup Table
  “: Traditional Lookup Table” is a typical “what’s in the 
  treasure chest” table that requires rolling a 
   d100.  You 
  roll a d100, and then you look up which row your roll falls 
  into, and then you get your single result.  Interesting, to be 
  sure, and it definitely provides for some variability… but the 
  extent of that variability is constant.
  Table 1: Traditional Lookup Table
  D%
  Result
  Description
  01-30
  Nothing
  The treasure chest is empty.
  31-40
  Minor Reward
  1d20 gp and a silver locket 
  worth 5 pp.
  41-80
  Average Reward
  3d12 gp, a gold-hilted dagger 
  worth 10 pp, and two potions 
  of cure light wounds.
  81-
  100
  Major Reward
  2d20 pp, a potion of cure 
  moderate wounds, and a 
  scroll of fireball (CL 12).
  The FlexTable Difference
  A FlexTable is used to do the same thing a normal RPG 
  lookup table does.  What makes FlexTables different is that 
  they have multiple columns to represent dice rolls.  Each 
  of the columns represents a different situation or set of 
  conditions under which that column is used to reference the 
  result.  
  This seemingly simple change is used to make all of the 
  following possible:
  • Differences in probabilities for the individual outcomes.
  • “Scalable” monsters and rewards that more appropriately 
  match the level and power of the PCs.
  • Proportional rewards, measured against the strength of a 
  relationship or other conditions.
  • Circumstantial content, restricted to certain conditions 
  or prerequisites.
  “Sample Treasure Chest Contents” is the same table we 
  saw earlier, modified to be a FlexTable.
  Contexts
  In the above example, there are now four columns used to 
  indicate the range of the dice roll result.  These columns are 
  referred to as Contexts.  
   Before you roll on a FlexTable like this one, you will have to 
  figure out which Context you should refer to.  In the above 
  table, the leftmost column is Context “A” (D%A), the next 
  one is “B”, and so on.  Each Context also indicates the dice 
  to be rolled—in this example, you roll the same dice (d%) in 
  each Context, but in some FlexTables, different dice may be 
  used.
  This straightforward example demonstrates the following 
  differences in converting a standard table into a FlexTable:
  Different Probabilities: Context C is the most favorable, 
  since it provides a much bigger range of rolls under which 
  you would receive the “Major Reward”.  Context B is the next 
  best, since it, too, expands the range that Context A has.
  Circumstantial Results: In Context D, not only are the 
  favorable outcomes less likely, but there is a fifth result row 
  that is only possible under this Context: “Cursed Reward”.  
  Determining Context: When you are called upon to roll on 
  this FlexTable, the adventure will use some description to 
  make it clear which Context to use.  In the above example, 
  perhaps the Context is determined by how favorable the 
  party’s relationship is with a local wizard… but if the party 
  has fought or slain that wizard, then Context D is used to 
  represent the soured atmosphere.
  Typically, just prior to a FlexTable, adventure content 
  will summarize which Context should be used.  The GM is 
  encouraged to use his/her common sense and judgement in 
  overriding this guidance as she/he sees fit based on the party 
  and how the game is going.  For example, a GM could choose 
  to reference a specific Context even though the prerequisites 
  aren’t met.  She could also choose to simply ignore the table 
  What is FlexTale?
  
  10
  Introduction
  entirely, and force a specific result without even rolling.  
  Experienced GMs should use this power wisely to improve 
  gameplay if necessary; unless you have a specific reason for 
  overruling the recommended use of a FlexTable, you should 
  try to use it as it was intended to be used.
  Here’s an example for the above table, assuming the example 
  of the contents of the treasure chest scaling to the nature of 
  the relationship the party has with the local wizard:
  • 
    Use Context A: 
  If the party’s relationship to the wizard is Unfriendly or 
  Indifferent.
  • 
    Use Context B: 
  If the party’s relationship to the wizard is Friendly.
  • 
    Use Context C: 
  If the party’s relationship to the wizard is Helpful.
  • 
    Use Context D: 
  If the party’s relationship to the wizard is Hostile, or if 
  the party has ever attacked the wizard (or slain her).
  This is an impressive-sounding title, but the goal is quite 
  simple to describe: Let the story be different.  
  FlexTable 1: Sample Treasure Chest Contents
  D%A
  D%B
  D%C
  D%D
  Result
  Description
  01-30
  01-20
  01-10
  01-30
  Nothing
  The treasure chest is empty.
  31-40
  21-50
  21-30
  31-40
  Minor Reward
  1d20 gp and a silver locket worth 5 pp.
  41-80
  51-60
  31-50
  41-45
  Average Reward
  3d12 gp, a gold-hilted dagger worth 10 pp, and two potions 
  of cure light wounds.
  81-100
  61-100
  51-100
  46-50
  Major Reward
  2d20 pp, a potion of cure moderate wounds, and a scroll of 
  fireball (CL 12).
  n/a
  n/a
  n/a
  51-100
  Cursed Reward
  6d6 cp, a rusted dagger (useless in combat), and whomever 
  opens it is struck with a bestow curse spell (CL 8).
  
  11
  Introduction
  Introduction
  What Is This Book?
  This book is intended to be any or all of the following.  These 
  are listed in no particular order.  
  • A compendium of magical items that can be used in any 
  campaign setting, with PCs of any level.
  • An assortment of mini-adventures, each one related (at 
  least vaguely!) to a new, unique, magical item.
  • Inspiration to guide the creation of dozens of other new 
  adventures and plotlines in your gaming group’s overall 
  story.
  • A companion to Dark Obelisk 1: Berinncorte, Dark 
  Obelisk 2: The Mondarian Elective, and other adventures 
  and gaming resources in the campaign setting of Aquilae.
  • Inspiration for construction of your own adventures and 
  content.
  In short, how you use this book is really dependent upon you 
  and your needs as a GM.
  The ultimate goal of this book is simple, yet formidable: as a 
  GM, you should be able to open to any page, and find instant 
  material to use with zero preparation in your game.
  Notes & Conventions
  As is typical in a roleplaying game adventure or module, 
  some text herein is meant to be read or shown to players 
  verbatim… but the majority of the content is meant to be for 
  the Game Master’s (GM) eyes only.  Below please find some 
  visual conventions that make this differentiation clear.
  Player Descriptive Text
    These sections are meant to be read aloud to players as-
  is.  You are of course free to introduce your own changes 
  as you see fit as a Game Master.  Player Descriptive Text 
  blocks are meant to serve as informative tidbits that have 
  been preconstructed to reflect the exact nature of the 
  situation being encountered by the party.
  GM-Only Notes
    Granted, nearly everything not highlighted in Player 
  Descriptive Text is not meant to be read aloud to 
  the players.  However, some content is much more 
  “sensitive” than others.   
   
  GM-Only Notes such as this typically give away plot 
  points, major background, or other information that the 
  players may not normally have access to—either right 
  now, or in some cases, ever.  Make sure to conceal these 
  sections from players unless there is a specific reason to 
  tell them!
  Designer’s Soapbox
    In some cases, the game designer will want to express 
  a specific opinion about some aspect of the adventure.  
  Typically, this takes the form of a discussion on 
  interpreting rules, or a recommendation as to how best 
  to play or run a particular piece of the adventure.  In 
  all cases, veteran GMs should feel comfortable ignoring 
  these “soapbox” diatribes… but veteran and new GMs 
  alike may find something of interest in the coalesced 
  experience of three decades of roleplaying experience!
  Quests
  A quest can be large, tiny, or in between.  Some can be very 
  quickly accomplished; others span days, weeks, or even 
  years, across multiple cities and even planes of existence!
  In this book, all quests, big or small, have a similar 
  presentation and key elements, as shown by the green block 
  below.
    Quest: Rats in the Cellar (example)
    Summary: Kill rats in a fantasy tavern.  Fun and 
  creative.
    Rewards: Rat corpses.  Plus 10 gp from the bartender.
    Locations: Bar.
    Key NPCs: Bartender.
    Kickoff: When any PC speaks with the bartender.
    Description:
  • The bartender asks the party to slay 
    2d6 Giant Rats 
  that have invested his basement.  
  In so doing, they will benefit from his goodwill, and a reward 
  of 10 gp.
  Obstacles
  Doors, locks, and other obstacles that don’t necessarily 
  incorporate a trap.  You’ll find these prefaced by little brown 
  symbols like this one:
   Locked Secret Door (example)
    5” thick; Hardness 5; hp 30; 
  Perception DC 16; Break DC 15; Disable Device DC 18
    5” thick; Hardness 5; hp 30; 
  Perception DC 18; Break DC 17; Disable Device DC 20
    5” thick; Hardness 5; hp 30; 
  Perception DC 20; Break DC 19; Disable Device DC 22
    5” thick; Hardness 5; hp 30; 
  Perception DC 22; Break DC 21; Disable Device DC 24
  
  12
  Introduction
  Skill Checks
  Whether it’s a single, simple check, or a series of checks 
  in escalating difficulty, skill checks may be an opportunity 
  to either avoid disaster or discover what might otherwise 
  remain hidden and ignored.  Such chances are indicated via 
  yellow symbols as follows:
  Some PCs may have insight into the Blacksmith’s wealth; 
  make a 
    DC 12 Knowledge (Profession) check.
  Skill Challenges
  Skill checks are typically a single roll, often made in secret 
  by the GM.  A skill challenge is usually a bit more involved 
  than a simple check—or there’s simply more at stake.  Either 
  way, a challenge is a more formal, and explicit, exercise, 
  intentionally engaged in by the players.
  You’ll find a skill challenge in a yellow box such as this:
    Falling Timbers (example)
  First Check: DC 18 Perception (16 if aflame) to notice the 
  falling building; success cancels subsequent checks.
  Second Check: DC 15 Acrobatics to avoid the debris; failure 
  inflicts 
    2d6 points of crushing damage plus a possible 
    1d8 points of fire damage; success cancels subsequent 
  checks.
  Third Check: DC 12 Strength to dislodge one’s self from the 
  debris; failure inflicts 
    1d4 points of crushing damage 
  plus a possible 
    1d8 points of fire damage; success quits 
  the challenge.
  Rewards
  Treasure, swords, gems, keys, filthy lucre—this is the stuff 
  your players are really gunning for, right?  Well, that, plus 
  a good time with friends.  And maybe, if you’re lucky, a 
  good, engaging session of shared storytelling that you’ll all 
  remember for a long time.  
  At any rate, rewards are shown with blue boxes like this 
  one.  Some containers have common treasure, which applies 
  equally to all difficulty bands; these are shown with the 
  badges for all four bands like this: 
  .
  Other treasure is “scaled”; that is, the PCs receive different 
  treasure depending on what difficulty band they are playing 
  at.  Select the band that’s appropriate for the level of the 
  PCs; that is the treasure they receive.  They do not receive all 
  of the treasure listed across all four bands!
    Secret Closet Chest
    Brushgather geneology book (a small book; 
  value 6 gp)
    19 gp; opal pendant on gold chain (value 31 gp)
    8 pp; 42 gp; opal pendant on gold chain (value 72 gp)
    19 pp; 37 gp; opal pendant on gold chain (value 180 
  gp)
    52 pp; 84 gp; opal pendant on gold chain (value 428 
  gp)
  Traps
  Hey, blame the rogue—who in all likelihood is suffering 
  the brunt of the trap s/he either failed to detect, and/or to 
  disarm.  Whether it becomes a bragging right, a bargaining 
  chip, or an epitaph, traps of all manner are shown in a 
  purple box like this one.
  Note that the statistics for the impact of most traps scale to 
  the four difficulty bands; select the one that is appropriate 
  for the PCs in your game.
   Acid Arrow Chest Trap
  Type Magic; Trigger Touch; Reset none
    Perception DC 18; Disable Device DC 20
  Effect spell effect (acid arrow; Atk +1 ranged touch (1d4 
  acid damage for 2 rounds)
    Perception DC 20; Disable Device DC 22
  Effect spell effect (acid arrow; Atk +3 ranged touch (2d4 
  acid damage for 2 rounds)
    Perception DC 22; Disable Device DC 24
  Effect spell effect (acid arrow; Atk +5 ranged touch (2d4 
  acid damage for 3 rounds)
    Perception DC 24; Disable Device DC 22
  Effect spell effect (acid arrow; Atk +7 ranged touch (2d4 
  acid damage for 4 rounds)
  Items
  Be they simple items, magical items, rods, staves, potions, 
  books, or something wondrous, items share a common block 
  of information like the following… note that this format is 
  used for all manner of non-weapon, non-armor equipment 
  and usable items, both magical and mundane:
    Adventurer’s Chronicle (example)
  Value 50 gp; Weight 1 lb.; Materials paper; Nature non-
  magical; Aura none; Slot usable; CL n/a
  This book is chock full of useful information. When used as a 
  reference (an action that typically takes 
    1d4 full rounds 
  of searching the text), an adventurer’s chronicle grants a +2 
  competency bonus on a specific Knowledge check for which 
  the book is designed.
  Construction Requirements means to assemble a physical 
  book; the author must have at least 10 ranks in the skill for 
  which you are designing the book; Cost 30 gp
  Variable Challenge
  Magic items in general are almost always created and 
  presented as a single, monolithic entity: it does X and 
  Y, and costs Z.  As a result, most magical items in other 
  sourcebooks end up being appropriate for a single, narrow 
  range of character levels.  Below those levels, the item is 
  
  13
  Introduction
  overpowered; above those levels, it’s underpowered.
  However, one of the things that has frustrated many GMs 
  is that magic items and adventures are almost universally 
  designed in this manner: for a specific level of challenge, or 
  at most, a very narrow range of PC levels (e.g., “4th to 6th 
  level”).  
  There are many advantages to this approach, not least of 
  which being the guarantee that all challenges (monsters, 
  traps, and NPCs) are calibrated very specifically to that 
  narrow zone of difficulty.
  The drawback, of course, is the narrowness of that range.  
  GMs wishing to run a module designed for 10th-level PCs, for 
  example, are either flat out of luck, or have to do some fairly 
  intensive work to scale the content up or down to better 
  align with the PCs she is playing with.
  The degree to which a particular GM, or even gaming group, 
  enjoys perusing and tweaking game statistics—“crunch”, 
  in common parlance—varies, of course.  Some GMs love 
  crunch, and spend a majority of their prep time creating and 
  refining their challenges to ensure the crunch is accurate and 
  appropriately challenging.  On the other end of the spectrum 
  are “by the seat of their pants” GMs, who ignore crunch 
  almost entirely, rarely referring to stat blocks lest it distract 
  from the focus of storytelling.  
  This adventure, and in a broader sense, 
  Infinium Game Studio, does not want to judge as to which 
  approach is “better” or “worse”.  What matters is that you 
  have fun and enjoy yourselves!
  However, we do want to make it as easy as possible to play 
  this adventure no matter what level your PCs happen to be.
  Experience Points and Reward Nuggets
  There are many ways of calculating, dispersing, and 
  accounting for experience points (XP) in a Pathfinder gaming 
  group.  What follows is a method that I have used over the 
  decades, and it’s been a lot of fun.  Although it may not be 
  for every gaming group—your mileage may vary—it’s an 
  interesting spin on traditional methods, and the approach 
  may work for you.  
  Whether this approach works for you or not, however, it’s 
  worth reading through, because all of the Quests in this 
  adventure denote XP awards using this method.
  I Want Candy
  In the author’s early days as a GM, I tossed out candies as 
  rewards to the players when their characters did a good job.  
  Candy could be distributed for defeating a kobold, picking 
  a lock, dodging an attack, convincing the castle guard to 
  look the other way, or any of the ordinary actions whose 
  consequence typically involve experience points.
  However, I also gave out candy for good roleplaying, 
  convincing dialogue, outstanding (or horrid) emulation of 
  accents, meta-jokes about the circumstances of the game that 
  were truly hilarious, suggesting things to me as the GM or 
  other players that took the story in a new direction, or—and I 
  have to be honest, here—helping me as a GM.  
  My general rule was, if I forgot a rule, and you pointed it 
  out in a way that didn’t make you seem like a jerk, then 
  you got rewarded.  This could be something as innocuous 
  as reminding me that your elf ranger’s longbow was firing 
  +1 arrows, or as significant as reminding me that a certain 
  piece of equipment granted a reroll to a critically-failed 
  outcome.
  Generally speaking, candy rewards were given out in my 
  games for anything—literally, anything—that made the 
  gaming experience more fun.  Doorbell rings, and the pizza’s 
  here, and your character is tied up in the cyclops’ cave, so 
  you know you won’t be doing anything for a few minutes, 
  and so you go and grab the grub, and tip the delivery guy—
  that’s worth a candy.  Tell a funny joke—that’s worth a candy.  
  Save the life of your comrade, only to drug him unconscious 
  and use him as a prop, in the manner of Weekend at 
  Bernie’s—okay, that’s a little ghoulish, but it’s in charcter, 
  and amazing, so, yeah, that’s three candies right there.
  Candy as XP
  Candy is awesome, though for one of my gaming group, 
  who was a diabetic, it was a controlled and mindful 
  awesomeness.  But even the most free-wheeling player wants 
  their character to level up.  I get it.
  At the end of each gaming session, my players would “turn 
  in” their candy wrappers.  Each wrapper represented 
  something gone right, a good deed done—and therefore 
  it was converted to XP.  Generally speaking, no matter 
  what the PCs’ levels, no matter what the adventure, 10 
  candy wrappers meant you advanced to the next level.  If 
  you fell short—let’s say, you only got 6—then it meant you 
  were closer for next gaming session (i.e., 4 needed in this 
  example).  
  As years went on, it became a bit less practical and/or 
  healthy to urge my friends to consume at least ten pieces of 
  candy every time we got together, and so the approach was 
  tweaked.  Instead of candy wrappers, gold stars, or spare 
  dice in a particular color, or Warhammer 40,000 figurines.  
  The point was, you got a token, a “nugget” of reward, which 
  was later converted into XP.
  Rules lawyers hate this method, and I respect that.  But even 
  the most hardened min/maxer eventually recognizes that 
  this approach, despite its drawbacks, keeps play flowing 
  quite quickly, and keeps everyone focused on what I believe 
  should be the goal of any roleplaying game session.
  Namely: to have fun!
  Reward Stars: The Formalized Approach
  Whether or not you appreciated the above anecdote, or the 
  approach it describes, it’s required reading, because now 
  we’ll get to how it applies to Dark Obelisk: Berinncorte.
  As with everything else in this book, the GM is encouraged 
  to completely ignore or change this approach if you feel it 
  would make it work better for your gaming group.
  The following represent opportunities to gain an experience 
  point reward in this adventure:
  • Defeating monsters and NPCs.
  • Avoiding traps, picking locks, or otherwise overcoming 
  obstacles.
  • Succeeding in skill challenges or checks.
  • Fulfilling other objects in pursuit of a Quest.
  Monsters and NPCs in this adventure list the XP reward the 
  
  14
  Introduction
  PCs should obtain for defeating them in combat.  They also 
  list the number of “Reward Stars” players should receive for 
  success.  This is denoted like this: 
    +2.
  Think of a Reward Star as a sugar-free and abstracted 
  version of a piece of candy from the earlier anecdote: players 
  receive one or more most times that they achieve something 
  in the game.
  Locks, traps, and skill checks are typically “quadded”; each 
  level of CR lists a suggested XP reward, but also a number of 
  Reward Stars.
  Quests only list Reward Stars.  This is because Quests 
  should be fun, interesting, and above all, useful to the PCs, 
  but shouldn’t be game-breakingly powerful or ignorably 
  impotent.  A simple delivery quest, for example: what should 
  that be worth?  500 XP?  For a level one character, that can 
  be almost halfway to levelling up; for a level 19 character, 
  that makes for a completely worthless diversion.  Using 
  Reward Stars solves this problem, by automatically scaling 
  the reward to be significant regardless of character level.
  If you follow the approach I’ve used, then at the end of each 
  gaming session (or in between sessions, or at the start of 
  the next session, whatever works best for your schedule), 
  convert the Reward Stars to traditional Experience Points.
  The GM is heavily encouraged to augment the rewards 
  documented with additional rewards, for perhaps-less-
  tangible contributions: good jokes, helpful behavior, playing 
  fair and nice, being a good sport, paying for or even just 
  ordering dinner, that sort of thing.
  Such “intangible rewards” should be general in nature: a 
  good, timely joke should be rewarded with a chunk of XP 
  that’s meaningful and helpful to the PC in question, whether 
  they’re level 1 or level 19.
  Stay In Character… Or Else
  In rare cases, or with certain gaming groups, the GM should 
  reserve the right to remove or revoke the Reward Stars a 
  particular player, or the group entire, has earned.
  Such penalties should not be applied in a discouraging 
  manner, or against players who are genuinely trying, but 
  whose luck is simply poor, or for whom things just aren’t 
  working out.  Indeed, successful roleplaying in the face of 
  dire circumstances should be rewarded more!
  Reward Stars should only be revoked if the player 
  is detracting from play, distracting others, making 
  inappropriate jokes not appreciated by the rest of the group, 
  not paying their fair share… or just generally being a jerk.
  Converting Reward Stars to XP
  Each Reward Star represents different XP depending on 
  what your current level is.
  If you’ve assigned Reward Stars to a particular PC, use the 
  character’s current level on the table below to convert to an 
  XP reward.
  On some occasions, you may instead have granted Reward 
  Stars to the party as a whole.  In this scenario, calculate the 
  Average Party Level (APL) as you normally would, and use 
  that on the table below to convert the reward to standard XP.
  If a PC has more than the minimum sufficient Reward Stars 
  to advance in level, they may continue to advance!  In such a 
  scenario, count Stars using the PC’s current level, until they 
  level up.  Any remaining stars are converted to XP using the 
  character’s new level.  In exceptionally rare circumstances—
  or with exceptionally indulgent GMs!—this may involve a PC 
  levelling up multiple times between sessions, though such 
  power-levelling is generally discouraged.
  Finally, in addition to different methods of determining 
  rewards, gaming groups tend to have different theories as to 
  how rapidly characters should level up.  Slow, average, and 
  fast tracks are shown here, which scale to the corresponding 
  Character Advancement experience point totals in the 
  Pathfinder Core Rulebook.
  For purposes of Reward Stars, the following standard has 
  been used:
  • Slow advancement requires 15 Reward Stars to advance.
  • Advancement with the Average progression demands 10 
  Reward Stars per level.
  • Only 5 Reward Stars are needed to advance following the 
  Fast track.
  Table 2: Converting Reward Stars to XP
  Level, CR, or APL
  Slow
  Avg
  Fast
  1
  200
  200
  260
  2
  300
  300
  400
  3
  433
  400
  540
  4
  600
  600
  800
  5
  800
  800
  1,000
  6
  1,200
  1,200
  1,600
  7
  1,600
  1,600
  2,200
  8
  2,533
  2,400
  3,200
  9
  3,000
  3,000
  4,200
  10
  5,000
  5,000
  6,800
  11
  6,333
  6,500
  8,000
  12
  9,667
  9,500
  13,000
  13
  12,667
  13,000
  17,000
  14
  19,333
  19,000
  26,000
  15
  26,333
  25,500
  35,000
  16
  36,667
  41,000
  50,000
  17
  53,333
  50,000
  70,000
  18
  76,667
  75,000
  100,000
  19
  100,000
  105,000
  140,000
  20
  n/a
  n/a
  n/a
  “Quadded” Stat Blocks
  Toward the goal of having an adventure that can be run 
  with PCs of various levels, all NPCs and monsters in this 
  adventure have four separate sets of statistics.  
    These represent iterations of the creature in four 
  distinct scales of challenge.  These scales are referred to, 
  in ascending difficulty, as Low, Moderate, Advanced, and 
  Elite.
  
  15
  Introduction
    Low-level statistics are the default, and are intended 
  for parties of 1st to 4th level PCs.  Typically, the Low CR for a 
  creature will be in the range of fractional, up to 4.
    Moderate statistics present a bit more challenge, and are 
  meant for 5th to 8th level PCs.  CRs can be in the range from 
  4-10.
    Advanced creatures give even more of a fight, 
  representing CRs in the range of 10-15, and are meant for 
  adventurers of the same levels.
    Elite monsters and NPCs are the most evolved, and 
  present formidable difficulty in the 12-20 CR range.  These 
  stat blocks are designed for PCs above 15th level.
  To avoid confusion, elsewhere in the text outside of the 
  creature’s quadded stat block definition, the statistics 
  referred to are the Low, or default, block.  For example, the 
  condensed, “vital stats” block that is shown in red where the 
  NPC or monster is introduced in the adventure uses the Low 
  values.
  Quadded Challenge Blocks
  Skill challenges and checks, traps, poisons, and obstacles 
  sometimes have quadded stat blocks as well.  
  Although nearly all NPCs and monsters have quadded stat 
  blocks, not all other game elements do.  This is intentional.  
  It represents the reality that although monsters and people 
  might be of advanced difficulty, the city of Berinncorte 
  exists in a typical, average fantasy realm—DC 50 Mythic-
  caliber locks simply doesn’t exist, let alone on every door in 
  town!
  Below is an example of a door that has a quadded challenge 
  block.  The icons represent the scale of increasing difficulty; 
  from top to bottom, they are Low, Moderate, Advanced, and 
  Elite.
    Locked Secret Wooden Door
    5” thick; Hardness 5; hp 60; Perception DC 16; Break 
  DC 20; Disable Device DC 18
    5” thick; Hardness 5; hp 60; Perception DC 20; Break 
  DC 24; Disable Device DC 22
    5” thick; Hardness 5; hp 60; Perception DC 22; Break 
  DC 26; Disable Device DC 24
    5” thick; Hardness 5; hp 60; Perception DC 24; Break 
  DC 28; Disable Device DC 26
  Magic Item Conventions
  Each magic item has a thorough description, comprised of 
  several sections.  
  Magic Item Profile
  This is a formal summary of the item in total, purely from a 
  mechanical / game standpoint.  
  For GMs in a hurry, you can use this and only this from the 
  perspective of what is strictly required to use the item in 
  your game.
  Description
  This section is a simple overview of the item, often touching 
  on its physical appearance and only summarizing its abilities 
  in general terms.
  Effect
  A far more exhaustive exploration of the item’s capabilities, 
  examining its triggers, how it is used, and mechanically what 
  is involved in its use and application.
  Synergy & Sets
  In most cases, this section will simply state that as the item 
  is a single, standalone item, it does not participate in a “set” 
  of similarly-aligned items that together produce greater 
  effects when employed as a group.
  If the item is indeed part of a set, or produces alternate or 
  additional effects when used in combination with one or 
  more other items, such will be noted in this section.
  Discovery
  This section examines the conditions in which this item 
  might be discovered.  
  Discovery also details what sorts of descriptors might be on 
  the item itself that give clues as to its nature or use.
  Ubiquity
  In this region, you will find a summary of how rare the item 
  is.  Sometimes, there is a comparison of ubiquities based on 
  geographical region, levels of religion or societal wealth, 
  or other contextual factors which may affect the item’s 
  popularity.
  Generally speaking, there are three ways an item might be 
  found by the PCs: they might buy it, they might find it in a 
  treasure hoard, or it might be in use by a current owner.
  Notoriety
  How others react to the item is covered in this section.  
  Often, there will be a description of possible reactions based 
  on whether an NPC has an existing awareness of the item’s 
  existence.
  If the item is contraband, hotly contested, or otherwise a 
  contentious item under certain circumstances, you will find a 
  description of such here.
  Quirks of Ownership
  Most items don’t imply any quirks or other effects of 
  ownership.  Some do, and the effects are described here.
  History & Background
  The etymology of the item’s creation and subsequent impacts 
  can be found here.
  This section can be used as “fluff” or simply as an interesting 
  sidebar.  It can also be used as a starting point or inspiration 
  
  16
  Introduction
  for adventures, or additional background if the GM wants the 
  item to have a larger role in your gaming world.
  Rumors & Lore
  This section, and an accompanying FlexTable, enumerate 
  a range of tales that may abound relating to the item.  
  Perhaps the PCs overhear a rumor in a tavern; or maybe they 
  commission an underling to research magic items.  It could 
  be that they simply bribe the owner of a magic shop as to 
  interesting tidbits they may have encountered.
  Players beware: these Rumors & Lore tidbits are of varying 
  authenticity!  It’s commonplace for tall tales and false stories 
  to abound about certain items, particularly those of immense 
  power or designed to be ceremonial or to cement the 
  authority of a certain ruler or in a certain context.
  Hooks & Integration
  This section is immensely useful for GMs wishing to 
  introduce a magic item in a manner more elaborate than 
  simply having it pop up in a treasure box in a cavern 
  somewhere.
  Class-Based Hooks
  Motivation, reaction, and general attitude toward the item, 
  based on what Class a character is, are covered here.  
  This is useful not only in providing inspiration for a means of 
  introduction of the item, but also as a roleplaying yardstick 
  for how certain characters are likely to react to the item 
  beyond simple greed and gold-piece value.
  General Hooks
  These can be applied to any gaming context, although some 
  have prerequisites or rely on other gaming elements.  
  In many cases, certain elements will be intentionally vague, 
  allowing GMs of any campign world to easily integrate the 
  content into their adventures.
  Quests
  Most items have at least one full-featured, fleshed-out Quest 
  related to them.  Sometimes, the PCs will receive, or have to 
  locate, the magic item in order to have the necessary means 
  of overcoming an obstacle.  Other times, they will receive the 
  item only at the conclusion of the Quest’s objectives.
  Incorporation
  There are several ways of incorporating a items from this 
  book into your adventures.
  Adventure / Explicit Hook
  If there is a certain item you want to incorporate into your 
  adventures, you can use the Rumors & Lore, Hooks, and/
  or Quests specific to that item in its description as tools to 
  introduce.
  This works well if you select an item intentionally, with an 
  eye already as to how best to introduce it into your gaming 
  group and within the context of your gaming world or 
  campaign setting.
  Randomized
  Alternately, you can include magic items from this book in a 
  treasure result, just as you would any other magic item.
  One simple approach is to select an Artifacts & Artifice 
  magic item in a scenario in which you would otherwise 
  select a wondrous magic item.
  To aid in this approach, you can leverage the following table 
  to help randomly select an item.
  Table 3: Random Selection of Artifacts & Artifice Items
  D100
  Type
  Item
  Page
  01-04
  Artifact
  Ring of the Risen
  306
  05-09
  Artifact
  Stubborn Rod
  332
  10-13
  Artifact
  Instant Seeds
  323
  14-16
  Artifact
  Ring of Darkstorms
  313
  17
  Miscellaneous
  Concoctatorium
  20
  18-19
  Miscellaneous
  Fetish of the Insali
  27
  20
  Miscellaneous
  Harp of Infinite 
  Melodies
  35
  21
  Miscellaneous
  Harp of Sorrows
  42
  22-23
  Miscellaneous
  Hell’s Bell
  49
  24-25
  Miscellaneous
  Magister Runes
  57
  26-27
  Miscellaneous
  Obelisk Shard
  64
  28-29
  Miscellaneous
  Razorcrystal
  70
  30-32
  Usable Item
  Bloodthinner Potion
  78
  33-34
  Usable Item
  Dreadslime Poison
  85
  35
  Usable Item
  Dreadslime Web
  107
  36-38
  Usable Item
  Gorgon Teeth
  92
  39
  Usable Item
  Philtre of Bodily 
  Avarice
  99
  40-41
  Weapon
  Abhorrent Naginata
  116
  42-43
  Weapon
  Blackhatch Sabre
  124
  44-45
  Weapon
  Bludgeondart
  130
  46-47
  Weapon
  Bonespike
  137
  48-50
  Weapon
  Carvish Sword
  143
  51-52
  Weapon
  Crone Sabre
  149
  53-54
  Weapon
  Culler
  155
  55-56
  Weapon
  Dart of the 
  Nightswarm
  161
  57-58
  Weapon
  Diretendril
  168
  59-60
  Weapon
  Disembowler Knife
  174
  61-62
  Weapon
  Duskblade
  181
  63-64
  Weapon
  Eclipse Blade
  188
  65-66
  Weapon
  Feralite Armor
  194
  67-68
  Weapon
  Fingerblade
  201
  69-70
  Weapon
  Fishflenser
  207
  71-72
  Weapon
  Fisticuffs
  213
  73-74
  Weapon
  Greymist Bow & 
  Arrow
  220
  
  17
  Magic Items
  D100
  Type
  Item
  Page
  75-76
  Weapon
  Grimscraper
  228
  77-78
  Weapon
  Hale Harvester
  235
  79-80
  Weapon
  Hellwasp Stinger
  241
  81-82
  Weapon
  Hellwasp Swarmer
  248
  83-84
  Weapon
  Netherbow
  255
  85-86
  Weapon
  Nightstrand Garotte
  264
  87-88
  Weapon
  Obelisk Mote Bolt
  271
  89-90
  Weapon
  Obelisk Shard Sword
  278
  91-92
  Weapon
  Obelisk Splinter 
  Dagger
  285
  93-96
  Weapon
  Scorpion Gauntlet
  292
  97-00
  Weapon
  Scytheknife
  298
  
  18
  Magic Items
  
  19
  Magic Items
  Miscellaneous
  
  20
  Magic Items
  Concoctatorium
    Concoctatorium (tool)
  Value:  
    800 gp / 
    4,500 gp /  
    11,000 gp / 
    42,000 gp
  Weight 20 lbs.; Materials leather, glass, steel; Nature 
  magical; Aura slight enchantment, strong transmutation; 
  Slot n/a
  CL:  
    6th / 
    10th / 
    12th / 
    14th
  Effect Summary: 
    Counts as alchemist’s supplies; multiplies downtime 
  crafting throughput by 2x
    Counts as alchemist’s supplies; multiplies downtime 
  crafting throughput by 3x
    Counts as alchemist’s supplies; ; multiplies downtime 
  crafting throughput by 4x
    Counts as alchemist’s supplies; ; multiplies downtime 
  crafting throughput by 5x
  Description
  This semi-portable alchemy set accelerates the pace of 
  potion-making and similar pursuits.  
  Formidable iterations also grant bonuses to the resulting 
  product.
  It typically takes the form of a portable leather-wrapped 
  wooden case with dozens of pipes, tubes, reagents, and other 
  devices and ingredients.
  Effect
  All concoctatoriums count as alchemist’s supplies.
  Each iteration also grants a multiplier to the gp value 
  produced per day of crafting.  This multiplier applies only for 
  alchemical products; the GM is left to adjudicate which items 
  qualify.
  Synergy & Sets
  None.  Concoctatoriums are standalone items, and do not 
  gain further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  These items are nearly always in use, or at least in residence, 
  with current owners.  
  Most will be cherished tools of alchemists, though secrecy 
  ranges from making it a featured showy prize in the 
  entryway of the shop, to hiding it away lest a jealous 
  competitor seek to thieve it.
  Anyone with proficiency with alchemist’s suplies can 
  automatically use a concoctatorium, and will instantly 
  understand the benefits it provides.
  Ubiquity
  Concoctatoriums are quite rare, though nearly every semi-
  portable set of alchemist’s kit can be mistaken for the more 
  potent artifact.
  Notoriety
  Among alchemists or tinkerers, these devices are prized 
  indeed, to the point of ending friendships and enticing theft 
  or sabotage.  In a commercial environment, the competitive 
  advantage offered by these items is sizeable indeed.
  For the layperson, however, there is little interest, even for 
  those who dabble, but do not routinely forge items with 
  mortar and pestle.
  Quirks of Ownership
  Showing a concoctatorium to anyone with proficiency in 
  alchemy or related tools will immediately improve that 
  person’s Attitude by one category.  
  That said, it is left to the GM as to how this manifests, and 
  it should be noted that this improvement could very easily 
  degrade if the PC who owns it does not share!
  History & Background
  The first concoctatorium was invented by an alchemist 
  wizard, as one might expect.  But perhaps not for the reasons 
  one might expect.
  Hundreds of years ago, a lonely mage with a penchant for 
  alchemy was toying with the idea of a love potion.  His skills 
  were more than meager, but less than great; despite his 
  
  21
  Magic Items
  middling talents for wizardry, his alchemy at least tended to 
  produce potent results.
  But try as he might, his attempts at coaxing charm person 
  into a bottle failed.  His every try resulted in nothing but 
  poison, an outcome that fairly quickly got him locked up 
  by the constabulary when he tried his charms out on the 
  hapless denizens of a local pub.
  Under duress to provide an explanation, the captured wizard 
  came up with a desperate plea: “free me,” he said, “and I will 
  complete the greatest gift to alchemists the world has ever 
  seen!”  With a shrug and a fine, the authorities freed him... 
  but promised to follow up on his work, and they expected 
  results.
  With renewed fervor, the wizard plied his trade, and did 
  in due order come up with the invention we see here.  The 
  creation, well-received by entrepreneur and dabbler alike, 
  ended up winning him much wealth, respect, and, in fairly 
  short order alongside those accomplishments, the love of a 
  charming and intelligent woman.
  From his marriage on to his grave, he was fond of pointing 
  out to others that ultimately, he achieved what he wanted 
  most, not by setting out directly to deceive others into love, 
  but by excelling in the field through motives a bit more pure.
  Rumors & Lore
  The following snippets of conversation, convoluted retelling, 
  misunderstanding, urban myth, hearsay, and outright lie 
  are usable as additional incentives for the PCs to uncover 
  mysteries about the town.
  There are two ways to use this FlexTable:
  First, if the PCs are actively searching for information, you 
  can make a 
    Skill Check and look up the result.  If you 
  come to a result that has already been discovered by the PCs, 
  at the GM’s discretion, you may pick a result with a lower DC 
  and read that instead.  
  The party may use 
    Knowledge (Local) or Diplomacy in 
  this manner; the DC listed applies equally to either of these 
  skills.  Alternately, a PC may use Knowledge (History), but 
  with a -4 circumstance penalty (as knowledge of general 
  history will apply in only a limited basis to any immediate 
  vicinity, and the concoctatorium is not really location-bound 
  or related).
  Alternately, if a specific quest explicitly rewards the PCs 
  with a piece of lore, you may simply roll on the appropriate 
  Context and read the result.  In such a circumstance, a Skill 
  Check is not required.
  Generally speaking, the information in this FlexTable may be 
  inserted into your campaign as foreshadowing for eventually 
  revealing a concoctatorium, or as a means of introducing a 
  plot hook into the Quests listed herein.
  • 
    Use Context A: 
  As a default, or if no other context specifically applies to 
  the circumstances.
  • 
    Use Context B: 
  If the party is attempting to gather information from 
  a Key NPC.  Any named NPC is a “key” NPC for these 
  purposes.
  • 
    Use Context C: 
  If the party is gathering information from generic 
  townsfolk, or NPCs without specific names.  For example, 
  Townsfolk.
  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  unstructured manner.
  Hooks & Integration
  If you’re looking for an excuse to introduce a concoctatorium 
  into your gaming sessions beyond simply “on the dead 
  wizard’s table is a nifty-looking apparatus”, here are some 
  ideas.  
  Of course, as a GM, you are by no means bound to selecting 
  from among these… but it’s always useful to have some 
  inspiration or something to get started quickly.
  Class-Based Hooks
  These connections and motivations are based on the 
  presence of one or more characters in the party who have at 
  least one level in a particular class.  
  As GM, you may judge that only one of these is a sufficient 
  motivator; alternately, you can combine multiple class hooks 
  to provide the entire party a believable reason to pursue 
  someone who may be in the possession of an concoctatorium.
  Paladins & Clerics
  These classes are somewhat unlikely to have ranks in the 
  needed skills, so might otherwise simply resell the device.  
  However, perhaps a needy local church or hospital is in dire 
  need of a means of improving their healing trade?
  Rogues
  Dexterous and nimble, it’s not unheard of for the odd Rogue 
  Table 4: Concoctatorium Flavors
  Difficulty Band
  Prefix
  Downtime Crafting Multiplier
    Low
  Minor
  2x
    Moderate
  Lesser
  3x
    Advanced
  Greater
  4x
    Elite
  Elite
  5x
  
  22
  Magic Items
  to dabble in alchemy as well, particularly those inclined 
  toward assassinations.  
  Making one’s own poison, after all, is simply the economical, 
  logical approach, and anything that facilitates that sort of 
  approach would be useful.
  Martial Characters
  Few Fighters or Barbarians tinker with a pestle, so it’s 
  likely these types would simply resell a concoctatorium 
  encountered in the course of their adventures, or let a 
  colleague or party member use it if their skills are more 
  aligned with the device.
  Arcane Classes
  These are the most likely targets for this item, to such an 
  extent that they may change the progress of their characters 
  as a result of having access to a concoctatorium.
  Monks, Rangers, and Druids
  Rangers and Druids are much more likely to have ranks in 
  Craft (Alchemy) or related skills, so they would probably 
  want to keep this artifact if encountered.
  General Hooks
  These hooks are not linked directly to any particular race, 
  class, or other party element, and can be deployed as the 
  GM sees fit as best matches the play style and existing 
  motivations of the party.
  Potent Potables
  The PCs are commissioned to create a potent potion or 
  posion.  This works best if the quest-giver falls in a position 
  of power in a Faction to which the PCs or one of their 
  member owes a debt, or has sworn a great allegiance.
  This adventure seed has enormous potential depending on 
  the nature of the alchemy involved, and its ultimate purpose.  
  Paladins could be tempted into creating a curative elixir for 
  the diseased poor.
  Rogues could be convinced the efCon is worth their time if it 
  is a potion that increases Dexterity.
  Bards may flock to a love potion, and of course while they’re 
  at it, might as well draft one for themselves, just in case it 
  comes in handy.
  Collector
  “It belongs in a museum” is an easy sentiment to advocate.  
  Far more honest, however, is the Collector: someone who 
  more accurately states “it belongs in my museum”.
  A Collector, or group thereof, asks the PCs to retrieve a 
  concoctatorium from its current wielder, and to return it so 
  that it might be stored among other valuables.
  This angle plays particularly well with Lawfully-aligned 
  classes, or PCs whose class, creed, Faction, or other 
  involvement would guide them toward a balance.
  Competitive Edge
  The PCs befriend an alchemist whose shop is crumbling and 
  ancient.  Despite the crone’s talents and passion, a younger, 
  but less capable, competitor has set up shop across town.  
  Although the two are more or less peers in terms of 
  raw talent, it’s clear that the younger, more charming 
  entrepreneur has stolen quite a bit of the market.
  The PCs are asked to discover the source of the fledgling 
  alchemist’s skills.  As they investigate, they discover a 
  concoctatorium in the competitor’s back room.
  What they do then is up to the PCs, their alignment, and 
  their relationship with the befriended alchemist who sought 
  their help to begin with.
  Quests
  Another, more thorough, means of introducing a 
  concoctatorium is via the following Quest.
    This Quest may be inserted into any campaign setting 
  or adventure, either as a “side quest”, or as a tie-in or 
  kickoff to a larger storyline.
    Quest: In Vino, Veritas
    Summary: The party is asked to take a particularly 
  potent potion and slip it into the drink of a target.  
    Rewards:   
    500 gp / 
    2,500 gp / 
    7,500 gp / 
    15,000 gp (promised); up to 
    2 Reward Stars; 
  concoctatorium
    Locations: Any.
    Key NPCs: Any.
    Kickoff: Random Encounter.
    Description:
  A Quest Giver asks the party to slip a potion into the drink 
  of a target.  
  The terms of this Quest are intentionally flexible so as to 
  adapt to the particular Factions, key NPCs, and relationships 
  that your campaign setting contain.  
  Perhaps the target is a noble, whom has contracted a rather 
  virulent disease under rather embarassing circumstances.
  It could be that the target is a despicable murderer who has 
  escaped justice on many occasions by bribing or coercing 
  others into taking the fall for her; the draught is a poison 
  that will bring about her downfall once and for, making the 
  PCs an accessory to righteous, vigilante justice.
  Helpful potion or harmful poison, the act could coincide 
  well, or conflict greatly with, the alignment and beliefs of 
  the party members.  Either way is a great opportunity to 
  roleplay.  
  For example, a Lawfully-aligned party tasked with vigilante 
  justice must either contort their worldview to justify the act, 
  or rail against it even as they follow through.  
  Contrarily, an Evil party asked to help a deserving target 
  may complain, but still see the task done. 
  In either case, a party asked to do something difficult to 
  their alignment should be granted  
    1 Reward Star if they 
  roleplay it effectively.
  Similarly, the Quest Giver is equally flexible.  She could be 
  the Mayor of the town, or a leader of a Faction within it.  
  
  23
  Magic Items
  FlexTable 2: Concotatorium Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  Semi-portable alchemy labs 
  come in all shapes and sizes... 
  and capabilities.
    True.  Though this doesn’t do much 
  more than hint at a device like the 
  concoctatorium.
  15-29
  15-30
  15-30
  01-30
  13
  Some alchemy labs grant skills 
  to even the worst talents at the 
  trade.
    True.  This begins to describe the 
  powers of this artifact.
  30-44
  31-45
  31-45
  31-39
  14
  A certain portable alchemy kit 
  allows a fledgling alchemist 
  the ability to forge potent 
  results.
    True.  This refers to the DC-
  enhancing aspects of more potent 
  versions.
  45-59
  46-60
  46-60
  40-49
  15
  With skill, an alchemist 
  can use a device called a 
  concoctatorium to craft 
  alchemical creations more 
  cheaply.
    True.  This refers to the % discount 
  factor of the device’s abilities.
  60-74
  60-69
  60-69
  50-59
  16
  Advanced versions of 
  an alchemy lab called 
  a concoctatorium grant 
  additional abilities to 
  alchemists as though they 
  were more trained.
    True.  This refers to the Feat-
  related aspects of the device’s powers.
  75-89
  70-97
  70-94
  60-69
  11
  Cursed alchemy labs steal 
  life force from ill-equipped 
  alchemists.
    False.  This may be the case, but it 
  has nothing to do with the powers of 
  the concoctatorium.
  90-00
  98-00
  95-00
  70-00
  13
  Although the concoctatorium 
  grants alchemists mighty 
  powers, it occasionally 
  produces cursed output that 
  can unintentionally harm 
  imbibers.
    False.  This is a function of the 
  user’s skill and intent more than the 
  device’s powers.
  This Quest functions best if the Quest Giver is someone 
  with an established relationship to the party, and/or from a 
  Faction that has some pre-existing impact on the party.  This 
  provides a bit of context and incentive for the PCs to engage.
    If the PCs decline the task, there may be consequences in 
  the context of the Faction that asked them to perform the 
  deed.
    If the PCs accept, they must succeed in the objective.  The 
  exact mechanics are left to the GM and the circumstances 
  of your campaign world, but it is suggested that at 
  minimum it should involve a series of skill checks and 
  social challenges, resulting in the clandestine dosing of a 
  beverage.  Success nets the party a further   
    1 Reward 
  Star.
    As part of the set-up to the Quest, the Quest Giver should 
  make it clear that the potion or poison is almost certain 
  to work, given that the draught was crafted with the 
  help of a marvelous device that heightens alchemical 
  potency.  The PCs may wish to steal the concoctatorium to 
  which the Quest Giver refers; they may even do so in the 
  context of fulfilling the objective itself.  
  
  24
  Magic Items
  Concoctatorium User
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Wizard 1
  Wizard 6
  Wizard 10
  Wizard 14
  Size / Aln
  Small NE  
  Gnome (Rock)
  Small NE  
  Gnome (Rock)
  Small NE  
  Gnome (Rock)
  Small NE  
  Gnome (Rock)
  HP
  7
  24
  41
  57
  Armor 
  Class
  14
  14
  15
  16
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR  7 (-2) 
  DEX  13 (+1) 
  CON  12 (+1) 
  INT  18 (+6) 
  WIS  11 (+2) 
  CHA  14 (+2)
  STR  7 (-2) 
  DEX  13 (+1) 
  CON  12 (+1) 
  INT  20 (+8) 
  WIS  11 (+3) 
  CHA  14 (+2)
  STR  7 (-2) 
  DEX  15 (+2) 
  CON  12 (+1) 
  INT  20 (+9) 
  WIS  11 (+4) 
  CHA  14 (+2)
  STR  7 (-2) 
  DEX  17 (+3) 
  CON  12 (+1) 
  INT  20 (+10) 
  WIS  11 (+5) 
  CHA  14 (+2)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 10
  Passive Perception 10
  Passive Perception 10
  Passive Perception 10
  Languages Common, Gnomish
  Attacks
  Ranged Dart (Small) ) --> 20 
  ft.’: -7 (1d4+1); 80 ft.’: -7 
  (1d4+1)
  Melee Quarterstaff (Small) 
  +0 (1d6-2) 
  Melee Melee Dagger (Small) 
  +3 (1d4+1)
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +3 
  (1d4+1); 60 ft.’: +3 
  (1d4+1)
  Ranged Dart (Small) ) --> 20 
  ft.’: -6 (1d4+1); 80 ft.’: -6 
  (1d4+1)
  Melee +1 Quarterstaff 
  (Small) +2 (1d6-1)
  Melee Melee Dagger (Small) 
  +4 (1d4+1)
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +4 (1d4+1); 
  60 ft.’: +4 (1d4+1)
  Ranged Dart (Small) ) --> 
  20 ft.’: -4 (1d4+2); 80 ft.’: 
  -4 (1d4+2)
  Melee +2 Quarterstaff 
  (Small) +4 (1d6)
  Melee Melee Dagger (Small) 
  +6 (1d4+2)
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +6 
  (1d4+2); 60 ft.’: +6 
  (1d4+2)
  Ranged Dart (Small) ) --> 20 
  ft.’: -2 (1d4+3); 80 ft.’: -2 
  (1d4+3)
  Melee +3 Quarterstaff 
  (Small) +6 (1d6+1)
  Melee Melee Dagger (Small) 
  +8 (1d4+3)
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +8 (1d4+3); 
  60 ft.’: +8 (1d4+3)
  Special
  -
  -
  -
  -
  Proficiencies
  Crossbow (Light), Dagger, Dart, Quarterstaff, Sling
  NE; Medium Humanoid (Gnome)
  
  25
  Magic Items
  Special Abilities
  Ability Score Increase Your Intelligence score increases by 2.
  Artificer’s Lore Whenever you make a History check related to magic 
  items, alchemical objects, ar technological devices, you can add twice 
  your proficiency bonus (10), instead of any proficiency bonus you 
  normally appIy.
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it w ere bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Gnome Cunning You have advantage on all Intelligence, Wisdom, and 
  Charisma saving throws against magic.
  Languages You can speak, read, and write Common and Gnomish. The 
  Gnomish language, which uses the Dwarvish script, is renowned for its 
  technical treatises and its catalogs of knowledge about the natural world.
  Tinker You have proficiency with tinker’s tools. Using those tools, you can 
  spend 1 hour and 10 gp worth of materiaIs to construct a Tiny clockwork 
  device (AC 5, 1 hp). The device ceases to function after 24 hours. (unless 
  you spend 1 hour repairing it to keep the device functioning), or when 
  you use your action to dismantle it; at that time, you can reclaim the 
  materiaIs used to create it. You can have up to three such devices active 
  at a time. When you create a device, choose one of the following options: 
  Clockwork Toy: This toy is a clockwork animal or person, such as a frog, 
  mouse, bird, or soldier. When placed on the ground, the toy moves 5 feet 
  across the ground on each of your turns in a random direction. It makes 
  noises as appropriate to the creature it represents. Fire Starter: The device 
  produces a miniature flame, which you can use to light something like a 
  candle, torch, or campfire. Using the device requires your action. Music 
  Box: When opened, this music box plays a single song at a moderate 
  volume. The box stops playing when it reaches the song’s end or when it 
  is closed.
  Tinker’s Tools Proficient with Artisan Tinker’s Tools.
  Arcane Recovery You have learned to regain some of your magical energy 
  by studying your spellbook. Once per day when you finish a short rest, 
  you can choose expended spell slots to recover. The spell slots can have 
  a combined level that is equal to or less than 7, and none of the slots can 
  be 6th level or higher. For example, if you’re a 4th-level wizard, you can 
  recover up to two levels worth of spell slots. You can recover either a 
  2nd-level spell slot or two 1st-level spell slots.
  Empowered Evocation Beginning at 10th level, you can add +5 to the 
  damage roll of any wizard evocation spell you cast. The damage bonus 
  applies to one damage roll of a spell, not multiple rolls.
  Evocation Savant Beginning when you select this school at 2nd level, 
  the gold and time you must spend to copy an evocation spell into your 
  spellbook is halved.
  Overchannel Starting at 14th level, you can increase the power of your 
  simpler spells. When you cast a wizard spell of 5th level or lower that 
  deals damage, you can deal maximum damage with that spell. The first 
  time you do so, you suffer no adverse effect. If you use this feature again 
  before you finish a long rest, you take 2d12 necrotic damage for each 
  level of the spell, immediately after you cast it. Each time you use this 
  feature again before finishing a long rest, the necrotic damage per spell 
  level increases by 1d12. This damage ignores resistance and immunity. 
  The feature doesn’t benefit cantrips.
  Potent Cantrip Starting at 6th level, your damaging cantrips affect even 
  creatures that avoid the brunt of the effect. When a creature succeeds on 
  a saving throw against your cantrip, the creature takes half the cantrip’s 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, 
  Arcane Recovery, Cantrips, 
  Preparing and Casting 
  Spells, Ritual Casting, 
  Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, Ability 
  Score Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Evocation Savant, 
  Potent Cantrip, Preparing 
  and Casting Spells, Ritual 
  Casting, School of Evocation, 
  Sculpt Spells, Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, 
  Languages, Tinker, Tinker’s 
  Tools, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Empowered 
  Evocation, Evocation 
  Savant, Potent Cantrip, 
  Preparing and Casting 
  Spells, Ritual Casting, 
  School of Evocation, Sculpt 
  Spells, Spellcasting
  Spellcaster Spell Slots, Ability 
  Score Increase, Artificer’s 
  Lore, Darkvision, Gnome 
  Cunning, Languages, Tinker, 
  Tinker’s Tools, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Empowered 
  Evocation, Evocation Savant, 
  Overchannel, Potent Cantrip, 
  Preparing and Casting Spells, 
  Ritual Casting, School of 
  Evocation, Sculpt Spells, 
  Spellcasting
  Spell-
  casting
  Save DC 14; Spell Atk +6
  1st: detect magic; unseen 
  servant
  Save DC 16; Spell Atk +8
  3rd: clairvoyance; dispel 
  magic; sending
  2nd: arcane lock; enlarge/
  reduce; knock
  1st: alarm; detect magic; 
  illusory script; unseen 
  servant
  Save DC 17; Spell Atk +9
  5th: animate objects; 
  mislead
  4th: arcane eye; fabricate; 
  private sanctum
  3rd: clairvoyance; dispel 
  magic; sending
  2nd: arcane lock; enlarge/
  reduce; knock
  1st: alarm; detect magic; 
  illusory script; unseen 
  servant
  Save DC 18; Spell Atk +10
  7th: teleport
  6th: true seeing
  5th: animate objects; 
  mislead
  4th: arcane eye; fabricate; 
  private sanctum
  3rd: clairvoyance; dispel 
  magic; sending
  2nd: arcane lock; enlarge/
  reduce; knock
  1st: alarm; detect magic; 
  illusory script; unseen 
  servant
  Equipment
  Dart (small, 5x); 
  quarterstaff (small); 
  dagger (small)
  Dart (small, 5x); +1 
  quarterstaff (small); 
  dagger (small)
  Dart (small, 5x); +2 
  quarterstaff (small); 
  dagger (small)
  Dart (small, 5x); +3 
  quarterstaff (small); 
  dagger (small)
  
  26
  Magic Items
  damage (if any) but suffers no additional effect from the cantrip.
  Ritual Casting You can cast a wizard spell as a ritual if that spell has the 
  ritual tag and you have the spell in your spellbook. You don’t need to have 
  the spell prepared.
  School of Evocation You focus your study on magic that creates powerful 
  elemental effects such as bitter cold, searing flame, rolling thunder, 
  crackling lightning, and burning acid. Some evokers find employment in 
  military forces, serving as artillery to blast enemy armies from afar. Others 
  use their spectacular power to protect the weak, while some seek their 
  own gain as bandits, adventurers, or aspiring tyrants.
  Sculpt Spells Beginning at 2nd level, you can create pockets of relative 
  safety within the effects of your evocation spells. When you cast an 
  evocation spell that affects other creatures that you can see, you can 
  choose a number of them equal to 1 + the spell’s level. The chosen 
  creatures automatically succeed on their saving throws against the spell, 
  and they take no damage if they would normally take half damage on a 
  successful save.
  
  27
  Magic Items
  Fetish of the Insali
    Fetish of the Insali (wand)
  Value:  
    3,500 gp / 
    18,000 gp /   
    56,000 gp / 
    92,000 gp
  Weight 1 lbs.; Materials metal, wood; Nature magical; Aura 
  moderate divination; Slot wand (hand)
  CL:  
    6th / 
    10th / 
    12th / 
    14th
  Effect Summary: 
    detect magic at will;  
  detect aberration at will;  
  read magic 3x/day;  
  total charges 20x/day
    detect magic at will;  
  detect aberration at will;  
  read magic at will;  
  detect good at will;  
  detect evil at will;  
  detect poison and disease 5x/day;  
  detect secret doors 2x/day; 
  total charges 40x/day
    detect magic at will;  
  detect aberration at will;  
  read magic at will;  
  detect good at will;  
  detect evil at will;  
  detect poison and disease at will;  
  detect secret doors at will;  
  detect undead 3x/day;  
  detect chaos 3x/day;  
  detect law 3x/day;  
  detect demon 2x/day; 
  total charges 80x/day
    detect magic at will;  
  detect aberration at will;  
  read magic at will;  
  detect good at will;  
  detect evil at will;  
  detect poison and disease at will;  
  detect secret doors at will;  
  detect undead at will;  
  detect chaos at will;  
  detect law at will;  
  detect demon at will;  
  detect scrying 5x/day;  
  detect snares and pits 5x/day;  
  detect thoughts 5x/day; 
  total charges 100x/day
  Description
  This curious carving is made of an unidentifiable metal, and 
  usually sports a handle about 6” long from the base.  
  The single lidded eye will range from wide open to closed, 
  based on the amount of power channeled through the fetish.
  Effect
  A fetish of the insali allows the user to generate a number of 
  spell-like effects.  Some of these are at will, and others have 
  a restriction of a maximum number of uses per day.
  Only one of the fetish’s spell-like effects may be activated per 
  round; this requires a standard action, though if the fetish 
  is drawn using a standard action, it may be activated using a 
  bonus action or reaction that same round.  
  Each use of any one of the fetish’s abilities consumes a 
  charge, meaning that even for at-will abilities, there is a 
  limit to the number of times per day they may be used.  
  Charges are replenished in full 24 hours after the first 
  charge is used from a full set of charges, regardless of how 
  many charges were consumed in that timespan.  Charges are 
  device-related, not user-related; transferring the fetish to a 
  new user does not affect the charges expended in any way.
  Selecting an ability to activate is a matter of physical 
  selection and mental expression; although most fetishes are 
  studded with control knobs and divots, their exact function 
  is not intuitive.
  Synergy & Sets
  None.  Fetishes of the Insali are standalone items, and do not 
  gain further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  These devices are often encountered as centerpieces of tribal 
  culture, carried as tokens of power and authority by elders 
  or chieftains.  
  In many such cases, however, the wielder has no, or perhaps 
  minimal, knowledge of the device’s true nature and function.  
  
  28
  Magic Items
  Fetishes of the Insali are commonly passed down from leader 
  to leader in such cultures as a sign of transitional leadership.
  In any case, this means that it can be exceedingly difficult 
  for a new owner, for example the PCs, to understand and 
  appreciate how the artifact functions.  Without proper 
  research or a knowledgable guide, it is little more than a 
  fancy rattle.
    At the GM’s discretion, knowledge of how this device 
  functions can simply be assumed to be automatic.  This 
  can streamline gameplay considerably and allow the 
  wielder to immediately gain the benefit of the fetish’s 
  capabilities.
  Ubiquity
  Fetishes of the Insali are exceptionally rare.  
  Even in the time of their invention and predominance, they 
  were few in number; today, most are lost or destroyed, and 
  those few that survive are hoarded in ignorance, displayed 
  only during ceremonies or events of significance.
  Notoriety
  It’s difficult to escape the allure of a fetish, even for those 
  ignorant of its true nature.  This is one of the reasons that 
  the artifacts are typically used as emblems of leadership and 
  ritual.
  Those aware of the device are likely to assume that it has 
  been stolen from its rightful place in the tribe.  Those never 
  having encountered a fetish of the insali before might assume 
  its bearer is noteworthy in some respect: on an important 
  mission, of senior rank in tribal leadership, or an emissary of 
  the culture.
  Quirks of Ownership
  Bearing a fetish of the insali brazenly and using it as part of a 
  plea to command primitive cultures may grant a bonus to the 
    skill check(s) involved.  
  It is left to the GM as to how best to implement this 
  mechanically in the context of the culture in question.
  History & Background
  Fetishes of the insali are remnants of an advanced civilization 
  of deep magic and great lore, lost eons ago in a combination 
  of departure and dying out. 
  They are, indeed, part of a grander story, a history far-flung 
  from even the distant echoes of today.  It is enough to know 
  that once, when they were crafted, fetishes were much more 
  powerful and potent, granting access to great magics and 
  immense talents that outstrip much of what today’s wizards 
  and sages can muster even with great skill and longevity.
  Over thousands of years, however, even great magicks 
  can fade, and what few fetishes have survived in various 
  forms are but shallow shadows of their former potency and 
  capabilities.
  Despite the faded power of the artifacts, fetishes of the insali 
  remain quite useful, both as symbolic foci of influence and 
  from the perspective of personal utility.
  Rumors & Lore
  The following snippets of conversation, convoluted retelling, 
  misunderstanding, urban myth, hearsay, and outright lie 
  are usable as additional incentives for the PCs to uncover 
  mysteries about the town.
  There are two ways to use this FlexTable:
  First, if the PCs are actively searching for information, you 
  can make a 
    Skill Check and look up the result.  If you 
  come to a result that has already been discovered by the PCs, 
  at the GM’s discretion, you may pick a result with a lower DC 
  and read that instead.  
  The party may use 
    Knowledge (Local) or Diplomacy in 
  this manner; the DC listed applies equally to either of these 
  skills.  Alternately, a PC may use Knowledge (History), but 
  with a -4 circumstance penalty (as knowledge of general 
  history will apply in only a limited basis to any immediate 
  vicinity, and a fetish of the insali is not really location-bound 
  or related).
  Alternately, if a specific quest explicitly rewards the PCs 
  with a piece of lore, you may simply roll on the appropriate 
  Context and read the result.  In such a circumstance, a Skill 
  Check is not required.
  Generally speaking, the information in this FlexTable may be 
  Table 5: Fetish of the Insali Flavors
  Difficulty Band
  Prefix
  Charges/
  Day
  Powers
    Low
  Minor
  20
  detect magic at will; detect aberration at will; read magic 3x/day
    Moderate
  Lesser
  40
  detect magic at will; detect aberration at will; read magic at will; detect good at 
  will; detect evil at will; detect poison and disease 5x/day; detect secret doors 2x/
  day
    Advanced
  Greater
  80
  detect magic at will; detect aberration at will; read magic at will; detect good at 
  will; detect evil at will; detect poison and disease at will; detect secret doors at 
  will; detect undead 3x/day; detect chaos 3x/day; detect law 3x/day; detect demon 
  2x/day
  
  29
  Magic Items
  inserted into your campaign as foreshadowing for eventually 
  revealing an fetish of the insali, or as a means of introducing 
  a plot hook into the Quests listed herein.
  • 
    Use Context A: 
  As a default, or if no other context specifically applies to 
  the circumstances.
  • 
    Use Context B: 
  If the party is attempting to gather information from 
  a Key NPC.  Any named NPC is a “key” NPC for these 
  purposes.
  • 
    Use Context C: 
  If the party is gathering information from generic 
  townsfolk, or NPCs without specific names.  For example, 
  Townsfolk.
  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  unstructured manner.
  Hooks & Integration
  If you’re looking for an excuse to introduce a fetish of the 
  insali into your gaming sessions beyond simply “the chieftain 
  drops a nifty-looking miniature club”, here are some ideas.  
  Of course, as a GM, you are by no means bound to selecting 
  from among these… but it’s always useful to have some 
  inspiration or something to get started quickly.
  Class-Based Hooks
  These connections and motivations are based on the 
  presence of one or more characters in the party who have at 
  least one level in a particular class.  
  As GM, you may judge that only one of these is a sufficient 
  motivator; alternately, you can combine multiple class hooks 
  to provide the entire party a believable reason to pursue 
  someone who may be in the possession of an fetish of the 
  insali.
  Paladins & Clerics
  Clerics, certainly, would be intrigued to learn more about 
  these devices, their use, their powers, their origins.  They 
  will likely be disappointed, however, in that few in the Realm 
  know much about these artifacts beyond perhaps how they 
  currently function from the standpoint of simple usability.
  Rogues
  Detecting things is a valuable tool in a Rogue’s toolbox.  
  Detecting many, many things is even more valuable.  And all 
  in a compact little trinket?  Sign me up.  
  Who cares if the local tribe reveres it as a symbol of their 
  primitive gods? 
  Martial Characters
  Although detecting various types of threats, allies, and 
  circumstances may be useful to any character, martial types 
  are unlikely to be interested in devoting an entire hand to the 
  prospect, not when it could be better used bearing a shield or 
  helping to wield a large weapon.
  Arcane Classes
  These classes perhaps more than any other would flock to 
  the skills granted by a fetish of the insali.  This may seem 
  ironic, given that most wizards and sorcerers are probably 
  able to reproduce much of the device’s abilities on their 
  own... but remember, if a device can do it for you, then you 
  can use that spell slot for something else even more useful!
  Monks, Rangers, and Druids
  These classes fit right in the middle of the spectrum in terms 
  of how they might value a fetish of the insali: neither overly 
  covetous nor eager to resell, they would assess the item’s 
  utility in the context of the moment and for what might be 
  planned in the near future.
  General Hooks
  These hooks are not linked directly to any particular race, 
  class, or other party element, and can be deployed as the 
  GM sees fit as best matches the play style and existing 
  motivations of the party.
  Sensory Overload
  This is a complex scenario, but one that is straightforward to 
  organize: essentially, the PCs must navigate an environment 
  where many threats lurk.  Having a device that allows 
  them to detect these things before they interfere with their 
  progress will allow them to traverse the area safely.
  The group must therefore use a device such as the fetish in 
  order to achieve their goals.  Whether they steal one, obtain 
  one through barter or exchange or threat, or otherwise 
  make a deal to borrow one, is up to the specific campaign 
  environment they find themselves in.
  Collector
  “It belongs in a museum” is an easy sentiment to advocate.  
  Far more honest, however, is the Collector: someone who 
  more accurately states “it belongs in my museum”.
  A Collector, or group thereof, asks the PCs to retrieve a fetish 
  of the insali from its current wielder, and to return it so that 
  it might be stored among other valuables.
  This angle plays particularly well with Lawfully-aligned 
  classes, or PCs whose class, creed, Faction, or other 
  involvement would guide them toward a balance.
  Tribal Rule
  A primitive tribe, not too far from where the PCs routinely 
  resupply or otherwise have connections, have grown more 
  powerful recently, and have started to interfere with the 
  town or village.  The PCs are tasked with investigating, and 
  it turns out that the tribe has discovered a fetish of the insali, 
  which has emboldened them.
  This scenario forms the basis for the Quest below.
  Quests
  Another, more thorough, means of introducing a fetish of the 
  insali is via the following Quest.
    This Quest may be inserted into any campaign setting 
  or adventure, either as a “side quest”, or as a tie-in or 
  kickoff to a larger storyline.
  
  30
  Magic Items
  FlexTable 3: Fetish of the Insali Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  What appears to be a baby 
  rattle is actually a potent 
  magical artifact.
    Partially True.  It’s a powerful 
  artifact, but it’s debatable to what 
  extent it resembles a baby rattle.
  15-29
  15-30
  15-30
  01-30
  16
  There’s a magic device that 
  allows its bearer a wide 
  variety of awareness of their 
  surroundings.
    True.  This is a great summary of 
  the fetish’s capabilities.
  30-44
  31-45
  31-45
  31-39
  18
  Revered for its godlike powers, 
  a fetish of the insali is a relic of 
  ancient ancestors long lost to 
  history.
    True.  This correctly describes the 
  origins of the fetish.
  45-59
  46-60
  46-60
  40-49
  15
  Once crafted as potent 
  magical artifacts that heighten 
  wizardly powers, a trinket-like 
  fetish’s abilities have faded 
  over eons.
    True.  This assesses the history 
  of the fetish leading to its current 
  capabililties.
  60-74
  60-69
  60-69
  50-59
  10
  Carved out of the bone of a 
  long-extinct creature that 
  resembles a hundred-foot-tall 
  elephant, there is a totem that 
  allows its wielder to conquer 
  armies.
    False.  No part of this description 
  matches the nature, origins, or 
  abilities of the fetish, though its social 
  prominence has led to some leadership.
  75-89
  70-97
  70-94
  60-69
  13
  Of demonic origin, a fetish of 
  the insali allows the bearer 
  grand powers, but with a curse 
  which guarantees that their 
  followers will inevitably betray 
  them.
    False.  This gets the name correct, 
  at least, and it’s possible that someone 
  at some point was betrayed, but it’s not 
  as a result of the fetish itself.
  90-00
  98-00
  95-00
  70-00
  14
  Primitive tribes revere the 
  fetish of the insali as an 
  instrument of the gods.
    True.  This does not speak to the 
  item’s powers, but is accurate as far as 
  it goes.
    Quest: A Sign From the Gods
    Summary: The PCs are asked to investigate a local, 
  interfering tribe, only to discover that they are 
  emboldened by the recent discovery of a magical artifact.
    Rewards:   
    1,500 gp / 
    4,500 gp / 
    10,500 gp 
  / 
    18,000 gp (promised); up to 
    2 Reward Stars; 
  fetish of the insali
    Locations: Any.
    Key NPCs: None.
    Kickoff: Random Encounter.
    Description:
  The PCs are asked by a village authority figure to investigate 
  recent incursions by a primitive tribe within a day’s ride of 
  the town.  Though the villagers have always been aware of 
  the tribe, and occasionally even encountered tribe members 
  during travel between cities, the tribe has never been any 
  sort of threat to the village.
  That’s changed recently, and the village doesn’t know why.  
  The tribe’s warriors seem to be be using the same weapons 
  and armor they always have, and they don’t seem to have any 
  new abilities in the way of magic.
  The Authority Figure can be anyone in town with a 
  prominent influence: the mayor or other political leader, 
  whomever is in charge of the armed forces or police, even a 
  church or other community leader pleading for assistance on 
  behalf of the citizens.
    If the party refuses, the incursions become greater, 
  perhaps culminating in the PCs themselves getting 
  attacked, and forcing the issue of their further 
  involvement.
    If the party pursues the tribe, they will find them as 
  directed by the villagers, who know well where the tribe 
  typically can be found.   
   
  Speaking with them, the PCs will immediately make note 
  of the mysterious bauble borne by their leader; even 
  if the device is unknown to the party, common sense 
  would indicate that such an item would likely have been 
  mentioned by the villagers in their description of the 
  tribe.  That it was not suggests that it may be a recent 
  discovery, which is accurate.   
   
  This bauble is, of course, a fetish of the insali.  The tribe 
  found it during their excavations of earth to form barrow 
  
  31
  Magic Items
  mounds.  They revere the fetish as an instrument of their 
  gods, and exalt the bearer as a direct connection to the 
  supernatural, a mainfestation of their belief.  It is indeed 
  the discovery of this artifact that has emboldened them 
  of late toward a life of growing interference with the 
  villagers nearby. 
   
  At the GM’s discretion, this conclusion can be arrived at 
  via a series of skill checks; alternately, enough clues and 
  suggestions might be dropped for the players to piece 
  things together themselves.
    If the party tries to steal the fetish, they will incur the 
  wrath of the tribe if they ever suspect.  So long as they 
  can keep the artifact hidden for a few weeks, though, 
  the tribe will eventually give up their search, and things 
  will return to normal before the fetish was discovered.  
  Claiming that they have fixed things, the party may 
  reveive the monetary reward promised, and may of 
  course keep the stolen fetish, as well as receiving 
    1 
  Reward Star.
    Alternately, the party may slay the chieftain who bears 
  the fetish, and take the device.  The tribe will be stunned, 
  uncertain of whether to worship the conquerors who took 
  over the symbol of their gods, or try and kill them.   
   
  Any sort of successful 
    skill check may work to 
  convince them to sway one way or the other; at the 
  GM’s discretion, this may be a more significant obstacle 
  depending on how the PCs have conducted themselves.  In 
  the end, the PCs will end up either having an enormous 
  slaughter on their hands, or a new gaggle of followers of 
  dubious devotion.  Either way, they get to keep the fetish, 
  gain the money from the village, and benefit from  
    2 
  Reward Stars.
    If the party fails in a theft attempt, or is forced to flee 
  the tribe without possessing the fetish, they have failed; 
  they receive no benefit, but can try again.
  
  32
  Magic Items
  Fetish of the Insali User
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Wizard 1
  Wizard 6
  Wizard 10
  Wizard 14
  Size / Aln
  Medium TN  
  Dwarf (Hill)
  Medium TN  
  Dwarf (Hill)
  Medium TN  
  Dwarf (Hill)
  Medium TN  
  Dwarf (Hill)
  HP
  8
  39
  68
  106
  Armor 
  Class
  14
  14
  15
  15
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR  10 (+0) 
  DEX  13 (+1) 
  CON  13 (+1) 
  INT  16 (+5) 
  WIS  12 (+3) 
  CHA  11 (+0)
  STR  10 (+0) 
  DEX  13 (+1) 
  CON  13 (+1) 
  INT  18 (+7) 
  WIS  12 (+4) 
  CHA  11 (+0)
  STR  10 (+0) 
  DEX  15 (+2) 
  CON  13 (+1) 
  INT  18 (+8) 
  WIS  12 (+5) 
  CHA  11 (+0)
  STR  10 (+0) 
  DEX  15 (+2) 
  CON  15 (+2) 
  INT  18 (+9) 
  WIS  12 (+6) 
  CHA  11 (+0)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 11
  Passive Perception 11
  Passive Perception 11
  Passive Perception 11
  Languages Common, Dwarvish
  Attacks
  Ranged Crossbow, Light ) 
  --> 80 ft.’: -3 (1d8+1); 320 
  ft.’: -3 (1d8+1)
  Melee Dagger +3 (1d4+1)
  Ranged Dagger (Thrown) 20 
  ft.’: +3 (1d4+1); 60 ft.’: +3 
  (1d4+1)
  Ranged +1 Crossbow, Light 
  ) --> 80 ft.’: -1 (1d8+2); 320 
  ft.’: -1 (1d8+2)
  Melee Dagger +4 (1d4+1)
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+1); 60 ft.’: +4 
  (1d4+1)
  Ranged +2 Crossbow, Light 
  ) --> 80 ft.’: +2 (1d8+4); 
  320 ft.’: +2 (1d8+4)
  Melee Dagger +6 (1d4+2)
  Ranged Dagger (Thrown) 
  20 ft.’: +6 (1d4+2); 60 ft.’: 
  +6 (1d4+2)
  Ranged +3 Crossbow, Light ) 
  --> 80 ft.’: +4 (1d8+5); 320 
  ft.’: +4 (1d8+5)
  Melee Dagger +7 (1d4+2)
  Ranged Dagger (Thrown) 20 
  ft.’: +7 (1d4+2); 60 ft.’: +7 
  (1d4+2)
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Crossbow (Light), Dagger, Dart, Handaxe, Light Hammer, Quarterstaff, Sling, Warhammer
  LN; Medium Humanoid (Dwarf)
  
  33
  Magic Items
  Special Abilities
  Ability Score Increase Your Constitution score increases by 2.
  Ability Score Increase Your Wisdom score increases by 1.
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Dwarven Combat Training You have proficiency with the battleaxe, 
  handaxe, light hammer, and warhammer.
  Dwarven Resilience You have advantage on saving throws against poison, 
  and you have resistance against poison damage (explained in chapter 9).
  Dwarven Toughness Your hit point maximum increases by 1, and it 
  increases by 1 every time you gain a level.
  Languages You can speak, read, and write Common and Dwarvish. 
  Dwarvish is full of hard consonants and guttural sounds, and those 
  characteristics spill over into whatever other language a dwarf might 
  speak.
  Mason’s Tools Proficient with Artisan Mason’s Tools.
  Stonecunning Whenever you make an Intelligence (History) check related 
  to the origin of stonework, you are considered proficient in the History 
  skill and add double your proficiency bonus to the check, instead of your 
  normal proficiency bonus.
  Tool Proficiency You gain proficiency with the artisan’s tools of your 
  choice: smith’s tools, brewer’s supplies, or mason’s tools.
  Arcane Recovery You have learned to regain some of your magical energy 
  by studying your spellbook. Once per day when you finish a short rest, 
  you can choose expended spell slots to recover. The spell slots can have 
  a combined level that is equal to or less than 7, and none of the slots can 
  be 6th level or higher. For example, if you’re a 4th-level wizard, you can 
  recover up to two levels worth of spell slots. You can recover either a 
  2nd-level spell slot or two 1st-level spell slots.
  Empowered Evocation Beginning at 10th level, you can add +4 to the 
  damage roll of any wizard evocation spell you cast. The damage bonus 
  applies to one damage roll of a spell, not multiple rolls.
  Evocation Savant Beginning when you select this school at 2nd level, 
  the gold and time you must spend to copy an evocation spell into your 
  spellbook is halved.
  Overchannel Starting at 14th level, you can increase the power of your 
  simpler spells. When you cast a wizard spell of 5th level or lower that 
  deals damage, you can deal maximum damage with that spell. The first 
  time you do so, you suffer no adverse effect. If you use this feature again 
  before you finish a long rest, you take 2d12 necrotic damage for each 
  level of the spell, immediately after you cast it. Each time you use this 
  feature again before finishing a long rest, the necrotic damage per spell 
  level increases by 1d12. This damage ignores resistance and immunity. 
  The feature doesn’t benefit cantrips.
  Potent Cantrip Starting at 6th level, your damaging cantrips affect even 
  creatures that avoid the brunt of the effect. When a creature succeeds on 
  a saving throw against your cantrip, the creature takes half the cantrip’s 
  damage (if any) but suffers no additional effect from the cantrip.
  Preparing and Casting Spells The Wizard table shows how many spell 
  slots you have to cast your spells of 1st level and higher. To cast one 
  of these spells, you must expend a slot of the spell’s level or higher. 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Ability Score Increase, 
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, 
  Tool Proficiency, Arcane 
  Recovery, Cantrips, 
  Preparing and Casting 
  Spells, Ritual Casting, 
  Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, Ability 
  Score Increase, Darkvision, 
  Dwarven Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Evocation Savant, 
  Potent Cantrip, Preparing 
  and Casting Spells, Ritual 
  Casting, School of Evocation, 
  Sculpt Spells, Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Ability Score Increase, 
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Empowered 
  Evocation, Evocation 
  Savant, Potent Cantrip, 
  Preparing and Casting 
  Spells, Ritual Casting, 
  School of Evocation, Sculpt 
  Spells, Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, Ability 
  Score Increase, Darkvision, 
  Dwarven Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Empowered 
  Evocation, Evocation Savant, 
  Overchannel, Potent Cantrip, 
  Preparing and Casting Spells, 
  Ritual Casting, School of 
  Evocation, Sculpt Spells, 
  Spellcasting
  Spell-
  casting
  Save DC 13; Spell Atk +5
  1st: burning hands; charm 
  person
  Save DC 15; Spell Atk +7
  3rd: fireball; fly; major image
  2nd: blur; hold person; 
  invisibility
  1st: burning hands; charm 
  person; floating disk; jump
  Save DC 16; Spell Atk +8 
  5th: cloudkill, passwall
  4th: black tentacles; fire 
  shield; stoneskin
  3rd: fireball; fly; major 
  image
  2nd: blur; hold person; 
  invisibility
  1st: burning hands; charm 
  person; floating disk; jump
  Save DC 17; Spell Atk +9
  7th: primsatic spray
  6th: disintegrate
  5th: cloudkill, passwall
  4th: black tentacles; fire 
  shield; stoneskin
  3rd: fireball; fly; major image
  2nd: blur; hold person; 
  invisibility
  1st: burning hands; charm 
  person; floating disk; jump
  Equipment
  Light crossbow; dagger; 
  crossbow bolts (20x)
  +1 Light crossbow; 
  dagger; crossbow bolts 
  (20x)
  +2 Light crossbow; 
  dagger; crossbow bolts 
  (20x)
  +3 Light crossbow; 
  dagger; crossbow bolts 
  (20x)
  
  34
  Magic Items
  You regain all expended spell slots when you finish a long rest. You 
  prepare the list of wizard spells that are available for you to cast. To do 
  so, choose a number of wizard spells from your spellbook equal to 18. 
  The spells must be of a level for which you have spell slots. For example, 
  if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level 
  spell slots. With an Intelligence of 16, your list of prepared spells can 
  include six spells of 1st or 2nd level, in any combination, chosen from 
  your spellbook. If you prepare the 1st-level spell magic missile, you can 
  cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t 
  remove it from your list of prepared spells. You can change your list of 
  prepared spells when you finish a long rest. Preparing a new list of wizard 
  spells requires time spent studying your spellbook and memorizing the 
  incantations and gestures you must make to cast the spell: at least 1 
  minute per spell level for each spell on your list.
  Ritual Casting You can cast a wizard spell as a ritual if that spell has the 
  ritual tag and you have the spell in your spellbook. You don’t need to have 
  the spell prepared.
  School of Evocation You focus your study on magic that creates powerful 
  elemental effects such as bitter cold, searing flame, rolling thunder, 
  crackling lightning, and burning acid. Some evokers find employment in 
  military forces, serving as artillery to blast enemy armies from afar. Others 
  use their spectacular power to protect the weak, while some seek their 
  own gain as bandits, adventurers, or aspiring tyrants.
  Sculpt Spells Beginning at 2nd level, you can create pockets of relative 
  safety within the effects of your evocation spells. When you cast an 
  evocation spell that affects other creatures that you can see, you can 
  choose a number of them equal to 1 + the spell’s level. The chosen 
  creatures automatically succeed on their saving throws against the spell, 
  and they take no damage if they would normally take half damage on a 
  successful save.
  
  35
  Magic Items
  Harp of Infinite Melodies
    Harp of Infinite Melodies 
  (instrument)
  Value:  
    4,500 gp / 
    21,000 gp /   
    46,000 gp / 
    94,000 gp
  Weight 2 lbs.; Materials wood, string, bone; Nature 
  magical; Aura strong enchantment/transmutation; Slot hand 
  (instrument)
  CL:  
     6th / 
    10th / 
    12th / 
    14th
  Effect Summary: 
    Additional Bard spells known: 0th 2x, 1st 1x;  
  Charisma (Performance) required to access additional 
  spells: DC 16 + SL
    Additional Bard spells known: 0th 2x, 1st 2x, 2nd 1x;  
  Charisma (Performance) required to access additional 
  spells:  
  DC 15 + SL;  
  Performance bonus +1;  
  +1 Wisdom saves vs. Bardic Performance, sonic, or 
  language-dependent spells or effects
    Additional Bard spells known: 0th 2x, 1st 3x, 2nd 2x, 3rd 
  1x;  
  Charisma (Performance) required to access additional 
  spells: DC 15 + SL;  
  Performance bonus +2
    Additional Bard spells known: 0th 3x, 1st 4x, 2nd 3x, 3rd 
  2x;  
  Charisma (Performance) required to access additional 
  spells: DC 15 + SL;  
  Performance bonus +4; 
  Description
  This harp allows a Bard who plays it to cast a new song-
  related spell, a spell with a verbal component, or to use a 
  performance-related talent that s/he does not already have.  
  It also grants bonuses to Performance and Bardic-related 
  skills that rely upon an instrument.
  These items can usually be identified via an infinity symbol, 
  carved one or more times into the device.
  Effect
  All harps of infinite melodies grant additional Bard spells 
  known per day.  For this effect to occur, it requires that 
  the wielder already possesses sufficient Bardic class levels 
  to know and cast spells at the associated spell level.  For 
  example, a character who can only cast first-level Bard spells 
  does not receive and second-level bonus spells known or 
  castable from any version of the harp.
  When the wielder comes by this knowledge, mark on your 
  character sheet which spells known are “bonus” as a result 
  of this effect.  In order to cast one of these spells, you 
  must succeed at a 
    Performance skill check, with DC as 
  described.  Success means you may cast the spell as normal, 
  as though it was any other of your known spells.  Failure 
  means you cannot quite recall the spell you wanted, and you 
  spend the round’s standard action trying to recollect.
  More advanced versions of the harp grant bonuses to 
    
  Performance skill checks as noted.  This effect is automatic, 
  applies to all Performance skill checks (not only those made 
  with the harp) and cannot be suppressed while the item is 
  wielded.
  Synergy & Sets
  None.  Harps of infinite melodies are standalone items, and 
  do not gain further benefit or effects from use alongside any 
  other specific equipment.
  Discovery
  Most harps of infinite melodies are in use by bards or at least 
  entertainers.  
  Those who value skill and instrument quality would be loath 
  to keep such a device in a treasure hoard, and would only 
  resell it if pressed to do so in the most dire of circumstances.
  Upon picking up a harp, anyone with Bardic class levels will 
  immediately recognize the spell-related benefits afforded by 
  the device; no special knowledge is required to make use of 
  these features.
  Ubiquity
  Harps of infinite melodes are rare, but not unheard of, 
  particularly among the elite performers of the Realm.
  
  36
  Magic Items
  Notoriety
  Whether or not someone is familiar with instruments or the 
  harp of infinite melodies as a specific device, seeing a harp 
  will immediately register with practically anyone.  
  At minimum, it’s a masterwork item; a seasoned performer 
  may well conclude on sight that the device must be a potent 
  magical artifact, regardless of their prior experience with 
  the particular artifact that it is.
  Quirks of Ownership
  A harp of infinite melodies is certain to attact attention.  
  Whether this is good or bad depends on the extent to which 
  the owner prefers attention at all in the first place.  Given 
  that most Bards prefer attention, seek it, crave it even, this is 
  not necessarily a terrible thing.
  In game terms, it would be remarkably easy to introduce all 
  manner of adventure hooks into a context in which the PCs 
  own a harp. 
  History & Background
  Shockingly, the harp of infinite melodies was created by 
  a terrible Bard with uneven skill in performance, but an 
  aptitude for the arcane.
  Mechanically a dual-classed Bard/Wizard, there was once 
  a half-elf whose innate inability to strike a chord or pick a 
  tune kept him from realizing his perhaps-unrealistic lifelong 
  dream of playing lyre for kings and nobility.
  Sullen and depressed after repeated rejections, this would-be 
  performer retreated into his home, where he had been forced 
  into a side business of crafting small magical trinkets and 
  even weapons for sale at the general store in town.
  Through this pursuit, however, he had learned a great deal 
  about the craft of the arcane.  One day he awoke from a 
  particularly stunning dream in which his talents had been 
  accentuated by magic.  His first thought upon waking was, 
  what if I created an instrument to grant me the power I so 
  lack?
  And so the first harp of infinite melodies was born.  
  Ironically, the harp was such a success that the Bard/Wizard 
  ended up hardly ever using the devices himself, instead 
  producing them for sale almost exclusively into his early and 
  rich retirement.
  Rumors & Lore
  The following snippets of conversation, convoluted retelling, 
  misunderstanding, urban myth, hearsay, and outright lie 
  are usable as additional incentives for the PCs to uncover 
  mysteries about the town.
  There are two ways to use this FlexTable:
  First, if the PCs are actively searching for information, you 
  can make a 
    Skill Check and look up the result.  If you 
  come to a result that has already been discovered by the PCs, 
  at the GM’s discretion, you may pick a result with a lower DC 
  and read that instead.  
  The party may use 
    Knowledge (Local) or Diplomacy in 
  this manner; the DC listed applies equally to either of these 
  skills.  Alternately, a PC may use Knowledge (History), but 
  with a -4 circumstance penalty (as knowledge of general 
  history will apply in only a limited basis to any immediate 
  vicinity, and the harp of infinite melodies is not really 
  location-bound or related).
  Alternately, if a specific quest explicitly rewards the PCs 
  with a piece of lore, you may simply roll on the appropriate 
  Context and read the result.  In such a circumstance, a Skill 
  Check is not required.
  Generally speaking, the information in this FlexTable may be 
  inserted into your campaign as foreshadowing for eventually 
  revealing a harp of infinite melodies, or as a means of 
  introducing a plot hook into the Quests listed herein.
  • 
    Use Context A: 
  As a default, or if no other context specifically applies to 
  the circumstances.
  • 
    Use Context B: 
  If the party is attempting to gather information from 
  a Key NPC.  Any named NPC is a “key” NPC for these 
  purposes.
  • 
    Use Context C: 
  If the party is gathering information from generic 
  townsfolk, or NPCs without specific names.  For example, 
  Townsfolk.
  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  unstructured manner.
  Table 6: Harp of Infinite Melodies Flavors
  Difficulty 
  Band
  Prefix
  Additional Bard Spells Known
  Check to Access DC
  Performance Bonus
    Low
  Minor
  0th 2x, 1st 1x
  16 + SL
  -
    Moderate
  Lesser
  0th 2x, 1st 2x, 2nd 1x
  15 + SL
  +1
    Advanced
  Greater
  0th 2x, 1st 3x, 2nd 2x, 3rd 1x
  15 + SL
  +2
    Elite
  Elite
  0th 3x, 1st 4x, 2nd 3x, 3rd 2x
  15 + SL
  +4
  
  37
  Magic Items
  Hooks & Integration
  If you’re looking for an excuse to introduce a harp of infinite 
  melodies into your gaming sessions beyond simply “the elite 
  foppish thespian drops a nifty-looking lyre”, here are some 
  ideas.  
  Of course, as a GM, you are by no means bound to selecting 
  from among these… but it’s always useful to have some 
  inspiration or something to get started quickly.
  Class-Based Hooks
  These connections and motivations are based on the 
  presence of one or more characters in the party who have at 
  least one level in a particular class.  
  As GM, you may judge that only one of these is a sufficient 
  motivator; alternately, you can combine multiple class hooks 
  to provide the entire party a believable reason to pursue 
  someone who may be in the possession of a harp of infinite 
  melodies.
  Paladins & Clerics
  The harp is fairly unique in that it is quite isolated to a 
  particular class.  
  As a result, Divine classes are unlikely to forge a relationship 
  with the instrument, as they are less suited to multiclassing 
  as a Bard.  
  These classes would gladly pass the artifact on to their 
  group’s performer, if there is one; otherwise, they would 
  resell it.
  Rogues
  Rogueish Bards are hardly unheard of, so it’s quite possible 
  for a Rogue to take interest in a device like the harp.  
  Its powers are so useful, in fact, that a mono-classed Rogue 
  happening upon a harp might even consider multiclassing as 
  a result.
  Martial Characters
  As with Rogues, the extent to which a Martial character 
  desires a harp of infinite melodes is likely related to the 
  extent to which they multiclass with Bardic levels.
  Arcane Classes
  These classes may perform, or take the odd level of Bard 
  to round out their arcane talents.  Sorcerers, after all, are 
  already quite used to a large volume of a tightly-controlled 
  collection of known spells; extending that via a potent device 
  such as the harp seems natural.
  Monks, Rangers, and Druids
  Generally speaking, these classes have talents that are 
  somewhat well-suited to Bardic multiclassing, so it’s quite 
  possible that they would take interest in a harp.
  General Hooks
  These hooks are not linked directly to any particular race, 
  class, or other party element, and can be deployed as the 
  GM sees fit as best matches the play style and existing 
  motivations of the party.
  Soothe the Savage Beast
  This is a straightforward concept: the PCs must navigate 
  an area controlled by a savage predator, known to succumb 
  to the tones of music if played by a performer of sufficient 
  talent.
  Approaching the beast with a harp of infinite melodies would 
  virtually guarantee safe passage.  
  Will the PCs steal a harp?  Buy one?  Coerce a current owner 
  into joining their ranks for the duration of the expedition?
  Collector
  “It belongs in a museum” is an easy sentiment to advocate.  
  Far more honest, however, is the Collector: someone who 
  more accurately states “it belongs in my museum”.
  A Collector, or group thereof, asks the PCs to retrieve a harp 
  of infinite melodies from its current wielder, and to return it 
  so that it might be stored among other valuables.
  This angle plays particularly well with Lawfully-aligned 
  classes, or PCs whose class, creed, Faction, or other 
  involvement would guide them toward a balance.
  Alarum in Decorum
  Assuming that one of their number carries at least a single 
  rank in a Bardic class, the PCs are asked to perform at a 
  banquet.  
  It turns out that the PCs were commissioned to play by 
  someone with an ulterior motive: creating pandemonium 
  at the event through magic.  The PCs are loaned a harp of 
  infinite melodies for the duration of the event.
  This scenario forms the basis of the Quest described below.
  Quests
  Another, more thorough, means of introducing a harp of 
  infinite melodies is via the following Quest.
    This Quest may be inserted into any campaign setting 
  or adventure, either as a “side quest”, or as a tie-in or 
  kickoff to a larger storyline.
    Quest: Party Crashers
    Summary: The PCs are commissioned to ruin a party at 
  which they are expected to be the musical performance.
    Rewards:   
    1,800 gp / 
    3,200 gp / 
    8,100 gp / 
    13,800 gp (promised); up to 
    1 Reward Star; harp 
  of infinite melodies
    Locations: Any.
    Key NPCs: None.
    Kickoff: Random Encounter.
    Description:
  The PCs are commissioned to play at a banquet celebrating 
  one or more significant NPCs in town.  
  The nature of the celebration is left flexible: it could be a 
  marriage, or an anniversary, or a birthday party, or anything 
  else, really, so long as it focuses on one or two specific 
  people.
  It turns out that the person who hires the PCs arranged 
  
  38
  Magic Items
  FlexTable 4: Harp of Infinite Melodies Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  10
  There exists a harp that 
  emboldens Bards who play it.
    True.  Quite vague, however.
  15-29
  15-30
  15-30
  01-30
  12
  A special magic harp grants 
  extra Bardic powers to those 
  who have them already.
    True.  A bit more specific.
  30-44
  31-45
  31-45
  31-39
  14
  Playing a certain magic harp 
  will make the player perform 
  even better.
    True.  This refers to but one aspect 
  of the harp’s powers, however.
  45-59
  46-60
  46-60
  40-49
  15
  Those gifted in Bardic 
  talents will find their powers 
  enhanced and multiplied 
  by playing a harp of infinite 
  melodies.
    True.  Very close to a complete 
  description.
  60-74
  60-69
  60-69
  50-59
  17
  Playing some harps of infinite 
  melodies will allow a Bard 
  to play as though trained in 
  certain approaches to the 
  craft.
    True.  This refers to the Feat-based 
  powers of the harp.
  75-89
  70-97
  70-94
  60-69
  16
  Performing with a harp of 
  infinite melodies will force the 
  player to keep playing until 
  their fingers bleed and they 
  physically cannot continue.
    False.  This is likely a 
  misunderstanding of the word 
  “infinite” in the name of the device.
  90-00
  98-00
  95-00
  70-00
  13
  A harp of infinite melodies 
  grants a Bardic performer the 
  ability to play any one song 
  forever, imbued with magical 
  power.
    False.  This is not how a harp of 
  infinite melodies works.
  for them to perform, as s/he has an ulterior motive: they 
  actually want to ruin the party, as an act of vengeance 
  against one of the people whom it is to celebrate.  
  The exact origin and legitimacy of the greivance are left 
  flexible in service to your campaign world and established 
  characters.
  In order to enhance the PCs’ abilities during this sabotage, 
  they are loaned a harp of infinite melodies for the duration of 
  the event.
    If the PCs decline, the event still occurs, and the hiring 
  party finds someone else to do it: the party gains wind of 
  what happens afterward.
    The PCs can accept.  If they perform normally, ignoring 
  the ulterior motive, they will of course forefeit the 
  monetary reward, and the hiring party will expect the 
  return of their harp.   
   
  Assuming that sabotage is not in the party’s character, 
  and that this is good roleplaying, they benefit from  
    
  1 Reward Star in the aftermath.  Furthermore, they 
  may threaten to turn in the hiring party for attempted 
  sabotage; although the hiring party will complain and 
  threaten back, no skill check is required to see through 
  their bluff; they will back off and allow the party to keep 
  the harp in exchange for their silence.
    If the PCs accept, and sabotage the event as requested, 
  they are rewarded with the money as promised.  
  “Sabotage” can take many forms, in relation to the nature 
  of the event, the nature of the revenge, and the alignment 
  and character of the party; even something as simple as 
  causing strife or charming the bride could work, as could 
  a bloody carnage.  At the GM’s discretion, so long as the 
  actions taken are in league with good roleplaying, the 
  party benefits from 
    1 Reward Star as well.  Finally, 
  threats or hints of any nature will convince the Quest-
  giver to let the party keep the harp for their success.
  
  39
  Magic Items
  Harp of Infinite Melodies 
  User
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Bard 1
  Bard 6
  Bard 10
  Bard 14
  Size / Aln
  Medium CG 
  Elf (High)
  Medium CG 
  Elf (High)
  Medium CG 
  Elf (High)
  Medium CG 
  Elf (High)
  HP
  8
  32
  53
  74
  Armor 
  Class
  14
  15
  17
  18
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  10 (+0) 
  DEX  14 (+4) 
  CON  10 (+0) 
  INT  10 (+0) 
  WIS  10 (+0) 
  CHA  18 (+6)
  STR  10 (+0) 
  DEX  14 (+5) 
  CON  10 (+0) 
  INT  10 (+0) 
  WIS  10 (+0) 
  CHA  20 (+8)
  STR  10 (+0) 
  DEX  16 (+7) 
  CON  10 (+0) 
  INT  10 (+0) 
  WIS  10 (+0) 
  CHA  20 (+9)
  STR  10 (+0) 
  DEX  18 (+9) 
  CON  10 (+0) 
  INT  10 (+0) 
  WIS  10 (+0) 
  CHA  20 (+10)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 12 
  +2 Dulcimer, Lute, Lyre
  Passive Perception 13 
  +3 Dulcimer, Lute, Lyre
  Passive Perception 14 
  +4 Dulcimer, Lute, Lyre
  Passive Perception 15 
  +5 Dulcimer, Lute, Lyre
  Languages Common, Elvish, Halfling
  Attacks
  Melee Dagger +4 (1d4+2)
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2)
  Melee Shortsword +4 
  (1d6+2)
  Ranged Shortbow ) --> 30 
  ft.’: +4 (1d6+2); 120 ft.’: +4 
  (1d6+2)
  Melee Dagger +5 (1d4+2)
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+2); 60 ft.’: +5 
  (1d4+2)
  Melee +1 Shortsword +6 
  (1d6+3)
  Ranged Shortbow ) --> 30 
  ft.’: +5 (1d6+2); 120 ft.’: +5 
  (1d6+2)
  Melee Dagger +7 (1d4+3)
  Ranged Dagger (Thrown) 
  20 ft.’: +7 (1d4+3); 60 ft.’: 
  +5 (1d4+3)
  Melee +2 Shortsword +9 
  (1d6+5)
  Ranged Shortbow ) --> 30 
  ft.’: +7 (1d6+3); 120 ft.’: 
  +7 (1d6+3)
  Melee Dagger +9 (1d4+4)
  Ranged Dagger (Thrown) 20 
  ft.’: +9 (1d4+4); 60 ft.’: +9 
  (1d4+4)
  Melee +3 Shortsword +12 
  (1d6+7)
  Ranged Shortbow ) --> 30 
  ft.’: +9 (1d6+4); 120 ft.’: +9 
  (1d6+4)
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longbow, 
  Longsword, Mace, Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
  CG; Medium Humanoid (Elf)
  
  40
  Magic Items
  Special Abilities
  Ability Score Increase Your Dexterity score increases by 2.
  Ability Score Increase Your Intelligence score increases by 1.
  Darkvision Accustomed to twilit forests and the night sky, you have 
  superior vision in dark and dim conditions. You can see in dim light within 
  60 feet of you as if it were bright light, and in darkness as if it were dim 
  light. You can’t discern color in darkness, only shades of gray.
  Elf Weapon Training You have proficiency with the longsword, 
  shortsword, shortbow, and longbow.
  Fey Ancestry You have advantage on saving throws against being 
  charmed, and magic can’t put you to sleep.
  Keen Senses You have proficiency in the Perception skill.
  Languages You can speak, read, and write Common and Elvish. Elvish is 
  fluid, with subtle intonations and intricate grammar. Elven literature is rich 
  and varied, and their songs and poems are famous among other races. 
  Many bards learn their language so they can add Elvish ballads to their 
  repertoires.
  Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining 
  semiconscious, for 4 hours a day. (The Common word for such meditation 
  is “trance.”) While meditating, you can dream after a fashion; such dreams 
  are actually mental exercises that have become reflexive through years of 
  practice. After resting in this way, you gain the same benefit that a human 
  does from 8 hours of sleep.
  Bardic Inspiration You can inspire others through stirring words or music. 
  To do so, you use a bonus action on your turn to choose one creature 
  other than yourself within 60 feet of you who can hear you. That creature 
  gains one Bardic Inspiration die, a d10. Once within the next 10 minutes, 
  the creature can roll the die and add the number rolled to one ability 
  check, attack roll, or saving throw it makes. The creature can wait until 
  after it rolls the d20 before deciding to use the Bardic Inspiration die, but 
  must decide before the DM says whether the roll succeeds or fails. Once 
  the Bardic Inspiration die is rolled, it is lost. A creature can have only one 
  Bardic Inspiration die at a time. You can use this feature a number of 
  times equal to 5. You regain any expended uses when you finish a long 
  rest.
  College of Lore Bards of the College of Lore know something about 
  most things, collecting bits of knowledge from sources as diverse as 
  scholarly tomes and peasant tales. Whether singing folk ballads in taverns 
  or elaborate compositions in royal courts, these bards use their gifts to 
  hold audiences spellbound. When the applause dies down, the audience 
  members might find themselves questioning everything they held to 
  be true, from their faith in the priesthood of the local temple to their 
  loyalty to the king. The loyalty of these bards lies in the pursuit of beauty 
  and truth, not in fealty to a monarch or following the tenets of a deity. A 
  noble who keeps such a bard as a herald or advisor knows that the bard 
  would rather be honest than politic. The college’s members gather in 
  libraries and sometimes in actual colleges, complete with classrooms 
  and dormitories, to share their lore with one another. They also meet at 
  festivals or affairs of state, where they can expose corruption, unravel lies, 
  and poke fun at selfimportant figures of authority.
  Countercharm At 6th level, you gain the ability to use musical notes or 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Bardic Inspiration, 
  Cantrips, Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Additional 
  Magical Secrets, Bard 
  College, Bardic Inspiration, 
  Bonus Proficiencies, 
  Cantrips, College of Lore, 
  Countercharm, Cutting 
  Words, Expertise, Font 
  of Inspiration, Jack of 
  All Trades, Song of Rest, 
  Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Additional 
  Magical Secrets, Bard 
  College, Bardic Inspiration, 
  Bonus Proficiencies, 
  Cantrips, College of Lore, 
  Countercharm, Cutting 
  Words, Expertise, Font 
  of Inspiration, Jack of All 
  Trades, Magical Secrets, 
  Song of Rest, Spellcasting
  Spellcaster Spell Slots, Ability 
  Score Increase, Ability Score 
  Increase, Cantrip, Darkvision, 
  Elf Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Additional 
  Magical Secrets, Bard 
  College, Bardic Inspiration, 
  Bonus Proficiencies, 
  Cantrips, College of Lore, 
  Countercharm, Cutting 
  Words, Expertise, Font 
  of Inspiration, Jack of All 
  Trades, Magical Secrets, 
  Peerless Skill, Song of Rest, 
  Spellcasting
  Spell-
  casting
  Save DC 14; Spell Atk +6
  1st: charm person; cure 
  wounds
  Save DC 16; Spell Atk +8
  3rd: dispel magic; sending; 
  tongues
  2nd: enthrall; magic mouth; 
  silence
  1st: charm person; cure 
  wounds; identify; sleep
  Save DC 17; Spell Atk +9
  5th: dominate person; 
  seeming
  4th: confusion; dimension 
  door; hallucinatory terrain
  3rd: dispel magic; sending; 
  tongues
  2nd: enthrall; magic mouth; 
  silence
  1st: charm person; cure 
  wounds; identify; sleep
  Save DC 18; Spell Atk +10
  7th: teleport
  6th: find the path
  5th: dominate person; 
  seeming
  4th: confusion; dimension 
  door; hallucinatory terrain
  3rd: dispel magic; sending; 
  tongues
  2nd: enthrall; magic mouth; 
  silence
  1st: charm person; cure 
  wounds; identify; sleep
  Equipment
  Dagger; shortsword; 
  studded leather armor; 
  shortbow; arrows (20x)
  Dagger; +1 shortsword; 
  +1 studded leather armor; 
  shortbow; arrows (20x)
  Dagger; +2 shortsword; 
  +2 studded leather 
  armor; shortbow; arrows 
  (20x)
  Dagger; +3 shortsword; 
  +3 studded leather armor; 
  shortbow; arrows (20x)
  
  41
  Magic Items
  words of power to disrupt mind-influencing effects. As an action, you can 
  start a performance that lasts until the end of your next turn. During that 
  time, you and any friendly creatures within 30 feet of you have advantage 
  on saving throws against being frightened or charmed. A creature must 
  be able to hear you to gain this benefit. The performance ends early if 
  you are incapacitated or silenced or if you voluntarily end it (no action 
  required).
  Cutting Words Also at 3rd level, you learn how to use your wit to distract, 
  confuse, and otherwise sap the confidence and competence of others. 
  When a creature that you can see within 60 feet of you makes an attack 
  roll, an ability check, or a damage roll, you can use your reaction to 
  expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration 
  die and subtracting the number rolled from the creature’s roll. You can 
  choose to use this feature after the creature makes its roll, but before the 
  DM determines whether the attack roll or ability check succeeds or fails, 
  or before the creature deals its damage. The creature is immune if it can’t 
  hear you or if it’s immune to being charmed.
  Font of Inspiration Beginning when you reach 5th level, you regain all of 
  your expended uses of Bardic Inspiration when you finish a short or long 
  rest.
  Jack of All Trades Starting at 2nd level, you can add half your proficiency 
  bonus, rounded down, to any ability check you make that doesn’t already 
  include your proficiency bonus.
  Magical Secrets By 10th level, you have plundered magical knowledge 
  from a wide spectrum of disciplines. Choose two spells from any class, 
  including this one. A spell you choose must be of a level you can cast, as 
  shown on the Bard table, or a cantrip. The chosen spells count as bard 
  spells for you and are included in the number in the Spells Known column 
  of the Bard table. You learn two additional spells from any class at 14th 
  level and again at 18th level.
  Peerless Skill Starting at 14th level, when you make an ability check, you 
  can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die 
  and add the number rolled to your ability check. You can choose to do 
  so after you roil the die for the ability check, but before the DM tells you 
  whether you succeed or fail.
  Song of Rest Beginning at 2nd level, you can use soothing music or 
  oration to help revitalize your wounded allies during a short rest. If you or 
  any friendly creatures who can hear your performance regain hit points at 
  the end of the short rest, each of those creatures regains an extra 1d10 
  hit points. A creature regains the extra hit points only if it spends one or 
  more Hit Dice at the end of the short rest.
  
  42
  Magic Items
  Harp of Sorrows
    Harp of Sorrows (instrument)
  Value:  
    3,900 gp / 
    14,000 gp /  
    33,000 gp / 
    71,000 gp
  Weight 2 lbs.; Materials wood, string, bone; Nature 
  magical; Aura strong enchantment / transmutation; Slot 
  hand (instrument)
  CL:  
     6th / 
    10th / 
    12th / 
    14th
  Effect Summary: 
    +1 DC to all Bardic Performance effects; +1 
  Performance bonus
    +1 DC to all Bardic Performance effects; +2 
  Performance bonus; +1 damage per die to sonic spells or 
  spell effects produced using the harp
    +2 DC to all Bardic Performance effects; +4 
  Performance bonus; +1 damage per die to sonic spells or 
  spell effects produced using the harp
    +3 DC to all Bardic Performance effects; +6 
  Performance bonus; +2 damage per die to sonic spells 
  or spell effects produced using the harp
  Description
  Talented players of this instrument can imbue those listening 
  with a sense of true regreat, dread, and despair.  Depending 
  on the mental resistance offered, those afflicted might be 
  distracted, wearied, rendered entirely unable to fight, or 
  even rendered incapacitated or comatose.
  Most iterations give a visual impression of being dreary, 
  grey, and have a greasy wooden texture.  The harp is 
  typically carved from driftwood taken from a swamp and 
  air-dried in a graveyard.
  Effect
  Harps of sorrows may have up to four types of beneficial 
  effect.
  First, all harps of sorrows grant a bonus to the DC of Bardic 
  Performances that are generated using the harp.  There is 
  no limit to the number of times this benefit is generated, and 
  it may apply to any number of users throughout the day.
  Secondly, all types of harp also grant bonuses to 
    
  Performance skill checks made using the harp, as listed.
  Thirdly, most harps of sorrows grant bonuses to damage 
  effects produced by Bardic powers while holding the harp; 
  this includes any Bardic Performances and Bard spells cast.  
  Only spells with the Sonic descriptor gain this benefit.
  Synergy & Sets
  None.  Harps of sorrows are standalone items, and do not 
  gain further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  A harp of sorrows may be discovered being played, on the 
  body of an adventurer, or even in a long-lost treasure hoard.  
  Although clearly potent and almost certainly magical simply 
  from inspection, the harp is quite gloomy, and as a result 
  is not as sought after or coveted innately as other magical 
  instruments might be.
  Carved runes and symbols around the device give some 
  inkling as to its powers, but absent a clear explanation 
  from a current and knowledgable owner, a would-be player 
  requires some research or trial-and-error to figure out how 
  to use the device’s spell-like abilities.
    At the GM’s discretion, knowledge of how this device 
  functions can simply be assumed to be automatic.  This 
  can streamline gameplay considerably and allow the 
  wielder to immediately gain the benefit of the harp’s 
  capabilities.
  Ubiquity
  Harps of sorrows are quite rare.  Those that exist are 
  seldom talked about or referenced, giving the impression of 
  uniqueness or even greater rarity.
  Notoriety
  Someone carrying a harp of sorrows is likely to be recognized 
  as a Bard with a masterwork instrument of peculiar and 
  grim design.  One might reasonably conclude that the bearer 
  has necromantic leanings, even.
  
  43
  Magic Items
  Quirks of Ownership
  None.  Even those who lust after magical instruments will 
  not be overly inclined to do so over the harp of sorrows, 
  unless they have prior experience with the specific device 
  and are aware of its tru enature.
  History & Background
  The first harp of sorrows was designed to be played only 
  once.
  Two Bards fell in love, long ago.  Life was sweet, and joyous, 
  for a time.  Their burgeoning passion enhanced not only 
  their demeanor and happiness, but also their performance 
  abilities: although somewhat mediocre individually, truly, 
  each was uplifted by the other, and when the two played 
  together, it was masterful.
  This phenomenon, and their love, grew a reputation, to the 
  point where the duo was hired together to perform, and then 
  to discuss their relationship afterwards.  Held as inspiration 
  to the lovelorn and talentless alike, they grew in fame and 
  wealth.
  As is oft the case in tales of love and success, there were 
  those who grew jealous of the duo, and plotted to destroy 
  what made them special.  Charm spells and love potions 
  failed, as the duo were ever canny to threats, having 
  themselves employed them on occasion in their former lives.  
  Poison and sabotage failed, for similar reason.
  It took a king to bring them down, in the end: having seen 
  her perform, a nobleman lusted after the female of the duo.  
  Gifts, cajoling, threats, and even a failed kidnapping all saw 
  his love scorned.  Feeling mocked and belittled, the nobleman 
  beseeched his king to hire the woman for his birthday, but to 
  make it a surprise, to not tell the woman for whom she was 
  to perform.
  When she showed up to play, the trap was sprung; one final 
  time, the scion asked for his attentions to be returned.  Once 
  more, he was scorned.  Enraged, he had the female Bard 
  tossed in jail.
  The scion, now angry well past the point of reason, 
  threatened to kill the woman if she did not sleep with him.  
  Confident in her love’s abilities and commitment, she didn’t 
  even answer him.
  Knowing it folly to go against the armed might of the castle, 
  the male Bard of the duo resigned himself to an heroic, 
  but suicidal, rescue attempt.  He commissioned the harp 
  of sorrows to aid him in his plight: a device designed to 
  enhance power, but even with its aid, he knew that he was 
  outmatched.
  One night, the male Bard performed under a disguise, and, 
  revealing himself afterwards, cut a bloody swath of guests, 
  dignitaries, and guards on his way to find his lady love.  
  There, in front of her at last, he was undone: the scion held 
  a knife to her throat.  With a resigned shared glance that 
  confirmed his only option, the male Bard proceeded to sing a 
  song that brought them all death.
  Many have shied away from the artifact in the wake of 
  knowing its history, considering it cursed, or at best in 
  gruesomely bad taste, to ever play again.
  Rumors & Lore
  The following snippets of conversation, convoluted retelling, 
  misunderstanding, urban myth, hearsay, and outright lie 
  are usable as additional incentives for the PCs to uncover 
  mysteries about the town.
  There are two ways to use this FlexTable:
  First, if the PCs are actively searching for information, you 
  can make a 
    Skill Check and look up the result.  If you 
  come to a result that has already been discovered by the PCs, 
  at the GM’s discretion, you may pick a result with a lower DC 
  and read that instead.  
  The party may use 
    Knowledge (Local) or Diplomacy in 
  this manner; the DC listed applies equally to either of these 
  skills.  Alternately, a PC may use Knowledge (History), but 
  with a -4 circumstance penalty (as knowledge of general 
  history will apply in only a limited basis to any immediate 
  vicinity, and the harp of sorrows is not really location-bound 
  or related).
  Alternately, if a specific quest explicitly rewards the PCs 
  with a piece of lore, you may simply roll on the appropriate 
  Context and read the result.  In such a circumstance, a Skill 
  Check is not required.
  Generally speaking, the information in this FlexTable may be 
  inserted into your campaign as foreshadowing for eventually 
  revealing a harp of sorrows, or as a means of introducing a 
  plot hook into the Quests listed herein.
  • 
    Use Context A: 
  As a default, or if no other context specifically applies to 
  the circumstances.
  • 
    Use Context B: 
  If the party is attempting to gather information from 
  a Key NPC.  Any named NPC is a “key” NPC for these 
  Table 7: Harp of Sorrows Flavors
  Difficulty 
  Band
  Prefix
  Bardic Performance DC
  Performance Bonus
  Sonic Dmg/Die
    Low
  Minor
  +1
  +1
  -
    Moderate
  Lesser
  +1
  +2
  +1
    Advanced
  Greater
  +2
  +4
  +1
    Elite
  Elite
  +3
  +6
  +2
  
  44
  Magic Items
  purposes.
  • 
    Use Context C: 
  If the party is gathering information from generic 
  townsfolk, or NPCs without specific names.  For example, 
  Townsfolk.
  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  unstructured manner.
  Hooks & Integration
  If you’re looking for an excuse to introduce a harp of sorrows 
  into your gaming sessions beyond simply “the entertainer 
  drops a nifty-looking lyre”, here are some ideas.  
  Of course, as a GM, you are by no means bound to selecting 
  from among these… but it’s always useful to have some 
  inspiration or something to get started quickly.
  Class-Based Hooks
  These connections and motivations are based on the 
  presence of one or more characters in the party who have at 
  least one level in a particular class.  
  As GM, you may judge that only one of these is a sufficient 
  motivator; alternately, you can combine multiple class hooks 
  to provide the entire party a believable reason to pursue 
  someone who may be in the possession of a harp of sorrows.
  Paladins & Clerics
  These classes, perhaps alone of all character types, might be 
  drawn to the tragic backstory of the harp, and desirous of 
  righting any wrongs associated with it.  That said, the scion 
  and his misdeeds are hundreds of years old, with any vestige 
  of imbalance remedied or lost to history.
  It’s much more likely that they would be uncomfortable with 
  the harp of sorrows being used as a simple combat tool.
  Rogues
  Rogues who multiclass as Bards are likely to be some of the 
  most covetous of this artifact.  
  Martial Characters
  These classes would almost certainly simply pass it to the 
  group’s Bard, or, lacking one such, would resell it without 
  much thought.
  Arcane Classes
  The artifact has great power, regardless of whether one 
  has need of its particular uses in the context of Bardic 
  performances.  Arcanists might use it for research, or simply 
  resell it if the party lacks a Bard.
  Monks, Rangers, and Druids
  These classes also are likely to multiclass with some Bardic 
  influence, and as such might be interested in the harp of 
  sorrows.
  General Hooks
  These hooks are not linked directly to any particular race, 
  class, or other party element, and can be deployed as the 
  GM sees fit as best matches the play style and existing 
  motivations of the party.
  In Sorrow’s Steps
  Misunderstanding the namesake of the device, a doomed 
  Bard commissions the party to play at his funeral.  
  This scenario forms the basis for the somewhat unique Quest 
  below.
  Collector
  “It belongs in a museum” is an easy sentiment to advocate.  
  Far more honest, however, is the Collector: someone who 
  more accurately states “it belongs in my museum”.
  A Collector, or group thereof, asks the PCs to retrieve a harp 
  of sorrows from its current wielder, and to return it so that it 
  might be stored among other valuables.
  This angle plays particularly well with Lawfully-aligned 
  classes, or PCs whose class, creed, Faction, or other 
  involvement would guide them toward a balance.
  Memento Mori
  A penniless vagrant accosts the party, claiming to be a 
  formerly famous performer who was wronged and ruined by 
  a jealous competitor.
  He has but one meaningful possession left, and it is the 
  party’s, if they will but promise to use it for revenge.  
  Quests
  Another, more thorough, means of introducing a harp of 
  sorrows is via the following Quest.
    This Quest may be inserted into any campaign setting 
  or adventure, either as a “side quest”, or as a tie-in or 
  kickoff to a larger storyline.
    Quest: Seeding Sorrow
    Summary: A doomed entertainer asks the PCs to play his 
  favorite instrument at his impending funeral.
    Rewards:   
    100 gp / 
    1,000 gp / 
    10,000 gp / 
    25,000 gp (promised); up to 
    2 Reward Stars; 
  harp of sorrows
    Locations: Any.
    Key NPCs: None.
    Kickoff: Random Encounter.
    Description:
  The PCs are approached by a well-to-do looking older woman 
  with an air of the dramatic.  She lays out her situation 
  plainly: she has an incurable disease, and rather than waste 
  away slowly and lose what is left of her physical and mental 
  abilities, she prefers to go out while she is still aware of her 
  impact to the world.
  She has arranged to poison herself in a fortnight.  It’s hardly 
  a sad affair, however, for, as she points out, who else gets to 
  plan their own funeral?
  She has no parents, no children, and no siblings, and cares 
  not to seek out any family more far-flung than that.  The 
  performer has always hated charity, preferring to believe 
  
  45
  Magic Items
  FlexTable 5: Harp of Sorrow Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  10
  A special harp grants Bardic 
  powers to those who play it.
    True.  But this could apply to 
  virtually any magic harp.
  15-29
  15-30
  15-30
  01-30
  12
  Certain magic harps allow the 
  player to cast more powerful 
  versions of spells they already 
  know.
    Partially True.  One might read 
  this and conclude that the power in 
  question is a metamagic feat, but it is 
  somewhat close to the truth.
  30-44
  31-45
  31-45
  31-39
  14
  A harp of sorrows was once 
  crafted as a means of facing 
  a horde of guards to save the 
  player’s lady love.
    True.  An oversimplification of the 
  origin, but accurate as far as it goes.
  45-59
  46-60
  46-60
  40-49
  15
  A harp of sorrows grants 
  greater power and enhanced 
  abilities to a Bardic wielder.
    True.  Somewhat vague, however.
  60-74
  60-69
  60-69
  50-59
  18
  Playing a harp of sorrows 
  causes great pain and suffering 
  in those who hear it.
    False.  Well, technically, this could 
  be accurate, depending on the actions 
  of the Bard wielding it, but the origin of 
  the effect is not innately the harp itself.
  75-89
  70-97
  70-94
  60-69
  16
  Each time a harp of sorrows is 
  played, someone dies.
    False.  Technically probably true, 
  given the huge amount of people in the 
  Realm... but the harp doesn’t kill them 
  merely by being played.
  90-00
  98-00
  95-00
  70-00
  13
  Great power is granted to the 
  wielder of a harp of sorrows... 
  but woe betide the Bard who 
  plays it while in love, for 
  the device will cause great 
  suffering for the beloved.
    False.  Despite the horrid origin of 
  the artifact, the harp of sorrows lacks 
  any such curse or effect.
  that one’s talent is what gives one wealth and success in life.  
  As a result, she intends to leave none of her modest fortune 
  to anyone, instead spending nearly everything on her funeral 
  and after-party.
  Her only request is that the PCs play her harp of sorrows 
  at her funeral.  Thereafter, they are welcome to stay for 
  the party, and may keep a small fee and the harp for their 
  troubles.
    The PCs may refuse.  The venerable entertainer will 
  shrug, and simply find someone else.  She will not 
  negotiate.
    Evil and greedy PCs may simply kill her where she 
  stands.  Though quite a talented bard, she poses no threat 
  in her advanced condition, and in any event would not 
  in any way turn down an opportunity to die in such a 
  dramatic fashion.   
   
  Such an action is quite evil indeed, however, and should 
  merit considerable consequences unless it is very solidly 
  in keeping with the party’s character. 
   
  In any event, however, this approach yields the woman’s 
  remaining fortune—which is the fee she would have paid 
  them—and the harp of sorrows.
    Alternately, of course, the PCs can simply perform as 
  asked.  The doomed artiste has no setlist, no tune in 
  mind, necessarily: she wants merely for the instrument 
  specifically to be played as her colleagues and townsfolk 
  wish her well into the afterlife.   
   
  Doing so grants the party the fee listed, 
    1 Reward 
  Star, and the harp of sorrow. 
   
  If the party makes a speech, places flowers on her grave, 
  or in any other way marks the occasion in a manner 
  greater than simply complying to her request, they are 
  owed an additional 
    1 Reward Stars.
  
  46
  Magic Items
  Harp of Sorrows User
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Bard 1
  Bard 6
  Bard 10
  Bard 14
  Size / Aln
  Medium NE  
  Human
  Medium NE  
  Human
  Medium NE  
  Human
  Medium NE  
  Human
  HP
  8
  31
  54
  81
  Armor 
  Class
  15
  17
  19
  20
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  14 (+2) 
  DEX  17 (+5) 
  CON  11 (+0) 
  INT  10 (+0) 
  WIS  7 (-2) 
  CHA  19 (+6)
  STR  14 (+2) 
  DEX  18 (+7) 
  CON  11 (+0) 
  INT  10 (+0) 
  WIS  7 (-2) 
  CHA  20 (+8)
  STR  14 (+2) 
  DEX  20 (+9) 
  CON  11 (+0) 
  INT  10 (+0) 
  WIS  7 (-2) 
  CHA  20 (+9)
  STR  14 (+2) 
  DEX  20 (+10) 
  CON  13 (+1) 
  INT  10 (+0) 
  WIS  7 (-2) 
  CHA  20 (+10)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 8 
  +2 Flute, Horn, Lute
  Passive Perception 8 
  +3 Flute, Horn, Lute
  Passive Perception 8 
  +4 Flute, Horn, Lute
  Passive Perception 8 
  +5 Flute, Horn, Lute
  Languages Common, Goblin
  Attacks
  Ranged Crossbow, Light ) 
  --> 80 ft.’: -5 (1d8+3); 320 
  ft.’: -5 (1d8+3)
  Melee Mace +4 (1d6+2)
  Ranged Crossbow, Light ) --> 
  80 ft.’: -3 (1d8+4); 320 ft.’: 
  -3 (1d8+4)
  Melee +1 Mace +6 (1d6+3)
  Ranged Crossbow, Light ) 
  --> 80 ft.’: -1 (1d8+5); 320 
  ft.’: -1 (1d8+5)
  Melee +2 Mace +8 (1d6+4)
  Ranged Crossbow, Light ) --> 
  80 ft.’: +0 (1d8+5); 320 ft.’: 
  +0 (1d8+5)
  Melee +3 Mace +10 (1d6+5)
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
  NE; Medium Humanoid (Human)
  
  47
  Magic Items
  Special Abilities
  Ability Score Increase Your ability scores each increase by 1.
  Languages You can speak, read, and write Common and one extra 
  language of your choice. Humans typically learn the languages of other 
  peoples they deal with, including obscure dialects. They are fond of 
  sprinkling their speech with words borrowed from other tongues: Orc 
  curses, Elvish musical expressions, Dwarvish military phrases, and so on.
  Bardic Inspiration You can inspire others through stirring words or music. 
  To do so, you use a bonus action on your turn to choose one creature 
  other than yourself within 60 feet of you who can hear you. That creature 
  gains one Bardic Inspiration die, a d10. Once within the next 10 minutes, 
  the creature can roll the die and add the number rolled to one ability 
  check, attack roll, or saving throw it makes. The creature can wait until 
  after it rolls the d20 before deciding to use the Bardic Inspiration die, 
  but must decide before the DM says whether the roll succeeds or fails. 
  Once the Bardic Inspiration die is rolled, it is lost. A creature can have only 
  one Bardic Inspiration die at a time. You can use this feature a number of 
  times equal to 5. You regain any expended uses when you finish a long 
  rest.
  College of Lore Bards of the College of Lore know something about 
  most things, collecting bits of knowledge from sources as diverse as 
  scholarly tomes and peasant tales. Whether singing folk ballads in taverns 
  or elaborate compositions in royal courts, these bards use their gifts to 
  hold audiences spellbound. When the applause dies down, the audience 
  members might find themselves questioning everything they held to 
  be true, from their faith in the priesthood of the local temple to their 
  loyalty to the king. The loyalty of these bards lies in the pursuit of beauty 
  and truth, not in fealty to a monarch or following the tenets of a deity. A 
  noble who keeps such a bard as a herald or advisor knows that the bard 
  would rather be honest than politic. The college’s members gather in 
  libraries and sometimes in actual colleges, complete with classrooms 
  and dormitories, to share their lore with one another. They also meet at 
  festivals or affairs of state, where they can expose corruption, unravel lies, 
  and poke fun at selfimportant figures of authority.
  Countercharm At 6th level, you gain the ability to use musical notes or 
  words of power to disrupt mind-influencing effects. As an action, you can 
  start a performance that lasts until the end of your next turn. During that 
  time, you and any friendly creatures within 30 feet of you have advantage 
  on saving throws against being frightened or charmed. A creature must 
  be able to hear you to gain this benefit. The performance ends early if 
  you are incapacitated or silenced or if you voluntarily end it (no action 
  required).
  Cutting Words Also at 3rd level, you learn how to use your wit to distract, 
  confuse, and otherwise sap the confidence and competence of others. 
  When a creature that you can see within 60 feet of you makes an attack 
  roll, an ability check, or a damage roll, you can use your reaction to 
  expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration 
  die and subtracting the number rolled from the creature’s roll. You can 
  choose to use this feature after the creature makes its roll, but before the 
  DM determines whether the attack roll or ability check succeeds or fails, 
  or before the creature deals its damage. The creature is immune if it can’t 
  hear you or if it’s immune to being charmed.
  Font of Inspiration Beginning when you reach 5th level, you regain all of 
  your expended uses of Bardic Inspiration when you finish a short or long 
  rest.
  Jack of All Trades Starting at 2nd level, you can add half your proficiency 
  bonus, rounded down, to any ability check you make that doesn’t already 
  include your proficiency bonus.
  Magical Secrets By 10th level, you have plundered magical knowledge 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Languages, Bardic 
  Inspiration, Cantrips, 
  Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Additional 
  Magical Secrets, Bard 
  College, Bardic Inspiration, 
  Bonus Proficiencies, 
  Cantrips, College of Lore, 
  Countercharm, Cutting 
  Words, Expertise, Font 
  of Inspiration, Jack of 
  All Trades, Song of Rest, 
  Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Additional 
  Magical Secrets, Bard 
  College, Bardic Inspiration, 
  Bonus Proficiencies, 
  Cantrips, College of Lore, 
  Countercharm, Cutting 
  Words, Expertise, Font 
  of Inspiration, Jack of All 
  Trades, Magical Secrets, 
  Song of Rest, Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Additional 
  Magical Secrets, Bard 
  College, Bardic Inspiration, 
  Bonus Proficiencies, 
  Cantrips, College of Lore, 
  Countercharm, Cutting 
  Words, Expertise, Font 
  of Inspiration, Jack of All 
  Trades, Magical Secrets, 
  Peerless Skill, Song of Rest, 
  Spellcasting
  Spell-
  casting
  Save DC 14; Spell Atk +6
  1st: cure wounds; disguise 
  self
  Save DC 16; Spell Atk +8
  3rd: fear; stinking cloud; 
  tiny hut
  2nd: detect thoughts; hold 
  person; knock
  1st: cure wounds; disguise 
  self; hideous laughter; silent 
  image
  Save DC 17; Spell Atk +9
  5th: dream; geas
  4th: dimension door; 
  greater invisibility; 
  hallucinatory terrain
  3rd: fear; stinking cloud; 
  tiny hut
  2nd: detect thoughts; hold 
  person; knock
  1st: cure wounds; disguise 
  self; hideous laughter; silent 
  image
  Save DC 18; Spell Atk +10
  7th: etherealness
  6th: guards and wards
  5th: dream; geas
  4th: dimension door; greater 
  invisibility; hallucinatory 
  terrain
  3rd: fear; stinking cloud; tiny 
  hut
  2nd: detect thoughts; hold 
  person; knock
  1st: cure wounds; disguise 
  self; hideous laughter; silent 
  image
  Equipment
  Light crossbow; mace; 
  studded leather armor; 
  crossbow bolts (20x)
  Light crossbow; +1 mace; 
  +1 studded leather armor; 
  crossbow bolts (20x)
  Light crossbow; +2 
  mace; +2 studded 
  leather armor; crossbow 
  bolts (20x)
  Light crossbow; +3 mace; 
  +3 studded leather armor; 
  crossbow bolts (20x)
  
  48
  Magic Items
  from a wide spectrum of disciplines. Choose two spells from any class, 
  including this one. A spell you choose must be of a level you can cast, as 
  shown on the Bard table, or a cantrip. The chosen spells count as bard 
  spells for you and are included in the number in the Spells Known column 
  of the Bard table. You learn two additional spells from any class at 14th 
  level and again at 18th level.
  Peerless Skill Starting at 14th level, when you make an ability check, you 
  can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die 
  and add the number rolled to your ability check. You can choose to do 
  so after you roil the die for the ability check, but before the DM tells you 
  whether you succeed or fail.
  Song of Rest Beginning at 2nd level, you can use soothing music or 
  oration to help revitalize your wounded allies during a short rest. If you or 
  any friendly creatures who can hear your performance regain hit points at 
  the end of the short rest, each of those creatures regains an extra 1d10 
  hit points. A creature regains the extra hit points only if it spends one or 
  more Hit Dice at the end of the short rest.
  
  49
  Magic Items
  Hell’s Bell
    Hell’s Bell
  Value:  
    14,000 gp / 
    51,000 gp /   
    98,000 gp / 
    142,000 gp
  Weight 140 lbs.; Materials iron, blood; Nature magical; 
  Aura strong abjuration [evil]/enchantment (charm) [mind-
  affecting]/necromancy; Slot n/a
  CL:  
    6th / 
    10th / 
    14th  / 
    18th
  Effect Summary: 
    charm person (DC 14, 3x/day);  
  up to 6 creatures for each effect
    charm person (DC 15, 5x/day);  
  suggestion (DC 16, 3x/day);  
  inflict wounds (DC 16, 2x/day, evil creatures immune);  
  up to 10 creatures for each effect
    charm person (DC 16, 5x/day);  
  suggestion (DC 17, 5x/day);  
  inflict wounds (DC 17, 3x/day, evil creatures immune);  
  dispel evil and good (DC 18, 1x/day);  
  dispel magic (DC 18, 2x/day);  
  up to 14 creatures for each effect
    charm person (DC 17, 5x/day);  
  suggestion (DC 18, 5x/day);  
  inflict wounds (DC 18, 3x/day, evil creatures immune);  
  dispel evil and good (DC 19, 3x/day);  
  dispel magic (DC 19, 3x/day);  
  up to 18 creatures for each effect
  Description
  This immense bell is coated in infernal runes, set in a blue-
  green metal that is slimy to the touch.  The bell is over 9’ 
  tall, and weighs well over three tons.  
  The clapper, made from the same material as the bell itself, 
  is carved to look like two devils in profane embrace, leering 
  down on whomever looks at up into the bell from below.
  Effect
  The hell’s bell is somewhat unique in that it typically does 
  not have a single user or wielder when its abilities are 
  employed.  Instead, it must be set up in a bell tower or 
  similar structure.
  It’s possible to configure an improvised framework for the 
  bell; however, it is essential that it be allowed to swing freely 
  from side to side so that its clapper may activate.
  Once it is ensconced in an appropriate infrastructure, 
  operation of the bell is straightforward: one simply presses 
  the appropriate symbols to denote the desired effect, and 
  then the bell is swung.
  Each version of the bell has a variety of abilities, each of 
  which is treated as a spell-like ability.  Only one may be used 
  at a time.  The limitations as to number of times per day 
  reset in full 24 hours after the first use of each ability.  
  To change from one ability to another, runes on the bell must 
  be pressed; as this is virtually impossible while the bell is 
  swinging, it must be stopped (which requires a full-round 
  action) before a new ability is activated.  Pressing runes to 
  pick an ability is a standard action; swinging the bell is also 
  a standard action.
  So, if the bell is currently swinging, it requires a minimum of 
  5 rounds to fully activate another ability: 1 full round to stop 
  the bell, a standard action to pick the new ability, a standard 
  action to swing the bell, and 2 rounds for the ability to 
  activate.  If two people are involved, they may work together 
  to compress this timeline: in the same single round, the bell 
  may be stopped, a new ability selected, and swung again.
  All spell-like abilities may affect up to the maximum number 
  of creatures mentioned; this overrides the normal behavior 
  of the spells involved.  Creatures closer to the bell are 
  affected first.  At the GM’s discretion, which creatures are 
  affected may be impacted by obstacles and
  Creatures must be able to hear in order to be affected by 
  the bell.  Creatures that are deafened, either temporarily, 
  permanently, or by their nature, cannot be affected by the 
  bell’s abilities.  Creatures immune to sonic or sound-based 
  effects are immune to those generated by the bell.
  All spell-like abilities generated by the bell gain the Sonic 
  descriptor while in use.
  Crucially, any creature who has touched the bell in the last 
  hour is immune to its effects, so long as they are within 20’ 
  of the device as it is rung.
  Synergy & Sets
  None.  Hell’s bells are standalone items, and do not gain 
  further benefit or effects from use alongside any other 
  specific equipment.
  
  50
  Magic Items
  Discovery
  A hell’s bell is almost always discovered in a bell tower or 
  similar infrastructure.  
  Whether it has ever been rung, or is covered in the dust of 
  eons and neglected, or whether it is used to preside over 
  weekly ceremonies and punishments, it is always ensconced 
  in a frame and ready to ring.
  The carvings about the device are hieroglyphical in a 
  somewhat easily interpretable sense, though trial and error 
  are likely necessary to interpret which symbols denote which 
  abilities.
    At the GM’s discretion, knowledge of how this device 
  functions can simply be assumed to be automatic.  This 
  can streamline gameplay considerably and allow the 
  wielder to immediately gain the benefit of the hell’s bell’s 
  capabilities.
  Ubiquity
  These artifacts are effectively unique for the purposes of 
  most storytelling and campaign settings.
  Notoriety
  Whether used for magical purposes, or simply used as a 
  summons to an evil church, hell’s bells are not simple objects, 
  or easily dismissed.  
  Stories abound of those who have glimpsed one, and the 
  image haunts their dreams.  In their nightmares, those who 
  have heard the bell’s peal and survived see horrible twisted 
  images in the carved iconography.
  Quirks of Ownership
  These potent and foreboding artifacts are gruesome 
  examples of vile power focused and used for ill intent.  It 
  is impossible to have a hell’s bell and not have it be a focal 
  point—for a church, for ritual, or as a punishment.
  Remember the size and weight of the device: it is generally 
  speaking not feasible for a standard adventuring party to 
  either transport, or make use of, this artifact outside of a 
  very specific enclosure dedicated for the purpose.
    It is strongly suggested that any GM choosing to include 
  a hell’s bell in their adventures make it a centerpiece to 
  either an adventure, or a setting.  It should define a tribe, 
  or a cult, or a building; its description and use should 
  define a vile presence that is inescapable.
  History & Background
  Unsurprisingly, the hell’s bell was forged as a device of pain 
  and power, crafted by an evil cult bent on destruction and 
  blood.
  An evil cult centered on sentient sacrifice designed the bell 
  as a means of focusing attendance and punishing those 
  deserving of pain.  Once created, it stood at floor level in 
  a special brass enclosure constructed specifically for the 
  purpose.
  Peals echoed through the cult’s underground demesnes, 
  calling all to ritual.  
  During ceremonies, those judged unworthy were made to 
  suffer the effects of the bell, alone, while the rest of the 
  congregation circled about the device to ensure safety and to 
  focus their wrath.
  Those seeking to gain admittance to the cult were first tested 
  via the bell’s dispelling abilities to ensure their nature and 
  commitment.  
  Such is the horrid tone of the bell’s clapper, and such is 
  the overwhelming presence of the device and the zeal of 
  its brethren, that many willing applicants turned and fled 
  during initiation, even if none of the magical aspects of the 
  bell’s function had yet been activated.
  For many decades, the cult used the bell in this vein, until the 
  inherent chaos of the membership brought about their ruin.  
  In the aftermath of bloody slaughter, few cultists remained 
  standing... and the bell fell into disuse.
  Rumors & Lore
  The following snippets of conversation, convoluted retelling, 
  misunderstanding, urban myth, hearsay, and outright lie 
  Table 8: Hell’s Bell Flavors
  Difficulty Band
  Prefix
  Spell-Like Abilities
  Scope of Effect
    Low
  Minor
  charm person (DC 14, 3x/day)
  Up to 6 creatures
    Moderate
  Lesser
  charm person (DC 15, 5x/day);  
  suggestion, mass (DC 16, 3x/day);  
  inflict light wounds, mass (DC 16, 2x/day, evil creatures immune)
  Up to 10 creatures
    Advanced
  Greater
  charm person (DC 16, 5x/day);  
  suggestion (DC 17, 5x/day);  
  inflict wounds (DC 17, 3x/day, evil creatures immune); 
  dispel evil and good (DC 18, 1x/day); dispel magic (DC 18, 2x/day)
  Up to 14 creatures
    Elite
  Elite
  charm person (DC 17, 5x/day);  
  suggestion (DC 18, 5x/day);  
  inflict wounds (DC 18, 3x/day, evil creatures immune); 
  dispel evil and good (DC 19, 3x/day); dispel magic (DC 19, 3x/day)
  Up to 18 creatures
  
  51
  Magic Items
  are usable as additional incentives for the PCs to uncover 
  mysteries about the town.
  There are two ways to use this FlexTable:
  First, if the PCs are actively searching for information, you 
  can make a 
    Skill Check and look up the result.  If you 
  come to a result that has already been discovered by the PCs, 
  at the GM’s discretion, you may pick a result with a lower DC 
  and read that instead.  
  The party may use 
    Knowledge (Local) or Diplomacy in 
  this manner; the DC listed applies equally to either of these 
  skills.  Alternately, a PC may use Knowledge (History), but 
  with a -4 circumstance penalty (as knowledge of general 
  history will apply in only a limited basis to any immediate 
  vicinity, and the hell’s bell is not really location-bound or 
  related).
  Alternately, if a specific quest explicitly rewards the PCs 
  with a piece of lore, you may simply roll on the appropriate 
  Context and read the result.  In such a circumstance, a Skill 
  Check is not required.
  Generally speaking, the information in this FlexTable may be 
  inserted into your campaign as foreshadowing for eventually 
  revealing a hell’s bell, or as a means of introducing a plot 
  hook into the Quests listed herein.
  • 
    Use Context A: 
  As a default, or if no other context specifically applies to 
  the circumstances.
  • 
    Use Context B: 
  If the party is attempting to gather information from 
  a Key NPC.  Any named NPC is a “key” NPC for these 
  purposes.
  • 
    Use Context C: 
  If the party is gathering information from generic 
  townsfolk, or NPCs without specific names.  For example, 
  Townsfolk.
  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  unstructured manner.
  Hooks & Integration
  If you’re looking for an excuse to introduce a hell’s bell into 
  your gaming sessions beyond simply “at the head of the 
  church, next to a pulpit covered in ichor, stands an enormous 
  bell”, here are some ideas.  
  Of course, as a GM, you are by no means bound to selecting 
  from among these… but it’s always useful to have some 
  inspiration or something to get started quickly.
  Class-Based Hooks
  These connections and motivations are based on the 
  presence of one or more characters in the party who have at 
  least one level in a particular class.  
  As GM, you may judge that only one of these is a sufficient 
  motivator; alternately, you can combine multiple class hooks 
  to provide the entire party a believable reason to pursue 
  someone who may be in the possession of a hell’s bell.
  Paladins & Clerics
  All but the most evil Clerics would want a hell’s bell found 
  and destroyed.  Indeed, for Paladins or Good-aligned Clerics, 
  this could form the basis of an entire crusade, mission... or 
  even character backstory.
  Rogues
  Even the best Rogue would find it difficult to steal something 
  that might be larger than they are.
  That said, disabling or otherwise preventing a hell’s bell from 
  being used may be right up their alley.
  Martial Characters
  These classes are best suited to a direct approach on a hell’s 
  bell; even if it is ringing with its most vile magic, they stand 
  a good chance of sustaining injury enough to get close.
  Arcane Classes
  Arcanists may want to study the bell, but it’s likely that their 
  view will be overruled by others.  That said, knowledge-
  seeking Wizards might point out the inherent difficulty in 
  destroying something so powerfully magical, and large and 
  sturdy in its own right.  
  This disagreement of destroy vs. study might form the 
  basis of a very interesting personality conflict or division 
  among the party, or between the party and other interested 
  stakeholders.
  Monks, Rangers, and Druids
  These classes may have the most ambivalent perspective on 
  the artifact: yes, it’s likely being used for terrible purpose, 
  but let’s focus on solving the problem of who is using it, not 
  what the device inherently is.
  General Hooks
  These hooks are not linked directly to any particular race, 
  class, or other party element, and can be deployed as the 
  GM sees fit as best matches the play style and existing 
  motivations of the party.
  Tolls for Thee
  One of the party is kidnapped in the middle of the night.  
  Tracking the kidnappers, the rest of the party finds that the 
  stolen PC has been brought by cultists in front of a hell’s bell 
  for judgment and punishment.  The actual cause for this, 
  or perceived injustice committed against the cult, is almost 
  irrelevant to the nature of the rescue that now stands before 
  the group.
  Collector
  “It belongs in a museum” is an easy sentiment to advocate.  
  Far more honest, however, is the Collector: someone who 
  more accurately states “it belongs in my museum”.
  A Collector, or group thereof, asks the PCs to retrieve the 
  hell’s bell from its current cult, and to return it so that it 
  might be stored among other valuables.
  This angle plays particularly well with Lawfully-aligned 
  classes, or PCs whose class, creed, Faction, or other 
  involvement would guide them toward a balance.
  Forged in Blood
  The PCs are tasked with infiltrating an evil cult, and 
  
  52
  Magic Items
  FlexTable 6: Hell’s Bell Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  A magic bell grants evil cults 
  special powers.
    True.  A very, very succinct 
  summary of the device.
  15-29
  15-30
  15-30
  01-30
  13
  Long ago, an evil cult forged 
  a magic bell as a means of 
  focusing their power and 
  punishing the unworthy.
    True.  A solid summary of the 
  artifact’s history.
  30-44
  31-45
  31-45
  31-39
  16
  Those using a hell’s bell are 
  immune to its effects.
    True.  Please see the description of 
  Effects for more detail.
  45-59
  46-60
  46-60
  40-49
  14
  A hell’s bell can inflict 
  pain, mental influence or 
  destruction upon those who 
  hear it.
    True.  A very truncated summary of 
  the item’s effects.
  60-74
  60-69
  60-69
  50-59
  19
  Certain versions of a hell’s bell 
  can dispel enchantments, good, 
  and produce pain and suffering 
  when they peal.
    True.  These are all abilities of 
  certain bells.
  75-89
  70-97
  70-94
  60-69
  13
  A special magic bell causes 
  blood to flow out of the 
  victims’ ears and nose when 
  struck.
    False.  This is not the function of 
  the artifact.
  90-00
  98-00
  95-00
  70-00
  16
  A hell’s bell has the power to 
  siphon out the souls of the 
  listeners.
    False.  This is not the function of 
  the artifact.
  retrieving a magic bell used for their rituals.
  This scenario forms the basis of the Quest described below.
  Quests
  Another, more thorough, means of introducing a hell’s bell is 
  via the following Quest.
    This Quest may be inserted into any campaign setting 
  or adventure, either as a “side quest”, or as a tie-in or 
  kickoff to a larger storyline.
    Quest: Forged in Blood
    Summary: The party is asked to infiltrate an evil cult, 
  and to retrieve or destroy the bell used for their vile 
  rituals.
    Rewards:   
    3,500 gp / 
    9,200 gp / 
    14,000 gp 
  / 
    27,000 gp (promised); up to 
    2 Reward Stars; 
  hell’s bell
    Locations: Any.
    Key NPCs: None.
    Kickoff: Random Encounter.
    Description:
  A prominent city authority gives the PCs a mission: 
  investigate a nearby cult operating outside of town, and 
  either steal, disable, or destroy the magic bell that is 
  rumored to power their rituals.  
  It is thought that the cult and its membership is too powerful 
  to take down via a direct assault—and indeed, they have 
  several dozen members.  The thinking is that much of the 
  mystique and influence of the cult is derived from the power 
  of its artifact, so if that source is disabled, the membership 
  will dissolve, and the cult will lose its power.
  Infilitrating the cult proves somewhat easy, as they are 
  always on the lookout for new members.  However, it 
  requires that the PC(s) in question endure the power of the 
  hell’s bell at close range, individually.
    If the PCs ignore the request, the cult will continue to 
  grow, and the PCs will be asked again to help.  They may 
  return at any time, but it should be underscored that the 
  threat of the cult trying to attack the city and take it over 
  grows with each month.  Good-aligned PCs can hardly 
  refuse to at least investigate without a challenge to their 
  character.
    If the PCs accept, they will have to endure a series of 
    skill checks and social challenges to connect with 
  existing cultists and get initiated.  The exact nature is left 
  flexible in service to your campaign world. 
   
  Successfully gaining membership grants the PC in 
  question 
    1 Reward Star immediately.
    Once initiated, it’s a simple task to sneak the other 
  PCs into the cult’s headquarters.  From there, they may 
  attempt to steal it; this is easier said than done, since it 
  is large and heavy.  It’s nearly impossible to destroy on-
  site, as the noise will almost certainly summon attention. 
   
  Successfully destroying, or retrieving, the bell is worth 
  
  53
  Magic Items
  another  
    1 Reward Star to all involved, and the 
  monetary reward described.
  Note that it is not feasible for the party to end up owning the 
  hell’s bell once the Quest is completed, owing to the device’s 
  size and unique requirements to operate.  In addition, the 
  village authority will have some serious questions as to what 
  the party might intend to do with it.
  
  54
  Magic Items
  Hell’s Bell User
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Cleric 1
  Cleric 6
  Cleric 10
  Cleric 14
  Size / Aln
  Medium LE 
  Tiefling
  Medium LE 
  Tiefling
  Medium LE 
  Tiefling
  Medium LE 
  Tiefling
  HP
  8
  38
  59
  86
  Armor 
  Class
  16
  18
  19
  21
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  12 (+1) 
  DEX  13 (+1) 
  CON  11 (+0) 
  INT  8 (-1) 
  WIS  17 (+5) 
  CHA  15 (+4)
  STR  12 (+1) 
  DEX  13 (+1) 
  CON  11 (+0) 
  INT  8 (-1) 
  WIS  19 (+7) 
  CHA  15 (+5)
  STR  12 (+1) 
  DEX  14 (+2) 
  CON  11 (+0) 
  INT  8 (-1) 
  WIS  20 (+9) 
  CHA  15 (+6)
  STR  12 (+1) 
  DEX  16 (+3) 
  CON  11 (+0) 
  INT  8 (-1) 
  WIS  20 (+10) 
  CHA  15 (+7)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 13
  Passive Perception 14 
  Armor - Disadvantage on 
  Stealth
  Passive Perception 15 
  Armor - Disadvantage on 
  Stealth
  Passive Perception 15 
  Armor - Disadvantage on 
  Stealth
  Languages Common, Infernal
  Attacks
  Melee Mace +3 (1d6+1)
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +3 (1d8+1); 320 
  ft.’: +3 (1d8+1)
  Melee Dagger +3 (1d4+1)
  Ranged Dagger (Thrown) 20 
  ft.’: +3 (1d4+1); 60 ft.’: +3 
  (1d4+1)
  Melee +1 Mace +5 (1d6+2)
  Ranged Crossbow, Light ) --> 
  80 ft.’: +4 (1d8+1); 320 ft.’: 
  +4 (1d8+1)
  Melee Dagger +4 (1d4+1)
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+1); 60 ft.’: +4 
  (1d4+1)
  Melee +2 Mace +7 (1d6+3)
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +6 (1d8+2); 320 
  ft.’: +6 (1d8+2)
  Melee Dagger +6 (1d4+2)
  Ranged Dagger (Thrown) 
  20 ft.’: +6 (1d4+2); 60 ft.’: 
  +6 (1d4+2)
  Melee +3 Mace +9 (1d6+4)
  Ranged Crossbow, Light ) --> 
  80 ft.’: +8 (1d8+3); 320 ft.’: 
  +8 (1d8+3)
  Melee Dagger +8 (1d4+3)
  Ranged Dagger (Thrown) 20 
  ft.’: +8 (1d4+3); 60 ft.’: +8 
  (1d4+3)
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Mace, Quarterstaff, Shortbow, Sickle, 
  Sling, Spear, Unarmed Strike
  LE; Medium Humanoid (Tiefling)
  
  55
  Magic Items
  Special Abilities
  Ability Score Increase Your Intelligence score increases by 1, and your 
  Charisma score increases by 2.
  Darkvision Thanks to your infernal heritage, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Hellish Resistance You have resistance to fire damage.
  Infernal Legacy You know the thaumaturgy cantrip. Once you reach 3rd 
  level, you can cast the hellish rebuke spell once per day as a 2nd-level 
  spell. Once you reach 5th level, you can also cast the darkness spell once 
  per day. Charisma is your spellcasting ability for these spells. Spell save DC 
  15.
  Blessed Healer Beginning at 6th level, the healing spells you cast on 
  others heal you as well. When you cast a spell of 1st level or higher that 
  restores hit points to a creature other than you, you regain hit points equal 
  to 2 + the spell’s level.
  Bonus Proficiency When you choose this domain at 1st level, you gain 
  proficiency with heavy armor.
  Channel Divinity At 2nd level, you gain the ability to channel divine energy 
  directly from your deity, using that energy to fuel magical effects. You 
  start with two such effects: Turn Undead and an effect determined by 
  your domain. Some domains grant you additional effects as you advance 
  in levels, as noted in the domain description. When you use your Channel 
  Divinity, you choose which effect to create. You must then finish a short 
  or long rest to use your Channel Divinity again. Some Channel Divinity 
  effects require saving throws. When you use such an effect from this 
  class, the DC equals your cleric spell save DC. You can use your Channel 
  Divinity 2 times between rests. When you finish a short or long rest, you 
  regain your expended uses.
  Channel Divinity: Preserve Life Starting at 2nd level, you can use your 
  Channel Divinity to heal the badly injured. As an action, you present 
  your holy symbol and evoke healing energy that can restore a number of 
  hit points equal to 70. Choose any creatures within 30 feet of you, and 
  divide those hit points among them. This feature can restore a creature to 
  no more than half of its hit point maximum. You can’t use this feature on 
  an undead or a construct.
  Channel Divinity: Turn Undead As an action, you present your holy symbol 
  and speak a prayer censuring the undead. Each undead that can see or 
  hear you within 30 feet of you must make a Wisdom saving throw. If the 
  creature fails its saving throw, it is turned for 1 minute or until it takes 
  any damage. A turned creature must spend its turns trying to move as far 
  away from you as it can, and it can’t willingly move to a space within 30 
  feet of you. It also can’t take reactions. For its action, it can use only the 
  Dash action or try to escape from an effect that prevents it from moving. 
  If there’s nowhere to move, the creature can use the Dodge action.
  Destroy Undead (CR 3) Starting at 5th level, when an undead fails its 
  saving throw against your Turn Undead feature, the creature is instantly 
  destroyed if its challenge rating is at or below a certain threshold, as 
  shown in the Destroy Undead table.
  Disciple of Life Also starting at 1st level, your healing spells are more 
  effective. Whenever you use a spell of 1st level or higher to restore hit 
  points to a creature, the creature regains additional hit points equal to 2 + 
  the spell’s level.
  Divine Intervention Beginning at 10th level, you can call on your deity to 
  intervene on your behalf when your need is great. Imploring your deity’s 
  aid requires you to use your action. Describe the assistance you seek, and 
  roll percentile dice. If you roll a number equal to or lower than 14, then 
  your deity intervenes. The DM chooses the nature of the intervention; 
  the effect of any cleric spell or cleric domain spell would be appropriate. 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Hellish 
  Resistance, Infernal 
  Legacy, Languages, Bonus 
  Proficiency, Cantrips, 
  Disciple of Life, Divine 
  Domain, Spellcasting Ability
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Blessed 
  Healer, Bonus Proficiency, 
  Cantrips, Channel Divinity, 
  Channel Divinity: Preserve 
  Life, Channel Divinity: Turn 
  Undead, Destroy Undead (CR 
  1/2), Disciple of Life, Divine 
  Domain, Spellcasting Ability
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Blessed 
  Healer, Bonus Proficiency, 
  Cantrips, Channel Divinity, 
  Channel Divinity: Preserve 
  Life, Channel Divinity: Turn 
  Undead, Destroy Undead 
  (CR 1), Disciple of Life, 
  Divine Domain, Divine 
  Intervention, Divine Strike, 
  Spellcasting Ability
  Spellcaster Spell Slots, Ability 
  Score Increase, Darkvision, 
  Hellish Resistance, Infernal 
  Legacy, Languages, Ability 
  Score Improvement, Blessed 
  Healer, Bonus Proficiency, 
  Cantrips, Channel Divinity, 
  Channel Divinity: Preserve 
  Life, Channel Divinity: Turn 
  Undead, Destroy Undead (CR 
  3), Disciple of Life, Divine 
  Domain, Divine Intervention, 
  Divine Strike, Spellcasting 
  Ability
  Spell-
  casting
  Save DC 13; Spell Atk +5
  1st: command; inflict 
  wounds
  Save DC 15; Spell Atk +7
  3rd: animate dead; dispel 
  magic; glyph of warding
  2nd: blindness/deafness; 
  hold person; silence
  1st: command; inflict 
  wounds; protection from evil 
  and good; shield of faith
  Save DC 17; Spell Atk +9
  5th: geas; raise dead
  4th: banishment; divination
  3rd: animate dead; dispel 
  magic; glyph of warding
  2nd: blindness/deafness; 
  hold person; silence
  1st: command; inflict 
  wounds; protection from 
  evil and good; shield of 
  faith
  Save DC 18; Spell Atk +10
  7th: symbol
  6th: forbiddance
  5th: geas; raise dead
  4th: banishment; divination
  3rd: animate dead; dispel 
  magic; glyph of warding
  2nd: blindness/deafness; 
  hold person; silence
  1st: command; inflict 
  wounds; protection from evil 
  and good; shield of faith
  Equipment
  Mace; chain shirt; shield; 
  light crossbow; crossbow 
  bolts (20x); dagger
  +1 Mace; chain mail; 
  shield; light crossbow; 
  crossbow bolts (20x); 
  dagger
  +2 Mace; +1 chain mail; 
  shield; light crossbow; 
  crossbow bolts (20x); 
  dagger
  +3 Mace; +2 chain mail; 
  shield; light crossbow; 
  crossbow bolts (20x); 
  dagger
  
  56
  Magic Items
  If your deity intervenes, you can’t use this feature again for 7 days. 
  Otherwise, you can use it again after you finish a long rest. At 20th level, 
  your call for intervention succeeds automatically, no roll required.
  Divine Strike At 8th level, you gain the ability to infuse your weapon 
  strikes with divine energy. Once on each of your turns when you hit a 
  creature with a weapon attack, you can cause the attack to deal an extra 
  2d8 radiant damage to the target.
  
  57
  Magic Items
  Magister Runes
    Magister Runes
  Value:  
    3,500 gp / 
    17,000 gp /   
    72,000 gp / 
    162,000 gp
  Weight 1 lb.; Materials crystal; Nature magical; Aura 
  moderate enchantment (charm, compulsion) [mind-
  affecting]/necromancy [fear, mind-affecting]; Slot n/a
  CL:  
    6th / 
    10th / 
    12th / 
    14th
  Effect Summary: 
    Effect options: symbol (does not require reading); all 
  numeric effects are reduced by 75%, rounded down (e.g., 
  10d10 damage becomes 3d10)
    Effect options: symbol (does not require reading); all 
  numeric effects are reduced by 50%, rounded down (e.g., 
  10d10 damage becomes 5d10)
    Effect options: symbol (does not require reading); all 
  numeric effects are reduced by 25%, rounded down (e.g., 
  10d10 damage becomes 7d10)
    Effect options: symbol (does not require reading)
  Description
  These runes always take on the appearance of quartz crystal, 
  with the rune suspended within the mineral itself.
  In some versions, the runes glow red, blue, or purple from 
  within the crystal’s substance.
  Effect
  Ordinarily, magister runes are in a dormant state, and are 
  harmless.  
  With a standard action, they may be activated.  When 
  activating a magister rune, the holder selects one of the 
  effect options listed.  Two rounds later, the rune fully 
  activates.
  A fully-activated magister rune functions as the spell effect 
  selected during activation, as though the spell had been cast 
  on the crystal itself.  
  There is no duration limit on an activated magister rune.
  Any living creature who touches a fully activated magister 
  rune triggers the effect selected immediately.  After the 
  effect is resolved, the spell disappates, and the rune returns 
  to a dormant and harmless state.
  Even for the person who activated it, there is no workaround 
  to disable a fully-activated magister rune—there is no 
  “cancel” button, or other means to suppress its effect from 
  triggering.  
  Similarly, there is no means to change the desired effect; 
  once a magister rune is fully activated, the only means 
  of changing that state is to trigger it and suffer the 
  consequences.
  Crafty PCs might conspire to push a rat against the item, 
  so as to trigger the device without themselves suffering the 
  effects. 
  A magister rune may be re-used any number of times.
  Enterprising PCs may attempt to fire magister runes via a 
  sling or other device in an attempt to get them to contact 
  enemies at range; doing so requires the use of gauntlets or 
  other heavy gloves or hand protection to avoid activating the 
  rune.
  Synergy & Sets
  Magister runes are standalone items, and do not gain further 
  benefit or effects from use alongside any other specific 
  equipment.
  The exception is when multiple magister runes are bundled.  
  The runes will adhere to each other if pressed together.  A 
  bundle of runes may be activated simultaneously using the 
  same standard action; thereafter, anyone who triggers any 
  of the runes in the bundle will trigger all of the runes in the 
  bundle.
  The effects produced in such a configuration are individually 
  identical to non-bundled runes.
  Discovery
  Most magister runes are discovered fully activated, and 
  function therefore as traps.
  Unless armed with foreknowledge about the nature and 
  possible presence of a magister rune, they are nearly 
  indistinguishable from other jewels and gemstones in a 
  treasure pile.  
  Occasionally, a rune will be found in the collection of a 
  gem dealer, but it will always be the “odd one out” of the 
  collection: no cutting impement seems to affect it, and 
  
  58
  Magic Items
  therefore despite its size and obvious quality, it’s impossible 
  to craft it into a setting or carve it into a more radiant or 
  reflective presentation.
  Activating a magister rune requires knowledge of what the 
  device can do, and the particular nature of the iteration 
  in question.  Lacking explanation or research, there is no 
  amount of trial and error that will generate this insight.
    At the GM’s discretion, knowledge of how this device 
  functions can simply be assumed to be automatic.  This 
  can streamline gameplay considerably and allow the 
  wielder to immediately gain the benefit of the magister 
  rune’s capabilities.
  Ubiquity
  Magister runes are fairly common for odd magical items.  
  They’re used as traps, wards, and deterrents, primarily.
  Notoriety
  As magister runes appear nearly identical to gemstones 
  and jewels, owning or holding one is no cause for great 
  distraction, even for those who know of the existence of such 
  objects.
  Quirks of Ownership
  Owning a magister rune causes no unusual consequences.
  History & Background
  These items were first crafted as an attempt to codify 
  knowledge.
  Hundreds of years ago, a wizard with a particular penchant 
  for gemstones grew fed up with spellbooks and parchment.  
  Wishing instead to leverage the structure of crystals and 
  minerals, she concocted a means of storing magical energies 
  and writings in the substance of a stone.
  Starting from a nearly-pristine crystal or gem, the wizard 
  was able to store a spell for later activation.  However, the 
  result was unstable: spells would trigger days, even hours, 
  after they were stored, causing no end of havoc.
  After a decade of further refinement, the magister runes we 
  know of today were the best result she obtained.  
  Unfortunately, one of her earlier trials, used to store a 
  fireball spell, exploded years after it was first activated; the 
  resulting fire destroyed all her notes as well as the wizard 
  herself.
  Rumors & Lore
  The following snippets of conversation, convoluted retelling, 
  misunderstanding, urban myth, hearsay, and outright lie 
  are usable as additional incentives for the PCs to uncover 
  mysteries about the town.
  There are two ways to use this FlexTable:
  First, if the PCs are actively searching for information, you 
  can make a 
    Skill Check and look up the result.  If you 
  come to a result that has already been discovered by the PCs, 
  at the GM’s discretion, you may pick a result with a lower DC 
  and read that instead.  
  The party may use 
    Knowledge (Local) or Diplomacy in 
  this manner; the DC listed applies equally to either of these 
  skills.  Alternately, a PC may use Knowledge (History), but 
  with a -4 circumstance penalty (as knowledge of general 
  history will apply in only a limited basis to any immediate 
  vicinity, and magister runes are not really location-bound or 
  related).
  Alternately, if a specific quest explicitly rewards the PCs 
  with a piece of lore, you may simply roll on the appropriate 
  Context and read the result.  In such a circumstance, a Skill 
  Check is not required.
  Generally speaking, the information in this FlexTable may be 
  inserted into your campaign as foreshadowing for eventually 
  revealing a magister rune, or as a means of introducing a plot 
  hook into the Quests listed herein.
  • 
    Use Context A: 
  As a default, or if no other context specifically applies to 
  the circumstances.
  • 
    Use Context B: 
  If the party is attempting to gather information from 
  a Key NPC.  Any named NPC is a “key” NPC for these 
  purposes.
  • 
    Use Context C: 
  If the party is gathering information from generic 
  townsfolk, or NPCs without specific names.  For example, 
  Townsfolk.
  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  unstructured manner.
  Table 9: Magister Rune Flavors
  Difficulty Band
  Prefix
  Effect Options
    Low
  Minor
  symbol (does not require reading); all numeric effects are reduced by 75%, rounded down 
  (e.g., 10d10 damage becomes 3d10)
    Moderate
  Lesser
  symbol (does not require reading); all numeric effects are reduced by 50%, rounded down
    Advanced
  Greater
  symbol (does not require reading); all numeric effects are reduced by 25%, rounded down
    Elite
  Elite
  symbol (does not require reading)
  
  59
  Magic Items
  Hooks & Integration
  If you’re looking for an excuse to introduce a magister rune 
  into your gaming sessions beyond simply “atop the hoard is a 
  peculiar-seeming gemstone”, here are some ideas.  
  Of course, as a GM, you are by no means bound to selecting 
  from among these… but it’s always useful to have some 
  inspiration or something to get started quickly.
  Class-Based Hooks
  These connections and motivations are based on the 
  presence of one or more characters in the party who have at 
  least one level in a particular class.  
  As GM, you may judge that only one of these is a sufficient 
  motivator; alternately, you can combine multiple class hooks 
  to provide the entire party a believable reason to pursue 
  someone who may be in the possession of a magister rune.
  Paladins & Clerics
  These classes would appreciate getting their hands on arcane 
  powers, particularly higher-level ones.  Laying traps may not 
  fall well within the typical approach of Paladins and Clerics, 
  but it’s difficult to shun a useful option.
  Rogues
  Rogues are used to working around traps; setting them is 
  right up the alley of several roguish types.  What better 
  way to set a trap than with a magical item that is safe until 
  activated?
  Martial Characters
  These types may simply use magister runes as grenades, 
  timing things just right so as to generate the needed effect.
  Arcane Classes
  True, arcanists might well be able to generate the same 
  effects through spells, but why waste a spell known or a 
  memorized spell slot when a dedicated and flexible magic 
  item can do it for you?
  Monks, Rangers, and Druids
  All these classes have inclinations toward trap-setting; 
  although magister runes are an expensive option, their 
  versatility and potential effectiveness make them an 
  excellent option.
  General Hooks
  These hooks are not linked directly to any particular race, 
  class, or other party element, and can be deployed as the 
  GM sees fit as best matches the play style and existing 
  motivations of the party.
  Ever Aware
  The PCs know they are being followed.  It’s been happening 
  for a while, now; it’s just not clear who, or what, is stalking 
  them across their adventures.  
  Partly to dissuade their stalker, and partly to bring them out 
  of the woodwork, the party might consider setting a trap 
  with a magister rune so that anyone following in their wake 
  might trip it.
  Collector
  “It belongs in a museum” is an easy sentiment to advocate.  
  Far more honest, however, is the Collector: someone who 
  more accurately states “it belongs in my museum”.
  A Collector, or group thereof, asks the PCs to retrieve a 
  magister rune from its current owner, and to return it so that 
  it might be stored among other valuables.
  This angle plays particularly well with Lawfully-aligned 
  classes, or PCs whose class, creed, Faction, or other 
  involvement would guide them toward a balance.
  The Frugal Trapsmith
  A shopkeeper wishes to have only the very finest and best 
  traps set to protect their wares.  He’s heard of a magic 
  gemstone that can be activated as a trap, and commissions 
  the PCs to locate it and return it to him so that he might 
  better guard his valuables.
  This scenario forms the basis for the Quest below.
  Quests
  Another, more thorough, means of introducing a magister 
  rune is via the following Quest.
    This Quest may be inserted into any campaign setting 
  or adventure, either as a “side quest”, or as a tie-in or 
  kickoff to a larger storyline.
    Quest: The Frugal Trapsmith
    Summary: A shopkeeper asks the PCs to steal a magister 
  rune for him for use in protecting his own store.
    Rewards:   
    800 gp / 
    1,700 gp / 
    4,200 gp / 
    
  9,100 gp (promised); up to 
    1 Reward Star; magister 
  rune
    Locations: Any.
    Key NPCs: None.
    Kickoff: Random Encounter.
    Description:
  A wealthy merchant of some repute contacts the PCs, and 
  asks their assistance.  Nominally, the task is to help protect 
  his store, but mechanically, the mission takes the form of 
  stealing a magister rune from a magic-items shop in town.
  As the shopkeeper needs only one rune, the PCs are welcome, 
  the merchant says, to keep the others as part of their 
  payment.  In addition, he will gladly pay them the listed 
  monetary reward.
  If the PCs are caught in the act, the merchant will pretend he 
  has never heard of the party, and they will be on their own.
    If the PCs decline, the merchant will keep the offer on 
  the table; they may return at any time to take him up on 
  the mission.
    If the PCs accept, they will find it an evening’s quick 
  work of a few 
    skill checks to obtain the runes, 
  of which there are 
    2d4 to be found.  Successful 
  completion of the task yields the party all of the listed 
  
  60
  Magic Items
  FlexTable 7: Magister Rune Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  10
  Special gemstones can trap 
  magical powers.
    True.  Very, very vague, and in fact, 
  applies equally accurately to a wide 
  variety of established magic gems.
  15-29
  15-30
  15-30
  01-30
  12
  Jewels inscribed with runic 
  carvings can be used to fuel 
  spells.
    Partially True.  This cosmetically 
  describes magister runes in the 
  abstract, but their power does not fuel 
  spells so much as activates them.
  30-44
  31-45
  31-45
  31-39
  14
  By concentrating, one may 
  activate a magister rune to 
  trigger a spell.
    True.  Still a bit vague as to how 
  they function, however.
  45-59
  46-60
  46-60
  40-49
  16
  Those seeking a reusable 
  magical trap can look no 
  further than magister runes, 
  an inscribed gemstone that can 
  be used to trigger a traplike 
  spell.
    True.  Nearly complete explanation 
  of the item’s powers.
  60-74
  60-69
  60-69
  50-59
  15
  Long ago, a wizard sought 
  to capture magical writings 
  in gemstones.  Although she 
  failed in her attempt to replace 
  spellbooks entirely via this 
  approach, it did yield magical 
  stones that can be used to set 
  traps.
    True.  A good summary of the 
  item’s origins, and function.
  75-89
  70-97
  70-94
  60-69
  14
  Magical gemstones can be used 
  to steal the souls or intellects 
  of those who trigger the trap.
    False.  This is not how the item 
  functions.
  90-00
  98-00
  95-00
  70-00
  13
  Jewels can be used to set traps, 
  to store ethereal enemies in 
  their crystalline structure.
    False.  Although used as traps, 
  magister runes are not ghost-trapping 
  devices.
  rewards, minus one magister rune for the merchant’s own 
  purposes, of course.
  
  61
  Magic Items
  Magister Runes User
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Sorcerer 1
  Sorcerer 6
  Sorcerer 10
  Sorcerer 14
  Size / Aln
  Medium LE 
  Human
  Medium LE 
  Human
  Medium LE 
  Human
  Medium LE 
  Human
  HP
  9
  37
  62
  80
  Armor 
  Class
  14
  14
  14
  15
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  6 (-2) 
  DEX  13 (+1) 
  CON  15 (+4) 
  INT  15 (+2) 
  WIS  7 (-2) 
  CHA  20 (+7)
  STR  6 (-2) 
  DEX  13 (+1) 
  CON  15 (+5) 
  INT  17 (+3) 
  WIS  7 (-2) 
  CHA  20 (+8)
  STR  6 (-2) 
  DEX  13 (+1) 
  CON  15 (+6) 
  INT  19 (+4) 
  WIS  7 (-2) 
  CHA  20 (+9)
  STR  6 (-2) 
  DEX  13 (+2) 
  CON  15 (+7) 
  INT  20 (+5) 
  WIS  7 (-2) 
  CHA  20 (+10)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 8
  Passive Perception 8
  Passive Perception 8
  Passive Perception 8
  Languages Common, Draconic, Orc
  Attacks
  Melee Dagger +3 (1d4+1)
  Ranged Dagger (Thrown) 20 
  ft.’: +3 (1d4+1); 60 ft.’: +3 
  (1d4+1)
  Melee Quarterstaff +0 
  (1d6-2)
  Ranged Dart ) --> 20 ft.’: 
  +3 (1d4+1); 80 ft.’: +3 
  (1d4+1)
  Ranged Sling ) --> 30 ft.’: 
  +3 (1d4+1); 120 ft.’: +3 
  (1d4+1)
  Melee Dagger +4 (1d4+1)
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+1); 60 ft.’: +4 
  (1d4+1)
  Melee +1 Quarterstaff +2 
  (1d6-1)
  Ranged Dart ) --> 20 ft.’: +4 
  (1d4+1); 80 ft.’: +4 (1d4+1)
  Ranged Sling ) --> 30 ft.’: 
  +4 (1d4+1); 120 ft.’: +4 
  (1d4+1)
  Melee Dagger +5 (1d4+1)
  Ranged Dagger (Thrown) 
  20 ft.’: +5 (1d4+1); 60 ft.’: 
  +5 (1d4+1)
  Melee +2 Quarterstaff +4 
  (1d6)
  Ranged Dart ) --> 20 ft.’: 
  +5 (1d4+1); 80 ft.’: +5 
  (1d4+1)
  Ranged Sling ) --> 30 ft.’: 
  +5 (1d4+1); 120 ft.’: +5 
  (1d4+1)
  Melee Dagger +7 (1d4+2)
  Ranged Dagger (Thrown) 20 
  ft.’: +7 (1d4+2); 60 ft.’: +7 
  (1d4+2)
  Melee +3 Quarterstaff +6 
  (1d6+1)
  Ranged Dart ) --> 20 ft.’: +7 
  (1d4+2); 80 ft.’: +7 (1d4+2)
  Ranged Sling ) --> 30 ft.’: 
  +7 (1d4+2); 120 ft.’: +7 
  (1d4+2)
  Special
  -
  -
  -
  -
  Proficiencies
  Crossbow (Light), Dagger, Dart, Quarterstaff, Sling
  LE; Medium Humanoid (Human)
  
  62
  Magic Items
  Special Abilities
  Ability Score Increase Your ability scores each increase by 1.
  Creating Spell Slots Spell Slot Level-Sorcery Point Cost: 1st-2; 2nd-3; 
  3rd-5; 4th-6; 5th-7. Converting a Spell Slot to Sorcery Points. As a bonus 
  action on your turn, you can expend one spell slot and gain a number of 
  sorcery points equal to the slot’s level.
  Draconic Bloodline Your innate magic comes from draconic magic that 
  was mingled with your blood or that of your ancestors. Most often, 
  sorcerers with this origin trace their descent back to a mighty sorcerer of 
  ancient times who made a bargain with a dragon or who might even have 
  claimed a dragon parent. Some of these bloodlines are well established 
  in the world, but most are obscure. Any given sorcerer could be the 
  first of a new bloodline, as a result of a pact or some other exceptional 
  circumstance. You can speak, read, and write Draconic. Additionally, 
  whenever you make a Charisma check when interacting with dragons, 
  your proficiency bonus is doubled if it applies to the check.
  Draconic Resilience As magic flows through your body, it causes physical 
  traits of your dragon ancestors to emerge. At 1st level, your hit point 
  maximum increases by 1 and increases by 1 again whenever you gain a 
  level in this class. Additionally, parts of your skin are covered by a thin 
  sheen of dragon-like scales. When you aren’t wearing armor, your AC 
  equals 13 + your Dexterity modifier.
  Dragon Ancestor At 1st level, you choose one type of dragon as your 
  ancestor. The damage type associated with each dragon is used by 
  features you gain later. Copper, Damage Type Acid. You can speak, read, 
  and write Draconic. Additionally, whenever you make a Charisma check 
  when interacting with dragons, your proficiency bonus is doubled if it 
  applies to the check.
  Dragon Wings At 14th level, you gain the ability to sprout a pair of 
  dragon wings from your back, gaining a flying speed equal to your current 
  speed. You can create these wings as a bonus action on your turn. They 
  last until you dismiss them as a bonus action on your turn. You can’t 
  manifest your wings while wearing armor unless the armor is made to 
  accommodate them, and clothing not made to accommodate your wings 
  might be destroyed when you manifest them.
  Elemental Affinity Starting at 6th level, when you cast a spell that deals 
  damage of the type associated with your draconic ancestry, add 5 to 
  that damage. At the same time, you can spend 1 sorcery point to gain 
  resistance to that damage type for 1 hour. The damage bonus applies to 
  one damage roll of a spell, not multiple rolls.
  Empowered Spell When you roll damage for a spell, you can spend 1 
  sorcery point to reroll a number of the damage dice up to 5. You must 
  use the new rolls. You can use Empowered Spell even if you have already 
  used a different Metamagic option during the casting of the spell.
  Extended Spell When you cast a spell that has a duration of 1 minute 
  or longer, you can spend 1 sorcery point to double its duration, to a 
  maximum duration of 24 hours.
  Flexible Casting You can use your sorcery points to gain additional spell 
  slots, or sacrifice spell slots to gain additional sorcery points. You learn 
  other ways to use your sorcery points as you reach higher levels. Creating 
  Spell Slots. You can transform unexpended sorcery points into one spell 
  slot as a bonus action on your turn. The Creating Spell Slots table shows 
  the cost of creating a spell slot of a given level. You can create spell slots 
  no higher in level than 5th. The created spell slots vanish at the end of a 
  long rest.
  Font of Magic At 2nd level, you tap into a deep wellspring of magic 
  within yourself. This wellspring is represented by sorcery points, which 
  allow you to create a variety of magical effects.
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Languages, Cantrips, 
  Draconic Bloodline, 
  Draconic Resilience, Dragon 
  Ancestor, Sorcerous Origin, 
  Spell Casting 
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Cantrips, 
  Creating Spell Slots, 
  Draconic Bloodline, 
  Draconic Resilience, Dragon 
  Ancestor, Elemental Affinity, 
  Empowered Spell, Flexible 
  Casting, Font of Magic, 
  Metamagic, Sorcerous 
  Origin, Sorcery Points, Spell 
  Casting, Twinned Spell
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Cantrips, 
  Creating Spell Slots, 
  Draconic Bloodline, 
  Draconic Resilience, 
  Dragon Ancestor, Elemental 
  Affinity, Empowered Spell, 
  Extended Spell, Flexible 
  Casting, Font of Magic, 
  Metamagic, Sorcerous 
  Origin, Sorcery Points, Spell 
  Casting, Twinned Spell 
  Spellcaster Spell Slots, Ability 
  Score Increase, Languages, 
  Ability Score Improvement, 
  Cantrips, Creating Spell Slots, 
  Draconic Bloodline, Draconic 
  Resilience, Dragon Ancestor, 
  Dragon Wings, Elemental 
  Affinity, Empowered Spell, 
  Extended Spell, Flexible 
  Casting, Font of Magic, 
  Metamagic, Sorcerous 
  Origin, Sorcery Points, Spell 
  Casting, Twinned Spell
  Spell-
  casting
  Save DC 15; Spell Atk +7
  1st: burning hands; detect 
  magic
  Save DC 16; Spell Atk +8
  3rd: fireball; stinking cloud; 
  water breathing
  2nd: blur; invisibility; 
  scorching ray
  1st: burning hands; detect 
  magic; disguise self; 
  expeditious retreat
  Save DC 17; Spell Atk +9
  5th: cone of cold; hold 
  monster
  4th: confusion; dimension 
  door
  3rd: fireball; stinking cloud; 
  water breathing
  2nd: blur; invisibility; 
  scorching ray
  1st: burning hands; detect 
  magic; disguise self; 
  expeditious retreat
  Save DC 18; Spell Atk +10
  7th: fire storm
  6th: chain lightning
  5th: cone of cold; hold 
  monster
  4th: confusion; dimension 
  door
  3rd: fireball; stinking cloud; 
  water breathing
  2nd: blur; invisibility; 
  scorching ray
  1st: burning hands; detect 
  magic; disguise self; 
  expeditious retreat
  Equipment
  Dagger; quarterstaff; 
  sling; sling bullets (20x); 
  dagger
  Dagger; +1 quarterstaff; 
  sling; sling bullets (20x); 
  dagger
  Dagger; +2 quarterstaff; 
  sling; sling bullets (20x); 
  dagger
  Dagger; +3 quarterstaff; 
  sling; sling bullets (20x); 
  dagger
  
  63
  Magic Items
  Metamagic At 3rd level, you gain the ability to twist your spells to suit 
  your needs. You gain two of the following Metamagic options of your 
  choice. You gain another one at 10th and 17th level. You can use only 
  one Metamagic option on a spell when you cast it, unless otherwise 
  noted.
  Sorcery Points You have 14 sorcery points. You can never have more 
  sorcery points than 14 at once. You regain all spent sorcery points when 
  you finish a long rest.
  Twinned Spell When you cast a spell that targets only one creature and 
  doesn’t have a range of self, you can spend a number of sorcery points 
  equal to the spell’s level to target a second creature in range with the 
  same spell (1 sorcery point if the spell is a cantrip). To be eligible for 
  Twinned Spell, a spell must be incapable of targeting more than one 
  creature at the spell’s current level.
  
  64
  Magic Items
  Obelisk Shard
    Please note that this item in particular references dark 
  obelisks and obelisk-related effects and lore.   
   
  Although the item will make the most sense and be the 
  most easily used in a campaign setting that includes 
  other IGS adventures such as the Dark Obelisk 
    
  adventure path, the description herein is intended to 
  be ready-to-use as-is, without any further context or 
  grander use.   
   
  Everything you need as a GM to drop it into any existing 
  campaign setting or adventure should be present and 
  easy to use, without any other information about obelisk 
  lore.
    Obelisk Shard (neck)
  Value:  
    3,100 gp / 
    8,300 gp /  
    21,000 gp / 
    48,000 gp
  Weight 1 lb.; Materials dark obelisk; Nature magical; Aura 
  strong necromancy [evil]; Slot neck
  CL:  
    6th / 
    10th / 
    12th / 
    14th
  Effect Summary: 
    While active: +1 natural armor bonus to AC; additional 
  +1 bonus to AC when Surprised; +1 bonus to Perception 
  skill checks; 
  Total active time per day 1 hour
    While active: +2 natural armor bonus to AC; additional 
  +2 bonus to AC when Surprised; +3 bonus to Perception 
  skill checks; +1 bonus to saves vs. evocation spells 
  affecting user; -1 Wisdom penalty to user 
  Total active time per day 2 hours
    While active: +3 natural armor bonus to AC; additional 
  +4 bonus to AC when Surprised; +6 bonus to Perception 
  skill checks; +2 bonus to saves vs. evocation and 
  transmutation spells affecting user; -1 Wisdom and -1 
  Charisma penalties to user 
  Total active time per day 3 hours
    While active: +4 natural armor bonus to AC; additional 
  +6 bonus to AC when Surprised; +10 bonus to 
  Perception skill checks; +3 bonus to saves vs. evocation 
  and transmutation spells affecting user; -2 Wisdom, -1 
  Charisma, and -1 Constitution penalties to user 
  Total active time per day 5 hours
  Description
  This is a palm-sized “heart” of a Dark Obelisk; they are 
  typically a rainbow obsidian with a reddish glow.  
  The shard floats in eccentric circles around the wielder, 
  leaving a trail of greenish motes in its wake.
  In addition to the motes visible surrounding the stone, it 
  drips a reddish liquid that materializes just below the bottom 
  of the shard, rather than coming off its surface.
  Effect
  An obelisk shard has two states: dormant and active.  
  Dormant stones are stored in a pouch or pocket, or held in 
  one hand, and produce no effect.
  Active stones float nearby when released, and spin gently 
  about the user while active.  While active, obelisk shards 
  produce the effects described herein.
  It requires a standard action to release, or to retrieve, an 
  obelisk shard.  Only the person around whom the shard is 
  active may retrieve it; an active shard will evade any other 
  attempts to retrieve it.  Magical or other means that cannot 
  be evaded will retrieve an active shard, immediately cancel 
  their effects, and will revert to dormant state.
  Each obelisk shard has a limit as to how long each day 
  they can be active.  This limit is per-stone, not per-user; a 
  depleted shard cannot be given to another person for their 
  use.  The total active time limit resets in full 24 hours after 
  the shard is first used from full.
  When this total time duration expires, a depleted shard will 
  revert to its dormant state, and fall to the ground.
  While active, shards imbue their user with magical energy, 
  and produce a variety of effects.  An active shard does not 
  consume any body slots, but only one obelisk shard may be 
  active around a user at a time.  Activating a second shard 
  while a first is active simply causes the first to fall to the 
  ground, dormant.
  None of the effects of an obelisk shard may be suppressed 
  while the shard is active.
  All active shards grant a natural armor bonus to AC, as 
  described.  In addition, they grant a further bonus to AC 
  when the user is Surprised.
  Furthermore, all shards grant the user a bonus to 
    
  Perception skill checks while active.
  
  65
  Magic Items
  Finally, advanced versions of the obelisk shard will grant 
  the user a bonus to any Saves used against evocation and/
  or transmutation spells that affect the user.  Note that the 
  user need not be specifically targeted in order for the save to 
  apply.
  With great power comes a drawback, in most cases: all 
  but the most basic of obelisk shards draw heavily on the 
  consciousness of their users, sapping willpower and energy 
  even as they grant other benefits.  The listed penalties apply 
  to the user whenever the obelisk shard is active.  These 
  Ability Score penalties are not ability damage or ability 
  drain effects, and they cannot be nullified or canceled while 
  the shard is active.
  Synergy & Sets
  None.  Obelisk shards are standalone items, and do not 
  gain further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  Most obelisk shards will be discovered in treasure hoards, or 
  in the possession of an evil or chaotic sentient enemy.
  It is wholly unlikely that an obelisk shard would ever be on 
  display for purchase in a magic-item shop.
  Anyone using an obelisk shard can decipher the item’s 
  abilities fairly quickly.
  Ubiquity
  Obelisk shards are extremely rare.  Even in the vicinity of 
  dark obelisks, shards are uncommon.
  Notoriety
  Very, very few denizens of the Realm are familiar with any 
  lore surrounding the mysterious obelisks.  That said, it 
  hardly takes a great deal of intellect to see for one’s self the 
  glowing, floating object pulsing with a vile light.
  Anyone seeing an active obelisk shard will recognize it as 
  an evil and chaotic object.  Those familiar at all with the 
  artifacts can recognize them on sight anywhere.
  In either case, the items are likely to cause a stir.
  Quirks of Ownership
  The most significant “quirk” of using an obelisk shard is of 
  course the penalties that apply while the item is active.
  Other than that, and the perhaps-unwanted attention that 
  using the item will attract, there are no further or longer-
  term effects.
    At the GM’s option, prolonged use of an evil and chaotic 
  item by good- and/or lawfully-aligned characters may 
  pose a greater and more severe risk to their nature.  
  It’s unnatural, and feels unnatural, to make extended 
  and continued use of such a vile artifact without the 
  alignment to match.   
   
  The GM, and players, are encouraged to recognize this 
  effect, and to consider roleplaying it if these items form a 
  large presence in your campaign.
  History & Background
  Disturbingly, nobody knows how these items came to 
  be.  Even those well-versed in obelisk lore are at a loss to 
  describe their origins.
  In reality, the answer is somewhat simple: these are chunks 
  of dark obelisk, imbued with additional vile magicks.  They 
  were first crafted by chaotic wizards eons ago as a means 
  of augmenting their power and making them more effective 
  bringers of death and destruction.
  Sometimes the simplest things have the most awful of 
  consequences.
  Rumors & Lore
  The following snippets of conversation, convoluted retelling, 
  misunderstanding, urban myth, hearsay, and outright lie 
  are usable as additional incentives for the PCs to uncover 
  mysteries about the town.
  There are two ways to use this FlexTable:
  First, if the PCs are actively searching for information, you 
  can make a 
    Skill Check and look up the result.  If you 
  come to a result that has already been discovered by the PCs, 
  at the GM’s discretion, you may pick a result with a lower DC 
  and read that instead.  
  The party may use 
    Knowledge (Local) or Diplomacy in 
  this manner; the DC listed applies equally to either of these 
  skills.  Alternately, a PC may use Knowledge (History), but 
  with a -4 circumstance penalty (as knowledge of general 
  history will apply in only a limited basis to any immediate 
  vicinity, and the obelisk shard is not really location-bound or 
  related).
  Table 10: Obelisk Shard Flavors
  Difficulty 
  Band
  Prefix
  Natural 
  AC Bonus
  Surp AC 
  Bonus
  Perception 
  Bonus
  Evo/Trans 
  Save Bonus
  Use Penalties
  Total Active 
  Time/Day
    Low
  Minor
  +1
  +1
  +1
  -
  -
  1 hour
    Moderate
  Lesser
  +2
  +2
  +3
  +1
  -1 Wis
  2 hours
    Advanced
  Greater
  +3
  +4
  +6
  +2
  -1 Wis, -1 Cha
  3 hours
    Elite
  Elite
  +4
  +6
  +3
  +3
  -2 Wis, -1 Cha, -1 Con
  5 hours
  
  66
  Magic Items
  Alternately, if a specific quest explicitly rewards the PCs 
  with a piece of lore, you may simply roll on the appropriate 
  Context and read the result.  In such a circumstance, a Skill 
  Check is not required.
  Generally speaking, the information in this FlexTable may be 
  inserted into your campaign as foreshadowing for eventually 
  revealing an obelisk shard, or as a means of introducing a 
  plot hook into the Quests listed herein.
  • 
    Use Context A: 
  As a default, or if no other context specifically applies to 
  the circumstances.
  • 
    Use Context B: 
  If the party is attempting to gather information from 
  a Key NPC.  Any named NPC is a “key” NPC for these 
  purposes.
  • 
    Use Context C: 
  If the party is gathering information from generic 
  townsfolk, or NPCs without specific names.  For example, 
  Townsfolk.
  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  unstructured manner.
  Hooks & Integration
  If you’re looking for an excuse to introduce an obelisk shard 
  into your gaming sessions beyond simply “the chaos dragon 
  drops a vile-looking rock”, here are some ideas.  
  Of course, as a GM, you are by no means bound to selecting 
  from among these… but it’s always useful to have some 
  inspiration or something to get started quickly.
  Class-Based Hooks
  These connections and motivations are based on the 
  presence of one or more characters in the party who have at 
  least one level in a particular class.  
  As GM, you may judge that only one of these is a sufficient 
  motivator; alternately, you can combine multiple class hooks 
  to provide the entire party a believable reason to pursue 
  someone who may be in the possession of an obelisk shard.
  Paladins & Clerics
  With the exception of Chaotic- and/or Evil-aligned Clerics, 
  these classes would seek to obtain an obelisk shard only 
  in the context of denying its use to enemies, or toward the 
  eventual goal of destroying them.  
  They would never make use of them unless pushed to do so 
  by the most dire circumstances.
  In particular, even touching an obelisk shard should feel 
  anathema to Paladins.
  Rogues
  Floating, hands-free benefit to armor and Perception?  
  Rogues need not worry about things so trivial as alignment 
  to recognize the obvious benefit here.
  Martial Characters
  All of the benefits of an obelisk shard are things that 
  Fighters, Barbarians, and others would seek greatly.  The 
  penalties in all but the most elite iterations of this artifact 
  are easily sustained by most martial characters.
  Arcane Classes
  Hands-free benefits are always desirable, but the penalties 
  may not be endurable for some.
  Monks, Rangers, and Druids
  These classes may be uniquely positioned to make use of 
  obelisk shards without unduly challenging their nature as a 
  consequence.  
  That said, the more neutral one is, the more easily swayed 
  one may be to a life more chaotic and/or evil...
  General Hooks
  These hooks are not linked directly to any particular race, 
  class, or other party element, and can be deployed as the 
  GM sees fit as best matches the play style and existing 
  motivations of the party.
  By Dark Red Moonlight
  The party’s rogue needs a little extra boost to fulfill a 
  contract.  An obelisk shard seems to grant just the right 
  balance of benefit; might she steal or buy one in advance of 
  the job?
  Collector
  “It belongs in a museum” is an easy sentiment to advocate.  
  Far more honest, however, is the Collector: someone who 
  more accurately states “it belongs in my museum”.
  A Collector, or group thereof, asks the PCs to retrieve an 
  obelisk shard from its current wielder, and to return it so 
  that it might be stored among other valuables.
  This angle plays particularly well with Lawfully-aligned 
  classes, or PCs whose class, creed, Faction, or other 
  involvement would guide them toward a balance.
  Looming Evil
  A woeful adversary utilizes a vile, glowing, floating rock to 
  augment his powers.  The party must take him out to stop 
  assasinations in town.
  This scenario forms the basis of the Quest below.
  Quests
  Another, more thorough, means of introducing an obelisk 
  shard is via the following Quest.
    This Quest may be inserted into any campaign setting 
  or adventure, either as a “side quest”, or as a tie-in or 
  kickoff to a larger storyline.
    Quest: Looming Evil
    Summary: The PCs are asked to slay a chaotic, evil 
  warrior who has been assassinating more and more 
  villagers.  Rumor from survivors is that he makes use of a 
  floating, glowing rock to augment his abilities.
    Rewards:   
    1,200 gp / 
    3,900 gp / 
    9,100 gp 
  / 
    17,500 gp (promised); up to 
    2 Reward Stars; 
  
  67
  Magic Items
  FlexTable 8: Obelisk Shard Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  14
  Chunks of ancient, evil rocks 
  float about powerful warriors 
  to grant them combat bonuses.
    True.  Simplistic, but accurate.
  15-29
  15-30
  15-30
  01-30
  16
  Long ago, vile wizards took 
  pieces of solidified chaos to 
  warp to their own purposes.
    True.  This describes the origins of 
  the shard.
  30-44
  31-45
  31-45
  31-39
  18
  Obelisk shards are related to 
  dark obelisks, and indeed are 
  pieces thereof.
    True.  This is how the shards were 
  created.
  45-59
  46-60
  46-60
  40-49
  15
  For the worthy, the vile, and 
  the cruel, obelisk shards 
  provide grand combat 
  powers... but come with a cost.
    True.  This is overly dramatic, 
  perhaps, but accurate as far as it goes.
  60-74
  60-69
  60-69
  50-59
  19
  Those who wield obelisk 
  shards gain combat and 
  perception bonuses, but may 
  suffer weaknesses while the 
  item is in use.
    True.  This refers to the Ability 
  Score penalties while the shard is 
  active.
  75-89
  70-97
  70-94
  60-69
  16
  Obelisk shards grant the 
  wielder the ability to siphon 
  blood and life force from 
  enemies.
    False.  They certainly look this 
  vile, but it’s not something they can 
  accomplish.
  90-00
  98-00
  95-00
  70-00
  15
  For the chaotic and the evil, 
  obelisk shards grant the ability 
  to turn enemies into ash with 
  the flick of a wrist.
    False.  It’s true that chaotic and evil 
  creatures gain the most benefit from 
  these devices, but the described ability 
  is not possible.
  obelisk shard
    Locations: Any.
    Key NPCs: None.
    Kickoff: Random Encounter.
    Description:
  The city’s main authority figure (Mayor, Minister, or 
  whomever rules the roost) asks the party’s help to solve 
  a burgeoning problem: a chaotic, evil, and cruel warrior 
  has been killing townsfolk, and the murders have been 
  escalating.
  The slayings appear to be for no obvious reason: no 
  possessions are stolen, and the bodies are left to rot where 
  they fall.  Survivors describe a horrible tiefling warrior, 
  surrounded by a floating rock that glows with a purplish-red 
  throb.
  The party is to locate this vile warrior, and kill him.
    If the party refuses, at the GM’s discretion, the warrior 
  may approach the PCs and they will be forced to fight or 
  flee.
    If the party agrees, they will easily locate the warrior, 
  and the fight will be straightforward.  If the party is 
  victorious, they gain 
    1 Reward Star.   
   
  Virtuous parties, or those which contain any Good- or 
  Lawfully-aligned PCs, should lean toward returning or 
  destroying the shard; if they do so, it’s worth another 
    
  1 Reward Star.  In a similar vein, a more chaotic- or evil-
  aligned party would likely keep the shard for their own 
  use; that behavior is not worth a further reward other 
  than keeping the obelisk shard. 
   
  Upon returning to the city, the party will be rewarded 
  with the monetary bonus promised if they were 
  successful.  
  
  68
  Magic Items
  Obelisk Shard Wielder
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Fighter 1
  Fighter 6
  Fighter 10
  Fighter 14
  Size / Aln
  Medium CE 
  Tiefling
  Medium CE 
  Tiefling
  Medium CE 
  Tiefling
  Medium CE 
  Tiefling
  HP
  10
  36
  75
  115
  Armor 
  Class
  16
  17
  19
  20
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  17 (+5) 
  DEX  13 (+1) 
  CON  10 (+2) 
  INT  15 (+2) 
  WIS  8 (-1) 
  CHA  8 (-1)
  STR  20 (+8) 
  DEX  14 (+2) 
  CON  10 (+3) 
  INT  15 (+2) 
  WIS  8 (-1) 
  CHA  8 (-1)
  STR  20 (+9) 
  DEX  14 (+2) 
  CON  12 (+5) 
  INT  15 (+2) 
  WIS  8 (-1) 
  CHA  8 (-1)
  STR  20 (+10) 
  DEX  14 (+2) 
  CON  16 (+8) 
  INT  15 (+2) 
  WIS  8 (-1) 
  CHA  8 (-1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 11 
  Armor - Disadvantage on 
  Stealth
  Passive Perception 12 
  Armor - Disadvantage on 
  Stealth
  Passive Perception 13 
  Armor - Disadvantage on 
  Stealth
  Passive Perception 14 
  Armor - Disadvantage on 
  Stealth
  Languages Common, Infernal
  Attacks
  Melee Dagger +5 (1d4+3)
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+3); 60 ft.’: +5 
  (1d4+3)
  Melee Flail +5 (1d8+3)
  Ranged Crossbow, Heavy ) 
  --> 100 ft.’: +3 (1d10+1); 
  400 ft.’: +3 (1d10+1)
  Melee Dagger +8 (1d4+5)
  Ranged Dagger (Thrown) 20 
  ft.’: +8/+8 (1d4+5); 60 ft.’: 
  +8/+8 (1d4+5)
  Melee +1 Flail +9/+9 
  (1d8+6)
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +5/+5 
  (1d10+2); 400 ft.’: +5/+5 
  (1d10+2)
  Melee Dagger +9 (1d4+5)
  Ranged Dagger (Thrown) 
  20 ft.’: +9/+9 (1d4+5); 60 
  ft.’: +9/+9 (1d4+5)
  Melee +2 Flail +11/+11 
  (1d8+7)
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +6/+6 
  (1d10+2); 400 ft.’: +6/+6 
  (1d10+2)
  Melee Dagger +10 (1d4+5)
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10/+10 (1d4+5); 
  60 ft.’: +10/+10/+10 
  (1d4+5)
  Melee +3 Flail +13/+13/+13 
  (1d8+8)
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +7/+7/+7 
  (1d10+2); 400 ft.’: 
  +7/+7/+7 (1d10+2)
  Special
  -
  -
  -
  -
  CE; Medium Humanoid (Tiefling)
  
  69
  Magic Items
  Special Abilities
  Ability Score Increase Your Intelligence score increases by 1, and your 
  Charisma score increases by 2.
  Darkvision Thanks to your infernal heritage, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Hellish Resistance You have resistance to fire damage.
  Infernal Legacy You know the thaumaturgy cantrip. Once you reach 3rd 
  level, you can cast the hellish rebuke spell once per day as a 2nd-level 
  spell. Once you reach 5th level, you can also cast the darkness spell once 
  per day. Charisma is your spellcasting ability for these spells. Spell save DC 
  12.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 1 time(s) before a rest, but only once 
  on the same turn.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that 
  you fail. If you do so, you must use the new roll, and you can’t use this 
  feature again until you finish a long rest. You can use this feature 2 time(s) 
  between long rests.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +5.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Defense While you are wearing armor, you gain a +1 bonus to AC.
  Dueling When you are wielding a melee weapon in one hand and no other 
  weapons, you gain a +2 bonus to damage rolls with that weapon.
    Low
    Moderate
    Advanced
    Elite
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  Special 
  Qualities
  Ability Score Increase, 
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Fighting Style, 
  Second Wind, Dueling
  Ability Score Increase, 
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Action Surge, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Martial Archetype, 
  Second Wind, Dueling
  Ability Score Increase, 
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Defense, Dueling
  Ability Score Increase, 
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Defense, Dueling 
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Dagger; flail; chain 
  mail; heavy crossbow; 
  crossbow bolts (20x)
  Dagger; +1 flail; +1 chain 
  mail; heavy crossbow; 
  crossbow bolts (20x)
  Dagger; +2 flail; +2 chain 
  mail; heavy crossbow; 
  crossbow bolts (20x)
  Dagger; +3 flail; +3 chain 
  mail; heavy crossbow; 
  crossbow bolts (20x)
  
  70
  Magic Items
  Razorcrystal
    Razorcrystal
  Value:  
    500 gp / 
    1,500 gp /  
    3,800 gp / 
    8,000 gp
  Weight 1-5 lbs.; Materials razorcrystal; Nature mundane; 
  Aura none; Slot n/a
  CL:  n/a; naturally occuring compound
  Effect Summary: 
    1 piercing damage per round handled without 
  protective gloves
    +1 damage per die and +1 DC for effects produced by for 
  potions or alchemical products
    +2 damage per die and +1 DC for effects produced by for 
  effects produced by for potions or alchemical products; 
  +10% radius of area of effect results from all Alchemy 
  creations
    +2 damage per die and +2 DC for effects produced by for 
  effects produced by for potions or alchemical products; 
  +20% radius of area of effect results from all Alchemy 
  creations
    +3 damage per die and +3 DC for effects produced by for 
  effects produced by for potions or alchemical products;  
  +30% radius of area of effect results from all Alchemy 
  creations
  Description
  This naturally-occuring geological formation is typically 
  found in a clump amidst other sharp-edged stone or 
  ore.  Razorcrystal is composed of sharp-edged, pointy 
  arrangements of mineral, nearly as hard as diamond and 
  incredibly dangerous to handle.  Special gloves, or magical 
  means, are typically used to avoid injury when harvesting or 
  transporting.
  Alchemists enjoy the material for its application in 
  concoctions that are meant to inflict damage, particularly 
  area-effect bombs and thrown potions.
  Although razorcrystal varies in color and size, most 
  formations consist of a pointy clump in the midst of other, 
  duller, sharp rock edges.  The razorcrystal itself is typically 
  orange/tan, with whorls of red—as though someone just bled 
  on an orange iced treat.
  Effect
  Razorcrystal is primarily used as an ingredient, an additive, 
  in alchemical concoctions, and has effects only in that 
  context.
  When used as an additive when making any Alchemy-related 
  products, the resulting bombs have a greater lethality, as 
  reflected in the increased damage per die noted.  
  Secondly, the DC for effects produced by Alchemy creations 
  is increased as noted if razorcrystal is used in the mixture.
  Finally, more potent versions of razorcrystal grant increased 
  area of effect radius to those concoctions that already have 
  an area of effect.  It does not grant an area of effect to 
  bombs, potions, or other alchemical products that do not 
  already have one.
  Razorcrystal can only be used with effect in alchemical 
  concoctions, bombs, or other alchemy products that inflict 
  damage.  It may be included in other such mixtures, but 
  doing so produces no additional effect.
  Finally, note that all variants of razorcrystal are spiky to an 
  extreme, and will inflict damage as noted without protective 
  gear for the hands.  It can be assumed that any alchemy set 
  or lab contains protective gloves; gauntlets of any kind also 
  qualify.
  Synergy & Sets
  None.  Razorcrystal clumps are standalone items, and do not 
  gain further benefit or effects from use alongside any other 
  specific equipment.  
  The exception of course is that it is only a useful substance 
  when used as an additive to alchemical creations.
  Discovery
  Razorcrystal may be purchased in an alchemy shop, a magic-
  item store, or even a general store.  It may also, on occasion, 
  be acquired “in the wild” in caves, caverns, and mines.
  Ubiquity
  Razorcrystal is uncommon, but hardly rare.
  Notoriety
  The substance is interesting in appearance, but its use 
  
  71
  Magic Items
  is unclear simply from observing it.  Other alchemists or 
  geologists may spark interest from seeing someone hold it.
  Quirks of Ownership
  None.
  History & Background
  Razorcrystal is a naturally-occuring substance, often found 
  in deep mountain caverns.  It’s thought to be a crystalline 
  form of a quartz, which has been exposed to lava or extreme 
  heat during its formation.
  It was first discovered in a mine a hundred years ago, and 
  noted for its pointiness and lethality.  Initial attempts to 
  weaponize it saw large clumps attached to the end of spears 
  or dagger hilts; while these were successful in forming a 
  weapon, the tips broke off quite easily, and it was not a 
  durable solution.
  One evening, in drunken resignation, an alchemist threw 
  a chunk into a cauldron he was using, and the resulting 
  concoction turned out to be quite a bit more potent than 
  expected.  
  Further experimentation and trial confirmed razorcrystal’s 
  contribution to the output, and resulted in the approach 
  described herein.
  Rumors & Lore
  The following snippets of conversation, convoluted retelling, 
  misunderstanding, urban myth, hearsay, and outright lie 
  are usable as additional incentives for the PCs to uncover 
  mysteries about the town.
  There are two ways to use this FlexTable:
  First, if the PCs are actively searching for information, you 
  can make a 
    Skill Check and look up the result.  If you 
  come to a result that has already been discovered by the PCs, 
  at the GM’s discretion, you may pick a result with a lower DC 
  and read that instead.  
  The party may use 
    Knowledge (Local) or Diplomacy in 
  this manner; the DC listed applies equally to either of these 
  skills.  Alternately, a PC may use Knowledge (History), but 
  with a -4 circumstance penalty (as knowledge of general 
  history will apply in only a limited basis to any immediate 
  vicinity, and razorcrystal is not really location-bound or 
  related).
  Alternately, if a specific quest explicitly rewards the PCs 
  with a piece of lore, you may simply roll on the appropriate 
  Context and read the result.  In such a circumstance, a Skill 
  Check is not required.
  Generally speaking, the information in this FlexTable may be 
  inserted into your campaign as foreshadowing for eventually 
  revealing razorcrystal, or as a means of introducing a plot 
  hook into the Quests listed herein.
  • 
    Use Context A: 
  As a default, or if no other context specifically applies to 
  the circumstances.
  • 
    Use Context B: 
  If the party is attempting to gather information from 
  a Key NPC.  Any named NPC is a “key” NPC for these 
  purposes.
  • 
    Use Context C: 
  If the party is gathering information from generic 
  townsfolk, or NPCs without specific names.  For example, 
  Townsfolk.
  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  unstructured manner.
  Hooks & Integration
  If you’re looking for an excuse to introduce razorcrystal into 
  your gaming sessions beyond simply “you see a clump of 
  pointy quartz on the cave wall”, here are some ideas.  
  Of course, as a GM, you are by no means bound to selecting 
  from among these… but it’s always useful to have some 
  inspiration or something to get started quickly.
  Class-Based Hooks
  These connections and motivations are based on the 
  presence of one or more characters in the party who have at 
  least one level in a particular class.  
  As GM, you may judge that only one of these is a sufficient 
  motivator; alternately, you can combine multiple class hooks 
  to provide the entire party a believable reason to pursue 
  someone who may be in the possession of razorcrystal.
  Paladins & Clerics
  These classes might be interested in supplying their church 
  with additional potency for alchemical mixtures.
  Rogues
  Resell value is likely the only interesting aspect of 
  Table 11: Razorcrystal Flavors
  Difficulty Band
  Prefix
  Bomb Dmg/Die
  DC Effect
  Area of Effect Radius
    Low
  Minor
  +1
  +1
  -
    Moderate
  Lesser
  +2
  +1
  +10%
    Advanced
  Greater
  +2
  +2
  +20%
    Elite
  Elite
  +3
  +3
  +30%
  
  72
  Magic Items
  razorcrystal to Rogues.
  Martial Characters
  Similar to Rogues, Martial types woud be unlikely to dabble 
  in alchemy, so would probably go for the resell value of the 
  odd mineral.
  Arcane Classes
  These classes are most likely to have skill with alchemy, and 
  so would most be interested in using razorcrystal for their 
  own concoctions.
  Monks, Rangers, and Druids
  Second to arcanists, these classes may dabble or multiclass 
  in alchemy.  They may seek the mineral for their own use.
  General Hooks
  These hooks are not linked directly to any particular race, 
  class, or other party element, and can be deployed as the 
  GM sees fit as best matches the play style and existing 
  motivations of the party.
  Gathering Spikes
  The town’s alchemist knows of a spiky mineral that is of 
  particular use to her craft.  She asks the PCs to be on the 
  lookout for razorcrystal, and reward them with a full-value 
  reimbursement for any they find.
  This scenario forms the basis of the Quest below.
  Collector
  “It belongs in a museum” is an easy sentiment to advocate.  
  Far more honest, however, is the Collector: someone who 
  more accurately states “it belongs in my museum”.
  A Collector, or group thereof, asks the PCs to retrieve a 
  clump of razorcrystal from its current owner, and to return it 
  so that it might be stored among other valuables.
  This angle plays particularly well with Lawfully-aligned 
  classes, or PCs whose class, creed, Faction, or other 
  involvement would guide them toward a balance.
  Quests
  Another, more thorough, means of introducing razorcrystal is 
  via the following Quest.
    This Quest may be inserted into any campaign setting 
  or adventure, either as a “side quest”, or as a tie-in or 
  kickoff to a larger storyline.
    Quest: Gathering Spikes
    Summary: A local 
    Rewards:  100% value resale of any razorcrystal 
  gathered; razorcrystal
    Locations: Any.
    Key NPCs: Any.
    Kickoff: Random Encounter.
    Description:
  The town’s apothecary, alchemist, or general store owner 
  commissions the PCs to gather any razorcrystal they may 
  come across, and resell it to them.
    At the GM’s option, this motive may be driven by a larger, 
  more sinister plot involving war, sabotage, assassination, 
  or other macabre intent behind the scenes. 
  Many aspects of this Quest are intentionally left flexible, in 
  service to your campaign world.
  Once this Quest is triggered, mountainous and cavernous 
  areas in the region will start to have razorcrystal clumps in 
  them now that the PCs know what they are looking for.
  Any razorcrystal the PCs bring back to the merchant are 
  purchased for 100% their full retail value as listed.  
    This is a good way of allowing the PCs to accumulate 
  extra wealth without doing too much threatening.  For 
  campaigns or contexts where you feel the PCs are 
  underpowered, this is a reasonable means of adjusting. 
   
  To the extent to which the GM feels the PCs are getting 
  too powerful and/or wealthy compared to their level, the 
  merchant in question could simply refuse any further 
  purchases.
  
  73
  Magic Items
  FlexTable 9: Razorcrystal Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  10
  Certain minerals can be 
  valuable in ways other than 
  simply resale as a gemstone.
    True.  Incredibly vague, however, 
  and applies equally to many other 
  substances.
  15-29
  15-30
  15-30
  01-30
  12
  There exists a quartz that is 
  particularly spiky and painful 
  to handle.
    True.  This refers to the damaging 
  aspect of razorcrystal for unprotected 
  hands.
  30-44
  31-45
  31-45
  31-39
  13
  Razorcrystal is the result of 
  quartz, combined with lava or 
  prolonged heat underground.
    True.  This is how the substance is 
  formed.
  45-59
  46-60
  46-60
  40-49
  14
  Razorcrystal can commonly 
  be found in mountains, and 
  in subterranean caves near 
  mountains and/or volcanic 
  regions.
    True.  This is the source of the 
  crystal.
  60-74
  60-69
  60-69
  50-59
  15
  Added to damaging 
  concoctions, a skilled 
  alchemist can improve the 
  potency of her creations by 
  adding razorcrystal.
    True.  A complete overview of the 
  item’s use.
  75-89
  70-97
  70-94
  60-69
  12
  Razorcrystal sucks blood out of 
  wounds caused by its pointed 
  edges.
    False.  The crystal is simply a 
  mineral, and not sentient or alive in 
  any sense.
  90-00
  98-00
  95-00
  70-00
  13
  Those mixing razorcrystal into 
  their alchemical creations may 
  cause the mixture to explode 
  painfully.
    False.  Though it does touch upon 
  the intended use of the substance in 
  alchemy.
  
  74
  Magic Items
  Razorcrystal User
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Wizard 1
  Wizard 6
  Wizard 10
  Wizard 14
  Size / Aln
  Small TN 
  Halfling (Lightfoot)
  Small TN 
  Halfling (Lightfoot)
  Small TN 
  Halfling (Lightfoot)
  Small TN 
  Halfling (Lightfoot)
  HP
  7
  21
  52
  69
  Armor 
  Class
  14
  14
  14
  15
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR  9 (-1) 
  DEX  13 (+1) 
  CON  13 (+1) 
  INT  17 (+5) 
  WIS  7 (+0) 
  CHA  16 (+3)
  STR  9 (-1) 
  DEX  13 (+1) 
  CON  13 (+1) 
  INT  19 (+7) 
  WIS  7 (+1) 
  CHA  16 (+3)
  STR  9 (-1) 
  DEX  13 (+1) 
  CON  14 (+2) 
  INT  20 (+9) 
  WIS  7 (+2) 
  CHA  16 (+3)
  STR  9 (-1) 
  DEX  15 (+2) 
  CON  14 (+2) 
  INT  20 (+10) 
  WIS  7 (+3) 
  CHA  16 (+3)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 8
  Passive Perception 8
  Passive Perception 8
  Passive Perception 8
  Languages Common, Halfling
  Attacks
  Ranged Crossbow, Light 
  (Small) ) --> 80 ft.’: -3 
  (1d8+1); 320 ft.’: -3 
  (1d8+1)
  Melee Dagger (Small) +3 
  (1d4+1)
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +3 
  (1d4+1); 60 ft.’: +3 
  (1d4+1)
  Ranged Crossbow, Light 
  (Small) ) --> 80 ft.’: -2 
  (1d8+1); 320 ft.’: -2 
  (1d8+1)
  Melee +1 Dagger (Small) +5 
  (1d4+2)
  Ranged +1 Dagger (Small/
  Thrown) 20 ft.’: +5 (1d4+2); 
  60 ft.’: +5 (1d4+2)
  Ranged Crossbow, Light 
  (Small) ) --> 80 ft.’: -1 
  (1d8+1); 320 ft.’: -1 
  (1d8+1)
  Melee +2 Dagger (Small) +7 
  (1d4+3)
  Ranged +2 Dagger 
  (Small/Thrown) 20 ft.’: 
  +7 (1d4+3); 60 ft.’: +7 
  (1d4+3)
  Ranged Crossbow, Light 
  (Small) ) --> 80 ft.’: +1 
  (1d8+2); 320 ft.’: +1 
  (1d8+2)
  Melee +3 Dagger (Small) 
  +10 (1d4+5)
  Ranged +3 Dagger (Small/
  Thrown) 20 ft.’: +10 
  (1d4+5); 60 ft.’: +10 
  (1d4+5)
  Special
  -
  -
  -
  -
  Proficiencies
  Crossbow (Light), Dagger, Dart, Quarterstaff, Sling
  TN; Small Humanoid (Halfling)
  
  75
  Magic Items
  Special Abilities
  Ability Score Increase Your Charisma score increases by 1.
  Brave You have advantage on saving throws against being frightened.
  Halfling Nimbleness You can move through the space of any creature that 
  is of a size larger than yours.
  Languages You can speak, read, and write Common and Halfling. The 
  Halfling language isn’t secret, but halflings are loath to share it with 
  others. They write very little, so they don’t have a rich body of literature. 
  Their oral tradition, however, is very strong. Almost all halflings speak 
  Common to converse with the people in whose lands they dwell or 
  through which they are traveling.
  Lucky When you roll a 1 on an attack roll, ability check, or saving throw, 
  you can reroll the die and must use the new roll.
  Naturally Stealthy You can attempt to hide even when you are obscured 
  only by a creature that is at least one size larger than you.
  Arcane Recovery You have learned to regain some of your magical energy 
  by studying your spellbook. Once per day when you finish a short rest, 
  you can choose expended spell slots to recover. The spell slots can have 
  a combined level that is equal to or less than 7, and none of the slots can 
  be 6th level or higher. For example, if you’re a 4th-level wizard, you can 
  recover up to two levels worth of spell slots. You can recover either a 2nd-
  level spell slot or two 1st-level spell slots.
  Arcane Tradition When you reach 2nd level, you choose an arcane 
  tradition, shaping your practice of magic through one of eight schools: 
  Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, 
  Necromancy, or Transmutation. The school of Evocation is detailed at the 
  end of the class description; see the Player’s Handbook for information 
  on the other schools. Your choice grants you features at 2nd level and 
  again at 6th, 10th, and 14th level.
  Empowered Evocation Beginning at 10th level, you can add +5 to the 
  damage roll of any wizard evocation spell you cast. The damage bonus 
  applies to one damage roll of a spell, not multiple rolls.
  Evocation Savant Beginning when you select this school at 2nd level, 
  the gold and time you must spend to copy an evocation spell into your 
  spellbook is halved.
  Overchannel Starting at 14th level, you can increase the power of your 
  simpler spells. When you cast a wizard spell of 5th level or lower that 
  deals damage, you can deal maximum damage with that spell. The first 
  time you do so, you suffer no adverse effect. If you use this feature again 
  before you finish a long rest, you take 2d12 necrotic damage for each 
  level of the spell, immediately after you cast it. Each time you use this 
  feature again before finishing a long rest, the necrotic damage per spell 
  level increases by 1d12. This damage ignores resistance and immunity. 
  The feature doesn’t benefit cantrips.
  Ritual Casting You can cast a wizard spell as a ritual if that spell has the 
  ritual tag and you have the spell in your spellbook. You don’t need to have 
  the spell prepared.
  School of Evocation You focus your study on magic that creates powerful 
  elemental effects such as bitter cold, searing flame, rolling thunder, 
  crackling lightning, and burning acid. Some evokers find employment in 
  military forces, serving as artillery to blast enemy armies from afar. Others 
  use their spectacular power to protect the weak, while some seek their 
  own gain as bandits, adventurers, or aspiring tyrants.
  Sculpt Spells Beginning at 2nd level, you can create pockets of relative 
  safety within the effects of your evocation spells. When you cast an 
  evocation spell that affects other creatures that you can see, you can 
  choose a number of them equal to 1 + the spell’s level. The chosen 
  creatures automatically succeed on their saving throws against the spell, 
  and they take no damage if they would normally take half damage on a 
  successful save.
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Arcane Recovery, 
  Cantrips, Preparing and 
  Casting Spells, Ritual 
  Casting, Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Evocation Savant, 
  Potent Cantrip, Preparing 
  and Casting Spells, Ritual 
  Casting, School of Evocation, 
  Sculpt Spells, Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Empowered 
  Evocation, Evocation 
  Savant, Potent Cantrip, 
  Preparing and Casting 
  Spells, Ritual Casting, 
  School of Evocation, Sculpt 
  Spells, Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Empowered 
  Evocation, Evocation Savant, 
  Overchannel, Potent Cantrip, 
  Preparing and Casting Spells, 
  Ritual Casting, School of 
  Evocation, Sculpt Spells, 
  Spellcasting
  Spell-
  casting
  Save DC 13; Spell Atk +5
  1st: burning hands; magic 
  missile
  Save DC 15; Spell Atk +7
  3rd: fireball; fly; magic circle
  2nd: acid arrow; gust of 
  wind; rope trick
  1st: burning hands; jump; 
  magic missile; shield
  Save DC 17; Spell Atk +9
  5th: conjure elemental; 
  legend lore
  4th: fire shield; ice storm; 
  polymorph
  3rd: fireball; fly; magic 
  circle
  2nd: acid arrow; gust of 
  wind; rope trick
  1st: burning hands; jump; 
  magic missile; shield
  Save DC 18; Spell Atk +10
  7th: mirage arcane
  6th: programmed illusion
  5th: conjure elemental; 
  legend lore
  4th: fire shield; ice storm; 
  polymorph
  3rd: fireball; fly; magic circle
  2nd: acid arrow; gust of 
  wind; rope trick
  1st: burning hands; jump; 
  magic missile; shield
  Equipment
  Light crossbow (light); 
  crossbow bolts (10x); 
  dagger (small)
  Light crossbow (light); 
  crossbow bolts (10x); +1 
  dagger (small)
  Light crossbow (light); 
  crossbow bolts (10x); 
  +2 dagger (small)
  Light crossbow (light); 
  crossbow bolts (10x); +3 
  dagger (small)
  
  76
  Magic Items
  
  77
  Magic Items
  Usable Items
  
  78
  Magic Items
  Bloodthinner Potion
    Bloodthinner Potion (neck)
  Value:  
    2,500 gp / 
    11,500 gp /  
    34,000 gp / 
    71,000 gp
  Weight 1 lb.; Materials silver, glass; Nature magical; Aura 
  moderate conjuration; Slot neck
  CL:  
    6th / 
    10th / 
    12th / 
    14th
  Effect Summary: 
    +2 to checks to stabilize wearer while dying;  
  detect poison and disease 3x/day
    +4 to checks to stabilize wearer while dying;  
  detect poison and disease 5x/day 
  protection from poison 1x/day
    Wearer automatically stabilizes while dying;  
  detect poison and disease 5x/day;  
  protection from poison 3x/day 
  lesser restoration 1x/week
    Wearer automatically stabilizes while dying; 
  detect poison and disease 5x/day; delay poison 5x/day 
  protection from poison 5x/day; diagnose disease 5x/day; 
  lesser restoration 1x/day; remove curse 1x/day
  Description
  This substance has two uses: applied to a weapon as a 
  poison, it accelerates the rate of bleeding in its victims, 
  causing any further injuries to inflict additional bleeding 
  damage.  As a preventative on friendly creatures, it slows the 
  rate of progression of poisons and injury-inflicted diseases.
  Most designs comprise a hollow potion, typically worn as 
  a necklace on a chain about the neck.  The pendant itself 
  appears in the shape of a tooth.  The potion within is an 
  ironically viscous dark red.
  Effect
  To be clear, although this artifact contains the word “potion”, 
  and contains a liquid, it is not a substance that is meant to 
  be imbibed.  In fact, if the liquid within is ever removed 
  from the container, the bloodthinner potion loses its abilities; 
  these cannot be restored thereafter.
  There are two kinds of effect with a worn bloodthinner 
  potion: passive, and activated.
  Passively, the wearer receives a benefit when s/he is 
  dying.  Lower-tier iterations of the potion grant bonuses 
  to attempts to stabilize; more powerful versions grant the 
  user the ability to automatically stabilize (i.e., the check to 
  stabilize passes automatically).  This effect does not require 
  activation, and cannot be suppressed while the item is worn.
  Intentionally, the wearer may activate a spell-like effect 
  from the potion; this requires a standard action, and up to a 
  single effect may be produced per round.
  Each of the described spell-like abilities has a limitation; 
  these are item-based, not user-based, and reset in full after 
  the ability’s first use from a full charge at the end of the 
  timespan indicated.
  The spells listed function as normal, excepting that the 
  target of each must be the wearer.
  Synergy & Sets
  None.  Bloodthinner potions are standalone items, and do not 
  gain further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  These items are frequently for sale, but can also be found in 
  the armories of armed or security forces, and might also be 
  in a treasure hoard or on the body of a slain foe.
  To activate the spell-like abilities, one must touch command 
  studs secreted in the metal collar of the potion; this requires 
  trial and error or research to identify for certain in the 
  absence of an informed current user.
    At the GM’s discretion, knowledge of how this device 
  functions can simply be assumed to be automatic.  
  This can streamline gameplay considerably and allow 
  the wielder to immediately gain the benefit of the 
  bloodthinner potion’s capabilities.
  Ubiquity
  Bloodthinner potions are rare, but only uncommon in armed 
  services or barbarian camps, where they are highly prized. 
  Notoriety
  For armies and barbarian tribes, a bloodthinner potion is 
  
  79
  Magic Items
  akin to a lucky charm that is actually known to performs 
  miracles; as a result, it carries the emotional and social 
  weight of both a strongly-held superstition, and a religious 
  artifact.
  Those familiar with these devices will recognize them 
  immediately on sight.  
  Those unacquainted with bloodthinner potions will note 
  the pendant as an unusual piece of jewelry, and might even 
  conclude erroneously that it is a vial of a lost loved one’s 
  blood, or even more macabre, that it is a device used in 
  necromantic rituals.
  Quirks of Ownership
  Other than the possible social implications of others 
  misunderstanding the use and intent of these devices, 
  owning a bloodthinner potion carries with it no further 
  oddities.
  History & Background
  Bloodthinner potions were first created by a barbarian tribe 
  seeking immortality.  They achieved a small sample of their 
  aim, and for a while, it was sufficient to rule their region.
  Hundreds of years ago, a barbarian tribe whose name is 
  lost to history captured a small enclave of wizards from a 
  particularly easy conquest of a medium-sized city.  Some 
  in the tribe suggested eating the wizards; others claimed 
  that they must be slain and their body parts hacked apart, 
  scattered, and buried, so that they did not come back to life.
  Primitive misconceptions of necromancy and cannibalism 
  aside, the matter was settled when one aspiring lieutenant 
  recommended that the captured wizards be put to work as 
  slaves, for the betterment of the tribe.  He pointed out that 
  most wizards were capable of forging magical devices, and 
  that, given proper incentive, these could do the same, giving 
  the tribe a huge advantage over others in their constant 
  warlike posturing.
  Under heavy and attentive guard, the wizards labored to 
  their task: create a device that would make the wearer 
  impervious to death in combat.  Attempt after attempt was 
  made, with other slaves being given the prototypes and put 
  into a combat ring in order to test things out.
  Finally, after a year of such efforts, and on the very edge of 
  the patience of the tribe’s chieftain, the wizards were able 
  to produce what we now know as a bloodthinner potion: 
  a device far short of what was asked for, but a potent and 
  useful artifact nevertheless.
  The chieftain took it for himself, and wore it into many 
  battles.  He commissioned others to be made, and gifted 
  them to trusted lieutenants; the first such was given to the 
  lieutenant who had the idea of putting the wizards to work 
  in the first place, and he was elevated to be the right-hand 
  man of the chieftain in all matters.
  The tribe rampaged across the plains, conquering all the 
  more successfully for their newfound protection.  They grew 
  in power and prominence over decades.
  As his age grew more advanced, the chieftain was faced with 
  a problem new to his kind: death looming, not from battle, 
  but from becoming brittle.  Rather than face his tribe as an 
  aging shadow of what he once was, he passed the reins of 
  power on to the clever lieutenant, and wore his bloodthinner 
  potion as he ventured forth into the mountains and forests 
  alone, on one final grand adventure.
  This act started a tradition: at a certain age, or after a 
  certain number of conquests, or if ever they received a 
  wound that hampered their abilities in combat, a current 
  chieftain retired, adventuring alone in the wilderness, 
  bearing the bloodthinner potion that had protected him in 
  war.
  Over the decades, this tradition had the long-term effect 
  of spreading the devices into the wild, and it was not long 
  before several were accumulated by a competing tribe.  
  A messy, and prolonged, battle followed, culminating in the 
  near-destruction of both tribes, and hundreds of bloodthinner 
  potions being lost to the dust and graves of the battlefield.
  Rumors & Lore
  The following snippets of conversation, convoluted retelling, 
  misunderstanding, urban myth, hearsay, and outright lie 
  are usable as additional incentives for the PCs to uncover 
  mysteries about the town.
  There are two ways to use this FlexTable:
  First, if the PCs are actively searching for information, you 
  can make a 
    Skill Check and look up the result.  If you 
  come to a result that has already been discovered by the PCs, 
  at the GM’s discretion, you may pick a result with a lower DC 
  and read that instead.  
  The party may use 
    Knowledge (Local) or Diplomacy in 
  this manner; the DC listed applies equally to either of these 
  skills.  Alternately, a PC may use Knowledge (History), but 
  with a -4 circumstance penalty (as knowledge of general 
  history will apply in only a limited basis to any immediate 
  vicinity, and the bloodthinner potion is not really location-
  bound or related).
  Alternately, if a specific quest explicitly rewards the PCs 
  with a piece of lore, you may simply roll on the appropriate 
  Context and read the result.  In such a circumstance, a Skill 
  Check is not required.
  Generally speaking, the information in this FlexTable may be 
  inserted into your campaign as foreshadowing for eventually 
  revealing a bloodthinner potion, or as a means of introducing 
  a plot hook into the Quests listed herein.
  • 
    Use Context A: 
  As a default, or if no other context specifically applies to 
  the circumstances.
  • 
    Use Context B: 
  Table 12: Bloodthinner Poition Flavors
  Difficulty Band
  Prefix
  Stabilize Check Bonus
    Low
  Minor
  +2
    Moderate
  Lesser
  +4
    Advanced
  Greater
  Automatic
    Elite
  Elite
  Automatic
  
  80
  Magic Items
  If the party is attempting to gather information from 
  a Key NPC.  Any named NPC is a “key” NPC for these 
  purposes.
  • 
    Use Context C: 
  If the party is gathering information from generic 
  townsfolk, or NPCs without specific names.  For example, 
  Townsfolk.
  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  unstructured manner.
  Hooks & Integration
  If you’re looking for an excuse to introduce a bloodthinner 
  potion into your gaming sessions beyond simply “the raging 
  chieftain drops a nifty-looking pendant”, here are some 
  ideas.  
  Of course, as a GM, you are by no means bound to selecting 
  from among these… but it’s always useful to have some 
  inspiration or something to get started quickly.
  Class-Based Hooks
  These connections and motivations are based on the 
  presence of one or more characters in the party who have at 
  least one level in a particular class.  
  As GM, you may judge that only one of these is a sufficient 
  motivator; alternately, you can combine multiple class hooks 
  to provide the entire party a believable reason to pursue 
  someone who may be in the possession of a bloodthinner 
  potion.
  Paladins & Clerics
  Although some might balk at the prospect of wearing blood 
  on a chain, Paladins and Clerics alike would welcome the 
  benefits of a bloodthinner potion in battle for themselves, but 
  also to loan to others as a means of healing comrades.
  Rogues
  Poison, disease, and other nasty effects are part and parcel of 
  the life of many Rogues; certainly having proof against these 
  maladies on a chain about one’s neck is a grand concept for 
  these types.
  Martial Characters
  The original intended users of the bloodthinner potion, and 
  the most likely classes to make use of them today.  It is 
  difficult to imagine a Fighter, Barbarian, or other martial 
  class who would not make welcome use of this artifact.
  Arcane Classes
  Although combat, poison, and disease are things to be greatly 
  avoided altogether by most arcanists, their relative frailty 
  means their need is all the greater when faced with these 
  threats.  
  Monks, Rangers, and Druids
  All Monks, some Rangers, and many Druids favor a melee 
  focus, and all may well find themselves in a location of 
  supernatural duress.  A bloodthinner potion would do them 
  well, too.
  General Hooks
  These hooks are not linked directly to any particular race, 
  class, or other party element, and can be deployed as the 
  GM sees fit as best matches the play style and existing 
  motivations of the party.
  Slings and Arrows
  The PCs must pass a region known to be particularly 
  challenging, containing threats poisonous, disease-ridden, 
  and physically painful.  In order to help ensure their 
  survival, the group must collect a bloodthinner potion for 
  each member of the party.
  Each such artifact might be stolen, taken from a slain enemy, 
  purchased, or discovered in a treasure hoard.
  Collector
  “It belongs in a museum” is an easy sentiment to advocate.  
  Far more honest, however, is the Collector: someone who 
  more accurately states “it belongs in my museum”.
  A Collector, or group thereof, asks the PCs to retrieve a 
  blodothinner potion from its current wielder, and to return it 
  so that it might be stored among other valuables.
  This angle plays particularly well with Lawfully-aligned 
  classes, or PCs whose class, creed, Faction, or other 
  involvement would guide them toward a balance.
  Friend in Need
  A friend of the party has been poisoned, and riddled with 
  disease.  The PCs are tasked with obtaining a bloodthinner 
  potion to bring back to save her life.
  This scenario forms the basis of the Quest below.
  Quests
  Another, more thorough, means of introducing a bloodthinner 
  potion is via the following Quest.
    This Quest may be inserted into any campaign setting 
  or adventure, either as a “side quest”, or as a tie-in or 
  kickoff to a larger storyline.
    Quest: A Friend in Need
    Summary: The PCs must locate a bloodthinner potion 
  so that its protective powers can heal a mortally injured 
  friend.
    Rewards:   
    1,000 gp / 
    2,800 gp / 
    8,200 gp 
  / 
    16,500 gp (promised); up to 
    1 Reward Star; 
  bloodthinner potion
    Locations: Any.
    Key NPCs: Any.
    Kickoff: Random Encounter.
    Description:
  The PCs are approached by a friendly party they know, 
  with terrible news: a friend of the party has been horribly 
  injured.
  The friend mentions that she knows of an artifact able to 
  
  81
  Magic Items
  FlexTable 10: Bloodthinner Potion Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  A special pendant was forged 
  long ago to benefit barbarian 
  warriors.
    True.  This summarizes the device’s 
  origins.
  15-29
  15-30
  15-30
  01-30
  14
  What appears to be a vial 
  of blood on a chain actually 
  grants the user durability in 
  combat, and curative powers.
    True.  This accurately summarizes 
  the device’s appearance and function.
  30-44
  31-45
  31-45
  31-39
  15
  A bloodthinner potion allows 
  the wearer to cure poison, and 
  even disease, in themselves.
    True.  This refers to one aspect of 
  the artifact’s abilities.
  45-59
  46-60
  46-60
  40-49
  15
  Worn on a chain around the 
  neck, a bloodthinner potion can 
  help even the most mortally-
  wounded creatures stabilize 
  and not bleed out.
    True.  This refers to the 
  stabilization bonuses granted by the 
  potion.
  60-74
  60-69
  60-69
  50-59
  13
  Bloodthinner potions make the 
  wearer impervious to bodily 
  injury for a short time in 
  combat.
    Partially True.  “Impervious” is 
  quite a stretch, but the device does 
  make the wearer more durable.
  75-89
  70-97
  70-94
  60-69
  12
  Bloodthinner potions create 
  fissures in the wearer’s skin 
  and flesh, letting poison out, 
  but causing more physical 
  damage in so doing.
    False.  This is neither the 
  mechanism of function, nor the 
  resulting effect, of these devices.
  90-00
  98-00
  95-00
  70-00
  13
  Using a bloodthinner potion 
  to avoid combat damage 
  will cause long-term injury 
  if magical restoration is not 
  applied.
    False.  This is quite vague, but even 
  in its vagueness, is inaccurate.
  cure her wounds and remedy her condition: a bloodthinner 
  potion, rumored to exist nearby.
  The PCs must find a bloodthinner potion, and return with it, 
  before their friend’s time is up.
  Several key elements of this scenario are left intentionally 
  flexible, so that this Quest might better fit into your 
  campaign world, the known friends of the party, and what 
  threats might have been the cause.  Perhaps a friend from 
  the tavern went adventuring, and happened into a nest of 
  venomous snakes.  Maybe a church leader was poisoned as 
  retribution for a successful suppression of some key right the 
  townsfolk previously enjoyed.  Or it could be that the town 
  constable is barely surviving an assassination attempt from 
  an underworld crimelord, out of vengeance or simple cruelty.
  Flexible, too, is the means by which the party might come by 
  a bloodthinner potion to solve the problem.
    The PCs can ignore the request, though this will 
  guarantee that their friend will die.  This decision should 
  have additional reprecussions.
    The PCs could seek out a bloodthinner potion, and use it 
  to cure their friend.  This might involve a heist to steal 
  it from a current owner, a battle to win it from a current 
  user, or simply money, to purchase it from a store; the 
  mechanics are left to the GM’s preference.   
   
  Obtaining the potion and using it on their friend wins 
  them respect, and the money proffered.  Asuming the PCs 
  are Good-aligned, they may decline the money, chalking 
  the act up to friendship; doing so nets them 
    1 Reward 
  Star so long as this is consistent with their character. 
   
  In either case, they may keep the bloodthinner potion.
    Especially at higher levels of ability, the PCs could simply 
  cast curative spells themselves.  Doing so grants them the 
  reward described, though they may still turn down the 
  cash and will receive 
    1 Reward Star so long as this is 
  consistent with their character.
  
  82
  Magic Items
  Bloodthinner Potion User
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Barbarian 1
  Barbarian 6
  Barbarian 10
  Barbarian 14
  Size / Aln
  Medium CN 
  Gnome (Rock)
  Medium CN 
  Gnome (Rock)
  Medium CN 
  Gnome (Rock)
  Medium CN 
  Gnome (Rock)
  HP
  17
  80
  126
  180
  Armor 
  Class
  11
  12
  14
  16
  Speed
  Walk 25’
  Walk 35’
  Walk 35’
  Walk 35’
  Ability 
  Scores / 
  Saves
  STR  18 (+6) 
  DEX  9 (-1) 
  CON  20 (+7) 
  INT  9 (-1) 
  WIS  6 (-2) 
  CHA  13 (+1)
  STR  20 (+8) 
  DEX  9 (-1) 
  CON  20 (+8) 
  INT  9 (-1) 
  WIS  6 (-2) 
  CHA  13 (+1)
  STR  20 (+9) 
  DEX  11 (+0) 
  CON  20 (+9) 
  INT  9 (-1) 
  WIS  6 (-2) 
  CHA  13 (+1)
  STR  20 (+10) 
  DEX  13 (+1) 
  CON  20 (+10) 
  INT  9 (-1) 
  WIS  6 (-2) 
  CHA  13 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 8
  Passive Perception 8
  Passive Perception 8
  Passive Perception 8
  Languages Common, Gnomish
  Attacks
  Melee Greataxe (Small) +6 
  (1d12+4)
  Melee Handaxe (Small) +6 
  (1d6+4)
  Ranged Handaxe (Small/
  Thrown) 20 ft.’: +6 
  (1d6+4); 60 ft.’: +6 
  (1d6+4)
  Melee +1 Greataxe (Small) 
  +9/+9 (1d12+6)
  Melee Handaxe (Small) 
  +8/+8 (1d6+5)
  Ranged Handaxe (Small/
  Thrown) 20 ft.’: +8/+8 
  (1d6+5); 60 ft.’: +8/+8 
  (1d6+5)
  Melee +2 Greataxe (Small) 
  +11/+11 (1d12+7)
  Melee Handaxe (Small) 
  +9/+9 (1d6+5)
  Ranged Handaxe (Small/
  Thrown) 20 ft.’: +9/+9 
  (1d6+5); 60 ft.’: +9/+9 
  (1d6+5)
  Melee +3 Greataxe (Small) 
  +13/+13 (1d12+8)
  Melee Handaxe (Small) 
  +10/+10 (1d6+5)
  Ranged Handaxe (Small/
  Thrown) 20 ft.’: +10/+10 
  (1d6+5); 60 ft.’: +10/+10 
  (1d6+5)
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  CN; Small Humanoid (Gnome)
  
  83
  Magic Items
  Special Abilities
  Ability Score Increase Your Intelligence score increases by 2.
  Artificer’s Lore Whenever you make a History check related to magic 
  items, alchemical objects, ar technological devices, you can add twice 
  your proficiency bonus (10), instead of any proficiency bonus you 
  normally appIy.
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it w ere bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Gnome Cunning You have advantage on all Intelligence, Wisdom, and 
  Charisma saving throws against magic.
  Languages You can speak, read, and write Common and Gnomish. The 
  Gnomish language, which uses the Dwarvish script, is renowned for its 
  technical treatises and its catalogs of knowledge about the natural world.
  Tinker You have proficiency with tinker’s tools. Using those tools, you can 
  spend 1 hour and 10 gp worth of materiaIs to construct a Tiny clockwork 
  device (AC 5, 1 hp). The device ceases to function after 24 hours. (unless 
  you spend 1 hour repairing it to keep the device functioning), or when 
  you use your action to dismantle it; at that time, you can reclaim the 
  materiaIs used to create it. You can have up to three such devices active 
  at a time. When you create a device, choose one of the following options: 
  Clockwork Toy: This toy is a clockwork animal or person, such as a frog, 
  mouse, bird, or soldier. When placed on the ground, the toy moves 5 feet 
  across the ground on each of your turns in a random direction. It makes 
  noises as appropriate to the creature it represents. Fire Starter: The device 
  produces a miniature flame, which you can use to light something like a 
  candle, torch, or campfire. Using the device requires your action. Music 
  Box: When opened, this music box plays a single song at a moderate 
  volume. The box stops playing when it reaches the song’s end or when it 
  is closed.
  Tinker’s Tools Proficient with Artisan Tinker’s Tools.
  Brutal Critical Beginning at 9th level, you can roll 2 additional weapon 
  damage die when determining the extra damage for a critical hit with a 
  melee attack.
  Danger Sense At 2nd level, you gain an uncanny sense of when things 
  nearby aren’t as they should be, giving you an edge when you dodge away 
  from danger. You have advantage on Dexterity saving throws against 
  effects that you can see, such as traps and spells. To gain this benefit, you 
  can’t be blinded, deafened, or incapacitated.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Fast Movement Starting at 5th level, your speed increases by 10 feet 
  while you aren’t wearing heavy armor.
  Feral Instinct By 7th level, your instincts are so honed that you have 
  advantage on initiative rolls. Additionally, if you are surprised at the 
  beginning of combat and aren’t incapacitated, you can act normally on 
  your first turn, but only if you enter your rage before doing anything else 
  on that turn.
  Frenzy Starting when you choose this path at 3rd level, you can go into 
  a frenzy when you rage. If you do so, for the duration of your rage you 
  can make a single melee weapon attack as a bonus action on each of 
  your turns after this one. When your rage ends, you suffer one level of 
  exhaustion (as described in appendix A).
  Path of the Berserker For some barbarians, rage is a means to an end--that 
  end being violence. The Path of the Berserker is a path of untrammeled 
  fury, slick with blood. As you enter the berserker’s rage, you thrill in the 
  chaos of battle, heedless of your own health or well-being.
  Primal Path At 3rd level, you choose a path that shapes the nature of your 
  rage. Choose the Path of the Berserker or the Path of the Totem Warrior, 
  both detailed at the end of the class description. Your choice grants you 
  features at 3rd level and again at 6th, 10th, and 14th levels.
  Rage In battle, you fight with primal ferocity. On your turn, you can enter 
  a rage as a bonus action. While raging, you gain the following benefits if 
  you aren’t wearing heavy armor: You have advantage on Strength checks 
  and Strength saving throws. When you make a melee weapon attack 
  using Strength, you gain a bonus to the damage roll equal to 3. You have 
  resistance to bludgeoning, piercing, and slashing damage. If you are able 
  to cast spells, you can’t cast them or concentrate on them while raging. 
  Your rage lasts for 1 minute. It ends early if you are knocked unconscious 
  or if your turn ends and you haven’t attacked a hostile creature since your 
  last turn or taken damage since then. You can also end your rage on your 
  turn as a bonus action. Once you have raged the number of times equal 
  to 5, you must finish a long rest before you can rage again.
  Reckless Attack Starting at 2nd level, you can throw aside all concern 
  for defense to attack with fierce desperation. When you make your first 
  attack on your turn, you can decide to attack recklessly. Doing so gives 
  you advantage on melee weapon attack rolls using Strength during this 
  turn, but attack rolls against you have advantage until your next turn.
  Relentless Rage Starting at 11th level, your rage can keep you fighting 
  despite grievous wounds. If you drop to 0 hit points while you’re raging 
  and don’t die outright, you can make a DC 10 Constitution saving throw. 
  If you succeed, you drop to 1 hit point instead. Each time you use this 
  feature after the first, the DC increases by 5. When you finish a short or 
  long rest, the DC resets to 10.
  Retaliation Starting at 14th level, when you take damage from a creature 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Ability Score Increase, 
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, Rage, 
  Unarmored Defense
  Ability Score Increase, 
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, Ability 
  Score Improvement, Danger 
  Sense, Extra Attack, Fast 
  Movement, Frenzy, Mindless 
  Rage, Path of the Berserker, 
  Primal Path, Rage, Reckless 
  Attack, Unarmored Defense 
  Ability Score Increase, 
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, 
  Languages, Tinker, Tinker’s 
  Tools, Ability Score 
  Improvement, Brutal 
  Critical, Danger Sense, Extra 
  Attack, Fast Movement, 
  Feral Instinct, Frenzy, 
  Intimidating Presence, Path 
  of the Berserker, Primal 
  Path, Rage, Reckless Attack, 
  Unarmored Defense 
  Ability Score Increase, 
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, Ability 
  Score Improvement, Brutal 
  Critical, Danger Sense, Extra 
  Attack, Fast Movement, Feral 
  Instinct, Frenzy, Path of the 
  Berserker, Primal Path, Rage, 
  Reckless Attack, Relentless 
  Rage, Retaliation, Unarmored 
  Defense
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Greataxe (small); hide 
  armor; handaxes (small, 
  4x)
  +1 Greataxe (small); +1 
  hide armor; handaxes 
  (small, 4x)
  +2 Greataxe (small); +2 
  hide armor; handaxes 
  (small, 4x)
  +3 Greataxe (small); +3 
  hide armor; handaxes 
  (small, 4x)
  
  84
  Magic Items
  that is within 5 feet of you. you can use your reaction to make a melee 
  weapon attack against that creature.
  Unarmored Defense While you are not wearing any armor, your Armor 
  Class equals 10 + your Dexterity modifier + your Constitution modifier. 
  You can use a shield and still gain this benefit.
  
  85
  Magic Items
  Dreadslime Poison
    Please note that this item in particular references dark 
  obelisks and obelisk-related effects and lore.   
   
  Although the item will make the most sense and be the 
  most easily used in a campaign setting that includes 
  other IGS adventures such as the Dark Obelisk 
    
  adventure path, the description herein is intended to 
  be ready-to-use as-is, without any further context or 
  grander use.   
   
  Everything you need as a GM to drop it into any existing 
  campaign setting or adventure should be present and 
  easy to use, without any other information about obelisk 
  lore.
    Dreadslime Poison
  Value:  
    750 gp / 
    1,500 gp /  
    3,500 gp / 
    7,000 gp
  Weight 1 lb.; Materials glass, dreadslime; Nature mundane; 
  Aura none; Slot n/a (poison)
  CL:  
    n/a (naturally occuring substance)
  Effect Summary: 
    Type injury; Save Con DC 14;  
  Frequency persistent effect for 5 min;  
  Effect -1 penalty to attack rolls, skill checks, and 
  damage rolls; penalty increases to -2 vs. creatures with 
  the Chaotic descriptor; 
  Cure 1 save
    Type contact; Save Con DC 16;  
  Frequency persistent effect for 5 min;  
  Effect -2 penalty to attack rolls, skill checks, and 
  damage rolls; penalty increases to -4 vs. creatures with 
  the Chaotic descriptor; Chaotic creatures may Check 
  Passively (+10 modifier) with any skill check used 
  against poisoned creatures; 
  Cure 1 save
    Type contact; Save Con DC 18;  
  Frequency persistent effect for 30 min;  
  Effect -3 penalty to attack rolls, skill checks, and 
  damage rolls; penalty increases to -6 vs. creatures with 
  the Chaotic descriptor; Chaotic creatures may Check 
  Passively (+10 modifier) with any skill check used 
  against poisoned creatures; 
  Cure 2 saves
    Type contact; Save Con DC 20;  
  Frequency persistent effect for 1 hour;  
  Effect -4 penalty to attack rolls, skill checks, and 
  damage rolls; penalty increases to -8 vs. creatures with 
  the Chaotic descriptor; Chaotic creatures may Check 
  Passively (+10 modifier) with any skill check used 
  against poisoned creatures; 
  Cure 2 saves
  Obelisk Taint
  Shards of and particulates from a Dark Obelisk, no matter 
  how large, produce an atmosphere of evil and chaos, from 
  the effects of which few are immune.
  This takes the form of auras, which influence creatures 
  based on their proximity to the physical presence of the 
  Obelisk.
    Aura: Minor Obelisk Taint
  Effect: Lawful creatures within 30 ft. suffer a -1 penalty 
  on their attack rolls, skill checks, and damage rolls if used 
  against a creature with this aura.  In addition, a creature 
  with this aura may Check Passively (+10 modifier) on skill 
  checks used in opposition to groups of creatures with at least 
  one member who has the Lawful descriptor.
  The effects of this aura do not stack with those of Greater 
  Obelisk Taint, though a single creature may be under the 
  impact of both auras simultaneously.
  Origin: All creatures with the Chaotic descriptor, who are 
  within 50 ft. of an Obelisk, gain the benefit of this aura, 
  which lasts for 1 hour after this proximity.  In the context of 
  this adventure, all Chaotic monsters have this aura.
    Aura: Greater Obelisk Taint
  Effect: Lawful creatures within 30 ft. suffer a -3 penalty 
  on their attack rolls, skill checks, and damage rolls if used 
  against a creature with this aura.  In addition, a creature 
  with this aura may Check Passively (+10 modifier) on skill 
  checks used in opposition to groups of creatures with at least 
  one member who has the Lawful descriptor.
  The effects of this aura do not stack with those of Minor 
  Obelisk Taint, though a single creature may be under the 
  impact of both auras simultaneously.
  Origin: All creatures with the Chaotic descriptor, who are 
  within 20 ft. of an Obelisk, gain the benefit of this aura, 
  
  86
  Magic Items
  which lasts for 10 minutes after this proximity. 
  Description
  Dreadslime is a viscous, purplish-black ooze that remains 
  stationary and drains energy and corrodes anything it 
  touches.
  To differentiate, dreadslime ooze is a semi-sentient mobile 
  monster that produces similarly nasty effects on those it 
  slams a pseudopod against.
  Dreadslime poison is derived from one or the other, and 
  has properties of each.  Applied to a bladed weapon or 
  ammunition, it inflicts Obelisk Taint and acid damage in the 
  victim.
  Most versions pulsate with a dull blackish-purple glow.
  Effect
  Treat dreadslime poison as a typical poison, with the 
  attributes described in its profile above.
  The main effect of dreadslime poison is that poisoned 
  creatures suffer penalties to attack rolls, skill checks, and 
  damage rolls for the duration of the poison.  These penalties 
  are doubled when applied to circumstances involving 
  creatures with the Chaotic descriptor.
    There may be circumstances in which a creature 
  poisoned with dreadslime poison faces a mixture of 
  enemies: some with, and some lacking, the Chaotic 
  descriptor.   
   
  In such situations, if even one enemy possesses the 
  Chaotic descriptor, apply the worse of the two possible 
  penalties.
  Synergy & Sets
  None.  Dreadslime poisons are standalone items, and do not 
  gain further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  Dreadslime poison may be purchased, but only from the most 
  nefarious of vendors—a thieves’ guild supplier, a necromantic 
  organization, or other black-market establishment.
  It’s also possible, of course, to suffer the effects of the poison 
  as a result of combat facing a foe who currently possesses it.
  Ubiquity
  Dreadslime poison is virtually unheard of, outside of the 
  context of a dark obelisk.  In that context, it is fairly 
  common, particularly among chaotic and evil sects related to 
  the obelisk.
  Notoriety
  Few are aware of the poison, but nevertheless, it has a clear, 
  obvious, and definite vileness to it.  Those glimpsing a flask 
  of the substance are likely to be revolted by it; evil creatures 
  may wish to know more and be mesmerized by it.
  Quirks of Ownership
  There are no quirks of ownership as such.  
  However, it should be noted that dreadslime poison is 
  inherently an evil, and chaotic, substance, and this should 
  be taken into consideration in the context of alignment and 
  character.w
    At the GM’s option, prolonged use of an evil and chaotic 
  item by good- and/or lawfully-aligned characters may 
  pose a greater and more severe risk to their nature.  
  It’s unnatural, and feels unnatural, to make extended 
  and continued use of such a vile artifact without the 
  alignment to match.   
   
  The GM, and players, are encouraged to recognize this 
  effect, and to consider roleplaying it if these items form a 
  large presence in your campaign.
  Table 13: Dreadslime Poison Flavors
  Difficulty 
  Band
  Prefix
  Type
  Save
  Frequency
  Effect
  Cure
    Low
  Minor
  Injury
  Con 14
  Persistent 
  for 5 min
  -1 to attack rolls, skill checks, and damage rolls 
  (-2 vs. creatures w/Chaotic descriptor)
  1 save
    Moderate
  Lesser
  Contact
  Con 16
  Persistent 
  for 5 min
  -2 to attack rolls, skill checks, and damage rolls 
  (-4 vs. creatures w/Chaotic descriptor); Chaotic 
  creatures may Check Passively (+10 modifier) w/
  skill checks vs. poisoned creatures
  1 save
    Advanced
  Greater
  Contact
  Con 18
  Persistent 
  for 30 min
  -3 to attack rolls, skill checks, and damage rolls 
  (-6 vs. creatures w/Chaotic descriptor); Chaotic 
  creatures may Check Passively (+10 modifier) w/
  skill checks vs. poisoned creatures
  2 saves
    Elite
  Elite
  Con 20
  Persistent 
  for 1 hour
  -4 to attack rolls, skill checks, and damage rolls 
  (-8 vs. creatures w/Chaotic descriptor); Chaotic 
  creatures may Check Passively (+10 modifier) w/
  skill checks vs. poisoned creatures
  2 saves
  
  87
  Magic Items
  History & Background
  Dreadslime poison was first crafted accidentally, by those 
  who sought to take the power of dreadslime, and to convert 
  it into a more convenient, weaponized form. 
  They partially succeeded in this aim.
  Cultists devoted to the dark obelisk and its power came 
  upon large pools of dreadslime.  In an efCon to harness its 
  power for their militant aims, they repeatedly attempted to 
  distort, repurpose, and otherwise adapt the substance to a 
  more stable, portable format.
  In trying, dozens of cultists were slain, or perverted into 
  horrible creations that had to be put to death or to be fed 
  back to the slime which had morphed them.
  Eventually, a stable resin was reduced from the raw source, 
  and dreadslime poison was born as a concept.
  From there, it has spread throughout the Realm: in some 
  cases, cultists have stolen reserves of the substance to resell.  
  Other cultists took dreadslime poison to use as part of their 
  personal missions to enact vengeance and sow discord.
  As a result, the substance has spread, a bit, from its origins, 
  and can occasionally be found throuhgout the Realm. 
  Rumors & Lore
  The following snippets of conversation, convoluted retelling, 
  misunderstanding, urban myth, hearsay, and outright lie 
  are usable as additional incentives for the PCs to uncover 
  mysteries about the town.
  There are two ways to use this FlexTable:
  First, if the PCs are actively searching for information, you 
  can make a 
    Skill Check and look up the result.  If you 
  come to a result that has already been discovered by the PCs, 
  at the GM’s discretion, you may pick a result with a lower DC 
  and read that instead.  
  The party may use 
    Knowledge (Local) or Diplomacy in 
  this manner; the DC listed applies equally to either of these 
  skills.  Alternately, a PC may use Knowledge (History), but 
  with a -4 circumstance penalty (as knowledge of general 
  history will apply in only a limited basis to any immediate 
  vicinity, and dreadslime poison is not really location-bound 
  or related).
  Alternately, if a specific quest explicitly rewards the PCs 
  with a piece of lore, you may simply roll on the appropriate 
  Context and read the result.  In such a circumstance, a Skill 
  Check is not required.
  Generally speaking, the information in this FlexTable may be 
  inserted into your campaign as foreshadowing for eventually 
  revealing dreadslime poison, or as a means of introducing a 
  plot hook into the Quests listed herein.
  • 
    Use Context A: 
  As a default, or if no other context specifically applies to 
  the circumstances.
  • 
    Use Context B: 
  If the party is attempting to gather information from 
  a Key NPC.  Any named NPC is a “key” NPC for these 
  purposes.
  • 
    Use Context C: 
  If the party is gathering information from generic 
  townsfolk, or NPCs without specific names.  For example, 
  Townsfolk.
  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  unstructured manner.
  Hooks & Integration
  If you’re looking for an excuse to introduce dreadslime poison 
  into your gaming sessions beyond simply “the cultist drops a 
  horrible bottle of icky substance”, here are some ideas.  
  Of course, as a GM, you are by no means bound to selecting 
  from among these… but it’s always useful to have some 
  inspiration or something to get started quickly.
  Class-Based Hooks
  These connections and motivations are based on the 
  presence of one or more characters in the party who have at 
  least one level in a particular class.  
  As GM, you may judge that only one of these is a sufficient 
  motivator; alternately, you can combine multiple class hooks 
  to provide the entire party a believable reason to pursue 
  someone who may be in the possession of dreadslime poison.
  Paladins & Clerics
  These classes would almost universally view dreadslime 
  poison as an evil, vile substance to be avoided.  Even 
  Evil and/or Chaotic Clerics might still shy away from the 
  influence and unknown of the stuff.
  Rogues
  Assassins, particularly Chaotic ones, might seek dreadslime 
  poison to aid in their craft.
  Martial Characters
  In combat, as a contact or injury poison, dreadslime poison 
  would be useful to all characters.  Chaotic ones in particular 
  would benefit greatly.
  Arcane Classes
  Arcanists would likely shy away from the substance unless 
  they were themselves Chaotic Evil, in which case they may 
  simply keep it in their labs for intimidation purposes.
  Monks, Rangers, and Druids
  These classes are all known to leverage poisons; dreadslime 
  poison is certainly a potent and useful one, particularly if 
  mixed with combat, which all these classes focus on at least 
  partly.
  General Hooks
  These hooks are not linked directly to any particular race, 
  class, or other party element, and can be deployed as the 
  GM sees fit as best matches the play style and existing 
  motivations of the party.
  Plug the Poison
  A local assassin has been making kills with great success.  
  It’s rumored that a special poison aids her in her craft.  The 
  
  88
  Magic Items
  FlexTable 11: Dreadslime Poison Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  13
  There exists a vile, viscous 
  substance that can be used as 
  a poison.
    True.  Very vague, however.
  15-29
  15-30
  15-30
  01-30
  15
  A chaotic poison reduces one’s 
  combat effectiveness.
    True.  Still quite vague.
  30-44
  31-45
  31-45
  31-39
  16
  A viscous poison is chaotic 
  and evil in nature, and is 
  derived from a horrible, rare 
  substance.
    True.  This describes the origins of 
  the substance.
  45-59
  46-60
  46-60
  40-49
  18
  Dreadslime poison is derived 
  from dreadslime, a vile and 
  evil substance that corrodes 
  flesh.
    True.  This is an even better 
  description of the poison’s origins.
  60-74
  60-69
  60-69
  50-59
  19
  Dreadslime poison can be used 
  to grant chaotic creatures an 
  advantage in combat, and to 
  weaken all creatures.
    True.  This describes most of the 
  substance’s properties.
  75-89
  70-97
  70-94
  60-69
  14
  Dreadslime poison corrodes 
  flesh like an acid.
    False.  This is somewhat how 
  dreadslime functions, but the poison 
  derived from it is not quite that.
  90-00
  98-00
  95-00
  70-00
  15
  Creatures slain by dreadslime 
  poison rise as dreadslime 
  golems a day later.
    False.  The poison is not quite that 
  macabre.
  PCs are tasked with suppressing her supply, if not finding 
  and killing her outright.
  Collector
  “It belongs in a museum” is an easy sentiment to advocate.  
  Far more honest, however, is the Collector: someone who 
  more accurately states “it belongs in my museum”.
  A Collector, or group thereof, asks the PCs to retrieve some 
  dreadslime poison from a current owner, and to return it so 
  that it might be stored among other valuables.
  This angle plays particularly well with Lawfully-aligned 
  classes, or PCs whose class, creed, Faction, or other 
  involvement would guide them toward a balance.
  Deny the Chaos
  It’s an open secret that a Chaotic temple outside of town has 
  a large jar of dreadslime poison on display.  They use it to 
  intimidate and to impress as part of ceremonies.
  It’s not even clear if the substance is legitimate; it certainly 
  looks the part, but as it’s only ever been just shown in a glass 
  jar, nobody is certain.
  A new preacher has renewed zeal in his followers, and they 
  have been clamoring to open the supply and make use of it.  
  Exactly what this means is unclear, but it is clear that it is 
  not in the village’s best interests!
  The PCs are tasked with destroying the jar of dreadslime 
  poison.
  This scenario forms the basis of the Quest below.
  Quests
  Another, more thorough, means of introducing dreadslime 
  poison is via the following Quest.
    This Quest may be inserted into any campaign setting 
  or adventure, either as a “side quest”, or as a tie-in or 
  kickoff to a larger storyline.
    Quest: Deny the Chaos
    Summary: A local Chaos temple has been clamoring to 
  make use of their display jar of dreadslime poison.  The 
  PCs are asked to destroy it before this happens.
    Rewards:   
    700 gp / 
    2,900 gp / 
    8,200 gp / 
    16,500 gp (promised); up to 
    2 Reward Stars; 
  dreadslime poison
    Locations: Any.
    Key NPCs: None.
    Kickoff: Random Encounter.
    Description:
  A village authority—perhaps the Mayor or political leader, 
  perhaps a military or church leader—asks the party to seek 
  out and destroy a supply of dreadslime poison before zealous 
  chaos worshippers open the glass jar they have in their 
  church and use it for evil.
  The location of the church is well-known, so this is a 
  very straightforward sneak in, smash, and escape sort of 
  
  89
  Magic Items
  prospect.
    If the PCs ignore the request, the temple breaks open 
  the jar, and goes on a murderous rampage, fueled by the 
  lethality of the poison.  Good-aligned PCs should suffer 
  some qualms as to their role in failing to prevent this 
  tragedy.
    The PCs may take a frontal assault approach; this 
  guarantees that a dozen or so townsfolk who worship at 
  the church will attack them.  If successful, they receive 
  the monetary reward promised, and  
    1 Reward Star.
    Alternately, the party could sneak in.  
    Stealth checks 
  for certain are required; beyond that, it is left to the GM 
  as to success chances and requirements.  If successful, 
  they receive the monetary reward promised, and  
    2 
  Reward Stars.
    However they choose to approach the situation, if they 
  take the jar instead of smashing it, the PCs may simply 
  keep the supply of dreadslime poison, which consists of 
    4d20 doses.
  
  90
  Magic Items
  Dreadslime Poison User
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Rogue 1
  Rogue 6
  Rogue 10
  Rogue 14
  Size / Aln
  Small CE 
  Halfling (Lightfoot)
  Small CE 
  Halfling (Lightfoot)
  Small CE 
  Halfling (Lightfoot)
  Small CE 
  Halfling (Lightfoot)
  HP
  8
  31
  63
  99
  Armor 
  Class
  16
  18
  19
  20
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR  9 (-1) 
  DEX  19 (+6) 
  CON  10 (+0) 
  INT  13 (+3) 
  WIS  7 (-2) 
  CHA  11 (+0)
  STR  10 (+0) 
  DEX  20 (+8) 
  CON  10 (+0) 
  INT  13 (+4) 
  WIS  7 (-2) 
  CHA  11 (+0)
  STR  12 (+1) 
  DEX  20 (+9) 
  CON  12 (+1) 
  INT  13 (+5) 
  WIS  7 (-2) 
  CHA  11 (+0)
  STR  12 (+1) 
  DEX  20 (+10) 
  CON  14 (+2) 
  INT  13 (+6) 
  WIS  7 (-2) 
  CHA  11 (+0)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 10 
  +4 Thieves’ Tools
  Passive Perception 14 
  +6 Thieves’ Tools
  Passive Perception 16 
  +8 Thieves’ Tools
  Passive Perception 18 
  +10 Thieves’ Tools
  Languages Common, Halfling
  Attacks
  Melee Dagger (Small) +6 
  (1d4+4)
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +6 
  (1d4+4); 60 ft.’: +6 
  (1d4+4)
  Melee Shortsword (Small) 
  +6 (1d6+4 )
  Ranged Crossbow, Light 
  (Small) ) --> 80 ft.’: +6 
  (1d8+4); 320 ft.’: +6 
  (1d8+4)
  Melee Dagger (Small) +8 
  (1d4+5)
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +8 (1d4+5); 
  60 ft.’: +8 (1d4+5)
  Melee +1 Shortsword (Small) 
  +9 (1d6+5)
  Ranged Crossbow, Light 
  (Small) ) --> 80 ft.’: +8 
  (1d8+5); 320 ft.’: +8 
  (1d8+5)
  Melee Dagger (Small) +9 
  (1d4+5)
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +9 
  (1d4+5); 60 ft.’: +9 
  (1d4+5)
  Melee +2 Shortsword 
  (Small) +11 (1d6+7)
  Ranged Crossbow, Light 
  (Small) ) --> 80 ft.’: +9 
  (1d8+5); 320 ft.’: +9 
  (1d8+5)
  Melee Dagger (Small) +10 
  (1d4+5)
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +10 
  (1d4+5); 60 ft.’: +10 
  (1d4+5)
  Melee +3 Shortsword (Small) 
  +13 (1d6+8)
  Ranged Crossbow, Light 
  (Small) ) --> 80 ft.’: +10 
  (1d8+5); 320 ft.’: +10 
  (1d8+5)
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
  CE; Small Humanoid (Halfling)
  
  91
  Magic Items
  Special Abilities
  Ability Score Increase Your Charisma score increases by 1.
  Brave You have advantage on saving throws against being frightened.
  Halfling Nimbleness You can move through the space of any creature that 
  is of a size larger than yours.
  Languages You can speak, read, and write Common and Halfling. The 
  Halfling language isn’t secret, but halflings are loath to share it with 
  others. They write very little, so they don’t have a rich body of literature. 
  Their oral tradition, however, is very strong. Almost all halflings speak 
  Common to converse with the people in whose lands they dwell or 
  through which they are traveling.
  Lucky When you roll a 1 on an attack roll, ability check, or saving throw, 
  you can reroll the die and must use the new roll.
  Naturally Stealthy You can attempt to hide even when you are obscured 
  only by a creature that is at least one size larger than you.
  Blindsense Starting at 14th level, if you are able to hear, you are aware of 
  the location of any hidden or invisible creature within 10 feet of you.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Reliable Talent By 11th level, you have refined your chosen skills until they 
  approach perfection. Whenever you make an ability check that lets you 
  add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
  Roguish Archetype At 3rd level, you choose an archetype that you 
  emulate in the exercise of your rogue abilities. Your choice grants you 
  features at 3rd level and then again at 9th, 13th, and 17th level.
  Second-Story Work When you choose this archetype at 3rd level, you gain 
  the ability to climb faster than normal; climbing no longer costs you extra 
  movement. In addition, when you make a running jump, the distance you 
  cover increases by a number of feet equal to 5.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 7d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so 
  do rogues who prefer to think of themselves as professional treasure 
  seekers, explorers, delvers, and investigators. In addition to improving 
  your agility and stealth, you learn skills useful for delving into ancient 
  ruins, reading unfamiliar languages, and using magic items you normally 
  couldn’t employ.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages 
  in seemingly normal conversation. Only another creature that knows 
  thieves’ cant understands such messages. It takes four times longer 
  to convey such a message than it does to speak the same idea plainly. 
  In addition, you understand a set of secret signs and symbols used to 
  convey short, simple messages, such as whether an area is dangerous or 
  the territory of a thieves’ guild, whether loot is nearby, or whether the 
  people in an area are easy marks or will provide a safe house for thieves 
  on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you.
  Use Magic Device By 13th level, you have learned enough about the 
  workings of magic that you can improvise the use of items even when 
  they are not intended for you. You ignore all class, race, and level 
  requirements on the use of magic items.
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Ability Score Increase, 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Expertise, Sneak 
  Attack, Thieves’ Cant
  Ability Score Increase, 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Cunning 
  Action, Expertise, Fast 
  Hands, Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Thief, Thieves’ Cant, 
  Uncanny Dodge
  Ability Score Increase, 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Ability Score Increase, 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Blindsense, 
  Cunning Action, Evasion, 
  Expertise, Fast Hands, 
  Reliable Talent, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, Supreme 
  Sneak, Thief, Thieves’ Cant, 
  Uncanny Dodge, Use Magic 
  Device
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Dagger (small); 
  shortsword (small); 
  studded leather armor 
  (light crossbow (small); 
  crossbow bolts (20x)
  Dagger (small); +1 
  shortsword (small); +1 
  studded leather armor 
  (light crossbow (small); 
  crossbow bolts (20x)
  Dagger (small); +2 
  shortsword (small); +2 
  studded leather armor 
  (light crossbow (small); 
  crossbow bolts (20x)
  Dagger (small); +3 
  shortsword (small); +3 
  studded leather armor 
  (light crossbow (small); 
  crossbow bolts (20x)
  
  92
  Magic Items
  Gorgon Teeth
    Gorgon Teeth
  Value:  
    1,000 gp / 
    3,500 gp /  
    18,000 gp / 
    34,000 gp
  Weight 2 lbs.; Materials bone, ichor; Nature magical; Aura 
  strong transmutation [earth]; Slot n/a (hand, potion, or 
  necklace)
  CL:  
    6th / 
    10th / 
    12th / 
    14th
  Effect Summary: 
    flesh to stone OR stone to flesh 1x/month
    meld into stone 1x/day; stoneskin 2x/day; 
  flesh to stone OR stone to flesh 1x/month
    meld into stone 2x/day; stoneskin 5x/day;  
  flesh to stone 1x/week; stone to flesh 1x/month
    meld into stone 5x/day; stoneskin 5x/day;  
  flesh to stone 1x/day; stone to flesh 1x/day
  Description
  These are magically treated teeth from a gorgon, suffused by 
  is lifetime of magically toxic breath.  Must be handled with 
  gloves—magic is ever present.
  Effect
  A set of gorgon teeth is held in one hand, and for combat 
  purposes may be treated like a rod or wand.
  Using a standard action, the wielder may activate any one 
  of the teeth’s spell-like effects per round.  These function 
  exactly like the spells they reference, excepting that they 
  require the teeth to be touched to the target.
  Each effect has a time-based limitation on the number of 
  uses; this resets in full after a complete duration from that 
  ability’s first use.  These restrictions are item-based, not 
  user-based.
  Synergy & Sets
  None.  Gorgon teeth are standalone items, and do not gain 
  further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  These items may be discovered on the body of a foe, in the 
  laboratory of a wizard, or ignorantly for sale as a curiosity in 
  a general store.  Very rarely, they may be seen used as part of 
  rituals or ceremonies.
  There is no innate knowledge of the device’s powers given 
  upon holding it.  Triggering abilities requires a mental 
  command as well as a physical squeezing of the artifact.  
  As a result, without research or imparted wisdom from 
  a knowledgable current owner, the item will be quite 
  worthless.
    At the GM’s discretion, knowledge of how this device 
  functions can simply be assumed to be automatic.  This 
  can streamline gameplay considerably and allow the 
  wielder to immediately gain the benefit of the gorgon 
  teeth’s capabilities.
  Ubiquity
  Gorgon teeth are rare.  
  Notoriety
  The item seems macabre and odd, out of place in civilized 
  society, for sure.  Other than that, it’s not unusual for odd 
  items to be present, particularly in a wizard’s or alchemist’s 
  hands.  A raised eyebrow may be the extent of reaction 
  gorgon teeth elicit.
  Quirks of Ownership
  None.  Owning, or using gorgon teeth in no way influences 
  the wielder.
  History & Background
  Gorgon teeth were crafted to preserve ailing loved ones 
  against a possible cure.  
  (In today’s parlance, we would consider it to be a somewhat 
  gruesome apporach to cryogenic freezing.)
  The ability to transmute a suffering beloved into a 
  preserved-stone version of their former self may seem a 
  somewhat dire step to take.  As a last resort, however, in the 
  hearts of those attempting to grapple with the situation, a 
  macabre curio is more favorable than watching a slow and 
  uncurable decline into death.
  
  93
  Magic Items
  A dozen generations ago, a wizard was contracted by a 
  wealthy noble family to create a magic item that would let 
  them turn their ailing patriarch into a statue, so that they 
  and he might be spared the decline from which he suffered 
  and for which no cure existed.  In this, the wizard was 
  successful; however, he also built additional, related powers 
  into the mix.
  One generation led to another, and over time, the patriarch’s 
  statue was treated increasingly as just that: a statue.  It 
  was only three generations until the family forgot that their 
  once-beloved family leader still sat as a stone form, ready to 
  transmute back and be cured and resume his life.
  The statue stands there still, in their family estate, alongside 
  actual stone carvings that mark graves and remembrances.  
  The gorgon teeth themselves were sold, a few dozen years 
  ago, to fund an additional minaret on the family compound.  
  Recognizing the value of such a device, the merchant who 
  bought it commissioned a wizard to construct several more 
  such devices for resale.
  Rumors & Lore
  The following snippets of conversation, convoluted retelling, 
  misunderstanding, urban myth, hearsay, and outright lie 
  are usable as additional incentives for the PCs to uncover 
  mysteries about the town.
  There are two ways to use this FlexTable:
  First, if the PCs are actively searching for information, you 
  can make a 
    Skill Check and look up the result.  If you 
  come to a result that has already been discovered by the PCs, 
  at the GM’s discretion, you may pick a result with a lower DC 
  and read that instead.  
  The party may use 
    Knowledge (Local) or Diplomacy in 
  this manner; the DC listed applies equally to either of these 
  skills.  Alternately, a PC may use Knowledge (History), but 
  with a -4 circumstance penalty (as knowledge of general 
  history will apply in only a limited basis to any immediate 
  vicinity, and gorgon teeth are not really location-bound or 
  related).
  Alternately, if a specific quest explicitly rewards the PCs 
  with a piece of lore, you may simply roll on the appropriate 
  Context and read the result.  In such a circumstance, a Skill 
  Check is not required.
  Generally speaking, the information in this FlexTable may be 
  inserted into your campaign as foreshadowing for eventually 
  revealing gorgon teeth, or as a means of introducing a plot 
  hook into the Quests listed herein.
  • 
    Use Context A: 
  As a default, or if no other context specifically applies to 
  the circumstances.
  • 
    Use Context B: 
  If the party is attempting to gather information from 
  a Key NPC.  Any named NPC is a “key” NPC for these 
  purposes.
  • 
    Use Context C: 
  If the party is gathering information from generic 
  townsfolk, or NPCs without specific names.  For example, 
  Townsfolk.
  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  unstructured manner.
  Hooks & Integration
  If you’re looking for an excuse to introduce gorgon teeth into 
  your gaming sessions beyond simply “the dead merchant 
  lies hunched over a grim-looking set of teeth”, here are some 
  ideas.  
  Of course, as a GM, you are by no means bound to selecting 
  from among these… but it’s always useful to have some 
  inspiration or something to get started quickly.
  Class-Based Hooks
  These connections and motivations are based on the 
  presence of one or more characters in the party who have at 
  least one level in a particular class.  
  As GM, you may judge that only one of these is a sufficient 
  motivator; alternately, you can combine multiple class hooks 
  to provide the entire party a believable reason to pursue 
  someone who may be in the possession gorgon teeth.
  Paladins & Clerics
  There are some curative powers in the teeth, as well as some 
  restorative utility capabilities.  These features might be 
  useful to most Paladins and Clerics.
  Rogues
  Rogues could benefit from the craftiness made possible by 
  the teeth.
  Martial Characters
  Perhaps the least needful class of a device such as this, 
  Fighters and Barbarians can generally ill afford a hand 
  dedicated to a device that requires touch and may not have 
  Table 14: Gorgon Teeth Flavors
  Difficulty Band
  Prefix
  Spell-Like Effects
    Low
  Minor
  flesh to stone OR stone to flesh 1x/month
    Moderate
  Lesser
  meld into stone 1x/day; stoneskin 2x/day;  
  flesh to stone OR stone to flesh 1x/month
    Advanced
  Greater
  meld into stone 2x/day; stoneskin 5x/day;  
  flesh to stone 1x/week; stone to flesh 1x/month
    Elite
  Elite
  meld into stone 5x/day; stoneskin 5x/day;  
  flesh to stone 1x/day; stone to flesh 1x/day
  
  94
  Magic Items
  much combat value.
  Arcane Classes
  Wizards and Sorcerers and the like might benefit from 
  a device whose abilities they may themselves be able to 
  produce, but it’s always beneficial to not have to spend a 
  spell slot in such endeavors.
  Monks, Rangers, and Druids
  These classes might appreciate the utility that gorgon teeth 
  provide.
  General Hooks
  These hooks are not linked directly to any particular race, 
  class, or other party element, and can be deployed as the 
  GM sees fit as best matches the play style and existing 
  motivations of the party.
  Lifelike Resemblance
  This scenario echoes the origins of the teeth themselves: a 
  loved one lies ensconced in stone form, unbeknownst to the 
  current “owners” of the “statue”.  The PCs are asked to use 
  gorgon teeth to restore their loved one, and to see her safely 
  returned home.
  This scenario forms the basis for the Quest below.
  Collector
  “It belongs in a museum” is an easy sentiment to advocate.  
  Far more honest, however, is the Collector: someone who 
  more accurately states “it belongs in my museum”.
  A Collector, or group thereof, asks the PCs to retrieve a set of 
  gorgon teeth from its current wielder, and to return it so that 
  it might be stored among other valuables.
  This angle plays particularly well with Lawfully-aligned 
  classes, or PCs whose class, creed, Faction, or other 
  involvement would guide them toward a balance.
  Hardened Heart
  A lovelorn scion pines for a woman whose family 
  disapproves of him.  Distraught, he seeks a set of gorgon 
  teeth; his plan is to turn himself into stone, then have the 
  teeth delivered to his beloved by a courier, with instructions 
  to turn him human again once her family has come to its 
  senses.  
  The PCs are to act in capacity both as locator, and courier, 
  for these aims.
  Quests
  Another, more thorough, means of introducing gorgon teeth 
  is via the following Quest.
    This Quest may be inserted into any campaign setting 
  or adventure, either as a “side quest”, or as a tie-in or 
  kickoff to a larger storyline.
    Quest: Lifelike Resemblance
    Summary: The PCs are asked to turn a stone-form loved 
  one back into flesh, with the aid of gorgon teeth.
    Rewards:   
    250 gp / 
    1,100 gp / 
    4,200 gp / 
    
  6,900 gp (promised); up to 
    1 Reward Star; gorgon 
  teeth
    Locations: Any.
    Key NPCs: None.
    Kickoff: Random Encounter.
    Description:
  The party is approached by a middle-aged man with sadness 
  in his eyes.  This could be in a church, or a tavern, or even on 
  the street, or it could be a character with whom the PCs have 
  an existing relationship.
  It turns out that the man’s wife had been quite a successful 
  adventurer when she was young.  As age ripened her outlook 
  and polished her memories of the glory she had once 
  enjoyed, and as aches and pains of everyday rustic life had 
  mounted, she had what we would today call a mid-life crisis, 
  and sought out the thrill of adventure once more.
  Armed with refitted armor and the best blade and shield her 
  new lifestyle could justify, she set out.  
  That was a few weeks ago.
  Just yesterday, another group of adventurers had returned 
  to town, bearing a stone statue of a woman warrior.  Her 
  hardened features look exactly like the wife adventurer, with 
  the same equipment she had borne to what was her final 
  quest.
  The husband asks the PCs to find a set of gorgon teeth, and to 
  use them to restore his wife.
    The PCs can ignore the request; there are no 
  reprecussions other than loss of Attutide from the 
  husband himself, who will find someone else to take up 
  the activity.
    Finding a set of gorgon teeth can be its own Quest unto 
  itself, or it can simply be a matter of purchasing a set 
  from the local merchant; this step is left intentionally 
  flexible so as to better fit the whim of the GM.
    Once acquired, the gorgon teeth will do the job in 
  restoring the wife; she will weep, embrace her beloved, 
  and hang up her arms and armor for good.  The couple 
  will gift the PCs with the reward money promised, and 
  encourage them to keep the gorgon teeth.  The PCs will 
  further benefit from 
    1 Reward Star.
  
  95
  Magic Items
  FlexTable 12: Gorgon Teeth Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  14
  A set of magical teeth taken 
  from a gorgon have special 
  powers.
    True.  A very accurate 
  generalization of the teeth’s abilities.
  15-29
  15-30
  15-30
  01-30
  11
  Long ago, wealthy nobles 
  crafted a set of magic teeth 
  intended to preserve the 
  diseased.
    Partially True.  It was not a 
  general, altruistic aim, but rather 
  a selfish one, of an aging and ailed 
  patriarch.
  30-44
  31-45
  31-45
  31-39
  14
  One of the nearby wealthy 
  families of venerable and 
  noble lineage hides a terrible 
  secret: an elder of the family 
  was turned to sone many 
  generations ago, and his statue 
  lies neglected and forgotten in 
  the bowels of the family estate.
    True.  Whether it is nearby or far-
  flung, this scenario is precisely what 
  occured following the creation of the 
  first set of gorgon teeth.
  45-59
  46-60
  46-60
  40-49
  15
  Gorgon teeth can turn flesh 
  to stone, and vice versa, to 
  limited degree.
    True.  The “limited” aspect refers 
  to the limitations on the frequency of 
  use.
  60-74
  60-69
  60-69
  50-59
  16
  Gorgon teeth often possess a 
  wide variety of stone-based or 
  stone-like powers.
    True.  This is exactly the function 
  of gorgon teeth.
  75-89
  70-97
  70-94
  60-69
  13
  Gorgon teeth, if used without 
  proper training, might 
  accidentally turn the wielder 
  into stone!
    False.  Only if the wielder 
  intentionally wants to do so.
  90-00
  98-00
  95-00
  70-00
  14
  Gorgon teeth have the power to 
  shatter miles-long trenches of 
  solid rock.
    False.  Stone to mud is about the 
  extent of this type of power.
  
  96
  Magic Items
  Gorgon Teeth Wielder
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Barbarian 1
  Barbarian 6
  Barbarian 10
  Barbarian 14
  Size / Aln
  Medium CN 
  Dwarf (Hill)
  Medium CN 
  Dwarf (Hill)
  Medium CN 
  Dwarf (Hill)
  Medium CN 
  Dwarf (Hill)
  HP
  14
  56
  92
  134
  Armor 
  Class
  18
  19
  20
  21
  Speed
  Walk 25’
  Walk 35’
  Walk 35’
  Walk 35’
  Ability 
  Scores / 
  Saves
  STR  15 (+4) 
  DEX  15 (+2) 
  CON  13 (+3) 
  INT  8 (-1) 
  WIS  13 (+1) 
  CHA  8 (-1)
  STR  17 (+6) 
  DEX  15 (+2) 
  CON  13 (+4) 
  INT  8 (-1) 
  WIS  13 (+1) 
  CHA  8 (-1)
  STR  19 (+8) 
  DEX  15 (+2) 
  CON  13 (+5) 
  INT  8 (-1) 
  WIS  13 (+1) 
  CHA  8 (-1)
  STR  20 (+10) 
  DEX  15 (+2) 
  CON  14 (+7) 
  INT  8 (-1) 
  WIS  13 (+1) 
  CHA  8 (-1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 13 
  Armor - Disadvantage on 
  Stealth
  Passive Perception 14 
  Armor - Disadvantage on 
  Stealth
  Passive Perception 15 
  Armor - Disadvantage on 
  Stealth
  Passive Perception 16 
  Armor - Disadvantage on 
  Stealth
  Languages Common, Dwarvish
  Attacks
  Melee Battleaxe +4 (1d8+2)
  Melee Dagger +4 (1d4+2)
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2)
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +4 (1d8+2); 320 
  ft.’: +4 (1d8+2)
  Melee +1 Battleaxe +7/+7 
  (1d8+4)
  Melee Dagger +6/+6 
  (1d4+3)
  Ranged Dagger (Thrown) 20 
  ft.’: +6/+6 (1d4+3); 60 ft.’: 
  +6/+6 (1d4+3)
  Ranged Crossbow, Light ) --> 
  80 ft.’: +5/+5 (1d8+2); 320 
  ft.’: +5/+5 (1d8+2)
  Melee +2 Battleaxe 
  +10/+10 (1d8+6)
  Melee Dagger +8/+8 
  (1d4+4)
  Ranged Dagger (Thrown) 
  20 ft.’: +8/+8 (1d4+4); 60 
  ft.’: +8/+8 (1d4+4)
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +6/+6 (1d8+2); 
  320 ft.’: +6/+6 (1d8+2)
  Melee +3 Battleaxe +13/+13 
  (1d8+8)
  Melee Dagger +10/+10 
  (1d4+5)
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10 (1d4+5); 60 
  ft.’: +10/+10 (1d4+5)
  Ranged Crossbow, Light ) --> 
  80 ft.’: +7/+7 (1d8+2); 320 
  ft.’: +7/+7 (1d8+2)
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  CN; Medium Humanoid (Dwarf)
  
  97
  Magic Items
  Special Abilities
  Ability Score Increase Your Constitution score increases by 2.
  Ability Score Increase Your Wisdom score increases by 1.
  Brewer’s Supplies Proficient with Artisan Brewer’s Supplies.
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Dwarven Combat Training You have proficiency with the battleaxe, 
  handaxe, light hammer, and warhammer.
  Dwarven Resilience You have advantage on saving throws against poison, 
  and you have resistance against poison damage (explained in chapter 9).
  Dwarven Toughness Your hit point maximum increases by 1, and it 
  increases by 1 every time you gain a level.
  Languages You can speak, read, and write Common and Dwarvish. 
  Dwarvish is full of hard consonants and guttural sounds, and those 
  characteristics spill over into whatever other language a dwarf might 
  speak.
  Stonecunning Whenever you make an Intelligence (History) check related 
  to the origin of stonework, you are considered proficient in the History 
  skill and add double your proficiency bonus to the check, instead of your 
  normal proficiency bonus.
  Tool Proficiency You gain proficiency with the artisan’s tools of your 
  choice: smith’s tools, brewer’s supplies, or mason’s tools.
  Brutal Critical Beginning at 9th level, you can roll 2 additional weapon 
  damage die when determining the extra damage for a critical hit with a 
  melee attack.
  Danger Sense At 2nd level, you gain an uncanny sense of when things 
  nearby aren’t as they should be, giving you an edge when you dodge away 
  from danger. You have advantage on Dexterity saving throws against 
  effects that you can see, such as traps and spells. To gain this benefit, you 
  can’t be blinded, deafened, or incapacitated.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Fast Movement Starting at 5th level, your speed increases by 10 feet 
  while you aren’t wearing heavy armor.
  Feral Instinct By 7th level, your instincts are so honed that you have 
  advantage on initiative rolls. Additionally, if you are surprised at the 
  beginning of combat and aren’t incapacitated, you can act normally on 
  your first turn, but only if you enter your rage before doing anything else 
  on that turn.
  Frenzy Starting when you choose this path at 3rd level, you can go into 
  a frenzy when you rage. If you do so, for the duration of your rage you 
  can make a single melee weapon attack as a bonus action on each of 
  your turns after this one. When your rage ends, you suffer one level of 
  exhaustion (as described in appendix A).
  Path of the Berserker For some barbarians, rage is a means to an end--that 
  end being violence. The Path of the Berserker is a path of untrammeled 
  fury, slick with blood. As you enter the berserker’s rage, you thrill in the 
  chaos of battle, heedless of your own health or well-being.
  Rage In battle, you fight with primal ferocity. On your turn, you can enter 
  a rage as a bonus action. While raging, you gain the following benefits if 
  you aren’t wearing heavy armor: You have advantage on Strength checks 
  and Strength saving throws. When you make a melee weapon attack 
  using Strength, you gain a bonus to the damage roll equal to 3. You have 
  resistance to bludgeoning, piercing, and slashing damage. If you are able 
  to cast spells, you can’t cast them or concentrate on them while raging. 
  Your rage lasts for 1 minute. It ends early if you are knocked unconscious 
  or if your turn ends and you haven’t attacked a hostile creature since your 
  last turn or taken damage since then. You can also end your rage on your 
  turn as a bonus action. Once you have raged the number of times equal 
  to 5, you must finish a long rest before you can rage again.
  Reckless Attack Starting at 2nd level, you can throw aside all concern 
  for defense to attack with fierce desperation. When you make your first 
  attack on your turn, you can decide to attack recklessly. Doing so gives 
  you advantage on melee weapon attack rolls using Strength during this 
  turn, but attack rolls against you have advantage until your next turn.
  Relentless Rage Starting at 11th level, your rage can keep you fighting 
  despite grievous wounds. If you drop to 0 hit points while you’re raging 
  and don’t die outright, you can make a DC 10 Constitution saving throw. 
  If you succeed, you drop to 1 hit point instead. Each time you use this 
  feature after the first, the DC increases by 5. When you finish a short or 
  long rest, the DC resets to 10.
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Ability Score Increase, 
  Ability Score Increase, 
  Brewer’s Supplies, 
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Stonecunning, 
  Tool Proficiency, Rage, 
  Unarmored Defense
  Ability Score Increase, Ability 
  Score Increase, Brewer’s 
  Supplies, Darkvision, 
  Dwarven Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Stonecunning, 
  Tool Proficiency, Ability 
  Score Improvement, Danger 
  Sense, Extra Attack, Fast 
  Movement, Frenzy, Mindless 
  Rage, Path of the Berserker, 
  Primal Path, Rage, Reckless 
  Attack, Unarmored Defense 
  Ability Score Increase, 
  Ability Score Increase, 
  Brewer’s Supplies, 
  Darkvision, Dwarven 
  Combat Training, Dwarven 
  Resilience, Dwarven 
  Toughness, Languages, 
  Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Brutal 
  Critical, Danger Sense, Extra 
  Attack, Fast Movement, 
  Feral Instinct, Frenzy, 
  Intimidating Presence, Path 
  of the Berserker, Primal 
  Path, Rage, Reckless Attack, 
  Unarmored Defense
  Ability Score Increase, Ability 
  Score Increase, Brewer’s 
  Supplies, Darkvision, 
  Dwarven Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Stonecunning, 
  Tool Proficiency, Ability 
  Score Improvement, Brutal 
  Critical, Danger Sense, Extra 
  Attack, Fast Movement, Feral 
  Instinct, Frenzy, Path of the 
  Berserker, Primal Path, Rage, 
  Reckless Attack, Relentless 
  Rage, Retaliation, Unarmored 
  Defense
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Battleaxe; scale mail; 
  shield; light crossbow; 
  corssbow bolts (20x); 
  dagger
  +1 Battleaxe; +1 scale 
  mail; shield; light 
  crossbow; corssbow bolts 
  (20x); dagger
  +2 Battleaxe; +2 scale 
  mail; shield; light 
  crossbow; corssbow 
  bolts (20x); dagger
  +3 Battleaxe; +3 scale 
  mail; shield; light 
  crossbow; corssbow bolts 
  (20x); dagger
  
  98
  Magic Items
  Retaliation Starting at 14th level, when you take damage from a creature 
  that is within 5 feet of you. you can use your reaction to make a melee 
  weapon attack against that creature.
  Unarmored Defense While you are not wearing any armor, your Armor 
  Class equals 10 + your Dexterity modifier + your Constitution modifier. 
  You can use a shield and still gain this benefit.
  
  99
  Magic Items
  Philtre of Bodily Avarice
    Philtre of Bodily Avarice (potion)
  Value:  
    1,000 gp / 
    3,500 gp /  
    12,000 gp / 
    21,000 gp
  Weight 1 lb.; Materials glass, gemstones; Nature magical; 
  Aura strong enchantment (compulsion) [emotion, mind-
  affecting]; Slot potion
  CL:  
    6th / 
    10th / 
    12th / 
    14th
  Effect Summary: 
    Type ingested; Save Con DC 13; 
  Frequency persistent effect for 1 day;  
  Effect calm emotions 
  Cure 1 save
    Type ingested; Save Con DC 15; 
  Frequency persistent effect for 3 days; 
  Effect calm emotions; charm person 
  Cure 1 save
    Type contact; Save Con DC 17; 
  Frequency persistent effect for 1 week; 
  Effect calm emotions; charm person 
  Cure 1 save
    Type contact; Save Con DC 19; 
  Frequency persistent effect for 1 week; 
  Effect calm emotions; charm person; dominate person 
  Cure 2 saves
  Description
  Far beyond a simple love potion, this concoction causes the 
  victim to desire, physically and insatiably.  The exact effects 
  depend to some extent on the psychological makeup of the 
  victim: those naturally inclined to lust desire sexual activity; 
  those for whom exercise is a daily ritual will want to run 
  until their feet bleed into stumps; military fighters will seek 
  out war where none may exist, and take their comrades with 
  them into possible doom.
  These potions come in various strengths, related to the 
  magnitude of the compulsion and its duration: at best, the 
  effects last for a few minutes and might be resisted; the 
  most formidable mixtures demand a self-destructive level of 
  compulsion for days on end.
  Most versions involve a carved glass stopper which 
  extends into the body of the potion, and takes the form of a 
  crystalline naked woman with whorls of fabric covering the 
  more tantalizing places thereupon.  Gold and green accents 
  and carvings describe the edges of the bottle.
  Effect
  Treat philtres of bodily avarice as a poison, with the profiles 
  described.  Note that higher-potency iterations with a Type 
  of contact may also be used as an ingested poison.
  A typical bottle found contains 
    1d4-1 (minimum 1) doses.  
  The values listed refer to gp value per dose.
  The spell effects described apply to the ingester as the target 
  of the effect, and function as the spells of the same name, 
  excepting that the duration is as mentioned in the philtre’s 
  profile.  
  There is typically a gemstone somewhere on the philtre’s 
  container that acts as a button.  Pressing it causes the 
  liquid to glow gently, once, with a crimson pulse, that fades 
  a second later.  After all doses of the poison have been 
  removed from the container, this pulse no longer occurs.
  For spell effects whose descriptions refer to the caster, the 
  last person to have pressed the gemstone button while that 
  dose was in the container is the caster.  In other words, once 
  a dose of the poison has been removed from the container, 
  the “caster” of the spell effects it generates is fixed.
  Synergy & Sets
  None.  Philtres of bodily avarice are standalone items, and 
  do not gain further benefit or effects from use alongside any 
  other specific equipment.
  Discovery
  Sometimes, these items are simply for sale in magic-item 
  shops, apothecaries, or alchemy stores.  More often, fakes 
  are pedddled by witches... or those who fancy themselves 
  witches.
  Far more often, however, someone will commission the 
  concoction in secret, and then make use of the liquid as they 
  will, either destroying the evidence afterwards or refilling it 
  with mundane liquid and selling it.
  Coming across a bottle, or purchasing without knowledge, 
  does not in any way dampen the effects of the substance, 
  though the function of the gemstone button may not be 
  obvious, and the effects produced may not be known for sure 
  
  100
  Magic Items
  without experimentation.
    At the GM’s discretion, knowledge of how this device 
  functions can simply be assumed to be automatic.  This 
  can streamline gameplay considerably and allow the 
  wielder to immediately gain the benefit of the phitltre of 
  bodily avarice’s capabilities.
  Ubiquity
  These poisons are quite rare, often only found as a 
  commissionable, one-use sort of item.  
  They are also requisitioned by stalkers, emotional predators, 
  creeps, rejected lovers of a sociopathic bent, and horrible 
  people in a general sense.  
  Notoriety
  Although they do not kill, philtres of bodily avarice have a 
  potential socio-emotional impact that is in some ways far, 
  far greater than a simple assassination poison.
  As a result, in nearly every civilized society that is aware of 
  it, philtres of bodily avarice have been outlawed.
  In such zones, mere possession of the liquid may merit a 
  substantial fine and/or jail time; in other cultures who have 
  suffered an impact from the poison’s use, it may be cause 
  even for exile.  
  In certain circumstances, if it can be proven that someone 
  has put a philtre of bodily avarice to intentional use, it could 
  be a deadly offense. 
  Quirks of Ownership
  Creating a philtre of bodily avarice is almost always a 
  willfully evil act, as it is difficult to conceive of a legitimate 
  use of this liquid.  
  Commissioning that a philtre be crafted is similarly vile.
  History & Background
  Quite surprisingly perhaps, the very first philtre of bodily 
  avarice was crafted with good intent.
  An elderly couple had endured many trials and challenges to 
  their love over dozens of years together.  Through famine, 
  war, several moves, and career changes, they remained 
  together, bound tightly by their commitment and fascination 
  of each other.
  Then, in venerable age, the husband began to lose his mind.  
  The odd loss of short-term memory a few times a month 
  grew into a daily forgetfulness... which then morphed into a 
  growing sense of unease, paranoia, and ill temper.
  What had been a loving relationship slowly transformed into 
  an uneasy partnership of roomates, as the husband gradually 
  lost his ability to remember his surroundings... and even his 
  love.
  As his condition worsened, the wife grew despondant.  She 
  sought cure after cure, from religion, from apothecaries, 
  from witches... all to no avail.
  In a brief moment of clarity, the husband spoke to her as 
  he once had, free from his delusional chains for a sparse 
  window.  He was fully aware of his mental degradation, and 
  pleaded with his wife for release from this horrid condition, 
  hateful of himself and of what he was unintentionally, 
  uncontrollably doing to his wife and their relationship.  
  Seconds later, before she could reply, he slipped back into his 
  mental anguish, and could not recognize her.
  Desperate, the wife worked with an alchemist in an attempt 
  to devise a solution.  Although skeptical of whether his 
  efforts would bear fruit, the alchemist nevertheless worked 
  to craft a cocktail of magic that might assist.
  It worked... but not quite in the way that either the wife or 
  the alchemist intended.
  Supplied with the poison/potion, the husband immediately 
  grew obsessed and amorous, and for a few minutes, all 
  seemed well; the wife cried in relief and happiness.  But 
  it was soon apparent that the fabricated attraction was as 
  unnatural, and unnerving, as the mental disease it had been 
  intended to cure.  The spell effects in combination with 
  the mental disease mixed to produce alternating periods 
  of slavish obedience, volatile obsession, and, eventually, 
  outright physical assault.  Horrified beyond belief by the 
  prospect of her lifelong love attacking her, the wife defended 
  herself, and slew her embattled spouse... unintentionally 
  fulfilling his last sentient wish.
  Although the tragedy of the pair swiftly became legend, the 
  alchemist who had concoted the first philtre of bodily avarice 
  knew immediately that he had hit upon something of great, 
  but vile, use.
  Rumors & Lore
  The following snippets of conversation, convoluted retelling, 
  misunderstanding, urban myth, hearsay, and outright lie 
  are usable as additional incentives for the PCs to uncover 
  mysteries about the town.
  Table 15: Philtre of Bodily Avarice Flavors
  Difficulty Band
  Prefix
  Type
  Save
  Frequency
  Effect
  Cure
    Low
  Minor
  Ingested
  Con 13
  Persistent, 1 day
  calm emotions
  1 save
    Moderate
  Lesser
  Ingested
  Con 15
  Persistent, 3 days
  calm emotions; charm person
  1 save
    Advanced
  Greater
  Contact
  Con 17
  Persistent, 1 week
  calm emotions; charm person
  1 save
    Elite
  Elite
  Contact
  Con 19
  Persistent, 1 week
  calm emotions; charm person; dominate 
  person
  2 saves
  
  101
  Magic Items
  There are two ways to use this FlexTable:
  First, if the PCs are actively searching for information, you 
  can make a 
    Skill Check and look up the result.  If you 
  come to a result that has already been discovered by the PCs, 
  at the GM’s discretion, you may pick a result with a lower DC 
  and read that instead.  
  The party may use 
    Knowledge (Local) or Diplomacy in 
  this manner; the DC listed applies equally to either of these 
  skills.  Alternately, a PC may use Knowledge (History), but 
  with a -4 circumstance penalty (as knowledge of general 
  history will apply in only a limited basis to any immediate 
  vicinity, and the philtre of bodily avarice is not really 
  location-bound or related).
  Alternately, if a specific quest explicitly rewards the PCs 
  with a piece of lore, you may simply roll on the appropriate 
  Context and read the result.  In such a circumstance, a Skill 
  Check is not required.
  Generally speaking, the information in this FlexTable 
  may be inserted into your campaign as foreshadowing for 
  eventually revealing a philtre of bodily avarice, or as a means 
  of introducing a plot hook into the Quests listed herein.
  • 
    Use Context A: 
  As a default, or if no other context specifically applies to 
  the circumstances.
  • 
    Use Context B: 
  If the party is attempting to gather information from 
  a Key NPC.  Any named NPC is a “key” NPC for these 
  purposes.
  • 
    Use Context C: 
  If the party is gathering information from generic 
  townsfolk, or NPCs without specific names.  For example, 
  Townsfolk.
  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  unstructured manner.
  Hooks & Integration
  If you’re looking for an excuse to introduce a philtre of 
  obdily avarice into your gaming sessions beyond simply “the 
  apothecary gestures to a voluptuous decanter”, here are 
  some ideas.  
  Of course, as a GM, you are by no means bound to selecting 
  from among these… but it’s always useful to have some 
  inspiration or something to get started quickly.
  Class-Based Hooks
  These connections and motivations are based on the 
  presence of one or more characters in the party who have at 
  least one level in a particular class.  
  As GM, you may judge that only one of these is a sufficient 
  motivator; alternately, you can combine multiple class hooks 
  to provide the entire party a believable reason to pursue 
  someone who may be in the possession of a philtre of bodily 
  avarice.
  Paladins & Clerics
  With the exception of Evil Clerics, these classes would almost 
  certainly seek out philtres of bodily avarice exclusively 
  to destroy them.  Even reselling the poison may conflict 
  with their alignment or character, as this makes the seller 
  complicit in its later, nefarious use.
  Rogues
  Perhaps uniquely amongst most classes, Rogues may very 
  well have job-related, if not truly legitimate, purpose for a 
  philtre of bodily avarice.  
  Martial Characters
  These types may not have a regular use for the artifact, but 
  may willingly resell it.
  Arcane Classes
  These classes may be called upon to craft a philtre, but may 
  not have use for them.  They may well have qualms about 
  reselling, lest they themselves be affected by the poison.
  Monks, Rangers, and Druids
  These classes do dabble in poisons, but this is more of a 
  “socio-emotional” poison, so it may not be to their purpose 
  outside of a specific quest or mission.
  General Hooks
  These hooks are not linked directly to any particular race, 
  class, or other party element, and can be deployed as the 
  GM sees fit as best matches the play style and existing 
  motivations of the party.
  He Just Doesn’t Know It Yet
  This scenario treats the philtre as a straightforward love 
  potion: an obsessed woman seeks the love of a man who is 
  unaware of her presence.  She asks the PCs to steal a draught 
  so that she can “make her intentions known in a meaningful 
  way”.
  Putting a “Hit On” a Target
  Assuming the party has a Rogue and/or Ranger, they are 
  contacted to perform an assassination... but the poison 
  they must dose the target with is actually a philtre of bodily 
  avarice.  The PCs are unaware of the true nature of their 
  task until it takes effect; they must then deal with the 
  reprecussions.
  This scenario forms the basis of the Quest below.
  Collector
  “It belongs in a museum” is an easy sentiment to advocate.  
  Far more honest, however, is the Collector: someone who 
  more accurately states “it belongs in my museum”.
  A Collector, or group thereof, asks the PCs to retrieve a 
  philtre of bodily avarice from its current wielder, and to 
  return it so that it might be stored among other valuables.
  Strange Revenge
  A wife cheated on her husband.  The trouble is, he has no 
  outright proof, and the man he suspects is a pillar of the 
  community, well-regarded, and is known to be utterly 
  committed to his family.  It would be nearly impossible for 
  the cheated-upon man to convince others of the deed, and 
  the need for him to separate.
  
  102
  Magic Items
  FlexTable 13: Philtre of Bodily Avarice Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  A special poison acts as a love 
  potion if applied right.
    True.  Though this is hardly a 
  unique tale.
  15-29
  15-30
  15-30
  01-30
  14
  Love potions that come in a 
  bottle with a curvy-bodied 
  stopper are particularly 
  potent.
    Partially True.  Dirty water could 
  be poured into the container a philtre 
  of bodily avarice comes in, and it won’t 
  become a love potion.
  30-44
  31-45
  31-45
  31-39
  15
  A philtre of bodily avarice can 
  make a slave of the imbiber.
    Partially True.  Temporarily, and 
  only with certain versions, and then 
  only if the “master” of the proposed 
  slavery relationship knows to push the 
  gemstone button.
  45-59
  46-60
  46-60
  40-49
  16
  Once, long ago, a woman 
  concocted a love potion as a 
  last means of restoring the 
  sanity of her longtime love.
    True.  This is the genesis of what 
  we now know of as a poison.
  60-74
  60-69
  60-69
  50-59
  17
  A philtre of bodily avarice must 
  be activated in order for a 
  person poisoned by it to form 
  an attraction to you.
    True.  This refers to the gemstone 
  button on the container.
  75-89
  70-97
  70-94
  60-69
  11
  Love potions always backfire, 
  either making the target hate 
  you, or its effect running 
  out just before you can take 
  advantage of it.
    False.  Sadly for the innocent, love 
  potions such as the philtre of bodily 
  avarice are all too real and effective.
  90-00
  98-00
  95-00
  70-00
  12
  A philtre of bodily avarice may 
  be cursed to enslave the user 
  to the poisoned!
    False.  Though this would be a 
  fitting end for the would-be poisoner.
  The husband contacts the party, strangely asking their help 
  in inducing his unfaithful wife toward an additional affair.  
  His plan is that if she sleeps with a lowly or despicable 
  enough man, he will socially be justified in leaving her.
  Quests
  Another, more thorough, means of introducing a philtre of 
  bodily avarice is via the following Quest.
    This Quest may be inserted into any campaign setting 
  or adventure, either as a “side quest”, or as a tie-in or 
  kickoff to a larger storyline.
    Quest: Take Her Out
    Summary: The party is asked to assassinate a target, and 
  provided a poison to use.  When they do, they learn that 
  it was not a poison, but a philtre of bodily avarice.
    Rewards:   
    1,300 gp / 
    4,500 gp / 
    9,100 gp 
  / 
    18,000 gp (promised); up to 
    2 Reward Stars; 
  philtre of bodily avarice
    Locations: Any.
    Key NPCs: Any.
    Kickoff: Random Encounter.
    Description:
  A man approaches the party with a somewhat dark request: 
  assassinate a lady with whom he has had an affair in the 
  past.  He claims that the woman has had some dark times of 
  late, manic episodes and addictions to drugs, and he fears for 
  her family’s reputation.
  Although he is clearly distraught and empassioned for her 
  welfare, his conclusion is nevertheless shocking: she must 
  be assassinated, so that her family’s reputation and her own 
  fortune remains untarnished.
  Any social awareness about the village in question, or 
  mechanically, 
    Knowledge (Local) or Knowledge 
  (Nobility) checks will reveal that the man’s story is 
  somewhat spurious, but it’s possible that only he has insight 
  into the woman’s behavior, and that it is somewhat recent.
  It is important for the context of the twist of this Quest that 
  the poison is not provided in the philtre of bodily avarice 
  container.  The man provides the poison in an ordinary-
  looking vial. 
    The PCs can ignore the request.  The man will simply hire 
  another to complete his vile task.  Later in the month, the 
  PCs may be shocked to discover that the man and his ex-
  lover are once again together, and that she is very much 
  alive!
  
  103
  Magic Items
    Completing the man’s task is somewhat straightforward: 
  the woman is often at home, and often alone when so.  
  Upon applying the poison successfully, however, the PCs 
  observe something strange: she does not die, or collapse.  
  Rather, her pupils dilate, her breathing increases its pace, 
  and she gathers belongings together.   
   
  It turns out that the “poison” given to the PCs by the 
  man is not intended for assassination, but for a darker 
  purpose: it was from a philtre of bodily avarice, and of 
  course the man was the last to press the gemstone button 
  on its surface.
  The PCs have a variety of actions possible once they realize 
  that the woman intends to seek out the man who hired them 
  with amorous intent.
    They can do nothing.  In this scenario, the man who hired 
  them gladly gives them the promised monetary reward, 
  and they benefit from to 
    1 Reward Star.
    They can confront the man with their conclusion.  He 
  will try and spin the events, explaining that the woman 
  not only survived the party’s bungled attempt on her life, 
  but in so doing came to a revelatory conclusion about her 
  former lover... but any amount of challenge will see him 
  admit to his ruse.  He will give them the money, but will 
  also bribe them with the remnants of his philtre.  If they 
  take the bribe, the PCs still benefit from 
    1 Reward 
  Star for completing their task.
    In confronting the man, they may force him to admit 
  the truth to his new lady love.  Under the influence of 
  another dose of the philtre, however, she will shrug it all 
  off as coincidence, and unimportant.  If the PCs accept 
  that turn of events, and leave her to her fate, they receive 
  the money and 
    1 Reward Star for completing their 
  task.
    The most profitable path for the PCs is if they confront 
  the man, force him to admit the truth to his new lover, 
  and then conclude that she remains under his influence, 
  and wait the spell out, forcing him to tell her again once 
  she is sober.  She will, naturally, he appalled, will slap 
  him, and will leave, promising to enact vengeance soon.  
  The man will give up the money, his extra doses of the 
  philtre, and the party will receive 
    2 Reward Stars.
    Note that many of the decisions and actions involved in 
  this Quest have good/evil implications.  What the PCs 
  do should be compared heavily to their character and 
  alignments.   
   
  The GM is encouraged to enact consequences if the PCs, 
  in their pursuit of reward, roleplay poorly.
  
  104
  Magic Items
  Philtre of Bodily Avarice User
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Bard 1
  Bard 6
  Bard 10
  Bard 14
  Size / Aln
  Medium CE 
  Human
  Medium CE 
  Human
  Medium CE 
  Human
  Medium CE 
  Human
  HP
  8
  41
  70
  92
  Armor 
  Class
  13
  14
  16
  18
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  9 (-1) 
  DEX  15 (+4) 
  CON  10 (+0) 
  INT  9 (-1) 
  WIS  13 (+1) 
  CHA  20 (+7)
  STR  9 (-1) 
  DEX  17 (+6) 
  CON  10 (+0) 
  INT  9 (-1) 
  WIS  13 (+1) 
  CHA  20 (+8)
  STR  9 (-1) 
  DEX  19 (+8) 
  CON  10 (+0) 
  INT  9 (-1) 
  WIS  13 (+1) 
  CHA  20 (+9)
  STR  9 (-1) 
  DEX  20 (+10) 
  CON  11 (+0) 
  INT  9 (-1) 
  WIS  13 (+1) 
  CHA  20 (+10)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 11 
  +2 Flute, Horn, Viol
  Passive Perception 11 
  +3 Flute, Horn, Viol
  Passive Perception 11 
  +4 Flute, Horn, Viol
  Passive Perception 11 
  +5 Flute, Horn, Viol
  Languages Common, Dwarvish
  Attacks
  Melee Dagger +4 (1d4+2)
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2)
  Melee Rapier +4 (1d8+2)
  Ranged Shortbow ) --> 30 
  ft.’: +4 (1d6+2); 120 ft.’: +4 
  (1d6+2)
  Melee Dagger +6 (1d4+3)
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+3); 60 ft.’: +6 
  (1d4+3)
  Melee +1 Rapier +7 (1d8+4)
  Ranged Shortbow ) --> 30 
  ft.’: +6 (1d6+3); 120 ft.’: +6 
  (1d6+3)
  Melee Dagger +8 (1d4+4)
  Ranged Dagger (Thrown) 
  20 ft.’: +8 (1d4+5); 60 ft.’: 
  +8 (1d4+5)
  Melee +2 Rapier +10 
  (1d8+6)
  Ranged Shortbow ) --> 30 
  ft.’: +8 (1d6+4); 120 ft.’: 
  +8 (1d6+4)
  Melee Dagger +10 (1d4+5)
  Ranged Dagger (Thrown) 20 
  ft.’: +10 (1d4+5); 60 ft.’: 
  +10 (1d4+5)
  Melee +3 Rapier +13 
  (1d8+8)
  Ranged Shortbow ) --> 30 
  ft.’: +10 (1d6+5); 120 ft.’: 
  +10 (1d6+5)
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
  CE; Medium Humanoid (Human)
  
  105
  Magic Items
  Special Abilities
  Ability Score Increase Your ability scores each increase by 1.
  Languages You can speak, read, and write Common and one extra 
  language of your choice. Humans typically learn the languages of other 
  peoples they deal with, including obscure dialects. They are fond of 
  sprinkling their speech with words borrowed from other tongues: Orc 
  curses, Elvish musical expressions, Dwarvish military phrases, and so on.
  Bardic Inspiration You can inspire others through stirring words or music. 
  To do so, you use a bonus action on your turn to choose one creature 
  other than yourself within 60 feet of you who can hear you. That creature 
  gains one Bardic Inspiration die, a d10. Once within the next 10 minutes, 
  the creature can roll the die and add the number rolled to one ability 
  check, attack roll, or saving throw it makes. The creature can wait until 
  after it rolls the d20 before deciding to use the Bardic Inspiration die, 
  but must decide before the DM says whether the roll succeeds or fails. 
  Once the Bardic Inspiration die is rolled, it is lost. A creature can have only 
  one Bardic Inspiration die at a time. You can use this feature a number of 
  times equal to 5. You regain any expended uses when you finish a long 
  rest.
  College of Lore Bards of the College of Lore know something about 
  most things, collecting bits of knowledge from sources as diverse as 
  scholarly tomes and peasant tales. Whether singing folk ballads in taverns 
  or elaborate compositions in royal courts, these bards use their gifts to 
  hold audiences spellbound. When the applause dies down, the audience 
  members might find themselves questioning everything they held to 
  be true, from their faith in the priesthood of the local temple to their 
  loyalty to the king. The loyalty of these bards lies in the pursuit of beauty 
  and truth, not in fealty to a monarch or following the tenets of a deity. A 
  noble who keeps such a bard as a herald or advisor knows that the bard 
  would rather be honest than politic. The college’s members gather in 
  libraries and sometimes in actual colleges, complete with classrooms 
  and dormitories, to share their lore with one another. They also meet at 
  festivals or affairs of state, where they can expose corruption, unravel lies, 
  and poke fun at selfimportant figures of authority.
  Countercharm At 6th level, you gain the ability to use musical notes or 
  words of power to disrupt mind-influencing effects. As an action, you can 
  start a performance that lasts until the end of your next turn. During that 
  time, you and any friendly creatures within 30 feet of you have advantage 
  on saving throws against being frightened or charmed. A creature must 
  be able to hear you to gain this benefit. The performance ends early if 
  you are incapacitated or silenced or if you voluntarily end it (no action 
  required).
  Cutting Words Also at 3rd level, you learn how to use your wit to distract, 
  confuse, and otherwise sap the confidence and competence of others. 
  When a creature that you can see within 60 feet of you makes an attack 
  roll, an ability check, or a damage roll, you can use your reaction to 
  expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration 
  die and subtracting the number rolled from the creature’s roll. You can 
  choose to use this feature after the creature makes its roll, but before the 
  DM determines whether the attack roll or ability check succeeds or fails, 
  or before the creature deals its damage. The creature is immune if it can’t 
  hear you or if it’s immune to being charmed.
  Expertise At 3rd level, choose two of your skill proficiencies. Your 
  proficiency bonus is doubled for any ability check you make that uses 
  either of the chosen proficiencies. At 10th level, you can choose another 
  two skill proficiencies to gain this benefit.
  Font of Inspiration Beginning when you reach 5th level, you regain all of 
  your expended uses of Bardic Inspiration when you finish a short or long 
  rest.
  Jack of All Trades Starting at 2nd level, you can add half your proficiency 
  bonus, rounded down, to any ability check you make that doesn’t already 
  include your proficiency bonus.
  Peerless Skill Starting at 14th level, when you make an ability check, you 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Languages, Bardic 
  Inspiration, Cantrips, 
  Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Additional 
  Magical Secrets, Bard 
  College, Bardic Inspiration, 
  Bonus Proficiencies, 
  Cantrips, College of Lore, 
  Countercharm, Cutting 
  Words, Expertise, Font 
  of Inspiration, Jack of 
  All Trades, Song of Rest, 
  Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Additional 
  Magical Secrets, Bard 
  College, Bardic Inspiration, 
  Bonus Proficiencies, 
  Cantrips, College of Lore, 
  Countercharm, Cutting 
  Words, Expertise, Font 
  of Inspiration, Jack of All 
  Trades, Magical Secrets, 
  Song of Rest, Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Additional 
  Magical Secrets, Bard 
  College, Bardic Inspiration, 
  Bonus Proficiencies, 
  Cantrips, College of Lore, 
  Countercharm, Cutting 
  Words, Expertise, Font 
  of Inspiration, Jack of All 
  Trades, Magical Secrets, 
  Peerless Skill, Song of Rest, 
  Spellcasting
  Spell-
  casting
  Save DC 15; Spell Atk +7
  1st: charm person; disguise 
  self
  Save DC 16; Spell Atk +8
  3rd: clairvoyance; hypnotic 
  pattern; nondetection
  2nd: detect thoughts; 
  enthrall; invisibility
  1st: charm person; disguise 
  self; sleep; unseen servant
  Save DC 17; Spell Atk +9
  5th: dream; mislead
  4th: compulsion; 
  confusion; locate creature
  3rd: clairvoyance; hypnotic 
  pattern; nondetection
  2nd: detect thoughts; 
  enthrall; invisibility
  1st: charm person; disguise 
  self; sleep; unseen servant
  Save DC 18; Spell Atk +10
  7th: priject image
  6th: irresistible dance
  5th: dream; mislead
  4th: compulsion; confusion; 
  locate creature
  3rd: clairvoyance; hypnotic 
  pattern; nondetection
  2nd: detect thoughts; 
  enthrall; invisibility
  1st: charm person; disguise 
  self; sleep; unseen servant
  Equipment
  Dagger; rapier; padded 
  armor; shortbow; arrows 
  (20x)
  Dagger; +1 rapier; leather 
  armor; shortbow; arrows 
  (20x)
  Dagger; +2 rapier; 
  studded leather armor; 
  shortbow; arrows (20x)
  Dagger; +3 rapier; +1 
  studded leather armor; 
  shortbow; arrows (20x)
  
  106
  Magic Items
  can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die 
  and add the number rolled to your ability check. You can choose to do 
  so after you roil the die for the ability check, but before the DM tells you 
  whether you succeed or fail.
  Song of Rest Beginning at 2nd level, you can use soothing music or 
  oration to help revitalize your wounded allies during a short rest. If you or 
  any friendly creatures who can hear your performance regain hit points at 
  the end of the short rest, each of those creatures regains an extra 1d10 
  hit points. A creature regains the extra hit points only if it spends one or 
  more Hit Dice at the end of the short rest.
  
  107
  Magic Items
  Dreadslime Web
    Please note that this item in particular references dark 
  obelisks and obelisk-related effects and lore.   
   
  Although the item will make the most sense and be the 
  most easily used in a campaign setting that includes 
  other IGS adventures such as the Dark Obelisk 
    
  adventure path, the description herein is intended to 
  be ready-to-use as-is, without any further context or 
  grander use.   
   
  Everything you need as a GM to drop it into any existing 
  campaign setting or adventure should be present and 
  easy to use, without any other information about obelisk 
  lore.
    Dreadslime Web
  Value:  
    750 gp / 
    2,100 gp /  
    6,800 gp / 
    14,000 gp
  Weight 2 lbs.; Materials dreadslime; Nature mundane; Aura 
  none; Slot n/a
  CL:  
    6th / 
    10th / 
    12th / 
    14th
  Effect Summary: 
    web effect: 20’ radius, DC 14
    web effect: 25’ radius, DC 16;  
  1d4 negative energy damage for each failed save; 
  webbed creatures suffer -1 penalty to attack rolls, skill 
  checks, and damage rolls; penalty increases to -4 vs. 
  creatures with the Chaotic descriptor;  
  Chaotic creatures may Check Passively (+10 modifier) 
  with any skill check used against webbed creatures
    web effect: 30’ radius, DC 18; 
  1d6 negative energy damage for each failed save; 
  webbed creatures suffer -2 penalty to attack rolls, skill 
  checks, and damage rolls; penalty increases to -6 vs. 
  creatures with the Chaotic descriptor;  
  Chaotic creatures may Check Passively (+10 modifier) 
  with any skill check used against webbed creatures
    web effect: 30’ radius, DC 20; 
  2d4 negative energy damage for each failed save; 
  webbed creatures suffer -3 penalty to attack rolls, skill 
  checks, and damage rolls; penalty increases to -8 vs. 
  creatures with the Chaotic descriptor;  
  Chaotic creatures may Check Passively (+10 modifier) 
  with any skill check used against webbed creatures
  Description
  This is a portable web that can be used as a throwable net, 
  or strung up as a traplike device to block a doorway, for 
  example.
  It is formed from viscous ichor and threads of dreadslime, 
  often taken from a mixture of dreadslime pools and 
  dreadslime-based creatures.
  Effect
  A dreadslime web creates a web effect, per the spell of the 
  same name, wherever it is placed.  It may be spread or 
  placed intentionally, or it may be thrown like any other 
  object.  
  If thrown, it generates the effect centered from its point of 
  impact immediately upon striking any object or creature.
  If placed, it has a two-round delay before exploding into the 
  web effect, centered on where it was placed.
  Placed or thrown, the resulting web effect has a radius and 
  DC as described.  
  More powerful versions of dreadslime web afflict creatures 
  caught in it.  For such iterations, any creature failing a web-
  based save while in the web effect suffers negative energy 
  damage as described.
  Whether they fail saves to escape or not, any creatures 
  caught in the web of all but the most basic versions suffer 
  penalties to attack rolls, skill checks, and damage rolls.  
  This penalty increases for any checks or circumstances in 
  which a webbed creature is facing one or more creatures or 
  effects with the Chaotic descriptor.  In a scenario in which 
  a trapped creature faces multiple effects or enemies, if even 
  one of those factors contains the Chaotic descriptor, the 
  greater penalty applies.  
  Finally, with  
    Advanced and 
    Elite versions, creatures 
  making 
    skill checks that involve one or more creatures 
  trapped in a dreadslime web may Check Passively (+10 
  modifier) on the check.
  Once used, a dreadslime web lasts a number of hours equal to 
  half the DC it forces.  Thus an 
    Advanced dreadslime web 
  lasts 9 hours once deployed.
  Dreadslime webs have a single use, and are thereafter 
  expended.  They cannot be collected and reused.
  
  108
  Magic Items
  A deployed dreadslime web may be made permanent using a 
  permanency spell or similar effect.
  A dreadslime web may be set in its un-deployed, egglike state 
  and made to trigger in the event of someone walking nearby.  
  Treat this as a trap: any character whose class abilities grant 
  them the ability to set up traps (e.g., Rangers) can configure 
  this automatically using a full-round action.  
  Once deployed, there is a five-round delay until the device 
  is active.  Thereafter, walking within 10’ of the placed web 
  triggers it as though it had been thrown and struck.
  Alternately, the same traplike effect may be generated via a 
  contingency spell.
  A dreadslime web is more durable than a web created by 
  the spell of the same name.  Permanent or temporary, a 
  dreadslime web may only be destroyed only in 5’ x 5’ chunks.  
  Treat each 5’ x 5’ piece of a deployed dreadslime web as an 
  object with Hardness 6 and 25 Hit Points, with DR 5/good.
  Deployed dreadslime webs are not flammable like webs 
  created via the web spell.
  Synergy & Sets
  None.  Dreadslime webs are standalone items, and do not 
  gain further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  Most often, the PCs are likely to encounter a dreadslime web 
  deployed and as an obstacle in a dungeon.
  It’s also possible for Chaotic, particularly Chaotic Evil, 
  enemies to possess and make use of them as combat 
  weapons, or as a means to facilitate escape.
  Discovering an unused dreadslime web, or purchasing one 
  from a magic item shop, requires a knowledge of use.  There 
  cannot be trial and error or other research, as the device 
  has but a single use.  This may lead to hilarious, but deadly, 
  consequences, if the PCs attempt to probe and discover what 
  their new gel-like, egg-shaped item is!
    At the GM’s discretion, knowledge of how this device 
  functions can simply be assumed to be automatic.  This 
  can streamline gameplay considerably and allow the 
  wielder to immediately gain the benefit of the dreadslime 
  web’s capabilities.
  Ubiquity
  Dreadslime webs are very rare, though close to dark obelisks 
  and related cults and activities, they are merely uncommon.
  Notoriety
  Although very few have ever encountered a dreadslime 
  web, far fewer have ever seen the item in its un-deployed 
  form.  As a result, a “new” dreadslime web will solicit little 
  intrigue, aside from interest if it is explicitly placed in front 
  of someone.
  Quirks of Ownership
  There are no formal, mechanical impacts to possessing a 
  dreadslime web.
    At the GM’s option, prolonged use of an evil and chaotic 
  item by good- and/or lawfully-aligned characters may 
  pose a greater and more severe risk to their nature.  
  It’s unnatural, and feels unnatural, to make extended 
  and continued use of such a vile artifact without the 
  alignment to match.   
   
  The GM, and players, are encouraged to recognize this 
  effect, and to consider roleplaying it if these items form a 
  large presence in your campaign.
  History & Background
  Dreadslime webs were crafted by evil cultists as a means of 
  containing the power of a dark obelisk.  
  In this initial purpose, they failed terribly; however, they 
  accidentally created a quite useful device that many have 
  used in years since.
  Starting with a particularly thin sliver of obelisk, the 
  substance is worked and hammered and stretched until it is 
  thin and less opaque.  It is then tempered by dipping it into 
  dreadslime; this requires special equipment and protective 
  tongs.  This hammering and tempering process is repeated 
  dozens of times until the material ends up a resinous, 
  semiviscous state.
  Table 16: Dreadslime Web Flavors
  Difficulty 
  Band
  Prefix
  Web 
  Radius
  Web 
  DC
  Failed Save
  Webbed Impact
    Low
  Minor
  20’
  14
  -
  -
    Moderate
  Lesser
  25’
  16
  1d4 negative 
  energy damage
  -1 penalty to attack rolls, skill checks, and damage 
  rolls (-4 vs. Chaotic creatures); Chaotic creatures Check 
  Passively (+10 modifier) vs. webbed
    Advanced
  Greater
  30’
  18
  1d6 negative 
  energy damage
  -2 penalty to attack rolls, skill checks, and damage 
  rolls (-6 vs. Chaotic creatures); Chaotic creatures Check 
  Passively (+10 modifier) vs. webbed
    Elite
  Elite
  30’
  20
  2d4 negative 
  energy damage
  -3 penalty to attack rolls, skill checks, and damage 
  rolls (-8 vs. Chaotic creatures); Chaotic creatures Check 
  Passively (+10 modifier) vs. webbed
  
  109
  Magic Items
  This semi-liquid pool of goo is then formed into an egg 
  shape, and placed within the membrane of an actual monster 
  egg; typically this is some sort of draconic creature, but in 
  reality it can be any beast whose eggs are used to dealing 
  with extreme conditions such as acid, lightning, and fire.
  The result is a dreadslime web capsule.
  Rumors & Lore
  The following snippets of conversation, convoluted retelling, 
  misunderstanding, urban myth, hearsay, and outright lie 
  are usable as additional incentives for the PCs to uncover 
  mysteries about the town.
  There are two ways to use this FlexTable:
  First, if the PCs are actively searching for information, you 
  can make a 
    Skill Check and look up the result.  If you 
  come to a result that has already been discovered by the PCs, 
  at the GM’s discretion, you may pick a result with a lower DC 
  and read that instead.  
  The party may use 
    Knowledge (Local) or Diplomacy in 
  this manner; the DC listed applies equally to either of these 
  skills.  Alternately, a PC may use Knowledge (History), but 
  with a -4 circumstance penalty (as knowledge of general 
  history will apply in only a limited basis to any immediate 
  vicinity, and a dreadslime web is not really location-bound or 
  related).
  Alternately, if a specific quest explicitly rewards the PCs 
  with a piece of lore, you may simply roll on the appropriate 
  Context and read the result.  In such a circumstance, a Skill 
  Check is not required.
  Generally speaking, the information in this FlexTable may be 
  inserted into your campaign as foreshadowing for eventually 
  revealing a dreadslime web, or as a means of introducing a 
  plot hook into the Quests listed herein.
  • 
    Use Context A: 
  As a default, or if no other context specifically applies to 
  the circumstances.
  • 
    Use Context B: 
  If the party is attempting to gather information from 
  a Key NPC.  Any named NPC is a “key” NPC for these 
  purposes.
  • 
    Use Context C: 
  If the party is gathering information from generic 
  townsfolk, or NPCs without specific names.  For example, 
  Townsfolk.
  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  unstructured manner.
  Hooks & Integration
  If you’re looking for an excuse to introduce a dreadslime web 
  into your gaming sessions beyond simply “before she can 
  escape, the chaos cultist drops a resinous egg-like object”, 
  here are some ideas.  
  Of course, as a GM, you are by no means bound to selecting 
  from among these… but it’s always useful to have some 
  inspiration or something to get started quickly.
  Class-Based Hooks
  These connections and motivations are based on the 
  presence of one or more characters in the party who have at 
  least one level in a particular class.  
  As GM, you may judge that only one of these is a sufficient 
  motivator; alternately, you can combine multiple class hooks 
  to provide the entire party a believable reason to pursue 
  someone who may be in the possession of a dreadslime web.
  Paladins & Clerics
  These devices are anathema to all but the most vile Clerics 
  worshipping at the feet of Chaotic Evil masters.  It’s difficult 
  to fathom anything but a Chaotic Evil Cleric seeking to 
  make use of a dreadslime web, in any but the most dire 
  circumstances.
  Rogues
  Although some Good-aligned Rogues may have qualms, it’s 
  not uncommon for a Rogue to be in need of a quick getaway.  
  Hard to imagine a more useful device than a dreadslime web 
  for such a purpose.
  Martial Characters
  Assuming use of the item is in keeping with their alignment, 
  Fighters, Barbarians, and the like can make great use of a 
  dreadslime web in combat.  One such application might be to 
  deploy the device to slow or stall enemies, then wading into 
  melee.
  Arcane Classes
  These classes are typically less durable than others, and as 
  a result, it can be incredibly useful to delay assailants via a 
  dreadslime web.
  Monks, Rangers, and Druids
  As these classes are either very quick, and/or focus on 
  ranged combat capabilities, a dreadslime web can be a 
  hugely useful tool to ensure that enemy targets don’t escape 
  before maximum damage can be inflicted.
  General Hooks
  These hooks are not linked directly to any particular race, 
  class, or other party element, and can be deployed as the 
  GM sees fit as best matches the play style and existing 
  motivations of the party.
  A Trap of a Different Color
  As straightforward as it gets: the PCs are crawling through 
  a dungeonlike environment, and come across a deployed 
  dreadslime web.
  Collector
  “It belongs in a museum” is an easy sentiment to advocate.  
  Far more honest, however, is the Collector: someone who 
  more accurately states “it belongs in my museum”.
  A Collector, or group thereof, asks the PCs to retrieve a 
  dreadslime web from its current wielder, and to return it so 
  that it might be stored among other valuables.
  This angle plays particularly well with Lawfully-aligned 
  classes, or PCs whose class, creed, Faction, or other 
  involvement would guide them toward a balance.
  
  110
  Magic Items
  FlexTable 14: Dreadslime Web Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  Dark powers crafted a portable 
  web that traps the reckless.
    True.  This is fair warning for those 
  who are to encounter the dreadslime 
  web.
  15-29
  15-30
  15-30
  01-30
  13
  Struggling against the bonds 
  of an evil webbing may cause 
  pain and suffering.
    True.  This refers to the negative 
  energy damage effects of advanced 
  versions.
  30-44
  31-45
  31-45
  31-39
  16
  Those trapped in the ropes of 
  chaotic slime webs are at a 
  huge disadvantage in combat, 
  and may be picked off by 
  monsters easily.
    True.  The penalties most versions 
  of the web inflict are summarized well 
  ehre.
  45-59
  46-60
  46-60
  40-49
  24
  Dreadslime webs are portable, 
  throwable webs of dark obelisk  
  tempered in dreadslime.
    True.  This correctly describes the 
  device’s origins and manufacture.
  60-74
  60-69
  60-69
  50-59
  23
  Dreadslime webs were first 
  crafted by chaotic evil cultists 
  worshipping at the feet of 
  dark obelisks.
    True.  This extends the etymology.
  75-89
  70-97
  70-94
  60-69
  15
  Evil webbing will grow over 
  time like a sentient kudzu.
    False.  Dreadslime webs may 
  spread over a large region, but they are 
  stationary.
  90-00
  98-00
  95-00
  70-00
  17
  Dreadslime webs will trap 
  the spirits, if not the physical 
  forms, of those who trespass 
  into their reach.
    False.  Dreadslime webs affect the 
  physical, not the spiritual.
  Clear the Room
  Someone has deployed a dreadslime web on the altar of 
  a Good-aligned church in town.  The web has been made 
  permanent, meaning the church is completely unusable (and 
  unsafe!) until the object is removed.
  The PCs are asked to investigate.
  This scenario forms the basis of the Quest below.
  Quests
  Another, more thorough, means of introducing a dreadslime 
  web is via the following Quest.
    This Quest may be inserted into any campaign setting 
  or adventure, either as a “side quest”, or as a tie-in or 
  kickoff to a larger storyline.
    Quest: Void the Desecration
    Summary: A Good-aligned church in town has been 
  cause feard by a dreadslime web made permanent.  The 
  PCs are asked to clean it up.
    Rewards:   
    1,900 gp / 
    3,200 gp / 
    10,300 gp 
  / 
    18,100 gp (promised); up to 
    2 Reward Stars; 
  dreadslime web
    Locations: Any.
    Key NPCs: None.
    Kickoff: Random Encounter.
    Description:
  A congregant or leader in a local Good-aligned church 
  approaches the party with a ghastly revelation: the church’s 
  pulpit and altar area have been cause feard by a purplish-
  red, horrid resin that damages and traps anyone who 
  approaches it.
  The PCs, given their experience with things vile and nasty, 
  are asked to assist and clear the area as best they are able.
  The substance is, of course, a dreadslime web made 
  permanent.  Beneath it, 
    1d4-1 (minimum 1) additional 
  pods of un-deployed dreadslime web have been dropped 
  by the instigators, though this is only apparent with a 
  successful 
    Perception check with DC equal to the DC of 
  the dreadslime web, minus 2.
  The church need not be one to which the PCs have any prior 
  allegience, or even have prior awareness of, though of course 
  the request comes a little bit more strongly if made from 
  someone with an established relationship to the party.  
  If the PCs seem reticent to engage, perhaps a more 
  prominent figure, or a leader of the city with whom they do 
  have a relationship or to whom they owe a debt, makes the 
  request instead.
    The PCs can, of course, ignore the plea.  Additional 
  
  111
  Magic Items
  requests will come from other sources.  At the GM’s 
  discretion, perhaps someone else cleans up the mess.
    Cleaning up the mess requires hacking, slashing, and 
  cleaning, plain and simple.  In this way, this Quest is 
  somewhat straightforward, in that its danger is limited 
  only to the recklessness of the PCs.   
   
  In the end, it’s likely that the PCs spend a great deal of 
  time testing and trying the web before actually hacking 
  at it; in so doing, they will gain an appreciation of how to 
  make use of the un-deployed dreadslime web eggs they 
  discover underneath all the resinous goo. 
   
  Destroying all of the dreadslime web earns the PC the 
  monetary reward and of course the dreadslime web eggs.   
   
  Cleaning the area also grants the PCs 
    1 Reward Star; 
  if they are anything but predominantly Chaotic and/or 
  Evil in alignment, they may gain a second 
    Reward 
  Star by destroying the discovered dreadslime web eggs, 
  or giving them to the church for safe keeping.
  
  112
  Magic Items
  Dreadslime Web User
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Fighter 1
  Fighter 6
  Fighter 10
  Fighter 14
  Size / Aln
  Medium CN 
  Dwarf (Hill)
  Medium CN 
  Dwarf (Hill)
  Medium CN 
  Dwarf (Hill)
  Medium CN 
  Dwarf (Hill)
  HP
  11
  50
  83
  129
  Armor 
  Class
  18
  20
  23
  25
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR  13 (+3) 
  DEX  16 (+3) 
  CON  11 (+2) 
  INT  13 (+1) 
  WIS  9 (-1) 
  CHA  10 (+0)
  STR  17 (+6) 
  DEX  16 (+3) 
  CON  11 (+3) 
  INT  13 (+1) 
  WIS  9 (-1) 
  CHA  10 (+0)
  STR  17 (+7) 
  DEX  16 (+3) 
  CON  13 (+5) 
  INT  13 (+1) 
  WIS  9 (-1) 
  CHA  10 (+0)
  STR  19 (+9) 
  DEX  16 (+3) 
  CON  13 (+7) 
  INT  13 (+1) 
  WIS  9 (-1) 
  CHA  10 (+0)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 9 
  Armor - Disadvantage on 
  Stealth
  Passive Perception 9 
  Armor - Disadvantage on 
  Stealth
  Passive Perception 9 
  Armor - Disadvantage on 
  Stealth
  Passive Perception 9 
  Armor - Disadvantage on 
  Stealth
  Languages Common, Dwarvish
  Attacks
  Melee Flail +3 (1d8+3)
  Ranged Shortbow ) --> 30 
  ft.’: +5 (1d6+3); 120 ft.’: +5 
  (1d6+3)
  Melee Dagger +5 (1d4+5)
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+3); 60 ft.’: +5 
  (1d4+3)
  Melee +1 Flail +7/+7 
  (1d8+6)
  Ranged Shortbow ) --> 30 
  ft.’: +6/+6 (1d6+3); 120 ft.’: 
  +6/+6 (1d6+3)
  Melee Dagger +6/+6 
  (1d4+5)
  Ranged Dagger (Thrown) 20 
  ft.’: +6/+6 (1d4+3); 60 ft.’: 
  +6/+6 (1d4+3)
  Melee +2 Flail +9/+9 
  (1d8+7)
  Ranged Shortbow ) --> 30 
  ft.’: +7/+7 (1d6+3); 120 
  ft.’: +7/+7 (1d6+3)
  Melee Dagger +7/+7 
  (1d4+5)
  Ranged Dagger (Thrown) 
  20 ft.’: +7/+7 (1d4+3); 60 
  ft.’: +7/+7 (1d4+3)
  Melee +3 Flail +12/+12/+12 
  (1d8+9)
  Ranged Shortbow ) --> 30 
  ft.’: +8/+8/+8 (1d6+3); 120 
  ft.’: +8/+8/+8 (1d6+3)
  Melee Dagger +9/+9/+9 
  (1d4+6)
  Ranged Dagger (Thrown) 20 
  ft.’: +9/+9/+9 (1d4+4); 60 
  ft.’: +9/+9/+9 (1d4+4)
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  CN; Medium Humanoid (Dwarf)
  
  113
  Magic Items
  Special Abilities
  Ability Score Increase Your Constitution score increases by 2.
  Ability Score Increase Your Wisdom score increases by 1.
  Brewer’s Supplies Proficient with Artisan Brewer’s Supplies.
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Dwarven Combat Training You have proficiency with the battleaxe, 
  handaxe, light hammer, and warhammer.
  Dwarven Resilience You have advantage on saving throws against poison, 
  and you have resistance against poison damage (explained in chapter 9).
  Dwarven Toughness Your hit point maximum increases by 1, and it 
  increases by 1 every time you gain a level.
  Languages You can speak, read, and write Common and Dwarvish. 
  Dwarvish is full of hard consonants and guttural sounds, and those 
  characteristics spill over into whatever other language a dwarf might 
  speak.
  Stonecunning Whenever you make an Intelligence (History) check related 
  to the origin of stonework, you are considered proficient in the History 
  skill and add double your proficiency bonus to the check, instead of your 
  normal proficiency bonus.
  Tool Proficiency You gain proficiency with the artisan’s tools of your 
  choice: smith’s tools, brewer’s supplies, or mason’s tools.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 1 time(s) before a rest, but only once 
  on the same turn.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that you 
  fail. If you do so, you must use the new roll, and you can’t use this feature 
  again until you finish a long rest. You can use this feature 2 time(s) 
  between long rests.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +4.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Defense While you are wearing armor, you gain a +1 bonus to AC.
  Dueling When you are wielding a melee weapon in one hand and no other 
  weapons, you gain a +2 bonus to damage rolls with that weapon.
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Ability Score Increase, 
  Ability Score Increase, 
  Brewer’s Supplies, 
  Darkvision, Dwarven 
  Combat Training, Dwarven 
  Resilience, Dwarven 
  Toughness, Languages, 
  Stonecunning, Tool 
  Proficiency, Fighting Style, 
  Second Wind, Dueling 
  Ability Score Increase, Ability 
  Score Increase, Brewer’s 
  Supplies, Darkvision, 
  Dwarven Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Stonecunning, 
  Tool Proficiency, Ability 
  Score Improvement, Action 
  Surge, Champion, Extra 
  Attack, Fighting Style, 
  Improved Critical, Martial 
  Archetype, Second Wind, 
  Dueling
  Ability Score Increase, 
  Ability Score Increase, 
  Brewer’s Supplies, 
  Darkvision, Dwarven 
  Combat Training, Dwarven 
  Resilience, Dwarven 
  Toughness, Languages, 
  Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Defense, Dueling
  Ability Score Increase, Ability 
  Score Increase, Brewer’s 
  Supplies, Darkvision, 
  Dwarven Combat Training, 
  Dwarven Resilience, Dwarven 
  Toughness, Languages, 
  Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Defense, Dueling
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Flail; scale mail; shield; 
  shortbow; arrows (20x); 
  dagger
  +1 Flail; +1 chain mail; +1 
  shield; shortbow; arrows 
  (20x); dagger
  +2 Flail; +2 chain mail; 
  +2 shield; shortbow; 
  arrows (20x); dagger
  +3 Flail; +3 chain mail; +3 
  shield; shortbow; arrows 
  (20x); dagger
  
  114
  Magic Items
  
  115
  Magic Items
  Weapons
  
  116
  Magic Items
  Abhorrent Naginata
    Abhorrent Naginata (weapon)
  Value:  
    10,000 gp / 
    22,000 gp /   
    36,000 gp / 
    54,000 gp
  Weight 9 lbs.; Materials wood, steel; Nature magical; Aura 
  moderate conjuration and enchantment; Slot weapon (two-
  handed, melee, martial); 
  CL: 
   11th / 
    14th / 
    18th / 
    20th
  Effect Summary: 
    +1 / 
    +2 / 
    +3 / 
    +4  
  plus dynamic bane (see below)
  Description
  A typical naginata consists of a 6-foot staff affixed to a 
  2-foot-long, swordlike, slightly curved blade. The shaft is 
  designed to keep the wielder out of reach from swords and 
  shorter weapons.
  In this specific case, a two-handed wooden pole ends in 
  a long, swooped-back blade; its rear edge is gruesomely 
  serrated.  The shaft is black, with rings every few inches of 
  a shimmery metal; these rings are each of a different color.  
  The hilt separating shaft and blade is a ring of gold, with 
  spiked thorns.
  This weapon functions as though designed to specifically slay 
  a certain type of creature —dwarves, elves, humans, animals, 
  etc.  Each creature type corresponds to a different colored 
  glow the blade will give off when unsheathed.  
  The wielder may twist one of the colored bands on the shaft 
  to change the type of creature that the weapon harms; this 
  immediately causes the blade to change its glow color.
  The vital stats of an abhorrent naginata are summarized 
  below.
  Effect
  Abhorrent naginatas come in flavors of magnitude based on 
  the difficulty band.
  In addition to this bonus to Attack Rolls and damage, the 
  weapon may be “set” to a specific type of enemy.  
  Mechanically, this equates to a Favored Enemy class ability 
  or Bane weapon effect; although it is far more versatile, as it 
  may be changed at will.
  Favored Enemy bonuses from an abhorrent naginata stack 
  with similar bonuses granted via other effects.  This means 
  that, for example, a Ranger may use the weapon to gain 
  additional benefit against a Favored Enemy she has already 
  selected.
  As a swift action, the wielder may twist a different-colored 
  band, changing the type of enemy against which the bonus is 
  applied.
  Synergy & Sets
  None.  Abhorrent naginatas are standalone items, and do not 
  
  117
  Magic Items
  gain further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  When discovered, the abhorrent naginata will be “preset” to 
  one of its enemy types, granting an inherent Favored Enemy 
  bonus to one of the following.
    Roll on the following table to determine the random 
  setting of the naginata when it is found.
  This list also serves as the set of possible “settings” of the 
  weapon; each entry corresponds to a colored band that may 
  be twisted to target that type of enemy.
  Discovering which bands correspond to which enemy types 
  can be difficult, as it’s not generally possible to “test” attacks 
  out against a variety of enemies!  
  If the weapon is discovered at random, or recovered from 
  a slain current owner who did not impart knowledge of the 
  device’s use, then it may be nearly impossible to figure out 
  how to properly employ the weapon.
    At the GM’s discretion, knowledge of how this device 
  functions can simply be assumed to be automatic.  This 
  can streamline gameplay considerably and allow the 
  wielder to immediately gain the benefit of the abhorrent 
  naginata’s capabilities.
  Generalized Effect: Dynamic Bane
  Dynamic Bane weapons function very much like their more 
  basic Bane weapon counterparts, except that they may 
  switch the nature of their enemy as a swift action.
  Dynamic bane weapons inflict an additional 2d6 points 
  of damage if wielded against a type of enemy of the type 
  selected.  When so wielded, they also receive an additional 
  enhancement bonus of +2.
   
  Table 17: Dynamic Bane Weapons
  Stat
  Value
  Price
  +2 bonus (lesser); +3 bonus (greater)
  Aura
  moderate conjuration and enchantment
  CL
  8th (lesser); 14th (greater)
  Weight
  no impact
  Construction  
  Requirements
  Craft Magic Arms and Armor; summon 
  monster I; instant enemy
  Note that the construction requirements for a generalized 
  Table 18: Abhorrent Naginata Flavors
  Difficulty Band
  Prefix
  Weapon 
  Bonus
  Damage Bonus to  
  Targeted Enemy
  Additional Weapon Bonus to Targeted Enemy
    Low
  Lesser
  +1
  +1d6
  +2
    Moderate
  Lesser
  +2
  +1d6
  +2
    Advanced
  Greater
  +3
  +2d6
  +3
    Elite
  Greater
  +4
  +2d6
  +3
  Table 19: Abhorrent Naginata Preset Enemy
  D%
  Favored Enemy Preset
  01-05
  Aberrations
  06-09
  Animals
  10-16
  Constructs
  17-22
  Dragons
  23-27
  Fey
  28
  Humanoid (aquatic)
  29-33
  Humanoid (dwarf)
  34-37
  Humanoid (elf)
  38
  Humanoid (giant)
  39
  Humanoid (goblinoid)
  40
  Humanoid (gnoll)
  41-44
  Humanoid (gnome)
  45-48
  Humanoid (halfling)
  49-55
  Humanoid (human)
  56-57
  Humanoid (orc)
  58-59
  Humanoid (reptilian)
  60
  Humanoid (other)
  61-65
  Magical beast
  66-70
  Monstrous humanoid
  71-72
  Ooze
  73-74
  Outsider (air)
  75-76
  Outsider (chaotic)
  77-78
  Outsider (earth)
  79-80
  Outsider (evil)
  81-82
  Outsider (fire)
  83-84
  Outsider (good)
  85-86
  Outsider (lawful)
  87
  Outsider (native)
  88
  Outsider (water)
  89-90
  Plant
  91-98
  Undead
  99-00
  Vermin
  
  118
  Magic Items
  dynamic bane weapon are greater than for an abhorrent 
  naginata specifically; this is by design and in reflection of 
  the particulars of that weapon.
  Ubiquity
  Abhorrent naginatas are exceedingly rare.  They’re favored 
  by the best assassins, for obvious reasons.  
  Several are hoarded by rangers, not for use so much as to 
  protect their use by those who would wield the weapons for 
  mercantile purposes.
  Notoriety
  These weapons are of such renown, their use so versatile, 
  and their value so much higher than the gold-piece currency 
  that is hardly ever used to acquire them, that their owners 
  tend to draw a great deal of attention.
    In game terms, owning an abhorrent naginata could be a 
  lightning rod for subsequent Quests or plotlines involving 
  jealous rogues, would-be assassins, magical-item 
  collectors, or other such zealous pilferers.
  Quirks of Ownership
  As the weapon is a non-sentient magical item, and not an 
  artifact or relic, it exerts no particular will or influence on 
  its owner or wielder.  
  Other than attracting attention from those who would seek 
  to possess it, an abhorrent naginata has no other quirks or 
  impacts.
  History & Background
  These weapons are produced in a total count of dozens long 
  ago by an advanced guild of assassins and guards.  
  The thinking was that those who wielded such an item would 
  have a versatile advantage against any sort of foe.  
  While this proved to be true, the mass production of a 
  weapon that could be turned against any enemy with equal 
  and formidable impact was looked ill upon by other factions, 
  and ironically, this weapon proved to be the undoing of the 
  now-long-lost guild that had created it.
  The receipe for building an abhorrent naginata, or indeed a 
  dynamic bane weapon in general, has been lost or jealously 
  guarded for hundreds of years now.
  Rumors & Lore
  The following snippets of conversation, convoluted retelling, 
  misunderstanding, urban myth, hearsay, and outright lie 
  are usable as additional incentives for the PCs to uncover 
  mysteries about the town.
  There are two ways to use this FlexTable:
  First, if the PCs are actively searching for information, you 
  can make a 
    Skill Check and look up the result.  If you 
  come to a result that has already been discovered by the PCs, 
  at the GM’s discretion, you may pick a result with a lower DC 
  and read that instead.  
  The party may use 
    Knowledge (Local) or Diplomacy in 
  this manner; the DC listed applies equally to either of these 
  skills.  Alternately, a PC may use Knowledge (History), but 
  with a -4 circumstance penalty (as knowledge of general 
  history will apply in only a limited basis to any immediate 
  vicinity, and the abhorrent naginata is not really location-
  bound or related).
  Alternately, if a specific quest explicitly rewards the PCs 
  with a piece of lore, you may simply roll on the appropriate 
  Context and read the result.  In such a circumstance, a Skill 
  Check is not required.
  Generally speaking, the information in this FlexTable 
  may be inserted into your campaign as foreshadowing for 
  eventually revealing an abhorrent naginata, or as a means of 
  introducing a plot hook into the Quests listed herein.
  • 
    Use Context A: 
  As a default, or if no other context specifically applies to 
  the circumstances.
  • 
    Use Context B: 
  If the party is attempting to gather information from 
  a Key NPC.  Any named NPC is a “key” NPC for these 
  purposes.
  • 
    Use Context C: 
  If the party is gathering information from generic 
  townsfolk, or NPCs without specific names.  For example, 
  Townsfolk.
  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  unstructured manner.
  Hooks & Integration
  If you’re looking for an excuse to introduce an abhorrent 
  naginata into your gaming sessions beyond simply “the 
  warrior drops a nifty-looking polearm”, here are some ideas.  
  Of course, as a GM, you are by no means bound to selecting 
  from among these… but it’s always useful to have some 
  inspiration or something to get started quickly.
  Class-Based Hooks
  These connections and motivations are based on the 
  presence of one or more characters in the party who have at 
  least one level in a particular class.  
  As GM, you may judge that only one of these is a sufficient 
  motivator; alternately, you can combine multiple class hooks 
  to provide the entire party a believable reason to pursue 
  someone who may be in the possession of an abhorrent 
  naginata.
  Paladins & Clerics
  A device like this one is either an affront to your God, or the 
  single greatest means of securing Her will in earth.  
  Which view you take will largely be a function of your deity’s 
  personality, and your own approach to exerting their will.
  Either way, identifying who has an abhorrent naginata, and 
  making sure it is either destroyed, preserved, or taken for 
  one’s own holy purposes, can become a priority.
  Rogues
  
  119
  Magic Items
  FlexTable 15: Abhorrent Naginata Rumors & Lore
  D%A
  D%B
  D%C
  D%D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-09
  01-15
  01-12
  31-37
  12
  There is a polearm that allows 
  any wielder to elongate his 
  arms so as to strike from great 
  distances
    False.  Although this sounds 
  like a useful weapon, it has nothing 
  to do with the capabilities of the 
  abhorrent naginata.
  10-19
  16-30
  13-25
  38-45
  16
  The ultimate assassin’s weapon is 
  a bladed two-handed scythe that 
  kills any foe outright if handled in 
  the right manner.
    Partially True.  Although 
  the abhorrent naginata does not 
  slay outright, it frequently causes 
  sufficient damage to kill with few 
  strokes.
  20-28
  31-40
  26-35
  46-52
  19
  A certain rare kind of exotic 
  martial weapon can focus to kill 
  a specific target, making it a 
  perfect rogue tool.
    True.  This is a partial 
  description of the weapon’s 
  capabilities.
  29-38
  41-42
  36-42
  53-60
  17
  Once, long ago, there was a 
  Faction of guards, who forged a 
  new blade that could overcome 
  any foe.  Through jealousy and 
  anger, the Faction was overcome 
  by those who sought to possess 
  this weapon.
    True.  Although it may not 
  help the PCs get closer to laying 
  hands on the weapon, this is a 
  succinct version of the legacy of the 
  abhorrent naginata.
  39-47
  43-52
  43-50
  61-67
  15
  A bladed polearm may be found 
  buried in the earth; this weapon 
  can shoot darts out of its haft.
    False, though this sounds like a 
  very interesting concept!
  48-56
  53-60
  51-60
  68-72
  17
  A local assassin has a special 
  talent: she strikes with particular 
  lethality at any foe she is 
  contracted to kill.
    True.  Though this is less skill 
  and more use of the abhorrent 
  naginata.
  57-66
  61-72
  61-72
  73-79
  14
  There’s a weapon called the 
  abhorrent naginata —a superior 
  polearm in combat, but cursed, 
  such that it attracts the jealousy 
  and ire of all around the wielder.
    Partially True.  This rumor 
  gets the name correct, but although 
  possessing the weapon does indeed 
  tend to draw attention and hatred, 
  it’s not a magical effect.
  67-76
  73-82
  73-82
  80-84
  12
  Weapons from far away bear the 
  curse and boon of their forgers: 
  they are especially effective 
  against elves, giants, and humans 
  alike!
    Partially True.  These are 
  indeed categories of foe that the 
  abhorrent naginata may be “tuned” 
  to, but its true capabilities go far 
  beyond this selection, and of course 
  the weapon may only “target” one of 
  these groups at a time.
  77-86
  83-85
  83-88
  85-90
  14
  An evil, cursed artifact can be 
  coaxed into slaying a named 
  foe if the correct code word is 
  whispered and a sacrifice is 
  made.
    False.  Though powerful and 
  versatile, the abhorrent naginata 
  is neither evil nor cursed, is 
  not sentient, and is not an 
  artifact.  There is no code word, 
  but depending on how the GM 
  introduces the weapon, the colored 
  bands may bear some investigation.
  87-93
  86-94
  89-96
  91-95
  10
  The naginata is a cruelly hooked 
  and often poisoned exotic weapon 
  that causes bleeding damage with 
  each strike.
    False.  No part of this is 
  accurate.
  94-00
  95-00
  97-00
  96-00
  8
  An abhorrent naginata is a rare 
  weapon that lets the wielder 
  choose what kind of enemy it is 
  particuarly effective against.
    True.  This is perhaps the 
  best description of the weapon’s 
  capabilities.
  
  120
  Magic Items
  Rogues are excellent assassins... and so an abhorrent 
  naginata is an outstandingly valuable tool.
  Even for those rogues who are not personally inclined 
  toward the death-for-hire profession will likely have 
  acquiantances who are, or gain wind of such pursuits.  
  Regardless of other factors, the sheer value and collectability 
  of such an item should drive further action.
  Martial Characters
  It’s a two-handed weapon that is extremely powerful against 
  literally any kind of enemy.
  You probably want one of these!
  Arcane Classes
  Though you of course cannot wield such a weapon, it’s 
  nevertheless interesting from a purely academic perspective, 
  let a lone what such a device represents from an historical 
  standpoint.
  Wizards and other arcanists will delight to own an abhorrent 
  naginata, even though realistically they will be immediately 
  deprived of its use in favor of a more melee-focused 
  comrade.
  You may simply wish to study such a weapon, to pore over 
  it and glean what history you might out of its scratchings 
  and carvings.  Any character with a focus on Divination will 
  likely wish to understand the weapon’s shifting properties to 
  assist in location augmentation.
  Monks and Druids
  Typically, Monks and Druids will want to secure an 
  abhorrent naginata, if for no other reason than to preserve 
  a balance.  Such a potent weapon, they might well reason, 
  should be in a museum, or in the hands of those whom would 
  safeguard it against a time when its power is truly merited 
  as opposed to being wielded opportunistically.
  Thoughtful, balance, or Law-oriented classes will have ample 
  justification in seeking the naginata out, though their aims 
  should ultimately be to preserve balance and to keep it out 
  of the wrong hands.  It’s helpful that any existing naginata is 
  almost certainly in the “wrong hands” from this perspective!
  General Hooks
  These hooks are not linked directly to any particular race, 
  class, or other party element, and can be deployed as the 
  GM sees fit as best matches the play style and existing 
  motivations of the party.
  Assassin
  This hook is explored in greater detail in the enclosed Quest, 
  ““o Quest: Adaptable Assassin”.  
  In short, however, there’s a talented contract killer about, 
  and the PCs are commissioned to take her out and retrieve 
  whatever weapon or gear makes her so formidable.
  It’s easy to imbue this storyline with greater detail.  For 
  example, it could be that those who hire the PCs in this 
  manner are tied into a greater plotline that the GM has 
  already established, or to a 
    Faction with ulterior motive.
  Collector
  “It belongs in a museum” is an easy sentiment to advocate.  
  Far more honest, however, is the Collector: someone who 
  more accurately states “it belongs in my museum”.
  A Collector, or group thereof, asks the PCs to retrieve the 
  abhorrent naginata from its current wielder, and to return it 
  so that it might be stored among other valuables.
  This angle plays particularly well with Lawfully-aligned 
  classes, or PCs whose class, creed, Faction, or other 
  involvement would guide them toward a balance.
  Needs Must Hunt
  This hook is a bit more convoluted, and requires a bit more 
  guidance from the GM to make it seem reasonable and 
  sensible.  
  If the PCs are faced with a number of different foes, big bad 
  nasties that they realize they require assistance bringing 
  down, as part of their preparation for tackling the encounter, 
  they might take a side quest to track down an abhorrent 
  naginata.
  Quests
  Another, more thorough, means of introducing the abhorrent 
  naginata is via the following Quest.
    This Quest may be inserted into any campaign setting 
  or adventure, either as a “side quest”, or as a tie-in or 
  kickoff to a larger storyline.
   Quest: Adaptable Assassin
    Summary: The party is contracted by an interested third 
  party to locate and subdue a renowned local assassin, and 
  recover the weapon she wields. 
    Rewards:  
   1,000 gp / 
    5,000 gp / 
   10,000 gp 
  / 
    15,000 gp (promised); up to 
    2 Reward Stars; 
  abhorrent naginata
    Locations: Any.
    Key NPCs: Xanaphia.
    Kickoff: Random Encounter.
    Description:
  If the party contains one or more PCs with one or more 
  Rogue levels, select the one with the most levels of Rogue 
  (or randomize in the event of a tie).  For parties without any 
  Rogue levels, select a PC at random.
  That PC, however determined via the above method, is 
  solicited by an acquaintance of an acquaintance, a connection 
  so tenuous you wonder if it’s legitimate.  However, 
    Sense 
  Motive checks of any level of success seem to indicate 
  authenticity.
  This man, the Acquaintance, describes the situation, and his 
  offer, thusly:
    “There’s an assassin about.  She’s ranger-lethal... but 
  against any kinda foe, not just this’un or that’un.  So 
  good, makes me fear for me job.  Bad business for us all, 
  that sort —get too good at offing folks for coin, only the 
  
  121
  Magic Items
  richest have enough coin to not get offed!”
  His pitch is simple: he’s in the employ of those who 
  would see this talented local assassin slain, and her gear 
  collected.  He can pay quite handsomely for this feat, and has 
  information as to the assassin’s whereabouts tonight.  
  The only condition is that the assassin’s gear must be 
  returned to the Acquaintance.  If the PCs fail to make the 
  kill, no harm no foul and no payment, but if they do slay 
  the assassin but fail to produce the gear, the Acquaintance 
  promises that a second contract will be put out... on the PCs.
    No amount of cajoling, bribery, threats, or even outright 
  violence will coerce the Aqcuaintance into revealing his 
  employers.  They are a consortium of interested wealthy 
  local nobles.  
    At the GM’s discretion, and if the campaign world used 
  supports it, the man’s employers may be any Faction with 
  enough influence and wealth to take an interest.   
   
  It could even be a rival assassin, wealthy in her own 
  right, looking to stem competition!
    If the party declines, the main persists, offering 10% 
  more on the prices cited above.  If the party still says no, 
  he leaves them be, though at the GM’s discretion if the 
  PCs change their mind at any point in the future, and are 
  heard to say so in a tavern or similar place of general 
  population, the Acquaintance may return to make 
  another go of it.
    Queries trying to pin down exactly what sort of gear 
  is involved will get evasive responses.  A 
   DC 17 
  Diplomacy or Intimidate check will reveal the methods 
  of the assassin in question: melee attacks from a large, 
  bladed, slashing weapon are typical of completed 
  contracts.
    Most parties will be tempted by the wealth, and/or 
  the promise of interesting gear.  Select an appropriate 
  location in the game world for the event to go down, 
  but ultimately, the PCs notice Xanaphia in the midst of 
  attempting a contract kill.  
  If they successfully slay her in combat, they have some 
  options as to what to do with the equipment they salvage 
  from the encounter.
    The party may attempt to keep the gear, including (of 
  course) the abhorrent naginata.  In the short term, this is 
  successful; however, it’s only a matter of time before the 
  Acquaintance hires another group of contract killers to 
  take out the party and retrieve the weapon.  The naginata 
  is the only item of true interest; ultimately the party may 
  keep the reward gold and everything else on the corpse.
    Cornering Xanaphia and trying to talk to her may be 
  difficult: a 
   Diplomacy or Intimidate check, opposed 
  by the assassin’s Bluff check, is necessary to even get her 
  talking instead of fighting.  
  Once discussion is started, the following Skill Challenge 
  applies.  This description assumes that the PCs will take the 
  approach of being honest, with an ultimate goal of trying 
  to convince Xanaphia to give up her equipment without the 
  need for violence; the GM may have to tweak the challenges 
  and/or descriptions as appropriate for what the PCs actually 
  do!
    Asking the Assassin
  First Check: Diplomacy or Intimidate, opposed by 
  Xanaphia’s Sense Motive, to describe the situation and have 
  her accept it; failure means she attacks the PCs and they will 
  have to succeed at the check described above to re-initiate 
  this Skill Challenge.
  Second Check: Bluff or Intimidate, opposed by Xanaphia’s 
  Sense Motive, to introduce the possibility of resolving the 
  situation non-violently; failure reverts to the First Check, 
  which must be attempted again to proceed.
  Third Check: Diplomacy or Intimidate, opposed by 
  Xanaphia’s Bluff, to get her to accept the terms.  Failure 
  reverts to the First Check, which must be attempted again 
  to proceed.  Success quits the challenge, and convinces 
  Xanaphia to give the PCs her abhorrent naginata.
  No matter how the Quest is resolved, the party should 
  receive 
    XP as normal for vanquishing the assassin.
  
  122
  Magic Items
  Xanaphia
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Rogue 1
  Rogue 6
  Rogue 10
  Rogue 14
  Size / Aln
  Medium CN 
  Half-Elf
  Medium CN 
  Half-Elf
  Medium CN 
  Half-Elf
  Medium CN 
  Half-Elf
  HP
  8
  28
  41
  63
  Armor 
  Class
  15
  17
  19
  20
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  18 (+4) 
  DEX  16 (+5) 
  CON  10 (+0) 
  INT  8 (+1) 
  WIS  11 (+0) 
  CHA  13 (+1)
  STR  18 (+4) 
  DEX  18 (+7) 
  CON  10 (+0) 
  INT  8 (+2) 
  WIS  11 (+0) 
  CHA  13 (+1)
  STR  18 (+5) 
  DEX  20 (+9) 
  CON  10 (+0) 
  INT  8 (+3) 
  WIS  11 (+0) 
  CHA  13 (+1)
  STR  20 (+5) 
  DEX  20 (+10) 
  CON  10 (+0) 
  INT  8 (+5) 
  WIS  11 (+0) 
  CHA  13 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 12 
  +4 Thieves’ Tools
  Passive Perception 16 
  +6 Thieves’ Tools
  Passive Perception 18 
  +8 Thieves’ Tools
  Passive Perception 20 
  +10 Thieves’ Tools
  Languages Common, Dwarvish, Elvish
  Attacks
  Melee Dagger +6 (1d4+4)
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+4); 60 ft.’: +6 
  (1d4+4)
  Melee Spear +6 (1d6+4)
  Ranged Spear (Thrown) 20 
  ft.’: +6 (1d6+4); 60 ft.’: +6 
  (1d6+4)
  Melee Dagger +7 (1d4+4)
  Ranged Dagger (Thrown) 20 
  ft.’: +7 (1d4+4); 60 ft.’: +7 
  (1d4+4)
  Melee +1 Spear +8 (1d6+5)
  Ranged +1 Spear (Thrown) 
  20 ft.’: +8 (1d6+5); 60 ft.’: 
  +8 (1d6+5)
  Melee Dagger +9 (1d4+5)
  Ranged Dagger (Thrown) 
  20 ft.’: +9 (1d4+5); 60 ft.’: 
  +9 (1d4+5)
  Melee +2 Spear +11 
  (1d6+7)
  Ranged +2 Spear (Thrown) 
  20 ft.’: +11 (1d6+7); 60 
  ft.’: +11 (1d6+7)
  Melee Dagger +10 (1d4+5)
  Ranged Dagger (Thrown) 20 
  ft.’: +10 (1d4+5); 60 ft.’: 
  +10 (1d4+5)
  Melee +3 Spear +13 (1d6+8)
  Ranged +3 Spear (Thrown) 
  20 ft.’: +13 (1d6+8); 60 ft.’: 
  +13 (1d6+8)
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
  CN; Medium Humanoid (Half-Elf)
  
  123
  Magic Items
  Special Abilities
  Ability Score Increase Your Charisma score increases by 2, and two other 
  ability scores of your choice increase by 1.
  Darkvision Thanks to your elf blood, you have superior vision in dark and 
  dim conditions. You can see in dim light within 60 feet of you as if it were 
  bright light, and in darkness as if it were dim light. You can’t discern color 
  in darkness, only shades of gray.
  Fey Ancestry You have advantage on all saving throws against being 
  charmed or put to sleep.
  Blindsense Starting at 14th level, if you are able to hear, you are aware of 
  the location of any hidden or invisible creature within 10 feet of you.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Reliable Talent By 11th level, you have refined your chosen skills until they 
  approach perfection. Whenever you make an ability check that lets you 
  add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
  Second-Story Work When you choose this archetype at 3rd level, you gain 
  the ability to climb faster than normal; climbing no longer costs you extra 
  movement. In addition, when you make a running jump, the distance you 
  cover increases by a number of feet equal to 5.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 7d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so 
  do rogues who prefer to think of themselves as professional treasure 
  seekers, explorers, delvers, and investigators. In addition to improving 
  your agility and stealth, you learn skills useful for delving into ancient 
  ruins, reading unfamiliar languages, and using magic items you normally 
  couldn’t employ.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages 
  in seemingly normal conversation. Only another creature that knows 
  thieves’ cant understands such messages. It takes four times longer 
  to convey such a message than it does to speak the same idea plainly. 
  In addition, you understand a set of secret signs and symbols used to 
  convey short, simple messages, such as whether an area is dangerous or 
  the territory of a thieves’ guild, whether loot is nearby, or whether the 
  people in an area are easy marks or will provide a safe house for thieves 
  on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you.
  Use Magic Device By 13th level, you have learned enough about the 
  workings of magic that you can improvise the use of items even when 
  they are not intended for you. You ignore all class, race, and level 
  requirements on the use of magic items.
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Expertise, Sneak Attack, 
  Thieves’ Cant
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Cunning Action, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Cunning Action, Evasion, 
  Expertise, Fast Hands, 
  Roguish Archetype, Second-
  Story Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Blindsense, Cunning Action, 
  Evasion, Expertise, Fast 
  Hands, Reliable Talent, 
  Roguish Archetype, Second-
  Story Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge, Use Magic Device
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Dagger; spear; studded 
  leather armor
  Dagger; +1 spear; +1 
  studded leather armor
  Dagger; +2 spear; +2 
  studded leather armor
  Dagger; +3 spear; +3 
  studded leather armor
  
  124
  Magic Items
  Blackhatch Sabre
    Blackhatch Sabre (weapon)
  Value:  
    3,500 gp / 
    18,000 gp /   
    62,000 gp / 
    119,000 gp
  Weight 4 lbs.; Materials steel, leather; Nature magical; 
  Aura slight abjuration; Slot weapon (sword, martial)
  CL:  
    6th / 
    10th / 
    12th / 
    14th
  Base Weapon Profile:  
  Dmg 1d6 (1d4 S); Critical 18-20/x2; Type slashing
  Effect Summary: 
    Wielder benefits from Bull Rush Strike feat
    +4 bonus to bull rush attempts;  
  counts as a +1 weapon in all respects
    +6 bonus to bull rush attempts;  
  counts as a +2 weapon in all respects
    +8 bonus to bull rush attempts;  
  counts as a +3 weapon in all respects
    +10 bonus to bull rush attempts;  
  counts as a +4 weapon in all respects
  Description
  A dark pirate’s weapon, this sword is brutal and lethal.  
  When its power is activated, it can be used to shove 
  opponents some distance; while under many circumstances 
  this may not have much effect, on the open sea, on rooftops, 
  or in close or precarious quarters, this can spell doom for 
  even the most capable enemy.
  Effect
  These cutlasses grant a number of passive benefits to their 
  wielders.  All of these effects are automatic when wielded, 
  and none can be suppressed while the weapon is held.
  First, all versions grant the benefit of having at least one 
  Feat: Bull Rush Strike.  More advanced iterations grant 
  additional Feat benefits.  Wielders who have one or more of 
  the Feats granted by this weapon gain no additional benefit 
  from having the Feat a second time, as none of the Feats 
  involved stacks with itself.
  Second, all versions grant a bonus to confirm crtical hits 
  inflicted with this weapon.  No such bonus is gained to 
  critical hits inflicted with other weapons held.
  Third, all blackhatch sabres grant a bonus to Bull Rush 
  attempts, as described.
  Finally, all sabres are magical weapons, and count as 
  weapons with an inherent enhancement bonus as described.
  Synergy & Sets
  None.  Blackhatch sabres are standalone items, and do not 
  gain further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  These weapons are typically found wielded by enemies, 
  particularly roguish or piratical foes.  
  They may also commonly be discovered in treasure hoards, 
  and rarely for sale in magic item shops.
  Ubiquity
  Blackhatch sabres are rare, though much more common in 
  coastal areas or on the high seas, where the weapons have 
  gained a reputation as a quintessential pirate’s tool.
  Notoriety
  Naive observers will conclude that the wielder has a fancy 
  cutlass.  
  Those familiar with the device and its preponderant use may 
  assume the bearer is of piratical inclination.
  Quirks of Ownership
  None.  Other than the prejudices noted above, there are no 
  unusual reactions or behaviors to be expected simply by 
  wielding a blackhatch sabre.
  History & Background
  As one might imagine, these weapons were first forged 
  by half-orcish pirates.  However, what may be somewhat 
  surprising is the recency: these artifacts date back only a 
  few dozen years.
  
  125
  Magic Items
  Blackhatch sabres were commissioned by the wizardly-
  leaning elements of a successful pirate cult.  Its admiral 
  fancied his crew and amalgamated entourage of a half-dozen 
  ships as an army at sea, and treated his men and women 
  much like the soldiers he once served with in his youth.
  Toward this end, he decided that the host needed uniforms 
  and weaponry.  He spent much of his amassed fortune 
  outfitting everyone with custom garb, and tasked his more 
  magically-inclined crew with forging a weapon worthy of 
  their task. 
  Blackhatch sabres have inevitably spread, both as spoils of 
  armed conflict with the pirates who created them, as well 
  as in some cases through resale from desperate pirate crew 
  seeking coin on the side.
  Rumors & Lore
  The following snippets of conversation, convoluted retelling, 
  misunderstanding, urban myth, hearsay, and outright lie 
  are usable as additional incentives for the PCs to uncover 
  mysteries about the town.
  There are two ways to use this FlexTable:
  First, if the PCs are actively searching for information, you 
  can make a 
    Skill Check and look up the result.  If you 
  come to a result that has already been discovered by the PCs, 
  at the GM’s discretion, you may pick a result with a lower DC 
  and read that instead.  
  The party may use 
    Knowledge (Local) or Diplomacy in 
  this manner; the DC listed applies equally to either of these 
  skills.  Alternately, a PC may use Knowledge (History), but 
  with a -4 circumstance penalty (as knowledge of general 
  history will apply in only a limited basis to any immediate 
  vicinity, and a blackhatch sabre is not really location-bound 
  or related).
  Alternately, if a specific quest explicitly rewards the PCs 
  with a piece of lore, you may simply roll on the appropriate 
  Context and read the result.  In such a circumstance, a Skill 
  Check is not required.
  Generally speaking, the information in this FlexTable may be 
  inserted into your campaign as foreshadowing for eventually 
  revealing a blackhatch sabre, or as a means of introducing a 
  plot hook into the Quests listed herein.
  • 
    Use Context A: 
  As a default, or if no other context specifically applies to 
  the circumstances.
  • 
    Use Context B: 
  If the party is attempting to gather information from 
  a Key NPC.  Any named NPC is a “key” NPC for these 
  purposes.
  • 
    Use Context C: 
  If the party is gathering information from generic 
  townsfolk, or NPCs without specific names.  For example, 
  Townsfolk.
  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  unstructured manner.
  Hooks & Integration
  If you’re looking for an excuse to introduce a blackhatch 
  sabre into your gaming sessions beyond simply “the 
  halforcish pirate king drops a nifty-looking cutlass”, here are 
  some ideas.  
  Of course, as a GM, you are by no means bound to selecting 
  from among these… but it’s always useful to have some 
  inspiration or something to get started quickly.
  Class-Based Hooks
  These connections and motivations are based on the 
  presence of one or more characters in the party who have at 
  least one level in a particular class.  
  As GM, you may judge that only one of these is a sufficient 
  motivator; alternately, you can combine multiple class hooks 
  to provide the entire party a believable reason to pursue 
  someone who may be in the possession of a blackhatch sabre.
  Paladins & Clerics
  It’s a useful weapon that can be wielded fairly easily.  These 
  classes may seek one out, but would likely only go out of 
  their way to do so if they already favored that combat style.
  Rogues
  It’s not as dexterous to use as, say, a short sword, but it has 
  flair, it has charisma... it’s a weapon with moxie, is what it 
  is.  
  Plus, although most Rogues would likely shy away from the 
  Bull Rush approach to combat, the style is in keeping with 
  the weapon’s pirate origins.
  Martial Characters
  Any Fighter, Barbarian, or similar martial class wielding 
  a one-handed weapon could seek benefit from using a 
  blackhatch sabre, particularly if their combat style already 
  involves a Bull Rush approach.
  Arcane Classes
  All but the most militant of arcanists would have little use 
  for a blackhatch sabre... but those who do dabble in melee 
  might find a versatile weapon.
  Monks, Rangers, and Druids
  To the extent to which these classes rely upon melee combat 
  skills, they might well gain benefit from a blackhatch sabre.
  General Hooks
  These hooks are not linked directly to any particular race, 
  class, or other party element, and can be deployed as the 
  Table 20: Blackhatch Sabre Flavors
  Difficulty Band
  Prefix
  Bull Rush 
  Bonus
  Counts as 
    Low
  Minor
  +4
  +1 weapon
    Moderate
  Lesser
  +6
  +2 weapon
    Advanced
  Greater
  +8
  +3 weapon
    Elite
  Elite
  +10
  +4 weapon
  
  126
  Magic Items
  GM sees fit as best matches the play style and existing 
  motivations of the party.
  Return the Pirate’s Treasure
  A blackhatch sabre was taken from the body of a pirate 
  underling.  How the hapless lad had come by such a weapon 
  is beyond reason, but nevertheless, it was his, and someone 
  took it.
  This Quest involves the party finding the weapon and 
  returning it to the wife the lad had on dry land.
  Collector
  “It belongs in a museum” is an easy sentiment to advocate.  
  Far more honest, however, is the Collector: someone who 
  more accurately states “it belongs in my museum”.
  A Collector, or group thereof, asks the PCs to retrieve a 
  blackhatch sabre from its current wielder, and to return it so 
  that it might be stored among other valuables.
  This angle plays particularly well with Lawfully-aligned 
  classes, or PCs whose class, creed, Faction, or other 
  involvement would guide them toward a balance.
  By the Cut of Their Blades
  A pirate ship has docked in port, and the crew has set about 
  carousing.  The village constable deputizes the PCs, and tasks 
  them with keeping an eye out for anyone bearing a certain 
  type of blade.
  This scenario forms the basis of the Quest below.
  Quests
  Another, more thorough, means of introducing a blackhatch 
  sabre is via the following Quest.
    This Quest may be inserted into any campaign setting 
  or adventure, either as a “side quest”, or as a tie-in or 
  kickoff to a larger storyline.
    Quest: By the Cut of Their Blades
    Summary: Pirates have taken ashore, and have been 
  spending their pilfered coin in town.  The PCs are asked 
  to help keep an eye out for those disturbing the peace.
    Rewards:   
    250 gp / 
    1,200 gp / 
    4,000 gp / 
    6,500 gp (per pirate, promised); up to 
    2 Reward 
  Stars; blackhatch sabres
    Locations: Any.
    Key NPCs: Any.
    Kickoff: Random Encounter.
    Description:
  Seems a local port is host to a ship full of dozens of pirates.  
  These criminal seamen have broken no law in town as a 
  group, at least not that the town’s security authority is aware 
  of, but there is great trepidation about their presence.  
  After all, the town’s sheriff tells the PCs sagely, the line 
  between generous and brawl can be a small draught of the 
  right liquor.
  The mayor, sheriff, or other security authority essentially 
  deputizes the PCs for the duration of the pirates’ stay in 
  town, which could be a day or up to a week.  (Mechanically, 
  determine this yourself; the duration is equal to 
    2d4 
  days).
  During this time, the PCs are asked to keep an eye out.  They 
  need not even do anything they wouldn’t normally be doing—
  they can frequent bars, but do not have to; they may even 
  adventure during the day.  But each night, they should be in 
  town, and stay out and about from dusk until midnight, just 
  in case there are ill events afoot.
  It seems that the entire crew has a particular sort of cutlass, 
  very notable; the sheriff shows the party a sample, taken 
  from one pirate who grew too inebriated to keep his hands 
  to himself and who is currently sleeping his crime off in the 
  town’s jail.
  For each pirate who is dusturbing the peace that the PCs 
  detain, they will receive the monetary reward described 
  above.  There is no upper limit to the possible bounty.
  At each social area or gathering the PCs go to during this 
  time of day,, there is a 
    30% chance that 
    1d4 pirates 
  will be present, each wearing a blackhatch sabre.  Each 
  pirate present has a 
    15% chance of causing a ruckus, 
  groping a barmaid, or otherwise “qualifying” to be detained.  
  This chance goes up by 5% for each other pirate present.  
  Thus, in a group of 3 pirates, each has a 
    25% chance of 
  behaving poorly.
  Most of the pirates will be too drunk to fight back very 
  effectively.  Treat this as a single round of melee combat, 
  in which all pirates will join together to defend the group 
  whether they individually behaved well or poorly.  If the 
  pirates inflict more damage than the PCs do, the fight 
  continues.  At the end of any round in which the PCs inflict 
  more damage than the pirates do, all remaining pirates will 
  pass out unconscious and can be hauled away to jail.
    If the PCs ignore the request, the sheriff still considers 
  them deputized for the duration of the pirates’ stay, and 
  pirates will still “pop up” as described above.  The PCs 
  may take advantage of the opportunity at any time.
    PCs who actively troll through bars, nightclubs, brothels, 
  and other evening establishments will find ample 
  opportunity to ply their new trade.  In addition to the 
  monetary reward described, they will receive to 
    1 
  Reward Star the first time they jail an offender.   
   
  If the party “deposits” a number of pirates greater to the 
  number of PCs in the party, they will receive a second to 
    Reward Star. 
   
  Finally, the party may keep any blackhatch sabres they 
  come across or pilfer off of unconscious pirate bodies; 
  the towns’ security forces will pretend not to notice, and 
  the pirates involved will be too ashamed to ask for their 
  weapon back.
  
  127
  Magic Items
  FlexTable 16: Blackhatch Sabre Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  10
  All manner of magic swords 
  may be found on the high seas.
    True.  Though worded so vaguely 
  that it could not possibly be false.
  15-29
  15-30
  15-30
  01-30
  11
  Among pirates, a particular 
  sort of cutlass is favored.
    Partially True.  Most pirates favor 
  the most lethal thing they can get their 
  hands on.
  30-44
  31-45
  31-45
  31-39
  13
  A few dozen years ago, orcish 
  pirates crafted a scimitar that 
  grants its wielder combat 
  prowess.
    True.  This describes the artifact’s 
  origins.
  45-59
  46-60
  46-60
  40-49
  16
  Blackhatch sabres grant 
  combat bonuses to the bold 
  and the brazen.
    True.  This refers to the Bull Rush 
  aspect of the device’s power.
  60-74
  60-69
  60-69
  50-59
  18
  A blackhatch sabre is a kind of 
  cutlass, favored by and crafted 
  by pirates, that grants its 
  wielder powers as though they 
  had combat training.
    True.  This is a good summary of 
  the artifact’s abilities.
  75-89
  70-97
  70-94
  60-69
  11
  A blackhatch sabre is a dancing 
  blade used to open an ebony 
  portal to another dimension.
    False.  This likely stems from a 
  misunderstanding of the “blackhatch” 
  portion of the weapon’s name.
  90-00
  98-00
  95-00
  70-00
  12
  Magic cutlasses used on the 
  high seas can be used as 
  divining rods to capture buried 
  pirate treasure.
    False.  This is simply wishful 
  thinking, perhaps on the part of the 
  more lowly elements of the pirate crew 
  who use these weapons!
  
  128
  Magic Items
  Blackhatch Sabre Wielder
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Fighter 1
  Fighter 6
  Fighter 10
  Fighter 14
  Size / Aln
  Medium CN 
  Half-Orc
  Medium CN 
  Half-Orc
  Medium CN 
  Half-Orc
  Medium CN 
  Half-Orc
  HP
  10
  30
  56
  109
  Armor 
  Class
  18
  20
  23
  25
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  19 (+6) 
  DEX  14 (+2) 
  CON  10 (+2) 
  INT  13 (+1) 
  WIS  7 (-2) 
  CHA  13 (+1)
  STR  20 (+8) 
  DEX  17 (+3) 
  CON  10 (+3) 
  INT  13 (+1) 
  WIS  7 (-2) 
  CHA  13 (+1)
  STR  20 (+9) 
  DEX  19 (+4) 
  CON  10 (+4) 
  INT  13 (+1) 
  WIS  7 (-2) 
  CHA  13 (+1)
  STR  20 (+10) 
  DEX  19 (+4) 
  CON  14 (+7) 
  INT  13 (+1) 
  WIS  7 (-2) 
  CHA  13 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 10 
  Armor - Disadvantage on 
  Stealth
  Passive Perception 11 
  Armor - Disadvantage on 
  Stealth
  Passive Perception 12 
  Armor - Disadvantage on 
  Stealth
  Passive Perception 13 
  Armor - Disadvantage on 
  Stealth
  Languages Common, Orc
  Attacks
  Melee Scimitar +6 (1d6+6)
  Melee Dagger +6 (1d4+6)
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+4); 60 ft.’: +6 
  (1d4+4)
  Melee +1 Scimitar +9/+9 
  (1d6+8)
  Melee Dagger +8/+8 
  (1d4+7)
  Ranged Dagger (Thrown) 20 
  ft.’: +8/+8 (1d4+5); 60 ft.’: 
  +8/+8 (1d4+5)
  Melee +2 Scimitar +11/+11 
  (1d6+9)
  Melee Dagger +9/+9 
  (1d4+7)
  Ranged Dagger (Thrown) 
  20 ft.’: +9/+9 (1d4+5); 60 
  ft.’: +9/+9 (1d4+5)
  Melee +3 Scimitar 
  +13/+13/+13 (1d6+10)
  Melee Dagger +10/+10/+10 
  (1d4+7)
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10/+10 (1d4+5); 
  60 ft.’: +10/+10/+10 
  (1d4+5)
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  CN; Medium Humanoid (Half-Orc)
  
  129
  Magic Items
  Special Abilities
  Ability Score Increase Your Strength score increases by 2, and your 
  Constitution score increases by 1.
  Darkvision Thanks to your orc blood, you have superior vision in dark and 
  dim conditions. You can see in dim light within 60 feet of you as if it were 
  bright light, and in darkness as if it were dim light. You can’t discern color 
  in darkness, only shades of gray.
  Languages You can speak, read, and write Common and Orc. Orc is a 
  harsh, grating language with hard consonants. It has no script of its own 
  but is written in the Dwarvish script.
  Menacing You gain proficiency in the Intimidation skill.
  Relentless Endurance When you are reduced to 0 hit points but not killed 
  outright, you can drop to 1 hit point instead. You can’t use this feature 
  again until you finish a long rest.
  Savage Attacks When you score a critical hit with a melee weapon attack, 
  you can roll one of the weapon’s damage dice one additional time and add 
  it to the extra damage of the critical hit.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 1 time(s) before a rest, but only once 
  on the same turn.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that 
  you fail. If you do so, you must use the new roll, and you can’t use this 
  feature again until you finish a long rest. You can use this feature 2 time(s) 
  between long rests.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +5.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Defense While you are wearing armor, you gain a +1 bonus to AC.
  Dueling When you are wielding a melee weapon in one hand and no other 
  weapons, you gain a +2 bonus to damage rolls with that weapon.
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Ability Score Increase, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Fighting Style, Second 
  Wind, Dueling 
  Ability Score Increase, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Action Surge, Champion, 
  Extra Attack, Fighting Style, 
  Improved Critical, Martial 
  Archetype, Second Wind, 
  Dueling
  Ability Score Increase, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Action Surge, Additional 
  Fighting Style, Champion, 
  Extra Attack, Fighting 
  Style, Improved Critical, 
  Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Defense, Dueling
  Ability Score Increase, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Action Surge, Additional 
  Fighting Style, Champion, 
  Extra Attack, Fighting 
  Style, Improved Critical, 
  Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Defense, Dueling
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Scimitar; scale mail; 
  shield; dagger
  +1 Scimitar; +1 chain 
  mail; +1 shield; dagger
  +2 Scimitar; +2 chain 
  mail; +2 shield; dagger
  +3 Scimitar; +3 chain 
  mail; +3 shield; dagger
  
  130
  Magic Items
  Bludgeondart
    Bludgeondart (weapon)
  Value:  
    1,200 gp / 
    3,800 gp /  
    15,000 gp / 
    62,000 gp
  Weight 1/2 lb.; Materials steel, wood; Nature magical; Aura 
  moderate evocation [force]; Slot weapon (simple, thrown, 
  ranged)
  CL:  
    6th / 
    12th / 
    16th / 
    18th
  Base Weapon Profile:  
  Dmg 1d4 (1d3 S); Critical x2; Range 10’-100’; 
  Type Ranged (Thrown), piercing/bludgeoning (see below)
  Effect Summary: 
    Inflicts 1d4 (1d3 S) piercing damage in addition 
  to damage noted below; 20% chance reusable
    Treat as a +1 weapon in all respects; adds 1d4+1 
  bludgeoning damage
    Treat as a +2 weapon in all respects; adds 1d6+2 
  bludgeoning damage; generates an interposing hand 
  effect after damage is inflicted
    Treat as a +3 weapon in all respects; adds 2d4+3 
  bludgeoning damage; generates a forceful hand effect 
  after damage is inflicted
    Treat as a +4 weapon in all respects; adds 3d6+4 
  bludgeoning damage; generates a bigby’s hand effect 
  after damage is inflicted
  Description
  Tossed by any creature with any momentum, this dart 
  expands and gathers speed after flying 10’.  The result is that 
  it will fly up to 100’ in a straight line when thrown, and upon 
  impact, generates a force equivalent to a massive boulder 
  thrown by a giant.
  In practical terms, this weapon inflicts a huge amount of 
  crushing damage, and pushes enemies back.
  Most versions consist of a metal shaft, carved rocklike head, 
  and wooden fluting in the rear.
  Effect
  First, note the range of the weapon: when thrown, it flies in 
  a straight line up to 100’.  If it does not strike anything after 
  100’, it thuds to the ground at that point with no further 
  effect; it may be reused thereafter.
  A bludgeondart is generally speaking a single-use thrown 
  weapon fashioned after a dart.  Treat it as a dart for 
  purposes of proficiency and usability.
  All versions of bludgeondart are magical weapons, and have 
  an innate enhancement bonus as described.
  In addition, all bludgeondarts inflict additional piercing and 
  bludgeoning damage upon impact as noted.
  Advanced iterations also generate a spell effect upon impact.  
  This effect is identical to the spell of the same name; spells 
  requiring or referencing a target automatically designate the 
  creature or surface struck by the bludgeondart.
  Bludgeondarts are semi-durable.  After throwing one and 
  resolving its effect, check to see if it is reusable; all forms of 
  bludgeondart have a standard 20% chance of reusability.
  Synergy & Sets
  None.  Bludgeondarts are standalone items, and do not 
  gain further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  These items are sometimes available for sale at magic 
  weapons shops.  They can also be discovered in treasure 
  hoards.
  Upon examination, it’s clear that this device is a magical 
  dart, though what its effect is, and how it might be used, are 
  mysteries absent experimentation or a knowledgable handoff 
  from a current owner familiar with its function..
    At the GM’s discretion, knowledge of how this device 
  functions can simply be assumed to be automatic.  
  This can streamline gameplay considerably and allow 
  the wielder to immediately gain the benefit of the 
  bludgeondart’s capabilities.
  Ubiquity
  Bludgeondarts are uncommon, but in regions of high magic 
  and/or common magic weaponry, they are more easily 
  found.
  
  131
  Magic Items
  Notoriety
  The device appears to be a magic dart: as a result, it is 
  unlikely to gather much attention outside of that somewhat 
  mudane context.
  Quirks of Ownership
  None.
  History & Background
  Bludgeondarts were originally conceived as a key element of 
  a trap, meant to ward off intruders to a wizard’s laboratory.
  A venerable, and increasingly paranoid, wizard had given up 
  the adventuring life in favor of a crafting-for-hire mercenary 
  laboratory.  In his new position, he outfitted many 
  adventuring parties with common and custom gear, and in so 
  doing increasingly saw younger versions of himself echoed in 
  the parties’ compositions.
  A mixture of senility and jealousy gathered in his gut over 
  the years, as his wrinkles deepened and those seeking 
  his services appeared to grow younger and younger from 
  his ancient eyes.  Though nobody had even made such an 
  attempt, he grew furtive and cautious, convinced that some 
  of his customers had stolen from his laboratory.
  Eventually, he took to setting up makeshift traps at the 
  entrances to his lab, an establishment that he increasingly 
  considered to be his “lair” more than his workplace.  The 
  traps grew steadily more complex and elaborate, and 
  culminated in the bludgeondart: a device intended to ward 
  off the most inquisitive foes.
  Sadly, the wizard forgot to disarm the trap one day, and fell 
  victim to his own invention.
  Rumors & Lore
  The following snippets of conversation, convoluted retelling, 
  misunderstanding, urban myth, hearsay, and outright lie 
  are usable as additional incentives for the PCs to uncover 
  mysteries about the town.
  There are two ways to use this FlexTable:
  First, if the PCs are actively searching for information, you 
  can make a 
    Skill Check and look up the result.  If you 
  come to a result that has already been discovered by the PCs, 
  at the GM’s discretion, you may pick a result with a lower DC 
  and read that instead.  
  The party may use 
    Knowledge (Local) or Diplomacy in 
  this manner; the DC listed applies equally to either of these 
  skills.  Alternately, a PC may use Knowledge (History), but 
  with a -4 circumstance penalty (as knowledge of general 
  history will apply in only a limited basis to any immediate 
  vicinity, and a bludgeondart is not really location-bound or 
  related).
  Alternately, if a specific quest explicitly rewards the PCs 
  with a piece of lore, you may simply roll on the appropriate 
  Context and read the result.  In such a circumstance, a Skill 
  Check is not required.
  Generally speaking, the information in this FlexTable may be 
  inserted into your campaign as foreshadowing for eventually 
  revealing a bludgeondart, or as a means of introducing a plot 
  hook into the Quests listed herein.
  • 
    Use Context A: 
  As a default, or if no other context specifically applies to 
  the circumstances.
  • 
    Use Context B: 
  If the party is attempting to gather information from 
  a Key NPC.  Any named NPC is a “key” NPC for these 
  purposes.
  • 
    Use Context C: 
  If the party is gathering information from generic 
  townsfolk, or NPCs without specific names.  For example, 
  Townsfolk.
  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  unstructured manner.
  Hooks & Integration
  If you’re looking for an excuse to introduce a bludgeondart 
  into your gaming sessions beyond simply “the sorcerer draws 
  a funky-looking dart”, here are some ideas.  
  Of course, as a GM, you are by no means bound to selecting 
  from among these… but it’s always useful to have some 
  inspiration or something to get started quickly.
  Class-Based Hooks
  These connections and motivations are based on the 
  presence of one or more characters in the party who have at 
  least one level in a particular class.  
  As GM, you may judge that only one of these is a sufficient 
  motivator; alternately, you can combine multiple class hooks 
  to provide the entire party a believable reason to pursue 
  Table 21: Bludgeondart Flavors
  Difficulty Band
  Prefix
  Counts As
  Additional Damage
  Spell Effect Generated
    Low
  Minor
  +1
  1d4 P; 1d4+1 B
  -
    Moderate
  Lesser
  +2
  1d4 P; 1d6+2 B
  interposing hand
    Advanced
  Greater
  +3
  1d4 P; 2d4+3 B
  forceful hand (or any above)
    Elite
  Elite
  +4
  1d4 P; 3d6+4 B
  bigby’s hand (or any above)
  
  132
  Magic Items
  someone who may be in the possession of a bludgeondart.
  Paladins & Clerics
  These types would almost certainly have better combat 
  alternatives, but to the extent to which they are more 
  focused in melee, a bludgeondart would be an easy-to-use 
  alternative for ranged attacks.
  Rogues
  Most Rogues have at least a passing ability in ranged combat; 
  a bludgeondart would fit well with the style of most Rogues.  
  It’s also a possible choice for a somewhat inelegant and 
  potentially messy assassination tool.
  Martial Characters
  Perhaps the team’s Fighter wants to destroy enemy mages 
  from afar while focusing melee abilities to sturdier foes.  Or, 
  perhaps the party’s Barbarian has a need for ranged combat 
  before raging.  
  Whatever the conditions, a blundgeondart offers a quick, 
  disposable ranged attack with massive impact.
  Arcane Classes
  Arcanists likely get the best use out of a tool such as a 
  bludgeondart: easily used, ranged weaponry at the outer 
  limits of what a Wizard or Sorcerer might otherwise expect 
  in terms of range and damage potential.
  Monks, Rangers, and Druids
  These classes all tend to be nimble, agile, versatile: a quick 
  and lightweight ranged weapon such as the bludgeondart 
  gives them additional options.
  General Hooks
  These hooks are not linked directly to any particular race, 
  class, or other party element, and can be deployed as the 
  GM sees fit as best matches the play style and existing 
  motivations of the party.
  Strike From Afar
  The PCs are faced with a foe who is preventing them from 
  crossing an obstacle; a bludgeondart might make short work 
  of such an opponent.
  Perhaps there is a river crossing, with an adept crossbowman 
  on the opposing side.  Or a chasm, across which a rickety 
  bridge exposes crossers to a longbow archer.
  Collector
  “It belongs in a museum” is an easy sentiment to advocate.  
  Far more honest, however, is the Collector: someone who 
  more accurately states “it belongs in my museum”.
  A Collector, or group thereof, asks the PCs to retrieve a 
  bludgeondart from its current wielder, and to return it so 
  that it might be stored among other valuables.
  This angle plays particularly well with Lawfully-aligned 
  classes, or PCs whose class, creed, Faction, or other 
  involvement would guide them toward a balance.
  Trapped from Afar
  This situation is very straightforward and flexible: the PCs 
  trigger a trap, which involves a bludgeondart fired at them 
  from maximum range.  
  This scenario forms the basis of the Quest below.
  Quests
  Another, more thorough, means of introducing a 
  bludgeondart is via the following Quest.
    This Quest may be inserted into any campaign setting 
  or adventure, either as a “side quest”, or as a tie-in or 
  kickoff to a larger storyline.
    Quest: Trapped From Afar
    Summary: The PCs trigger a trap which fires a 
  bludgeondart at them.
    Rewards: bludgeondart.
    Locations: Any.
    Key NPCs: None.
    Kickoff: Random Encounter.
    Description:
  The PCs trigger a trap.  It fires a bludgeondart toward them 
  from a great distance.  
  This trap has the best impact if the bludgeondart fires 
  from far enough away that they cannot see the origin; 
  the projectile simply hurls toward them and impacts with 
  devastating effect.
  This is quite vague and flexible, intentionally so.  This 
  trap can be inserted into any situation, circumstance, or 
  environment.
  The bludgeondart the trap fires should be assumed to strike 
  the foremost member of the party.
  There is of course no monetary reward to this encounter in 
  and of itself.  
  However, the bludgeondart that impacts the party 
  automatically succeeds in its “durability check”, so the party 
  may use it again.
  If by chance the party is able to disable the trap before it is 
  sprung, they should benefit from a stored cache of 
    1d4+1 
  bludgeondarts.
    Bludgeondart Trap
  Type Mechanical; Trigger Touch; Reset Manual
    Perception DC 20; Disable Device DC 23
  Effect 
    minor bludgeondart; Atk +9
    Perception DC 22; Disable Device DC 25
  Effect 
    lesser bludgeondart; Atk +13
    Perception DC 24; Disable Device DC 27
  Effect 
    greater bludgeondart ; Atk +17
    Perception DC 26; Disable Device DC 29
  Effect 
    elite bludgeondart; Atk +19
  
  133
  Magic Items
  FlexTable 17: Bludgeondart Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  14
  Long ago, a wizard crafted 
  weapons to use in traps to 
  protect his workshop.
    True.  This refers to the origins of 
  the device.
  15-29
  15-30
  15-30
  01-30
  13
  Certain magical darts have 
  extended range.
    True.  Though this is hardly 
  the most compelling aspect of the 
  bludgeondart.
  30-44
  31-45
  31-45
  31-39
  15
  Bludgeondarts inflict 
  additional smashing damage.
    True.  This is one aspect of the 
  weapon’s features.
  45-59
  46-60
  46-60
  40-49
  14
  Magical darts may inflict 
  additional damage, and/or 
  grant bonuses to accuracy.
    True.  This is a small subset of the 
  effects of the weapon.
  60-74
  60-69
  60-69
  50-59
  17
  Bludgeondarts may be thrown 
  to extreme range, cause extra 
  damage... and may even 
  produce phantom force hands 
  when they strike!
    True.  This is a good rundown of all 
  of the weapon’s features.
  75-89
  70-97
  70-94
  60-69
  11
  Magical darts are often cursed 
  to reverse and strike the 
  thrower!
    False.  While this may be true 
  occasionally, it has nothing to do with 
  bludgeondarts.
  90-00
  98-00
  95-00
  70-00
  15
  Bludgeondarts inflict 
  additional damage... but at the 
  expense of causing suffering in 
  the thrower as well.
    False.  There is no negative impact 
  to the user.
  
  134
  Magic Items
  Bludgeondart Wielder
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Sorcerer 1
  Sorcerer 6
  Sorcerer 10
  Sorcerer 14
  Size / Aln
  Medium LE 
  Elf (High)
  Medium LE 
  Elf (High)
  Medium LE 
  Elf (High)
  Medium LE 
  Elf (High)
  HP
  7
  33
  60
  77
  Armor 
  Class
  15
  16
  17
  18
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’; Fly 30’
  Ability 
  Scores / 
  Saves
  STR  9 (-1) 
  DEX  15 (+2) 
  CON  10 (+2) 
  INT  20 (+5) 
  WIS  7 (+2) 
  CHA  13 (+3)
  STR  9 (-1) 
  DEX  17 (+3) 
  CON  10 (+3) 
  INT  20 (+5) 
  WIS  7 (+2) 
  CHA  13 (+4)
  STR  9 (-1) 
  DEX  19 (+4) 
  CON  10 (+4) 
  INT  20 (+5) 
  WIS  7 (+2) 
  CHA  13 (+5)
  STR  9 (-1) 
  DEX  20 (+5) 
  CON  11 (+5) 
  INT  20 (+5) 
  WIS  7 (+2) 
  CHA  13 (+6)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 10
  Passive Perception 11
  Passive Perception 12
  Passive Perception 13
  Languages Common, Draconic, Dwarvish, Elvish
  Attacks
  Ranged Dart ) --> 20 ft.’: -6 
  (1d4+2); 80 ft.’: -6 (1d4+2)
  Melee Quarterstaff +1 
  (1d6-1)
  Melee Dagger +4 (1d4+2)
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2)
  Ranged Sling ) --> 30 ft.’: 
  +4 (1d4+2); 120 ft.’: +4 
  (1d4+2)
  Ranged Dart ) --> 20 ft.’: -4 
  (1d4+3); 80 ft.’: -4 (1d4+3)
  Melee +1 Quarterstaff +3 
  (1d6)
  Melee Dagger +6 (1d4+3)
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+3); 60 ft.’: +6 
  (1d4+3)
  Ranged Sling ) --> 30 ft.’: 
  +6 (1d4+3); 120 ft.’: +6 
  (1d4+3)
  Ranged Dart ) --> 20 ft.’: -2 
  (1d4+4); 80 ft.’: -2 (1d4+4)
  Melee +2 Quarterstaff +5 
  (1d6+1)
  Melee Dagger +8 (1d4+4)
  Ranged Dagger (Thrown) 
  20 ft.’: +8 (1d4+4); 60 ft.’: 
  +8 (1d4+4)
  Ranged Sling ) --> 30 ft.’: 
  +8 (1d4+4); 120 ft.’: +8 
  (1d4+4)
  Ranged Dart ) --> 20 ft.’: +0 
  (1d4+5); 80 ft.’: +0 (1d4+5)
  Melee +3 Quarterstaff +7 
  (1d6+2)
  Melee Dagger +10 (1d4+5)
  Ranged Dagger (Thrown) 20 
  ft.’: +10 (1d4+5); 60 ft.’: 
  +10 (1d4+5)
  Ranged Sling ) --> 30 ft.’: 
  +10 (1d4+5); 120 ft.’: +10 
  (1d4+5)
  Special
  -
  -
  -
  -
  Proficiencies
  Crossbow (Light), Dagger, Dart, Longbow, Longsword, Quarterstaff, Shortbow, Shortsword, Sling
  LE; Medium Humanoid (Elf)
  
  135
  Magic Items
  Special Abilities
  Ability Score Increase Your Dexterity score increases by 2.
  Ability Score Increase Your Intelligence score increases by 1.
  Darkvision Accustomed to twilit forests and the night sky, you have 
  superior vision in dark and dim conditions. You can see in dim light within 
  60 feet of you as if it were bright light, and in darkness as if it were dim 
  light. You can’t discern color in darkness, only shades of gray.
  Elf Weapon Training You have proficiency with the longsword, 
  shortsword, shortbow, and longbow.
  Fey Ancestry You have advantage on saving throws against being 
  charmed, and magic can’t put you to sleep.
  Keen Senses You have proficiency in the Perception skill.
  Languages You can speak, read, and write Common and Elvish. Elvish is 
  fluid, with subtle intonations and intricate grammar. Elven literature is rich 
  and varied, and their songs and poems are famous among other races. 
  Many bards learn their language so they can add Elvish ballads to their 
  repertoires.
  Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining 
  semiconscious, for 4 hours a day. (The Common word for such meditation 
  is “trance.”) While meditating, you can dream after a fashion; such dreams 
  are actually mental exercises that have become reflexive through years of 
  practice. After resting in this way, you gain the same benefit that a human 
  does from 8 hours of sleep.
  Careful Spell When you cast a spell that forces other creatures to make a 
  saving throw, you can protect some of those creatures from the spell’s 
  full force. To do so, you spend 1 sorcery point and choose a number of 
  those creatures up to 1. A chosen creature automatically succeeds on its 
  saving throw against the spell.
  Creating Spell Slots Spell Slot Level-Sorcery Point Cost: 1st-2; 2nd-3; 
  3rd-5; 4th-6; 5th-7. Converting a Spell Slot to Sorcery Points. As a bonus 
  action on your turn, you can expend one spell slot and gain a number of 
  sorcery points equal to the slot’s level.
  Draconic Bloodline Your innate magic comes from draconic magic that 
  was mingled with your blood or that of your ancestors. Most often, 
  sorcerers with this origin trace their descent back to a mighty sorcerer of 
  ancient times who made a bargain with a dragon or who might even have 
  claimed a dragon parent. Some of these bloodlines are well established 
  in the world, but most are obscure. Any given sorcerer could be the 
  first of a new bloodline, as a result of a pact or some other exceptional 
  circumstance. You can speak, read, and write Draconic. Additionally, 
  whenever you make a Charisma check when interacting with dragons, 
  your proficiency bonus is doubled if it applies to the check.
  Draconic Resilience As magic flows through your body, it causes physical 
  traits of your dragon ancestors to emerge. At 1st level, your hit point 
  maximum increases by 1 and increases by 1 again whenever you gain a 
  level in this class. Additionally, parts of your skin are covered by a thin 
  sheen of dragon-like scales. When you aren’t wearing armor, your AC 
  equals 13 + your Dexterity modifier.
  Dragon Ancestor At 1st level, you choose one type of dragon as your 
  ancestor. The damage type associated with each dragon is used by 
  features you gain later. Blue, Damage Type Lightning. You can speak, read, 
  and write Draconic. Additionally, whenever you make a Charisma check 
  when interacting with dragons, your proficiency bonus is doubled if it 
  applies to the check.
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Cantrips, Draconic 
  Bloodline, Draconic 
  Resilience, Dragon 
  Ancestor, Sorcerous Origin, 
  Spell Casting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Cantrips, 
  Careful Spell, Creating Spell 
  Slots, Draconic Bloodline, 
  Draconic Resilience, Dragon 
  Ancestor, Elemental Affinity, 
  Empowered Spell, Flexible 
  Casting, Font of Magic, 
  Metamagic, Sorcerous 
  Origin, Sorcery Points, Spell 
  Casting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Cantrips, 
  Careful Spell, Creating Spell 
  Slots, Draconic Bloodline, 
  Draconic Resilience, 
  Dragon Ancestor, Elemental 
  Affinity, Empowered Spell, 
  Flexible Casting, Font 
  of Magic, Metamagic, 
  Quickened Spell, Sorcerous 
  Origin, Sorcery Points, Spell 
  Casting ,
  Spellcaster Spell Slots, Ability 
  Score Increase, Ability Score 
  Increase, Cantrip, Darkvision, 
  Elf Weapon Training, Extra 
  Language, Fey Ancestry, Keen 
  Senses, Languages, Trance, 
  Ability Score Improvement, 
  Cantrips, Careful Spell, 
  Creating Spell Slots, 
  Draconic Bloodline, Draconic 
  Resilience, Dragon Ancestor, 
  Dragon Wings, Elemental 
  Affinity, Empowered Spell, 
  Flexible Casting, Font 
  of Magic, Metamagic, 
  Quickened Spell, Sorcerous 
  Origin, Sorcery Points, Spell 
  Casting
  Spell-
  casting
  Save DC 11; Spell Atk +3
  1st: charm person; color 
  spray
  Save DC 12; Spell Atk +4
  3rd: blink; fear; fireball
  2nd: blur; knock; scorching 
  ray
  1st: charm person; color 
  spray; silent image; sleep
  Save DC 13; Spell Atk +5
  5th: cloudkill; hold monster
  4th: blight; confusion; ice 
  storm
  3rd: blink; fear; fireball
  2nd: blur; knock; scorching 
  ray
  1st: charm person; color 
  spray; silent image; sleep
  Save DC 14; Spell Atk +6
  7th: finger of death
  6th: disintegrate
  5th: cloudkill; hold monster
  4th: blight; confusion; ice 
  storm
  3rd: blink; fear; fireball
  2nd: blur; knock; scorching 
  ray
  1st: charm person; color 
  spray; silent image; sleep
  Equipment
  Darts (5x); quarterstaff; 
  sling; sling bullets (10x); 
  dagger
  Darts (5x); +1 
  quarterstaff; sling; sling 
  bullets (10x); dagger
  Darts (5x); +2 
  quarterstaff; sling; sling 
  bullets (10x); dagger
  Darts (5x); +3 
  quarterstaff; sling; sling 
  bullets (10x); dagger
  
  136
  Magic Items
  Dragon Wings At 14th level, you gain the ability to sprout a pair of dragon 
  wings from your back, gaining a flying speed equal to your current speed. 
  You can create these wings as a bonus action on your turn. They last until 
  you dismiss them as a bonus action on your turn. You can’t manifest your 
  wings while wearing armor unless the armor is made to accommodate 
  them, and clothing not made to accommodate your wings might be 
  destroyed when you manifest them.
  Elemental Affinity Starting at 6th level, when you cast a spell that deals 
  damage of the type associated with your draconic ancestry, add 1 to 
  that damage. At the same time, you can spend 1 sorcery point to gain 
  resistance to that damage type for 1 hour. The damage bonus applies to 
  one damage roll of a spell, not multiple rolls.
  Empowered Spell When you roll damage for a spell, you can spend 1 
  sorcery point to reroll a number of the damage dice up to 1. You must 
  use the new rolls. You can use Empowered Spell even if you have already 
  used a different Metamagic option during the casting of the spell.
  Flexible Casting You can use your sorcery points to gain additional spell 
  slots, or sacrifice spell slots to gain additional sorcery points. You learn 
  other ways to use your sorcery points as you reach higher levels. Creating 
  Spell Slots. You can transform unexpended sorcery points into one spell 
  slot as a bonus action on your turn. The Creating Spell Slots table shows 
  the cost of creating a spell slot of a given level. You can create spell slots 
  no higher in level than 5th. The created spell slots vanish at the end of a 
  long rest.
  Font of Magic At 2nd level, you tap into a deep wellspring of magic within 
  yourself. This wellspring is represented by sorcery points, which allow you 
  to create a variety of magical effects.
  Metamagic At 3rd level, you gain the ability to twist your spells to suit 
  your needs. You gain two of the following Metamagic options of your 
  choice. You gain another one at 10th and 17th level. You can use only 
  one Metamagic option on a spell when you cast it, unless otherwise 
  noted.
  Quickened Spell When you cast a spell that has a casting time of 1 action, 
  you can spend 2 sorcery points to change the casting time to 1 bonus 
  action for this casting.
  Sorcery Points You have 14 sorcery points. You can never have more 
  sorcery points than 14 at once. You regain all spent sorcery points when 
  you finish a long rest.
  
  137
  Magic Items
  Bonespike
    Bonespike (weapon)
  Value:  
    3,800 gp / 
    23,000 gp /   
    62,000 gp / 
    105,000 gp
  Weight varies (see below).; Materials bone, sinew, leather; 
  Nature magical; Aura moderate necromancy [evil, pain]; 
  Slot weapon (one/two-handed, melee, thrown)
  CL:  
    6th / 
    10th / 
    12th / 
    14th
  Base Weapon Profile: 
    As Shortspear:  
  Weight 3 lbs; Dmg 1d6 (1d4 S); Critical x2; Type 
  piercing; Range 20’; Class Simple One-Handed (Melee/
  Thrown)
    As Spear:  
  Weight 6 lbs; Dmg 1d8 (1d6 S); Critical x3; Type 
  piercing; Range 20’; Class Simple Two-Handed (Melee/
  Thrown); Special brace
  Effect Summary: 
    Critical hits vs. vertebrate enemies: inflicts 1 Strength 
  damage (Constitution save DC 15 negates), 
  plus Shaken condition for 1d4 rounds (separate 
  Constitution save DC 14 halves condition duration, 
  rounded down); 
  treat as +1 weapon in all respects
    Critical hits vs. vertebrate enemies: inflicts 1d2 Strength 
  damage (Constitution save DC 17 halves, rounded 
  down), plus Shaken condition for 1d6 rounds (separate 
  Constitution save DC 16 halves condition duration, 
  rounded down); 
  treat as +2 weapon in all respects
    Critical hits vs. vertebrate enemies: inflicts 1d4 Strength 
  damage (Constitution save DC 19 halves, rounded 
  down), plus Shaken condition for 2d4 rounds (separate 
  Constitution save DC 18 halves condition duration, 
  rounded down),  
  plus Sickened condition for 1d4 rounds (separate 
  Constitution save DC 16 halves condition duration, 
  rounded down); 
  treat as +3 weapon in all respects
    Critical hits vs. vertebrate enemies: inflicts 1d6 Strength 
  damage (Constitution save DC 21 halves, rounded 
  down), plus Shaken condition for 2d6 rounds (separate 
  Constitution save DC 20 halves condition duration, 
  rounded down),  
  plus Sickened condition for 1d6 rounds (separate 
  Constitution save DC 18 halves condition duration, 
  rounded down); 
  treat as +4 weapon in all respects
  Description
  Functioning in combat like a spear, this weapon causes 
  fear in enemies.  When striking a vertebrate foe, it causes 
  a tremor that shakes the foe to their very bones, possibly 
  causing critical-hit bone-break damage as well.  Formidable 
  versions of this weapon also cause a brittle-bone disease that 
  must be magically cured.
  It appears to be an unwieldy arrangement of bones, 
  segmented as though along an enormous and horrible finger 
  from a larger-than-life demon.
  Effect
  In combat, 
    Low and 
    Moderate iterations are sized 
  like a shortspear; 
    Advanced and 
    Elite versions are 
  sized like full spears.
  All versions are magical weapons, and enjoy an inherent 
  enhancement bonus as listed.
  Beyond that, bonespikes possess a single effect, that is only 
  triggered when the weapon is used to confirm a critical hit 
  against a vertebrate opponent.  Each such critical hit inflicts 
  Strength damage, and has the potential to inflict one or 
  more conditions as well.  
  Victims must make separate saves for the ability damage and 
  each condition as noted.
  Against opponents without a skeletal structure, the 
  bonespike functions as a normal magical weapon, gaining 
  only its enhancement bonus.
  Note that skeletons and other animated creatures are 
  affected by the bonespike’s abilities, though they may of 
  course be immune to the individual effect components.
  Synergy & Sets
  None.  Bonespikes are standalone items, and do not gain 
  further benefit or effects from use alongside any other 
  specific equipment.
  
  138
  Magic Items
  Discovery
  These items are usually discovered wielded by enemies, 
  though it’s also possible to find them in treasure hoards.
  It is extremely rare to find them for sale in any sort of shop.
  Among barbarian tribes, these weapons are prized trophies 
  and symbols of power.
  It’s not immediately apparent what the weapon does, aside 
  from look unusual, without trial and error or knowledgable 
  handoff from an informed current owner.
    At the GM’s discretion, knowledge of how this device 
  functions can simply be assumed to be automatic.  
  This can streamline gameplay considerably and allow 
  the wielder to immediately gain the benefit of the 
  bonespike’s capabilities.
  Ubiquity
  Bonespikes are very rare in general.  
  In barbarian and rural plains tribes, however, they flourish, 
  as they are items of symbolic power and influence within the 
  tribe.
  Notoriety
  Outside of cultures which prize them, bonespikes seem to 
  be macabre spears of unnecessarily threatening design, 
  fabricated either by madmen or those looking to impart their 
  necromatic intentions.
  Someone from a culture which reveres these weapons will 
  instantly recognize it in the hands of others, and may assume 
  either membership in the tribe, or that the person bearing 
  the weapon slew a tribesperson to obtain the weapon.
  Quirks of Ownership
  None.  Other than potentially attracting attention from tribes 
  who value these weapons.
  History & Background
  Bonespikes were first crafted as celebratory items to 
  commemorate the slaying of great monsters.
  Early bonespikes were literally forged from the elongated 
  bones of enormous monsters, and borne by the warriors who 
  gave the felling blow to the beast.  
  Later, as demand grew beyond the tribe’s ability to find 
  and destroy large enough creatures, they were fashioned 
  from wood, augmented with smaller pieces of bone from 
  slaughtered humanoid enemies where possible.
  The intent and use remained the same: honor great deeds, 
  and bring enhanced abilities to those who have slain great 
  enemies.
  Rumors & Lore
  The following snippets of conversation, convoluted retelling, 
  misunderstanding, urban myth, hearsay, and outright lie 
  are usable as additional incentives for the PCs to uncover 
  mysteries about the town.
  There are two ways to use this FlexTable:
  First, if the PCs are actively searching for information, you 
  can make a 
    Skill Check and look up the result.  If you 
  come to a result that has already been discovered by the PCs, 
  at the GM’s discretion, you may pick a result with a lower DC 
  and read that instead.  
  The party may use 
    Knowledge (Local) or Diplomacy in 
  this manner; the DC listed applies equally to either of these 
  skills.  Alternately, a PC may use Knowledge (History), but 
  with a -4 circumstance penalty (as knowledge of general 
  history will apply in only a limited basis to any immediate 
  vicinity, and a bonespike is not really location-bound or 
  related).
  Alternately, if a specific quest explicitly rewards the PCs 
  with a piece of lore, you may simply roll on the appropriate 
  Context and read the result.  In such a circumstance, a Skill 
  Check is not required.
  Generally speaking, the information in this FlexTable may be 
  inserted into your campaign as foreshadowing for eventually 
  revealing a bonespike, or as a means of introducing a plot 
  hook into the Quests listed herein.
  • 
    Use Context A: 
  As a default, or if no other context specifically applies to 
  the circumstances.
  • 
    Use Context B: 
  If the party is attempting to gather information from 
  a Key NPC.  Any named NPC is a “key” NPC for these 
  purposes.
  • 
    Use Context C: 
  Table 22: Bonespike Flavors
  Difficulty 
  Band
  Prefix
  Critical Hit Damage
  Critical Hit Conditions
  Enhancement 
  Bonus
    Low
  Minor
  1 Str (Con DC 15 negates)
  Shaken 1d4 rounds (Con 14 halves)
  +1
    Moderate
  Lesser
  1d3 Str (Con DC 17 negates)
  Shaken 1d6 rounds (Con 16 halves)
  +2
    Advanced
  Greater
  1d4 Str (Con DC 19 negates)
  Shaken 2d4 rounds (Con 18 halves); 
  Sickened 1d4 rounds (Con 16 halves)
  +3
    Elite
  Elite
  1d6 Str (Con DC 21 negates)
  Shaken 2d6 rounds (Con 20 halves); 
  Sickened 1d6 rounds (Con 18 halves)
  +4
  
  139
  Magic Items
  If the party is gathering information from generic 
  townsfolk, or NPCs without specific names.  For example, 
  Townsfolk.
  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  unstructured manner.
  Hooks & Integration
  If you’re looking for an excuse to introduce a bonespike into 
  your gaming sessions beyond simply “the barbarian warrior 
  drops a morbid-looking spear”, here are some ideas.  
  Of course, as a GM, you are by no means bound to selecting 
  from among these… but it’s always useful to have some 
  inspiration or something to get started quickly.
  Class-Based Hooks
  These connections and motivations are based on the 
  presence of one or more characters in the party who have at 
  least one level in a particular class.  
  As GM, you may judge that only one of these is a sufficient 
  motivator; alternately, you can combine multiple class hooks 
  to provide the entire party a believable reason to pursue 
  someone who may be in the possession of a bonespike.
  Paladins & Clerics
  These classes may seek to bring honor to the fallen through 
  use of a bonespike.  
  They’re likely to want to understand the item’s history so 
  that they can use it with intent and with clarity of purpose.
  As a result, they are also more likely to retain ownership 
  of a bonespike, even after encountering tribespeople who 
  may have a bone to pick with someone outside their ranks 
  bearing such a favored weapon.
  This latter scenario forms the basis for the Quest below.
  Rogues
  Rogues are not typically spear-carriers, but any bonus to 
  critical hit impact and damage potential is a boon worth 
  seeking regardless of combat styles.
  Martial Characters
  For whom this weapon was created originally: Fighters, 
  Barbarians, and other martial classes would do well to bear 
  such a weapon, particularly if they focus on critical hit 
  capabilities.
  Arcane Classes
  As arcanists tend to avoid skill sets and talents related to 
  inflicting melee critical hits, they’re least likely of all classes 
  to bear a bonespike themselves.  
  However, there is something to be said for the atmosphere 
  such an item brings to those already inclined toward the 
  necromantic.
  Monks, Rangers, and Druids
  These classes can all make good use of spears in their combat 
  forms, and can all take a focus in inflicitng critical hits.
  General Hooks
  These hooks are not linked directly to any particular race, 
  class, or other party element, and can be deployed as the 
  GM sees fit as best matches the play style and existing 
  motivations of the party.
  Fell the Beast
  The PCs are asked to slay a great beast, that local 
  tribespeople might fashion magic weapons from its corpse.
  For their troubles, the PCs will be gifted one such weapon, a 
  bonespike.
  Collector
  “It belongs in a museum” is an easy sentiment to advocate.  
  Far more honest, however, is the Collector: someone who 
  more accurately states “it belongs in my museum”.
  A Collector, or group thereof, asks the PCs to retrieve a 
  bonespike from its current wielder, and to return it so that it 
  might be stored among other valuables.
  This angle plays particularly well with Lawfully-aligned 
  classes, or PCs whose class, creed, Faction, or other 
  involvement would guide them toward a balance.
  Quests
  Another, more thorough, means of introducing a bonespike is 
  via the following Quest.
    This Quest may be inserted into any campaign setting 
  or adventure, either as a “side quest”, or as a tie-in or 
  kickoff to a larger storyline.
    Quest: A Bone to Pick
    Summary: The PCs come across a bonespike, only to 
  later encounter tribespeople from the fallen soldier to 
  whom it belonged.
    Rewards: Up to 
    2 Reward Stars; bonespike
    Locations: Any.
    Key NPCs: Any.
    Kickoff: Random Encounter.
    Description:
  In a completely unrelated treasure hoard, the PCs come 
  across a bonespike.  Assuming they take the weapon, and do 
  not resell it, this Quest is initiated.
  A few days later (
    1d4 days, if you wish to formalize it 
  mechnically), the party will come across a group of 
    2d6 
  barbarian tribespeople.  It turns out they are from a tribe 
  which makes extensive use of bonespikes as a symbols of 
  combat prowess, and it is illegal in their eyes for such a 
  weapon to be used outside of the tribe.
  For the PCs to possess such a weapon is unconscionable to 
  them.
  Forced with this situation, the PCs are given a few options.
    They may fight the tribespeople.  Succeeding lets them 
  keep the bonespike, and grants them 
    1 Reward Star.  
  
  140
  Magic Items
  FlexTable 18: Bonespike Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  Certain magical weapons are 
  forged from the bones of great 
  beasts.
    True.  This applies to the bonespike 
  as well as other weapons.
  15-29
  15-30
  15-30
  01-30
  13
  Crafted from the femurs of 
  gargantuan monsters, the 
  bonespike is a magical spear 
  with combat powers.
    True.  Accurate, so far as it goes.
  30-44
  31-45
  31-45
  31-39
  14
  Those wielding a bonespike in 
  combat inflict greater damage 
  than a normal spear.
    True.  Somewhat vague, but not 
  inaccurate.
  45-59
  46-60
  46-60
  40-49
  15
  Scoring a lucky or precise 
  strike with a bonespike can 
  cripple your opponent.
    True.  This refers to the ability 
  damage of the weapon.
  60-74
  60-69
  60-69
  50-59
  17
  Bonespikes lessen the combat 
  effectiveness of enemies, and 
  can leave them staggered or 
  stunned.
    True.  These are not exactly the 
  conditions inflicted, but are close 
  enough in parlance.
  75-89
  70-97
  70-94
  60-69
  12
  Bonespikes are necromatic 
  staves used to raise the dead.
    False.  They do seem necromantic 
  in nature, but they do not perform this 
  function.
  90-00
  98-00
  95-00
  70-00
  14
  Spears fashioned of monster 
  bone grant one the power of 
  the monster used to forge 
  them.
    False.  This may apply elsewhere, 
  but the abilities granted by a bonespike 
  have nothing to do with the monster 
  from which it came.
  However, at the GM’s discretion, this may not settle 
  matters: perhaps another few days pass, and this time, a 
  larger group comes to avenge their fallen comrades.
    The party may simply hand over the bonespike and 
  apologize for not knowing about their law.  Assuming 
  this is in keeping with their character, they receive 
    1 
  Reward Star as a result.   
   
  At the GM’s discretion, the tribespeople may consider 
  this insufficient to placate the wounded honor of the 
  tribe, or perhaps the tribespeople consider this too easy 
  of a resoultion and think of the PCs as easy marks, and 
  demand additional tribute in the form of gold.
    The PCs may tryr and talk their walk out of things.  
  Perhaps they offer to honor the spirit of the law, and 
  carry the name and values of the tribe with them as they 
  use the fallen soldier’s weapon to bring further honor to 
  the tribe.   
   
  This should involve at least one 
    skill check, likely in 
  Diplomacy or Intimidate.  Succeeding lets them keep the 
  bonespike, and grants them 
    2 Reward Stars.
  
  141
  Magic Items
  Bonespike Wielder
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Fighter 1
  Fighter 6
  Fighter 10
  Fighter 14
  Size / Aln
  Medium CE 
  Human
  Medium CE 
  Human
  Medium CE 
  Human
  Medium CE 
  Human
  HP
  10
  33
  60
  95
  Armor 
  Class
  15
  18
  20
  21
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  17 (+5) 
  DEX  13 (+1) 
  CON  10 (+2) 
  INT  8 (-1) 
  WIS  7 (-2) 
  CHA  20 (+5)
  STR  20 (+8) 
  DEX  13 (+1) 
  CON  10 (+3) 
  INT  8 (-1) 
  WIS  7 (-2) 
  CHA  20 (+5)
  STR  20 (+9) 
  DEX  13 (+1) 
  CON  13 (+5) 
  INT  8 (-1) 
  WIS  7 (-2) 
  CHA  20 (+5)
  STR  20 (+10) 
  DEX  15 (+2) 
  CON  15 (+7) 
  INT  8 (-1) 
  WIS  7 (-2) 
  CHA  20 (+5)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 8 
  Armor - Disadvantage on 
  Stealth
  Passive Perception 8 
  Armor - Disadvantage on 
  Stealth
  Passive Perception 8 
  Armor - Disadvantage on 
  Stealth
  Passive Perception 8 
  Armor - Disadvantage on 
  Stealth
  Languages Common, Dwarvish
  Attacks
  Melee Greatsword +5 
  (2d6+3)
  Ranged Crossbow, Heavy ) 
  --> 100 ft.’: +3 (1d10+1); 
  400 ft.’: +3 (1d10+1)
  Melee Shortsword +5 
  (1d6+3)
  Melee +1 Greatsword +9/+9 
  (2d6+6)
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +4/+4 
  (1d10+1); 400 ft.’: +4/+4 
  (1d10+1)
  Melee Shortsword +8/+8 
  (1d6+5)
  Melee +2 Greatsword 
  +11/+11 (2d6+7)
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +5/+5 
  (1d10+1); 400 ft.’: +5/+5 
  (1d10+1)
  Melee Shortsword +9/+9 
  (1d6+5)
  Melee +3 Greatsword 
  +13/+13/+13 (2d6+8)
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +7/+7/+7 
  (1d10+2); 400 ft.’: 
  +7/+7/+7 (1d10+2)
  Melee Shortsword 
  +10/+10/+10 (1d6+5)
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  CE; Medium Humanoid (Human)
  
  142
  Magic Items
  Special Abilities
  Ability Score Increase Your ability scores each increase by 1.
  Languages You can speak, read, and write Common and one extra 
  language of your choice. Humans typically learn the languages of other 
  peoples they deal with, including obscure dialects. They are fond of 
  sprinkling their speech with words borrowed from other tongues: Orc 
  curses, Elvish musical expressions, Dwarvish military phrases, and so on.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 1 time(s) before a rest, but only once 
  on the same turn.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that 
  you fail. If you do so, you must use the new roll, and you can’t use this 
  feature again until you finish a long rest. You can use this feature 2 time(s) 
  between long rests.
  Martial Archetype At 3rd level, you choose an archetype that you strive to 
  emulate in your combat styles and techniques. The Champion archetype 
  is detailed at the end of the class description; see the Player’s Handbook 
  for information on other martial archetypes. Your archetype grants you 
  features at 3rd level and again at 7th, 10th, 15th, and 18th level.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +5.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Defense While you are wearing armor, you gain a +1 bonus to AC.
  Great Weapon Fighting When you roll a 1 or 2 on a damage die for an 
  attack you make with a melee weapon that you are wielding with two 
  hands, you can reroll the die and must use the new roll, even if the new 
  roll is a 1 or a 2. The weapon must have the two-handed or versatile 
  property for you to gain this benefit.
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Ability Score Increase, 
  Languages, Fighting Style, 
  Second Wind, Great 
  Weapon Fighting
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Action Surge, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Martial Archetype, 
  Second Wind, Great Weapon 
  Fighting
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Defense, Great Weapon 
  Fighting 
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Defense, Great Weapon 
  Fighting
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Greatsword; scale 
  mail; heavy crossbow; 
  crossbow bolts (20x); 
  shortsword
  +1 Greatsword; plate 
  armor; heavy crossbow; 
  crossbow bolts (20x); 
  shortsword
  +2 Greatsword; +1 plate 
  armor; heavy crossbow; 
  crossbow bolts (20x); 
  shortsword
  +3 Greatsword; +2 plate 
  armor; heavy crossbow; 
  crossbow bolts (20x); 
  shortsword
  
  143
  Magic Items
  Carvish Sword
    Carvish Sword (weapon)
  Value:  
    2,500 gp / 
    7,100 gp /  
    18,000 gp / 
    62,000 gp
  Weight 2 lbs.; Materials steel, leather; Nature magical; 
  Aura moderate enchantment / transmutation; Slot weapon 
  (one-handed, melee/thrown, martial)
  CL:  
    6th / 
    10th / 
    12th / 
    14th
  Base Weapon Profile: 
    Weight 2 lbs; Dmg 1d6 (1d4 S); Critical 19-20/
  x2; Type piercing/slashing; Range 20’; Class Martial  
  One-Handed (Melee/Thrown)
  Effect Summary: 
    +2 bonus to Trip or Sunder;  
  +2 bonus vs. Trip or Sunder;  
  counts as a +1 weapon in all respects
    +4 bonus to Trip or Sunder;  
  +4 bonus vs. Trip or Sunder;  
  counts as a +2 weapon in all respects; 
  wielder benefits from Improved Trip feat
    +6 bonus to Trip or Sunder;  
  +6 bonus vs. Trip or Sunder;  
  counts as a +3 weapon in all respects;
    +8 bonus to Trip or Sunder;  
  +8 bonus vs. Trip or Sunder;  
  counts as a +4 weapon in all respects
  Description
  A curved shortsword with a bladed crossguard, this weapon 
  is made for close-quarters caravan fighting, and is quite 
  versatile.  It can be thrown, used as a traditional shortsword, 
  dual-wielded with most other light or one-handed weapons, 
  and in a pinch, can be used to grant melee skill bonuses on 
  tricks like tripping and sundering.  
  Advanced versions of this weapon also grant perception and 
  other skill bonuses when wielded, and can glow or vibrate 
  even when sheathed to alert the owner to danger or surprise.
  Effect
  All carvish swords are magical shortswords, with an innate 
  enhancement bonus as described.
  While wielded, they grant bonuses to CMB to Trip or 
  Sunder.  Furthermore, they grant bonuses to CMD against 
  these maneuvers.
  Finally, most versions grant the talent of one or more Feats, 
  as though the wielder had that Feat themselves.  Wielders 
  who already have one or more of the granted Feats receive 
  no additional benefit from those Feats, as none of the Feats 
  granted by a carvish sword stack with themselves.
  All of these effects are automatic, and none can be 
  suppressed, while the sword is wielded.
  Synergy & Sets
  None.  Carvish swords are standalone items, and do not 
  gain further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  Carvish swords are most often discovered on the body of a 
  slain enemy—Rogues, pirates, Rangers, Bards, or other ne’er-
  do-wells are typical.
  They may on occasion be available in magic-weapon shops.
  There are no innate designs or instructions with this 
  weapon; knowledge their function absent an informed 
  handoff from a present owner must be a result of research or 
  trial and error.
    At the GM’s discretion, knowledge of how this device 
  functions can simply be assumed to be automatic.  This 
  can streamline gameplay considerably and allow the 
  wielder to immediately gain the benefit of a carvish 
  sword’s capabilities.
  Ubiquity
  Carvish swords are rare, but in martially-focused regions, or 
  those with a prominent military component, they are more 
  common.
  Notoriety
  Even for those aware of the existence of this weapon, it’s not 
  obvious as to whether any given carvish sword is anything 
  
  144
  Magic Items
  more than a very fancy short sword.
  Quirks of Ownership
  None. 
  History & Background
  Carvish swords were crafted by a Thieves Guild as a means of 
  enhancing their collective abilities.
  The Guild commissioned the first batch of carvish swords 
  from a freelance wizard.  The thought was that, armed with 
  these weapons, the collective guild membership would more 
  than make back their investment through better combat 
  options.
  This was, at least initially, accurate, as the membership grew 
  prosperous.  However, in so doing, they drew the focused 
  attention of the town’s security force, and it was a simple 
  matter to determine the source of the mass production.
  Forced with significant fines and jail time, the forging 
  wizard agreed to help the security forces.  For the next 
  batch of carvish swords, he laced into the magical pattern of 
  the weapons a divination beacon, such that it was a simple 
  matter to track down anyone bearing one of the swords.
  Within a week thereafter, the Thieves Guild as it had been 
  evaporated.  Fully half the membership was jailed, another 
  quarter slain in escape, and the remaining few scattered to 
  the winds, their weapons discarded once word dispersed as 
  to the means of tracking.
  Rumors & Lore
  The following snippets of conversation, convoluted retelling, 
  misunderstanding, urban myth, hearsay, and outright lie 
  are usable as additional incentives for the PCs to uncover 
  mysteries about the town.
  There are two ways to use this FlexTable:
  First, if the PCs are actively searching for information, you 
  can make a 
    Skill Check and look up the result.  If you 
  come to a result that has already been discovered by the PCs, 
  at the GM’s discretion, you may pick a result with a lower DC 
  and read that instead.  
  The party may use 
    Knowledge (Local) or Diplomacy in 
  this manner; the DC listed applies equally to either of these 
  skills.  Alternately, a PC may use Knowledge (History), but 
  with a -4 circumstance penalty (as knowledge of general 
  history will apply in only a limited basis to any immediate 
  vicinity, and a carvish sword is not really location-bound or 
  related).
  Alternately, if a specific quest explicitly rewards the PCs 
  with a piece of lore, you may simply roll on the appropriate 
  Context and read the result.  In such a circumstance, a Skill 
  Check is not required.
  Generally speaking, the information in this FlexTable may be 
  inserted into your campaign as foreshadowing for eventually 
  revealing a carvish sword, or as a means of introducing a plot 
  hook into the Quests listed herein.
  • 
    Use Context A: 
  As a default, or if no other context specifically applies to 
  the circumstances.
  • 
    Use Context B: 
  If the party is attempting to gather information from 
  a Key NPC.  Any named NPC is a “key” NPC for these 
  purposes.
  • 
    Use Context C: 
  If the party is gathering information from generic 
  townsfolk, or NPCs without specific names.  For example, 
  Townsfolk.
  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  unstructured manner.
  Hooks & Integration
  If you’re looking for an excuse to introduce a carvish sword 
  into your gaming sessions beyond simply “the fallen bard 
  drops a fancy-looking shortsword”, here are some ideas.  
  Of course, as a GM, you are by no means bound to selecting 
  from among these… but it’s always useful to have some 
  inspiration or something to get started quickly.
  Class-Based Hooks
  These connections and motivations are based on the 
  presence of one or more characters in the party who have at 
  least one level in a particular class.  
  As GM, you may judge that only one of these is a sufficient 
  motivator; alternately, you can combine multiple class hooks 
  to provide the entire party a believable reason to pursue 
  someone who may be in the possession of a carvish sword.
  Paladins & Clerics
  These classes might wish to employ a carvish sword for their 
  non-lethal combat abilities.
  Table 23: Carvish Sword Flavors
  Difficulty 
  Band
  Prefix
  Trip / Sunder Bonus
  Bonus vs. Trip / Sunder
  Enhancement Bonus
    Low
  Minor
  +2
  +2
  +1
    Moderate
  Lesser
  +4
  +4
  +2
    Advanced
  Greater
  +6
  +6
  +3
    Elite
  Elite
  +8
  +8
  +4
  
  145
  Magic Items
  Rogues
  Bread and butter, here: Rogues of all stripes would greatly 
  enjoy the abilities afforded by these magical shortswords, 
  whether their other talents are aligned with tripping and 
  sundering or not.
  Martial Characters
  Fighters, and dual-wielding fighters in particular, can make 
  the most use of these divine fighting instruments.
  Arcane Classes
  It’s unlikely that many arcanists possess the focus and talent 
  for correctly wielding such a device.
  Monks, Rangers, and Druids
  As all these classes can easily employ shortswords in their 
  combat function, they may all greatly benefit from a carvish 
  sword.
  General Hooks
  These hooks are not linked directly to any particular race, 
  class, or other party element, and can be deployed as the 
  GM sees fit as best matches the play style and existing 
  motivations of the party.
  Disable, Not Destroy
  The PCs are tasked with disarming and collecting a drunken 
  scion.  They are given a carvish sword with which to perform 
  the task, and specifically prohibited from killing the man.
  This scenario forms the basis of the Quest below.
  Collector
  “It belongs in a museum” is an easy sentiment to advocate.  
  Far more honest, however, is the Collector: someone who 
  more accurately states “it belongs in my museum”.
  A Collector, or group thereof, asks the PCs to retrieve a 
  carvish sword from its current wielder, and to return it so 
  that it might be stored among other valuables.
  This angle plays particularly well with Lawfully-aligned 
  classes, or PCs whose class, creed, Faction, or other 
  involvement would guide them toward a balance.
  Smash and Grab
  A vindictive employee was swindled out of a partnership 
  in a profitable merchant’s shop in town.  Rather than seek 
  legal recourse, she asks the PCs to facilitate revenge: destroy 
  all the wares and windows in the establishment before the 
  authorities detect entry.  
  Toward this goal, she gifts them a carvish sword.
  Quests
  Another, more thorough, means of introducing a carvish 
  sword is via the following Quest.
    This Quest may be inserted into any campaign setting 
  or adventure, either as a “side quest”, or as a tie-in or 
  kickoff to a larger storyline.
    Quest: Disable, Not Destroy
    Summary: The son of a wealthy noble has been causing 
  drunken ruckus in town.  The PCs are asked to bring him 
  to justice without undue injury.
    Rewards:   
    800 gp / 
    3,100 gp / 
    8,600 gp / 
    
  17,200 gp (promised); up to 
    2 Reward Stars; carvish 
  sword
    Locations: Any.
    Key NPCs: Any.
    Kickoff: Random Encounter.
    Description:
  A village authority candidly asks the party’s assistance.  It 
  seems the son of a wealthy and powerful noble in town 
  has been causing ale-fueled havoc in the evenings of late.  
  Nobody has gotten hurt... yet.
  The quest-giver could instead be another, lower-profile 
  intermediary, or even the noble himself.
  As the lad involved is a powerful scion, it’s uncouth to use 
  lethal force; the request specifically dictates that the PCs are 
  to use nonlethal means to quell the ruckus.
  Toward this end, the PCs are given a carvish sword, and told 
  of its capabilities.
    If the PCs accept the request and the sword, but take no 
  action, the town’s militia or other security force will stop 
  them in two days and demand the return of the carvish 
  sword.  They will also suffer Attitude degradation from 
  both the town’s security forces and the noble involved.
    The PCs may simply decline the offer, and refuse the 
  sword.  In such an event, it’s no harm, no foul, though the 
  quest-giver may be disappointed the PCs do not wish to 
  help.
    Successfully bringing the scion under control requires 
  not one, but two successful trip attempts against him.   
   
  The PCs may use the carvish sword, or any other means.  
  They can also knock the man unconscious, charm him, or 
  use alternate methods to subdue him. 
   
  Successfully knocking the scion down or otherwise 
  subduing him gains the party the monetary reward and 
    2 Reward Stars.  They may also keep the carvish 
  sword.
    Whether they initially set out to do so, or end up doing 
  so by accident, if the party kills or substantially wounds 
  (>50% maximum hit points of damage) the scion, they 
  will forefit the money, will be forced to return the carvish 
  sword, and may suffer additional penalties under the law.   
   
  If the PCs accidentally kill the scion—for example, if they 
  cast a sleep spell on him, and he falls from the roof of 
  a building to his death—the GM is encouraged to take it 
  easy on the party as a result.   
   
  Perhaps the nobleman is worried about public 
  impressions, so in return for corroborating a story of 
  much lesser embarassment, he will forego any further 
  
  146
  Magic Items
  FlexTable 19: Carvish Sword Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  11
  Magic swords are crafted 
  toward nonlethal ends as well 
  as lethal goals.
    True.  Though incredibly vague.
  15-29
  15-30
  15-30
  01-30
  15
  Swords that trip and shatter 
  objects have made their way 
  across the Realm.
    True.  This hints at the sword’s 
  capabilities.
  30-44
  31-45
  31-45
  31-39
  17
  Long ago, a Thieves Guild 
  crafted magic short swords to 
  increase their profits. 
    True.  This begins to describe the 
  carvish sword’s origins.
  45-59
  46-60
  46-60
  40-49
  16
  A carvish sword grants the 
  wielder enhanced abilities to 
  trip and destroy objects.
    True.  This well summaries the 
  basic effects of the weapon.
  60-74
  60-69
  60-69
  50-59
  17
  Carvish swords grant the 
  wielder talents as though 
  they had undergone extensive 
  training.
    True.  This refers to the Feat-
  granting abilities of the weapon.
  75-89
  70-97
  70-94
  60-69
  10
  Some magic short swords 
  allow enhanced abilities 
  in fish-gutting and food 
  preparation.
    False.  Though the carvish 
  sword can of course be used for such 
  purposes, it is not the device’s innate 
  ability.
  90-00
  98-00
  95-00
  70-00
  12
  Carvish swords can “backfire”, 
  inflicting damage to the 
  wielder on a fumble.
    False.  There is no drawback to 
  using this weapon.
  pursuit of punishment of the PCs.
  
  147
  Magic Items
  Carvish Sword Wielder
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Rogue 1
  Rogue 6
  Rogue 10
  Rogue 14
  Size / Aln
  Medium NG 
  Human
  Medium NG 
  Human
  Medium NG 
  Human
  Medium NG 
  Human
  HP
  8
  34
  49
  88
  Armor 
  Class
  14
  16
  18
  19
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  18 (+4) 
  DEX  17 (+5) 
  CON  10 (+0) 
  INT  11 (+2) 
  WIS  9 (-1) 
  CHA  10 (+0)
  STR  18 (+4) 
  DEX  19 (+7) 
  CON  10 (+0) 
  INT  11 (+3) 
  WIS  9 (-1) 
  CHA  10 (+0)
  STR  20 (+5) 
  DEX  20 (+9) 
  CON  10 (+0) 
  INT  11 (+4) 
  WIS  9 (-1) 
  CHA  10 (+0)
  STR  20 (+5) 
  DEX  20 (+10) 
  CON  13 (+1) 
  INT  11 (+5) 
  WIS  9 (-1) 
  CHA  10 (+0)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 11 
  +4 Thieves’ Tools
  Passive Perception 15 
  +6 Thieves’ Tools
  Passive Perception 17 
  +8 Thieves’ Tools
  Passive Perception 19 
  +10 Thieves’ Tools
  Languages Common, Halfling
  Attacks
  Melee Dagger +6 (1d4+4)
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+4); 60 ft.’: +6 
  (1d4+4)
  Melee Shortsword +6 
  (1d6+4)
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +5 (1d8+3); 320 
  ft.’: +5 (1d8+3)
  Melee Dagger +7 (1d4+4)
  Ranged Dagger (Thrown) 20 
  ft.’: +7 (1d4+4); 60 ft.’: +7 
  (1d4+4)
  Melee +1 Shortsword +8 
  (1d6+5)
  Ranged Crossbow, Light ) --> 
  80 ft.’: +7 (1d8+4); 320 ft.’: 
  +7 (1d8+4)
  Melee Dagger +9 (1d4+6)
  Ranged Dagger (Thrown) 
  20 ft.’: +9 (1d4+5); 60 ft.’: 
  +9 (1d4+5)
  Melee +2 Shortsword +11 
  (1d6+7)
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +9 (1d8+5); 320 
  ft.’: +9 (1d8+5)
  Melee Dagger +9 (1d4+6)
  Ranged Dagger (Thrown) 20 
  ft.’: +10 (1d4+5); 60 ft.’: 
  +10 (1d4+5)
  Melee +3 Shortsword +13 
  (1d6+8)
  Ranged Crossbow, Light ) --> 
  80 ft.’: +10 (1d8+5); 320 
  ft.’: +10 (1d8+5)
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
  NG; Medium Humanoid (Human)
  
  148
  Magic Items
  Special Abilities
  Ability Score Increase Your ability scores each increase by 1.
  Languages You can speak, read, and write Common and one extra 
  language of your choice. Humans typically learn the languages of other 
  peoples they deal with, including obscure dialects. They are fond of 
  sprinkling their speech with words borrowed from other tongues: Orc 
  curses, Elvish musical expressions, Dwarvish military phrases, and so on.
  Blindsense Starting at 14th level, if you are able to hear, you are aware of 
  the location of any hidden or invisible creature within 10 feet of you.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Reliable Talent By 11th level, you have refined your chosen skills until they 
  approach perfection. Whenever you make an ability check that lets you 
  add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
  Second-Story Work When you choose this archetype at 3rd level, you gain 
  the ability to climb faster than normal; climbing no longer costs you extra 
  movement. In addition, when you make a running jump, the distance you 
  cover increases by a number of feet equal to 5.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 7d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so do 
  rogues who prefer to think of themselves as professional treasure seekers, 
  explorers, delvers, and investigators. In addition to improving your agility 
  and stealth, you learn skills useful for delving into ancient ruins, reading 
  unfamiliar languages, and using magic items you normally couldn’t 
  employ.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages 
  in seemingly normal conversation. Only another creature that knows 
  thieves’ cant understands such messages. It takes four times longer 
  to convey such a message than it does to speak the same idea plainly. 
  In addition, you understand a set of secret signs and symbols used to 
  convey short, simple messages, such as whether an area is dangerous or 
  the territory of a thieves’ guild, whether loot is nearby, or whether the 
  people in an area are easy marks or will provide a safe house for thieves 
  on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you.
  Use Magic Device By 13th level, you have learned enough about the 
  workings of magic that you can improvise the use of items even when 
  they are not intended for you. You ignore all class, race, and level 
  requirements on the use of magic items.
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Ability Score Increase, 
  Languages, Expertise, Sneak 
  Attack, Thieves’ Cant
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Cunning 
  Action, Expertise, Fast 
  Hands, Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Thief, Thieves’ Cant, 
  Uncanny Dodge
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge 
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Blindsense, 
  Cunning Action, Evasion, 
  Expertise, Fast Hands, 
  Reliable Talent, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, Supreme 
  Sneak, Thief, Thieves’ Cant, 
  Uncanny Dodge, Use Magic 
  Device
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Dagger; shortsword; 
  leather armor; light 
  crossbow; crossbow 
  bolts (10x)
  Dagger; +1 shortsword; 
  studded leather armor; 
  light crossbow; crossbow 
  bolts (10x)
  Dagger; +2 shortsword; 
  +1 studded leather 
  armor; light crossbow; 
  crossbow bolts (10x)
  Dagger; +3 shortsword; 
  +2 studded leather armor; 
  light crossbow; crossbow 
  bolts (10x)
  
  149
  Magic Items
  Crone Sabre
    Crone Sabre (weapon)
  Value:  
    3,100 gp / 
    12,000 gp /  
    42,000 gp / 
    89,000 gp
  Weight 4 lbs.; Materials steel; Nature magical; Aura strong 
  necromancy [curse]; Slot weapon
  CL:  
    6th / 
    10th / 
    12th / 
    14th
  Base Weapon Profile: 
    Weight 4 lbs; Dmg 1d6 (1d4 S); Critical 18-20/
  x2; Type slashing; Class Martial, One-Handed (Melee)
  Effect Summary: 
    curse water 2x/day; counts as a +1 weapon in all respects
    curse water 5x/day; bestow curse (DC 16) on critical hit 
  or 1x/day; remove curse 2x/week (wielder only);  
  counts as a +2 weapon in all respects
    curse water 5x/day; curse, major (DC 18) on critical hit or 
  1x/day; remove curse 1x/day (wielder only);  
  counts as a +3 weapon in all respects
    curse water 5x/day; bestow curse, greater (DC 20) on 
  critical hit or 1x/day; remove curse 2x/day (wielder 
  only); counts as a +4 weapon in all respects
  Description
  Halfway between a cleaver and a traditional sabre, this 
  blackened weapon appears stained with soot, grime, and 
  rust, but is actually quite lethal and vicious in combat.  It 
  exudes a perpetual minor curse, and its struck foes suffer 
  horrid effects if they fail to resist its power.
  Effect
  All flavors of crone sabre are magical weapons, and enjoy an 
  enhancement bonus as described above.
  All versions allow the wielder to generate one or more 
  spell-like effects.  Each has a limitation as described.  These 
  limits are weapon-based, and not user-based; a depleted 
  crone sabre cannot be given to another person for fresh use 
  of these abilities.  These limitations reset in full after the 
  duration described has elapsed, as measured from the first 
  usage of each ability.
  All but the most basic crone sabres can cast curses.  This may 
  be activated with intent by the wielder; doing so has the 
  described limitation in number of uses over a timespan.  
  In addition to this intentional usage, the weapon’s cursing 
  ability may be triggered any number of times, whenever 
  the weapon inflicts a confirmed critical hit.  The curse is 
  automatically activated as part of the critical hit, and cannot 
  be suppressed; inflicting a cursed critical in this manner 
  does not deplete the weapon’s counted limitation of curse 
  uses.
  Synergy & Sets
  None.  Crone sabres are standalone items, and do not gain 
  further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  Crone sabres are typically found in the hands of witches, 
  sorcerers, necromancers, or other evil magicians with a 
  penchant for melee combat.
  Knowledgable usage of the weapon requires an informed 
  handoff from an existing owner, research, or trial and error.
    At the GM’s discretion, knowledge of how this device 
  functions can simply be assumed to be automatic.  This 
  can streamline gameplay considerably and allow the 
  wielder to immediately gain the benefit of the crone 
  sabre’s capabilities.
  Ubiquity
  Crone sabres are very rare.
  Notoriety
  These weapons are vile in appearance.  It’s impossible 
  to look at this as a standard cutlass or short sword; one 
  is drawn to the conclusion that the bearer is either a 
  necromancer, a witch, or at the very least, aspires to portray 
  themselves as such.
  Quirks of Ownership
  Other than the assumptions and conclusions from onlookers 
  described above, there are no other quirks of owning a crone 
  sabre.
  
  150
  Magic Items
  History & Background
  The first crone sabre was crafted as an anniversary present, 
  if you can believe it.
  A married couple had been together long enoug to start to 
  feel the advances of time.  They joked, in half-gallows humor, 
  that they were becoming too old, too rapidly; the wife in 
  particular was fond of referring to herself as a “crone”.
  The husband was a wizard, and the woman a Bard of some 
  mild renown.  When she had toured and performed, her 
  focus had been a military performance using sabres as a 
  performance weapon.
  So as an anniversary present, the husband forged a crone 
  sabre, and named it as such upon presenting it to her, as a 
  half-joke.  She so loved it, and the thought behind it, that it 
  sparked a rennaisance in her abilities.
  Thereafter, though they had both grown to middle age, the 
  wife toured for a decade further, using the crone sabre as a 
  performance focus for militaries across the Realm.
  In her journeys, many remarked upon the design and 
  dread of the weapon she used; she ever referred them to 
  her husband, who with her blessing was only too happy to 
  forge more of the artifacts.  Often, she would perform at a 
  village or camp, and a month later, return to perform again, 
  her sack filled with new swords to sell to those who had 
  commissioned them.
  Thus were husband and wife professionally fulfilled via the 
  half-joking fabrication of a magical cutlass.
  Rumors & Lore
  The following snippets of conversation, convoluted retelling, 
  misunderstanding, urban myth, hearsay, and outright lie 
  are usable as additional incentives for the PCs to uncover 
  mysteries about the town.
  There are two ways to use this FlexTable:
  First, if the PCs are actively searching for information, you 
  can make a 
    Skill Check and look up the result.  If you 
  come to a result that has already been discovered by the PCs, 
  at the GM’s discretion, you may pick a result with a lower DC 
  and read that instead.  
  The party may use 
    Knowledge (Local) or Diplomacy in 
  this manner; the DC listed applies equally to either of these 
  skills.  Alternately, a PC may use Knowledge (History), but 
  with a -4 circumstance penalty (as knowledge of general 
  history will apply in only a limited basis to any immediate 
  vicinity, and a crone sabre is not really location-bound or 
  related).
  Alternately, if a specific quest explicitly rewards the PCs 
  with a piece of lore, you may simply roll on the appropriate 
  Context and read the result.  In such a circumstance, a Skill 
  Check is not required.
  Generally speaking, the information in this FlexTable may be 
  inserted into your campaign as foreshadowing for eventually 
  revealing a crone sabre, or as a means of introducing a plot 
  hook into the Quests listed herein.
  • 
    Use Context A: 
  As a default, or if no other context specifically applies to 
  the circumstances.
  • 
    Use Context B: 
  If the party is attempting to gather information from 
  a Key NPC.  Any named NPC is a “key” NPC for these 
  purposes.
  • 
    Use Context C: 
  If the party is gathering information from generic 
  townsfolk, or NPCs without specific names.  For example, 
  Townsfolk.
  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  unstructured manner.
  Hooks & Integration
  If you’re looking for an excuse to introduce a crone sabre into 
  your gaming sessions beyond simply “the witch drops an 
  evil-looking shortsword”, here are some ideas.  
  Of course, as a GM, you are by no means bound to selecting 
  from among these… but it’s always useful to have some 
  inspiration or something to get started quickly.
  Class-Based Hooks
  These connections and motivations are based on the 
  presence of one or more characters in the party who have at 
  least one level in a particular class.  
  As GM, you may judge that only one of these is a sufficient 
  motivator; alternately, you can combine multiple class hooks 
  to provide the entire party a believable reason to pursue 
  someone who may be in the possession of a crone sabre.
  Paladins & Clerics
  Table 24: Crone Sabre Flavors
  Difficulty Band
  Prefix
  Enhancement Bonus
  Spell-Like Effects
    Low
  Minor
  +1
  curse water 2x/day
    Moderate
  Lesser
  +2
  curse water 5x/day; bestow curse (DC 16) on crit or 1x/day;  
  remove curse 2x/week (wielder only)
    Advanced
  Greater
  +3
  curse water 5x/day; curse, major (DC 18) on crit or 1x/day;  
  remove curse 1x/day (wielder only)
    Elite
  Elite
  +4
  curse water 5x/day; bestow curse, greater (DC 20) on crit or 1x/
  day; remove curse 2x/day (wielder only)
  
  151
  Magic Items
  Paladins would liekly shy away from crone sabres based on 
  their vileness and curse-based capabilities.  
  Clerics of non-Good stripes may flock to the item: 
  embellished with holy sigils, it could easily be a focus for 
  religious ceremony.
  Rogues
  Though originally fashioned for a Bard, and ably usable 
  by that class, evil Rogues are the target audience for these 
  devices, for sure.  
  Martial Characters
  Depending on the combat style of a Fighter or Barbarian, a 
  crone sabre may well fit the combat approach of a character 
  of martial abilities.
  Arcane Classes
  Some arcanists wield shortswords.  Others may wear them 
  as a means of intimidation and influence.  Even those with 
  zero melee ability can derive social benefit from wearing a 
  vile-looking sabre.
  Monks, Rangers, and Druids
  These classes may all derive benefit from short swords, and 
  depending on their combat and alignment approach, a crone 
  sabre may be an excellent tool.
  General Hooks
  These hooks are not linked directly to any particular race, 
  class, or other party element, and can be deployed as the 
  GM sees fit as best matches the play style and existing 
  motivations of the party.
  Desecrete and Destroy
  This links best to evil-oriented PCs: A local Faction leader 
  asks the PCs to cause fear a local Good-aligned church as 
  payback for a recently-implemented social policy.  
  Toward this end, the party is given a crone sabre.
  This scenario forms the basis of the Quest below.
  Collector
  “It belongs in a museum” is an easy sentiment to advocate.  
  Far more honest, however, is the Collector: someone who 
  more accurately states “it belongs in my museum”.
  A Collector, or group thereof, asks the PCs to retrieve a crone 
  sabre from its current wielder, and to return it so that it 
  might be stored among other valuables.
  This angle plays particularly well with Lawfully-aligned 
  classes, or PCs whose class, creed, Faction, or other 
  involvement would guide them toward a balance.
  An Ounce of Prevention
  This is somewhat the reverse of the “Cause fear and Destroy” 
  concept above: an evil cleric is wielding a crone sabre in his 
  sermons, and making use of its vile abilities on occasion.
  The PCs are tasked by the village authorities to find and steal 
  the weapon.
  Quests
  Another, more thorough, means of introducing a crone sabre 
  is via the following Quest.
    This Quest may be inserted into any campaign setting 
  or adventure, either as a “side quest”, or as a tie-in or 
  kickoff to a larger storyline.
    Quest: Cause fear and Destroy
    Summary: The PCs are asked to cause fear a church with 
  the help of a crone sabre.
    Rewards:   
    200 gp / 
    1,400 gp / 
    5,100 gp / 
    8,900 gp (promised); up to 
    1 Reward Star; crone 
  sabre
    Locations: Any.
    Key NPCs: Any.
    Kickoff: Random Encounter.
    Description:
  This Quest works only for parties whose makeup does not 
  factor heavily in the Good side of alignment. 
  A local authority in town asks the PCs to cause fear a Good-
  aligned church.  This is intentionally flexible as to the root 
  cause: perhaps the Good church implemented or blocked a 
  social policy in contradiction to an Evil church’s desires.
  Toward this goal, the party is given a crone sabre, and is 
  given a full run-down of its abilities.
    If the PCs ignore the request, they cannot keep the sabre, 
  of course.
    If the PCs accept the sabre, but abstain from the 
  desecration, two days later, they will be accosted by those 
  who requested their involvement.  They will demand 
  the return of the crone sabre, an explanation, and will 
  degrade their Attitude toward the PCs.
    Successfully cursing the holy water, knocking over 
  pulpits, and similar desecratory activities is worth the 
  monetary reward described and the retention of the crone 
  sabre.    
   
    1 Reward Star is also granted to evil PCs who use the 
  sabre’s cursing abilities on a member of the Good church.
  
  152
  Magic Items
  FlexTable 20: Crone Sabre Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  10
  Dark shortswords appear vile 
  and work evil magicks.
    True.  This is so vague, it can be 
  applied to a dozen devices.
  15-29
  15-30
  15-30
  01-30
  14
  Once long ago, a vile-looking 
  cutlass was fashioned by a 
  wizard as a gift for his wife, 
  who had been a Bard in earlier 
  life.
    True.  This fully describes the 
  item’s origins.
  30-44
  31-45
  31-45
  31-39
  15
  A crone sabre grants the 
  wielder the ability to curse 
  water.
    True.  This describes one of the 
  item’s capabilities.
  45-59
  46-60
  46-60
  40-49
  16
  A certain magic sabre allows 
  the wielder to cast cursing 
  spells.
    True.  This covers many of the 
  weapon’s spell-like effects.
  60-74
  60-69
  60-69
  50-59
  17
  Crone sabres will curse victims 
  on a critical hit.
    True.  This references the critical-
  hit effects of the weapon.
  75-89
  70-97
  70-94
  60-69
  11
  Crone sabres gradually 
  transform wielders into 
  wizened hags.
    False.  This is not an effect of using 
  the weapon.
  90-00
  98-00
  95-00
  70-00
  13
  Crone sabres gradually 
  transform struck victims into 
  wizened hags.
    False.  It does inflict curses, but not 
  of this description.
  
  153
  Magic Items
  Crone Sabre Wielder
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Barbarian 1
  Barbarian 6
  Barbarian 10
  Barbarian 14
  Size / Aln
  Medium NE 
  Tiefling
  Medium NE 
  Tiefling
  Medium NE 
  Tiefling
  Medium NE 
  Tiefling
  HP
  13
  53
  84
  129
  Armor 
  Class
  12
  13
  14
  15
  Speed
  Walk 30’
  Walk 40’
  Walk 40’
  Walk 40’
  Ability 
  Scores / 
  Saves
  STR  15 (+4) 
  DEX  13 (+1) 
  CON  13 (+3) 
  INT  20 (+5) 
  WIS  8 (-1) 
  CHA  5 (-3)
  STR  17 (+6) 
  DEX  13 (+1) 
  CON  13 (+4) 
  INT  20 (+5) 
  WIS  8 (-1) 
  CHA  5 (-3)
  STR  19 (+8) 
  DEX  13 (+1) 
  CON  13 (+5) 
  INT  20 (+5) 
  WIS  8 (-1) 
  CHA  5 (-3)
  STR  20 (+10) 
  DEX  13 (+1) 
  CON  13 (+7) 
  INT  20 (+5) 
  WIS  8 (-1) 
  CHA  5 (-3)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 11
  Passive Perception 12
  Passive Perception 13
  Passive Perception 14
  Languages Common, Infernal
  Attacks
  Melee Dagger +4 (1d4+2)
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2)
  Melee Scimitar +4 (1d6+2)
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +3 (1d8+1); 320 
  ft.’: +3 (1d8+1)
  Melee Dagger +6 (1d4+3)
  Ranged Dagger (Thrown) 20 
  ft.’: +6/+6 (1d4+3); 60 ft.’: 
  +6/+6 (1d4+3)
  Melee +1 Scimitar +7/+7 
  (1d6+4)
  Ranged Crossbow, Light ) --> 
  80 ft.’: +4/+4 (1d8+1); 320 
  ft.’: +4/+4 (1d8+1)
  Melee Dagger +8 (1d4+4)
  Ranged Dagger (Thrown) 
  20 ft.’: +8/+8 (1d4+4); 60 
  ft.’: +8/+8 (1d4+4)
  Melee +2 Scimitar +10/+10 
  (1d6+6)
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +5/+5 (1d8+1); 
  320 ft.’: +5/+5 (1d8+1)
  Melee Dagger +10 (1d4+5)
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10 (1d4+5); 60 
  ft.’: +10/+10 (1d4+5)
  Melee +3 Scimitar +13/+13 
  (1d6+8)
  Ranged Crossbow, Light ) --> 
  80 ft.’: +6/+6 (1d8+1); 320 
  ft.’: +6/+6 (1d8+1)
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  NE; Medium Humanoid (Tiefling)
  
  154
  Magic Items
  Special Abilities
  Ability Score Increase Your Intelligence score increases by 1, and your 
  Charisma score increases by 2.
  Darkvision Thanks to your infernal heritage, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Hellish Resistance You have resistance to fire damage.
  Infernal Legacy You know the thaumaturgy cantrip. Once you reach 3rd 
  level, you can cast the hellish rebuke spell once per day as a 2nd-level 
  spell. Once you reach 5th level, you can also cast the darkness spell once 
  per day. Charisma is your spellcasting ability for these spells. Spell save DC 
  10.
  Languages You can speak, read, and write Common and Infernal.
  Brutal Critical Beginning at 9th level, you can roll 2 additional weapon 
  damage die when determining the extra damage for a critical hit with a 
  melee attack.
  Danger Sense At 2nd level, you gain an uncanny sense of when things 
  nearby aren’t as they should be, giving you an edge when you dodge away 
  from danger. You have advantage on Dexterity saving throws against 
  effects that you can see, such as traps and spells. To gain this benefit, you 
  can’t be blinded, deafened, or incapacitated.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Fast Movement Starting at 5th level, your speed increases by 10 feet 
  while you aren’t wearing heavy armor.
  Feral Instinct By 7th level, your instincts are so honed that you have 
  advantage on initiative rolls. Additionally, if you are surprised at the 
  beginning of combat and aren’t incapacitated, you can act normally on 
  your first turn, but only if you enter your rage before doing anything else 
  on that turn.
  Frenzy Starting when you choose this path at 3rd level, you can go into 
  a frenzy when you rage. If you do so, for the duration of your rage you 
  can make a single melee weapon attack as a bonus action on each of 
  your turns after this one. When your rage ends, you suffer one level of 
  exhaustion (as described in appendix A).
  Path of the Berserker For some barbarians, rage is a means to an end--that 
  end being violence. The Path of the Berserker is a path of untrammeled 
  fury, slick with blood. As you enter the berserker’s rage, you thrill in the 
  chaos of battle, heedless of your own health or well-being.
  Rage In battle, you fight with primal ferocity. On your turn, you can enter 
  a rage as a bonus action. While raging, you gain the following benefits if 
  you aren’t wearing heavy armor: You have advantage on Strength checks 
  and Strength saving throws. When you make a melee weapon attack 
  using Strength, you gain a bonus to the damage roll equal to 3. You have 
  resistance to bludgeoning, piercing, and slashing damage. If you are able 
  to cast spells, you can’t cast them or concentrate on them while raging. 
  Your rage lasts for 1 minute. It ends early if you are knocked unconscious 
  or if your turn ends and you haven’t attacked a hostile creature since your 
  last turn or taken damage since then. You can also end your rage on your 
  turn as a bonus action. Once you have raged the number of times equal 
  to 5, you must finish a long rest before you can rage again.
  Reckless Attack Starting at 2nd level, you can throw aside all concern 
  for defense to attack with fierce desperation. When you make your first 
  attack on your turn, you can decide to attack recklessly. Doing so gives 
  you advantage on melee weapon attack rolls using Strength during this 
  turn, but attack rolls against you have advantage until your next turn.
  Relentless Rage Starting at 11th level, your rage can keep you fighting 
  despite grievous wounds. If you drop to 0 hit points while you’re raging 
  and don’t die outright, you can make a DC 10 Constitution saving throw. 
  If you succeed, you drop to 1 hit point instead. Each time you use this 
  feature after the first, the DC increases by 5. When you finish a short or 
  long rest, the DC resets to 10.
  Retaliation Starting at 14th level, when you take damage from a creature 
  that is within 5 feet of you. you can use your reaction to make a melee 
  weapon attack against that creature.
  Unarmored Defense While you are not wearing any armor, your Armor 
  Class equals 10 + your Dexterity modifier + your Constitution modifier. 
  You can use a shield and still gain this benefit.
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Ability Score Increase, 
  Darkvision, Hellish 
  Resistance, Infernal 
  Legacy, Languages, Rage, 
  Unarmored Defense
  Ability Score Increase, 
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Danger Sense, 
  Extra Attack, Fast Movement, 
  Frenzy, Mindless Rage, Path 
  of the Berserker, Primal 
  Path, Rage, Reckless Attack, 
  Unarmored Defense
  Ability Score Increase, 
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Brutal 
  Critical, Danger Sense, Extra 
  Attack, Fast Movement, 
  Feral Instinct, Frenzy, 
  Intimidating Presence, Path 
  of the Berserker, Primal 
  Path, Rage, Reckless Attack, 
  Unarmored Defense
  Ability Score Increase, 
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Brutal Critical, 
  Danger Sense, Extra Attack, 
  Fast Movement, Feral 
  Instinct, Frenzy, Path of the 
  Berserker, Primal Path, Rage, 
  Reckless Attack, Relentless 
  Rage, Retaliation, Unarmored 
  Defense
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Dagger; scimitar; leather 
  armor; light crossbow; 
  crossbow bolts (10x)
  Dagger; +1 scimitar; 
  studded leather armor; 
  light crossbow; crossbow 
  bolts (10x)
  Dagger; +2 scimitar; 
  +1 studded leather 
  armor; light crossbow; 
  crossbow bolts (10x)
  Dagger; +3 scimitar; +2 
  studded leather armor; 
  light crossbow; crossbow 
  bolts (10x)
  
  155
  Magic Items
  Culler
    Culler (weapon)
  Value:  
    9,200 gp / 
    48,000 gp /   
    97,000 gp / 
    142,000 gp
  Weight 10 lbs.; Materials steel, leather, bone; Nature 
  magical; Aura strong necromancy [evil]; Slot weapon
  CL:  
    10th / 
    14th / 
    16th / 
    18th
  Base Weapon Profile: 
    Weight 4 lbs; Dmg 2d6 (1d8 S); Critical x3; 
  Type Piercing or Slashing; Class Martial, Two-Handed 
  (Melee); Special trip
  Effect Summary: 
    power word kill upon critical hit (struck creature target, 
  melee touch attack succeeds automatically, DC 16), max 
  1x/day; 
  counts as a +1 weapon in all respects
    upon critical hit: 
  power word kill (struck creature target, melee touch 
  attack succeeds automatically, DC 18), max 2x/day;  
  OR circle of death (DC 19), max 1x/day; 
  counts as a +2 weapon in all respects
    upon critical hit: 
  power word kill (struck creature target, melee touch 
  attack succeeds automatically, DC 20), max 3x/day;  
  OR circle of death (DC 21), max 1x/day; 
  OR finger of death (DC 22), max 1x/day; 
  counts as a +3 weapon in all respects
    upon critical hit: 
  power word kill (struck creature target, melee touch 
  attack succeeds automatically, DC 21), max 4x/day;  
  OR circle of death (DC 21), max 2x/day; 
  OR finger of death (DC 22), max 2x/day; 
  OR symbol of death (DC 23, count as triggered) max 1x/
  week; 
  counts as a +4 weapon in all respects
  Description
  A serrated-backedge scythe that has a chance to slay outright 
  if conditions are met.  It has been used as a ritualistic 
  component to dark cults and evil warrior sects: most uses 
  involve it as a focus of a rite of passage, a final cosmic test 
  of one’s worthiness to advance to the faction’s next level of 
  membership.  
  Typically, the candidate neophyte is struck with the culler; 
  if they are slain, the conclusion is that they were unworthy 
  or lacking in some manner; simple wounding represents a 
  fullness of spirit and a readiness to advance.
  Effect
  All cullers are magical weapons, and enjoy an innate 
  enhancement bonus as noted.
  Note, too, the enhanced damage in the base weapon profile, 
  which applies to all four iterations.
  The second effect applies only when the culler makes a 
  confirmed critical hit against a living opponent.  At the 
  wielder’s option, up to one of the listed spell-like effects may 
  be generated, up to a maxmium limit as described.  
  Each of these spell-like effects functions just like the spell of 
  the same name, with the exception that the target must be 
  the creature struck with the critical hit that round in combat.
  The limitations on these effects are weapon-based, not user-
  based; a depleted culler cannot be given to another wielder 
  to “recharge” its abilities.  Each ability “recharges” in full 
  after the listed timeframe expires from the first use of that 
  ability.
  Synergy & Sets
  None.  Cullers are standalone items, and do not gain further 
  benefit or effects from use alongside any other specific 
  equipment.
  Discovery
  Typically, these weapons will be discovered on the bodies of 
  slain enemies.  It’s also possible to spot one in the corner of 
  a necromancer’s lair.  It is almost inconceivable that a culler 
  would be for sale in a magic items shop.
  Selection of the preferred critical-hit effect is a mental free 
  action that is made upon confirmation of a critical hit.  The 
  wielder must be aware of the weapon’s abilities in this 
  regard in order to make a selection.
  Lacking an informed handoff from a knowledgable current 
  owner, the wielder must perform research in order to 
  understand the weapon’s capabilities.  Trial and error will 
  not result in the information.
  
  156
  Magic Items
    At the GM’s discretion, knowledge of how this device 
  functions can simply be assumed to be automatic.  This 
  can streamline gameplay considerably and allow the 
  wielder to immediately gain the benefit of the culler’s 
  capabilities.
  Ubiquity
  Cullers are very rare, though they are most commonly found 
  in the keeping of evil necromancers or their underlings.
  Notoriety
  The weapon looks and feels evil, and exudes a grim purpose 
  like a tangible aura.  
  It is impossible to carry this weapon in public without 
  substantial anxiety arising from commoners.
  Those familiar with the weapon’s existence will immediately 
  recognize another one.
  Quirks of Ownership
  Other than the reactions noted above by onlookers, there is 
  no systemic impact of owning this weapon.
    At the GM’s option, prolonged use of an evil and chaotic 
  item by good- and/or lawfully-aligned characters may 
  pose a greater and more severe risk to their nature.  
  It’s unnatural, and feels unnatural, to make extended 
  and continued use of such a vile artifact without the 
  alignment to match.   
   
  The GM, and players, are encouraged to recognize this 
  effect, and to consider roleplaying it if these items form a 
  large presence in your campaign.
  History & Background
  Cullers were created by evil military leaders to thin their 
  ranks of the weak.
  Hundreds of years ago, a merciless general grew frustrated 
  with their soldiers.  Despite floggings and abuse, they 
  remained imperfect specimens.
  Fed up, one general tasked a wizard slave with forging a 
  weapon for one purpose alone: culling the weak from their 
  numbers.  The weapon would slay weak-willed soldiers 
  outright, and could be used repeatedly by lieutenants 
  to ensure the army was comprised solely of formidable 
  warriors.
  The resulting weapon is much as we know it today: 
  successful in its stated intent, but greatly limited in 
  frequency of use compared to the desire of the general.
  Needless to say, the general’s disappointment and resulting 
  wrath were sufficient to slay a dozen wizards, most of whom 
  had no fault but an occupational sympathy with the ones 
  who had failed.
  Despite the weapon fallling short of expectations, it proved 
  nevertheless to be an able tool, and many more were 
  commissioned in the months to come.
  Rumors & Lore
  The following snippets of conversation, convoluted retelling, 
  misunderstanding, urban myth, hearsay, and outright lie 
  are usable as additional incentives for the PCs to uncover 
  mysteries about the town.
  There are two ways to use this FlexTable:
  First, if the PCs are actively searching for information, you 
  can make a 
    Skill Check and look up the result.  If you 
  come to a result that has already been discovered by the PCs, 
  at the GM’s discretion, you may pick a result with a lower DC 
  and read that instead.  
  The party may use 
    Knowledge (Local) or Diplomacy in 
  this manner; the DC listed applies equally to either of these 
  skills.  Alternately, a PC may use Knowledge (History), but 
  with a -4 circumstance penalty (as knowledge of general 
  history will apply in only a limited basis to any immediate 
  vicinity, and the culler is not really location-bound or 
  related).
  Alternately, if a specific quest explicitly rewards the PCs 
  with a piece of lore, you may simply roll on the appropriate 
  Context and read the result.  In such a circumstance, a Skill 
  Check is not required.
  Generally speaking, the information in this FlexTable may be 
  inserted into your campaign as foreshadowing for eventually 
  revealing a culler, or as a means of introducing a plot hook 
  into the Quests listed herein.
  • 
    Use Context A: 
  As a default, or if no other context specifically applies to 
  the circumstances.
  • 
    Use Context B: 
  If the party is attempting to gather information from 
  a Key NPC.  Any named NPC is a “key” NPC for these 
  purposes.
  Table 25: Culler Flavors
  Difficulty Band
  Prefix
  Enhancement Bonus
  Critical Hit Effects
    Low
  Minor
  +1
  Power word kill 1x/day (DC 16)
    Moderate
  Lesser
  +2
  Power word kill 2x/day (DC 18); circle of death 1x/day (DC 19)
    Advanced
  Greater
  +3
  Power word kill 3x/day (DC 20); circle of death 1x/day (DC 21); 
  finger of death 1x/day (DC 22)
    Elite
  Elite
  +4
  Power word kill 4x/day (DC 21); circle of death 2x/day (DC 21); 
  finger of death 2x/day (DC 22); symbol of death 1x/week (DC 23)
  
  157
  Magic Items
  • 
    Use Context C: 
  If the party is gathering information from generic 
  townsfolk, or NPCs without specific names.  For example, 
  Townsfolk.
  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  unstructured manner.
  Hooks & Integration
  If you’re looking for an excuse to introduce a culler into your 
  gaming sessions beyond simply “the necromancer chieftain 
  drops a wicked-looking scythe”, here are some ideas.  
  Of course, as a GM, you are by no means bound to selecting 
  from among these… but it’s always useful to have some 
  inspiration or something to get started quickly.
  Class-Based Hooks
  These connections and motivations are based on the 
  presence of one or more characters in the party who have at 
  least one level in a particular class.  
  As GM, you may judge that only one of these is a sufficient 
  motivator; alternately, you can combine multiple class hooks 
  to provide the entire party a believable reason to pursue 
  someone who may be in the possession of a culler.
  Paladins & Clerics
  Paladins should not even touch this weapon, and in fact, an 
  entire Quest could revolve around retrieving this artifact and 
  either destroying it or returning it for safekeeping so that 
  the forces of evil are not able to misuse it.
  All but Evil Clerics would also shy away from this device, for 
  similar purpose and fear of taint and influence.
  Rogues
  Scythes are rarely in the Roguish milleu, however, with the 
  proper look and feel to match, it could make for an able 
  assassination implement.
  Martial Characters
  The target user of this weapon, from inception to its current 
  form.  Any two-handed weapon combat style should be able 
  to make great use of this artifact.
  Arcane Classes
  Although arcanists tend to shy away from both melee, and 
  specifically from two-handed weapons other than crossbows 
  and quarterstaves, necromancers in particular might build 
  their character around a weapon like this just to fit with the 
  atmosphere.
  Monks, Rangers, and Druids
  An uneven approach is the best way to characterize these 
  Classes’ potential use of a weapon such as this.  
  If specifically built around its use, one of these classes could 
  feasibly use this weapon.
  General Hooks
  These hooks are not linked directly to any particular race, 
  class, or other party element, and can be deployed as the 
  GM sees fit as best matches the play style and existing 
  motivations of the party.
  Cull the Weak
  A local evil church has received a donation of a terrible 
  scythe, which they have integrated into their rituals.  The 
  town’s security forces have grown concerned, and task the 
  PCs with investigating and stealing the weapon.
  This scenario forms the basis of the Quest below.
  Collector
  “It belongs in a museum” is an easy sentiment to advocate.  
  Far more honest, however, is the Collector: someone who 
  more accurately states “it belongs in my museum”.
  A Collector, or group thereof, asks the PCs to retrieve a culler 
  from its current wielder, and to return it so that it might be 
  stored among other valuables.
  This angle plays particularly well with Lawfully-aligned 
  classes, or PCs whose class, creed, Faction, or other 
  involvement would guide them toward a balance.
  Quests
  Another, more thorough, means of introducing a culler is via 
  the following Quest.
    This Quest may be inserted into any campaign setting 
  or adventure, either as a “side quest”, or as a tie-in or 
  kickoff to a larger storyline.
    Quest: Cull the Weak
    Summary: The PCs are asked to steal a formidable scythe 
  used by an Evil church in town in their increasingly lethal 
  ceremonies.
    Rewards:   
    1,700 gp / 
    3,000 gp / 
    9,200 gp 
  / 
    17,800 gp (promised); up to 
    2 Reward Stars; 
  culler
    Locations: Any.
    Key NPCs: Any.
    Kickoff: Random Encounter.
    Description:
  The Quest-Giver in this Quest may be pretty much any 
  authority in the city: a security authority such as the town 
  militia captain, a political authority such as the mayor or 
  king, or even a civil or Factional authority such as a church 
  leader.
  Whomever it is, the plea is straightforward: an Evil church 
  in town has received a generous and dangerous donation 
  from an unknown patron of their flock.  
  Perhaps it was intended merely as a trophy, or as a symbol, 
  but it is an actively lethal and murderous weapon with dark 
  capabilities.
  Increasingly, preachers in their number have made use of 
  the item in their rituals.  Recently, the situation has come 
  to a head when they murdered three people while dozens 
  more looked on in exultation: the ritual paid homage to the 
  
  158
  Magic Items
  FlexTable 21: Culler Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  Magical scythes can produce a 
  variety of lethal effects.
    True.  This is a very high-level 
  summary of the effects of the weapon.
  15-29
  15-30
  15-30
  01-30
  14
  Cullers are magical scythes 
  that grant accuracy and 
  lethality bonuses in combat.
    True.  This names the weapon, but 
  is otherwise somewhat vague as to the 
  specific abilities involved.
  30-44
  31-45
  31-45
  31-39
  16
  Long ago, ruthless military 
  generals forged a scythe of 
  excessive lethality.
    True.  This touches upon the 
  origins of the weapon.
  45-59
  46-60
  46-60
  40-49
  17
  Lethal scythes were forged 
  long ago as a means of culling 
  weak soldiers from the ranks 
  of an army.
    True.  This is the original purpose 
  of the weapon.
  60-74
  60-69
  60-69
  50-59
  19
  Cullers are magical scythes 
  that have the ability to power 
  word kill victims outright with 
  a critical hit.
    True.  This accurately summarizes 
  the capabilities of the weapon.
  75-89
  70-97
  70-94
  60-69
  10
  Magical scythes can reap the 
  spirits of their victims.
    False.  This may in fact be true, 
  however it is not an effect of the culler.
  90-00
  98-00
  95-00
  70-00
  12
  Cullers are magical scythes 
  engineered to affect only the 
  undead.
    False.  And what horrid accidents 
  such a misconception might lead to!
  original purpose of the weapon, to cull the weak.
  The village authority asks the PCs to investigate, and 
  if possible, to steal or destroy the culler being used.  In 
  exchange they offer a monetary reward, and if they manage 
  to steal the weapon, the PCs are welcome to keep it, provided 
  they will swear to keep it out of evildoers’ hands.
    The PCs can ignore the plea.  Things continue to escalate 
  in the church, and further pleas are made of the party.  
  Each successive plea increases the money offered by 25% 
  over its most recent value.
    The PCs can investigate, and report back.  Doing so 
  gains them 
    1 Reward Star, and 20% of the promised 
  money, and should require at least one successful 
    
  Bluff, Diplomacy, or Intimidate skill check against the 
  flock of the evil church.  Reporting back in this manner 
  will prompt the quest-giver to ask the party to return to 
  the church and steal or destroy the weapon, in exchange 
  for the remainder of the money.
    Successfully stealing the weapon will require either mass 
  slaughter of the congregation, or sneaking about and 
  several repeated successful 
    Stealth checks.  Either 
  way, the party claims the culler (which they can keep), 
  the promised monetary reward, and 
    2 Reward Stars.
  
  159
  Magic Items
  Culler Wielder
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Barbarian 1
  Barbarian 6
  Barbarian 10
  Barbarian 14
  Size / Aln
  Medium NE 
  Human
  Medium NE 
  Human
  Medium NE 
  Human
  Medium NE 
  Human
  HP
  15
  63
  131
  166
  Armor 
  Class
  16
  17
  18
  19
  Speed
  Walk 30’
  Walk 40’
  Walk 40’
  Walk 40’
  Ability 
  Scores / 
  Saves
  STR  20 (+7) 
  DEX  15 (+2) 
  CON  16 (+5) 
  INT  7 (-2) 
  WIS  4 (-3) 
  CHA  13 (+1)
  STR  20 (+8) 
  DEX  15 (+2) 
  CON  18 (+7) 
  INT  7 (-2) 
  WIS  4 (-3) 
  CHA  13 (+1)
  STR  20 (+9) 
  DEX  15 (+2) 
  CON  20 (+9) 
  INT  7 (-2) 
  WIS  4 (-3) 
  CHA  13 (+1)
  STR  20 (+10) 
  DEX  17 (+3) 
  CON  20 (+10) 
  INT  7 (-2) 
  WIS  4 (-3) 
  CHA  13 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 9 
  Armor - Disadvantage on 
  Stealth
  Passive Perception 10 
  Armor - Disadvantage on 
  Stealth
  Passive Perception 11 
  Armor - Disadvantage on 
  Stealth
  Passive Perception 12 
  Armor - Disadvantage on 
  Stealth
  Languages Common, Halfling
  Attacks
  Melee Halberd +7 (1d10+5)
  Melee Sickle +7 (1d4+5)
  Melee +1 Halberd +9/+9 
  (1d10+6)
  Melee Sickle +8/+8 (1d4+5)
  Melee +2 Halberd +10/+10 
  (1d10+7)
  Melee Sickle +9/+9 
  (1d4+5)
  Melee +3 Halberd +13/+13 
  (1d10+8)
  Melee Sickle +10/+10 
  (1d4+5)
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  NE; Medium Humanoid (Human)
  
  160
  Magic Items
  Special Abilities
  Ability Score Increase Your ability scores each increase by 1.
  Languages You can speak, read, and write Common and one extra 
  language of your choice. Humans typically learn the languages of other 
  peoples they deal with, including obscure dialects. They are fond of 
  sprinkling their speech with words borrowed from other tongues: Orc 
  curses, Elvish musical expressions, Dwarvish military phrases, and so on.
  Brutal Critical Beginning at 9th level, you can roll 2 additional weapon 
  damage die when determining the extra damage for a critical hit with a 
  melee attack.
  Danger Sense At 2nd level, you gain an uncanny sense of when things 
  nearby aren’t as they should be, giving you an edge when you dodge away 
  from danger. You have advantage on Dexterity saving throws against 
  effects that you can see, such as traps and spells. To gain this benefit, you 
  can’t be blinded, deafened, or incapacitated.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Fast Movement Starting at 5th level, your speed increases by 10 feet 
  while you aren’t wearing heavy armor.
  Feral Instinct By 7th level, your instincts are so honed that you have 
  advantage on initiative rolls. Additionally, if you are surprised at the 
  beginning of combat and aren’t incapacitated, you can act normally on 
  your first turn, but only if you enter your rage before doing anything else 
  on that turn.
  Frenzy Starting when you choose this path at 3rd level, you can go into 
  a frenzy when you rage. If you do so, for the duration of your rage you 
  can make a single melee weapon attack as a bonus action on each of 
  your turns after this one. When your rage ends, you suffer one level of 
  exhaustion (as described in appendix A).
  Path of the Berserker For some barbarians, rage is a means to an end--that 
  end being violence. The Path of the Berserker is a path of untrammeled 
  fury, slick with blood. As you enter the berserker’s rage, you thrill in the 
  chaos of battle, heedless of your own health or well-being.
  Rage In battle, you fight with primal ferocity. On your turn, you can enter 
  a rage as a bonus action. While raging, you gain the following benefits if 
  you aren’t wearing heavy armor: You have advantage on Strength checks 
  and Strength saving throws. When you make a melee weapon attack 
  using Strength, you gain a bonus to the damage roll equal to 3. You have 
  resistance to bludgeoning, piercing, and slashing damage. If you are able 
  to cast spells, you can’t cast them or concentrate on them while raging. 
  Your rage lasts for 1 minute. It ends early if you are knocked unconscious 
  or if your turn ends and you haven’t attacked a hostile creature since your 
  last turn or taken damage since then. You can also end your rage on your 
  turn as a bonus action. Once you have raged the number of times equal to 
  5, you must finish a long rest before you can rage again.
  Reckless Attack Starting at 2nd level, you can throw aside all concern 
  for defense to attack with fierce desperation. When you make your first 
  attack on your turn, you can decide to attack recklessly. Doing so gives 
  you advantage on melee weapon attack rolls using Strength during this 
  turn, but attack rolls against you have advantage until your next turn.
  Relentless Rage Starting at 11th level, your rage can keep you fighting 
  despite grievous wounds. If you drop to 0 hit points while you’re raging 
  and don’t die outright, you can make a DC 10 Constitution saving throw. 
  If you succeed, you drop to 1 hit point instead. Each time you use this 
  feature after the first, the DC increases by 5. When you finish a short or 
  long rest, the DC resets to 10.
  Retaliation Starting at 14th level, when you take damage from a creature 
  that is within 5 feet of you. you can use your reaction to make a melee 
  weapon attack against that creature.
  Unarmored Defense While you are not wearing any armor, your Armor 
  Class equals 10 + your Dexterity modifier + your Constitution modifier. 
  You can use a shield and still gain this benefit.
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Ability Score Increase, 
  Languages, Rage, 
  Unarmored Defense
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Danger Sense, 
  Extra Attack, Fast Movement, 
  Frenzy, Mindless Rage, Path 
  of the Berserker, Primal 
  Path, Rage, Reckless Attack, 
  Unarmored Defense
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Brutal 
  Critical, Danger Sense, Extra 
  Attack, Fast Movement, 
  Feral Instinct, Frenzy, 
  Intimidating Presence, Path 
  of the Berserker, Primal 
  Path, Rage, Reckless Attack, 
  Unarmored Defense 
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Brutal Critical, 
  Danger Sense, Extra Attack, 
  Fast Movement, Feral 
  Instinct, Frenzy, Path of the 
  Berserker, Primal Path, Rage, 
  Reckless Attack, Relentless 
  Rage, Retaliation, Unarmored 
  Defense
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Halberd; scale mail; 
  sickle
  +1 Halberd; half plate 
  armor; sickle
  +2 Halberd; +1 half plate 
  armor; sickle
  +3 Halberd; +2 half plate 
  armor; sickle
  
  161
  Magic Items
  Dart of the Nightswarm
    Dart of the Nightswarm (weapon)
  Value:  
    3,800 gp / 
    14,000 gp /   
    69,000 gp / 
    105,000 gp
  Weight 1/2 lb.; Materials wood, iron; Nature magical; Aura 
  strong conjuration (summoning); Slot weapon
  CL:  
    6th / 
    12th / 
    14th / 
    18th
  Base Weapon Profile: 
    Weight 1/2 lb; Dmg 1d4 (1d3 S); Critical x2; 
  Type Piercing and Bludgeoning; Class Simple, Ranged 
  (Thrown)
  Effect Summary: 
    black tentacles centered at point of impact; item 
  consumed once triggered;  
  counts as a +1 weapon in all respects
    insect plague centered at point of impact and arranged as 
  thrower desires; ability consumed once triggered 
  Re-use: black tentacles centered at point of impact; item 
  consumed once triggered; 
  counts as a +2 weapon in all respects
    cloudkill centered at point of impact and arranged as 
  thrower desires; ability consumed once triggered 
  Re-use: insect plague centered at point of impact; item 
  consumed once triggered; 
  counts as a +3 weapon in all respects
    incendiary cloud centered at point of impact and 
  arranged as thrower desires; ability consumed once 
  triggered 
  Re-use: cloudkill centered at point of impact; item 
  consumed once triggered; 
  counts as a +4 weapon in all respects
  Description
  These darts are heavier than their mundane bretheren.  
  When thrown, they split apart into a thousand metal 
  fragments, and as they crest the apex of their loft, accelerate 
  at a 45 degree angle downward, generating a great deal more 
  momentum than the initial toss.
  The resulting effect is a barrage of metal shards that afflicts 
  a broad area.  Depending on the version of this item, the 
  shards may be barbed, poisoned, magical, create smoke, and 
  other effects as well.  
  Because the damage and impact are generated by the item 
  itself, any creature capable of tossing a small object into the 
  air may make use of these weapons.
  These devices consist of a black metal, with silvery images of 
  wasps throughout.
  Effect
  All darts of the nightswarm are magical weapons, and enjoy 
  the noted enhancement bonus.
  Beyond that, the function of the dart is straightforward: 
  when they impact (and any damage is resolved as normal), 
  they generate a spell-like effect, centered at the point of 
  impact, as described.
  In lower-tier versions of the dart, the inherent magic 
  is consumed once used in this manner.  Some versions, 
  however, are slightly more durable: after the initial use of 
  the weapon, it may be re-used, albeit with a different and 
  somewhat lesser effect.
  Even for more potent iterations, however, the dart’s magic is 
  fully expended after this second usage.  Thereafter it may be 
  reused as a magic dart with only its original enhancement 
  bonus.
  Synergy & Sets
  None.  Darts of the nightswarm are standalone items, and 
  do not gain further benefit or effects from use alongside any 
  other specific equipment.
  Discovery
  These items are commonly found for sale in shops.  They 
  may also be discovered in treasure piles. 
  Although the iconography is somewhat descriptive of 
  the weapon’s purpose, true knowledge of the dart of the 
  nightswarm’s capabilities is possible only through research 
  or informed handoff from a knowledable current owner.
  That said, the weapon’s abilities are automatic, and cannot 
  be suppressed when the weapon is used, so true knowledge 
  of what is in store is not strictly necessary.
    At the GM’s discretion, knowledge of how this device 
  functions can simply be assumed to be automatic.  This 
  can streamline gameplay considerably and allow the 
  
  162
  Magic Items
  wielder to immediately gain the benefit of the dart of the 
  nightswarm’s capabilities.
  Ubiquity
  Darts of the nightswarm are rare, though somewhat more 
  common in high-magic areas of affluence.
  Notoriety
  Few pay much attention to a magical dart; there is no stigma 
  associated with this item.
  Quirks of Ownership
  None.
  History & Background
  The first darts of the nightswarm were fashioned as a 
  means of distanced, semi-anonymous vengeance against a 
  restaurant.
  Dissatisifed with the service, a halfling bard left without 
  paying.  The restaurant’s owner filed a grievance with the 
  town watch, and the bard was made to pay a fine.
  Enraged, the bard worked with his comrade, a wizard 
  of some ability, to create a weapon that could generate 
  a disastrous, vermin-riddled consequence for the 
  establishment.  It was key, however, that the pair not be 
  linked back to the incident, so a ranged weapon, tossed 
  preferably, was created.
  To say whether the resulting sabotage “worked” is a matter 
  of perspective.  
  Certainly, chaos was invoked, and the restaurant was forced 
  to close.  
  However, even in their affront, neither the bard nor the 
  wizard truly meant anyone to get really hurt: and so, they 
  likely were a bit taken aback by the outcome that a half-
  dozen people were slain in the resulting effect.
  The bard and the wizard left town shortly thereafter, mainly 
  to escape justice, but also to ply their trade of crafting and 
  selling darts of the nightswarm elsewhere, in regions beyond 
  which it had created such a well-known tragedy.
  Rumors & Lore
  The following snippets of conversation, convoluted retelling, 
  misunderstanding, urban myth, hearsay, and outright lie 
  are usable as additional incentives for the PCs to uncover 
  mysteries about the town.
  There are two ways to use this FlexTable:
  First, if the PCs are actively searching for information, you 
  can make a 
    Skill Check and look up the result.  If you 
  come to a result that has already been discovered by the PCs, 
  at the GM’s discretion, you may pick a result with a lower DC 
  and read that instead.  
  The party may use 
    Knowledge (Local) or Diplomacy in 
  this manner; the DC listed applies equally to either of these 
  skills.  Alternately, a PC may use Knowledge (History), but 
  with a -4 circumstance penalty (as knowledge of general 
  history will apply in only a limited basis to any immediate 
  vicinity, and the dart of the nightswarm is not really location-
  bound or related).
  Alternately, if a specific quest explicitly rewards the PCs 
  with a piece of lore, you may simply roll on the appropriate 
  Context and read the result.  In such a circumstance, a Skill 
  Check is not required.
  Generally speaking, the information in this FlexTable 
  may be inserted into your campaign as foreshadowing for 
  eventually revealing a dart of the nightswarm, or as a means 
  of introducing a plot hook into the Quests listed herein.
  • 
    Use Context A: 
  As a default, or if no other context specifically applies to 
  the circumstances.
  • 
    Use Context B: 
  If the party is attempting to gather information from 
  a Key NPC.  Any named NPC is a “key” NPC for these 
  purposes.
  • 
    Use Context C: 
  If the party is gathering information from generic 
  townsfolk, or NPCs without specific names.  For example, 
  Townsfolk.
  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  unstructured manner.
  Hooks & Integration
  If you’re looking for an excuse to introduce a dart of the 
  nightswarm into your gaming sessions beyond simply “the 
  sorcerer drops an interesting dart”, here are some ideas.  
  Of course, as a GM, you are by no means bound to selecting 
  from among these… but it’s always useful to have some 
  Table 26: Dart of the Nightswarm Flavors
  Difficulty Band
  Prefix
  Enhancement Bonus
  Spell-Like Effect Generated at Impact
  Re-Usability
    Low
  Minor
  +1
  black tentacles
  none
    Moderate
  Lesser
  +2
  insect plague
  black tentacles
    Advanced
  Greater
  +3
  cloudkill
  insect plague
    Elite
  Elite
  +4
  incendiary cloud
  cloudkill
  
  163
  Magic Items
  inspiration or something to get started quickly.
  Class-Based Hooks
  These connections and motivations are based on the 
  presence of one or more characters in the party who have at 
  least one level in a particular class.  
  As GM, you may judge that only one of these is a sufficient 
  motivator; alternately, you can combine multiple class hooks 
  to provide the entire party a believable reason to pursue 
  someone who may be in the possession of a dart of the 
  nightswarm.
  Paladins & Clerics
  Particularly if they lack capabilities in ranged combat, these 
  classes might make good use of a dart of the nightswarm as a 
  rare-use weapon.
  Rogues
  Rogues rarely have much in the way of “crowd control” 
  combat capabilities: talents that affect multiple enemies 
  potentially.  They do, however, tend to have great ranged 
  weapon talents.
  Thus, a dart of the nightswarm seems to match both aspects.
  Martial Characters
  Although many martial PCs focus on melee, even the most 
  close-combat-oriented combatant has occasional need to 
  affect enemies far away.
  Arcane Classes
  One might argue that sorcerers, wizards, and the like are 
  most likely to get use out of these weapons.
  Monks, Rangers, and Druids
  Although many Rangers and Druids have longer-range 
  weaponry, all these types may benefit from the chaos and 
  area-effect results of using a dart of the nightswarm.
  General Hooks
  These hooks are not linked directly to any particular race, 
  class, or other party element, and can be deployed as the 
  GM sees fit as best matches the play style and existing 
  motivations of the party.
  Service Disruption
  Harkening back to the origins of the weapon, a dart of 
  the nightswarm must be used to disrupt normal service 
  of a restaurant, church, theatrical performance, wedding, 
  funeral, or other group gathering, indoors or outdoors.
  The PCs are given the dart, and are asked to use it to cause 
  the disruption.
  This scenario forms the basis of the Quest below.
  Collector
  “It belongs in a museum” is an easy sentiment to advocate.  
  Far more honest, however, is the Collector: someone who 
  more accurately states “it belongs in my museum”.
  A Collector, or group thereof, asks the PCs to retrieve a dart 
  of the nightswarm from its current wielder, and to return it 
  so that it might be stored among other valuables.
  This angle plays particularly well with Lawfully-aligned 
  classes, or PCs whose class, creed, Faction, or other 
  involvement would guide them toward a balance.
  Note that a collector may be interested in even a depleted 
  dart of the nightswarm.
  Crowd Control
  A large crowd has gathered, and is in danger.  The PCs may 
  use a dart of the nightswarm to incent the crowd away from 
  a much greater threat that is approaching.
  Quests
  Another, more thorough, means of introducing a dart of the 
  nightswarm is via the following Quest.
    This Quest may be inserted into any campaign setting 
  or adventure, either as a “side quest”, or as a tie-in or 
  kickoff to a larger storyline.
    Quest: Service Disruption
    Summary: The PCs are given a dart of the nightswarm 
  and asked to use it to cause chaos at a gathering.
    Rewards:   
    300 gp / 
    1,200 gp / 
    4,000 gp / 
    
  9,000 gp (promised); up to 
    1 Reward Star; dart of 
  the nightswarm
    Locations: Any.
    Key NPCs: Any.
    Kickoff: Random Encounter.
    Description:
  A vindictive party approaches the PCs with an offer: take 
  some money and a magic dart, and cause complete chaos at a 
  group gathering.
  Who the party is, why they feel aggrieved, and who the 
  target of their ire is, are all left intentionally flexible in 
  service to the campaign setting and known NPCs and/or 
  Factions in your gaming group.
  The vindictive party offers two darts of the nightswarm: one 
  for use in the event, and a second for the party to keep as 
  part of their payment.
    The PCs can ignore the request.  They will not be able to 
  keep the darts offered.  The vindictive party simply finds 
  someone else willing to perform the activity, or they 
  execute it themselves; perhaps the PCs later hear of the 
  disruption.
    The PCs can accept, take the darts, and then take no 
  action.  This will enrage the vindictive party, who will 
  likely seek revenge, or at least the return of their darts.  
  The vindictive party will only let the PCs off the hook if 
  the party pays a bribe equal to the amount of reward that 
  had been promised.
    If the PCs accept the task, and execute it, the vindictive 
  party will find them afterwards and pay, true to their 
  word.  The party will also benefit from 
    1 Reward 
  Star, but only if the majority of their alignments is 
  
  164
  Magic Items
  FlexTable 22: Dart of the Nightswarm Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  Magical darts were created as 
  an act of petty vengeance.
    True.  This hints at the item’s 
  origins.
  15-29
  15-30
  15-30
  01-30
  14
  Certain magic darts are 
  enchanted to spawn tiny 
  creatures upon impact.
    True.  This suggests the true nature 
  of the item’s abilities.
  30-44
  31-45
  31-45
  31-39
  15
  Darts of the nightswarm create 
  a vermin effect when thrown.
    True.  This is a very succinct 
  summary of the item’s capabilities.
  45-59
  46-60
  46-60
  40-49
  16
  A dart of the nightswarm can 
  generate a horrid plague upon 
  striking a target.
    True.  This hints at some specific 
  abilities.
  60-74
  60-69
  60-69
  50-59
  19
  Darts of the nightswarm 
  generate spell-like effects 
  upon impact, and some may be 
  reused, though with decreased 
  effect.
    True.  This also references the 
  reusability of advanced items.
  75-89
  70-97
  70-94
  60-69
  13
  Darts of the nightswarm create 
  shadowy figures when thrown.
    False.  This does not occur.
  90-00
  98-00
  95-00
  70-00
  15
  A dart of the nightswarm 
  causes those struck to be 
  hunted by vermin.
    False.  The weapon creates vermin 
  via some spell effects, but does not 
  imbue targets with any susceptability 
  to those effects.
  Chaotic.
  
  165
  Magic Items
  Dart of the Nightswarm 
  Wielder
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Wizard 1
  Wizard 6
  Wizard 10
  Wizard 14
  Size / Aln
  Medium LE 
  Dwarf (Hill)
  Medium LE 
  Dwarf (Hill)
  Medium LE 
  Dwarf (Hill)
  Medium LE 
  Dwarf (Hill)
  HP
  8
  29
  65
  93
  Armor 
  Class
  16
  16
  16
  17
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR  7 (-2) 
  DEX  17 (+3) 
  CON  13 (+1) 
  INT  18 (+6) 
  WIS  12 (+3) 
  CHA  9 (-1)
  STR  7 (-2) 
  DEX  17 (+3) 
  CON  13 (+1) 
  INT  20 (+8) 
  WIS  12 (+4) 
  CHA  9 (-1)
  STR  7 (-2) 
  DEX  17 (+3) 
  CON  15 (+2) 
  INT  20 (+9) 
  WIS  12 (+5) 
  CHA  9 (-1)
  STR  7 (-2) 
  DEX  19 (+4) 
  CON  15 (+2) 
  INT  20 (+10) 
  WIS  12 (+6) 
  CHA  9 (-1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 11
  Passive Perception 11
  Passive Perception 11
  Passive Perception 11
  Languages Common, Dwarvish
  Attacks
  Ranged Dart ) --> 20 ft.’: -5 
  (1d4+3); 80 ft.’: -5 (1d4+3)
  Melee Quarterstaff +0 
  (1d6-2)
  Melee Dagger +5 (1d4+3)
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+3); 60 ft.’: +5 
  (1d4+3)
  Ranged Dart ) --> 20 ft.’: -4 
  (1d4+3); 80 ft.’: -4 (1d4+3)
  Melee +1 Quarterstaff +2 
  (1d6-1)
  Melee Dagger +6 (1d4+3)
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+3); 60 ft.’: +6 
  (1d4+3)
  Ranged Dart ) --> 20 ft.’: 
  +3 (1d4+3); 80 ft.’: +3 
  (1d4+3)
  Melee +2 Quarterstaff +4 
  (1d6)
  Melee Dagger +7 (1d4+3)
  Ranged Dagger (Thrown) 
  20 ft.’: +7 (1d4+3); 60 ft.’: 
  +7 (1d4+3)
  Ranged Dart ) --> 20 ft.’: -1 
  (1d4+4); 80 ft.’: -1 (1d4+4)
  Melee +3 Quarterstaff +6 
  (1d6+1)
  Melee Dagger +9 (1d4+4)
  Ranged Dagger (Thrown) 20 
  ft.’: +9 (1d4+4); 60 ft.’: +9 
  (1d4+4)
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Crossbow (Light), Dagger, Dart, Handaxe, Light Hammer, Quarterstaff, Sling, Warhammer
  LE; Medium Humanoid (Dwarf)
  
  166
  Magic Items
  Special Abilities
  Ability Score Increase Your Constitution score increases by 2.
  Ability Score Increase Your Wisdom score increases by 1.
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Dwarven Combat Training You have proficiency with the battleaxe, 
  handaxe, light hammer, and warhammer.
  Dwarven Resilience You have advantage on saving throws against poison, 
  and you have resistance against poison damage (explained in chapter 9).
  Dwarven Toughness Your hit point maximum increases by 1, and it 
  increases by 1 every time you gain a level.
  Languages You can speak, read, and write Common and Dwarvish. 
  Dwarvish is full of hard consonants and guttural sounds, and those 
  characteristics spill over into whatever other language a dwarf might 
  speak.
  Mason’s Tools Proficient with Artisan Mason’s Tools.
  Stonecunning Whenever you make an Intelligence (History) check related 
  to the origin of stonework, you are considered proficient in the History 
  skill and add double your proficiency bonus to the check, instead of your 
  normal proficiency bonus.
  Arcane Recovery You have learned to regain some of your magical energy 
  by studying your spellbook. Once per day when you finish a short rest, 
  you can choose expended spell slots to recover. The spell slots can have 
  a combined level that is equal to or less than 7, and none of the slots can 
  be 6th level or higher. For example, if you’re a 4th-level wizard, you can 
  recover up to two levels worth of spell slots. You can recover either a 
  2nd-level spell slot or two 1st-level spell slots.
  Arcane Tradition When you reach 2nd level, you choose an arcane 
  tradition, shaping your practice of magic through one of eight schools: 
  Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, 
  Necromancy, or Transmutation. The school of Evocation is detailed at the 
  end of the class description; see the Player’s Handbook for information 
  on the other schools. Your choice grants you features at 2nd level and 
  again at 6th, 10th, and 14th level.
  Empowered Evocation Beginning at 10th level, you can add +5 to the 
  damage roll of any wizard evocation spell you cast. The damage bonus 
  applies to one damage roll of a spell, not multiple rolls.
  Evocation Savant Beginning when you select this school at 2nd level, 
  the gold and time you must spend to copy an evocation spell into your 
  spellbook is halved.
  Overchannel Starting at 14th level, you can increase the power of your 
  simpler spells. When you cast a wizard spell of 5th level or lower that 
  deals damage, you can deal maximum damage with that spell. The first 
  time you do so, you suffer no adverse effect. If you use this feature again 
  before you finish a long rest, you take 2d12 necrotic damage for each 
  level of the spell, immediately after you cast it. Each time you use this 
  feature again before finishing a long rest, the necrotic damage per spell 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Ability Score Increase, 
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, 
  Tool Proficiency, Arcane 
  Recovery, Cantrips, 
  Preparing and Casting 
  Spells, Ritual Casting, 
  Spellcasting 
  Spellcaster Spell Slots, 
  Ability Score Increase, Ability 
  Score Increase, Darkvision, 
  Dwarven Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Evocation Savant, 
  Potent Cantrip, Preparing 
  and Casting Spells, Ritual 
  Casting, School of Evocation, 
  Sculpt Spells, Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Ability Score Increase, 
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Empowered 
  Evocation, Evocation 
  Savant, Potent Cantrip, 
  Preparing and Casting 
  Spells, Ritual Casting, 
  School of Evocation, Sculpt 
  Spells, Spellcasting 
  Spellcaster Spell Slots, 
  Ability Score Increase, Ability 
  Score Increase, Darkvision, 
  Dwarven Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Empowered 
  Evocation, Evocation Savant, 
  Overchannel, Potent Cantrip, 
  Preparing and Casting Spells, 
  Ritual Casting, School of 
  Evocation, Sculpt Spells, 
  Spellcasting
  Spell-
  casting
  Save DC 14; Spell Atk +6
  1st: charm person; magic 
  missile
  Save DC 16; Spell Atk +8
  3rd: fear; fireball; fly
  2nd: acid arrow; gust of 
  wind; misty step
  1st: charm person; magic 
  missile; shield; sleep
  Save DC 17; Spell Atk +9
  5th: cone of cold; hold 
  monster
  4th: black tentacles; fire 
  shield; resilient sphere
  3rd: fear; fireball; fly
  2nd: acid arrow; gust of 
  wind; misty step
  1st: charm person; magic 
  missile; shield; sleep
  Save DC 18; Spell Atk +10
  7th: reverse gravity
  6th: magic jar
  5th: cone of cold; hold 
  monster
  4th: black tentacles; fire 
  shield; resilient sphere
  3rd: fear; fireball; fly
  2nd: acid arrow; gust of 
  wind; misty step
  1st: charm person; magic 
  missile; shield; sleep
  Equipment
  Mace; chain shirt; shield; 
  light crossbow; crossbow 
  bolts (20x)
  +1 Mace; +1 chain mail; 
  +1 shield; light crossbow; 
  crossbow bolts (20x)
  +2 Mace; +2 chain 
  mail; +2 shield; light 
  crossbow; crossbow 
  bolts (20x)
  +3 Mace; +3 chain mail; 
  +3 shield; light crossbow; 
  crossbow bolts (20x)
  
  167
  Magic Items
  level increases by 1d12. This damage ignores resistance and immunity. 
  The feature doesn’t benefit cantrips.
  Potent Cantrip Starting at 6th level, your damaging cantrips affect even 
  creatures that avoid the brunt of the effect. When a creature succeeds on 
  a saving throw against your cantrip, the creature takes half the cantrip’s 
  damage (if any) but suffers no additional effect from the cantrip.
  Ritual Casting You can cast a wizard spell as a ritual if that spell has the 
  ritual tag and you have the spell in your spellbook. You don’t need to have 
  the spell prepared.
  School of Evocation You focus your study on magic that creates powerful 
  elemental effects such as bitter cold, searing flame, rolling thunder, 
  crackling lightning, and burning acid. Some evokers find employment in 
  military forces, serving as artillery to blast enemy armies from afar. Others 
  use their spectacular power to protect the weak, while some seek their 
  own gain as bandits, adventurers, or aspiring tyrants.
  Sculpt Spells Beginning at 2nd level, you can create pockets of relative 
  safety within the effects of your evocation spells. When you cast an 
  evocation spell that affects other creatures that you can see, you can 
  choose a number of them equal to 1 + the spell’s level. The chosen 
  creatures automatically succeed on their saving throws against the spell, 
  and they take no damage if they would normally take half damage on a 
  successful save.
  
  168
  Magic Items
  Diretendril
    Diretendril (weapon)
  Value:  
    4,800 gp / 
    11,000 gp /  
    45,000 gp / 
    93,000 gp
  Weight 1 lbs.; Materials ichor, outsider pseudopod; Nature 
  magical; Aura strong necromancy [evil, disease]; Slot 
  weapon
  CL:  
    6th / 
    10th / 
    12th / 
    14th
  Base Weapon Profile: 
    Weight 1 lb; Dmg 1d4 (1d3 S); Critical 19-20/x2; 
  Type Piercing or Slashing; Class Simple, Light (Melee/
  Thrown)
  Effect Summary: 
    Counts as a +1 weapon in all respects;  
  +1d4 acid damage
    Counts as a +2 weapon in all respects;  
  +1d6 acid damage;  
  toxic rain (struck creature only, DC 16, 1x/day) 
    Counts as a +3 weapon in all respects;  
  +2d4 acid damage;  
  contagion (struck creature only, DC 18, 1x/day);  
  toxic rain (struck creature only, DC 16, 2x/day) 
    Counts as a +4 weapon in all respects;  
  +2d6 acid damage;  
  contagion, greater (struck creature only, DC 20, 1x/day);  
  contagion (struck creature only, DC 18, 3x/day);  
  toxic rain (struck creature only, DC 16, 5x/day)
  Description
  Resembling nothing so much as a dagger made of a tentacle 
  from an otherworldly beast... well, as a matter of fact, that is 
  precisely what a diretendril is.
  Hardened resin and ichor are applied to the severed 
  pseudopods of a chaotic outsider from beyond this plane.  
  The resultant mass is left to fester in a vacuum of collapsed 
  pain; after a year of such putrid isolation, a hardened, vile 
  weapon remains.
  Effect
  All diretendrils are magical weapons, and enjoy the innate 
  enhancement bonus listed above.
  Upon each successful damaging hit in combat, diretendrils 
  inflict additional acid damage as described.
  Finally, at the wielder’s preference, a diretendril can inflict 
  additional spell-like effects upon a successful strike in 
  combat.  This decision must be made before resolving the 
  strike; misses still count as a usage of the ability involved.  
  These effects function just as the spells of the same 
  name, excepting that A) the target must be the creature 
  attacked with the diretendril, and B) any touch attacks or 
  other conditions of hitting the target are automatic if the 
  diretendril attack succeeds.  
  Only one spell-like effect per round may be activated, and it 
  applies to only one attack with the diretendril.
  Each spell-like effect has a limitation, the count of which 
  resets in full 24 hours after the first use from a full quantity.  
  These limitations are artifact-based, not wielder-based; it 
  is not possible to transfer a depleted diretendril to another 
  combatant so that they may enjoy renewed usage of these 
  abilities.
  Synergy & Sets
  None.  Diretendrils are standalone items, and do not gain 
  further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  These weapons are most often found on the bodies, or in the 
  lairs of, sorcerers or witches.  
  They are hardly ever for sale in shops, but occasionally 
  might be commissioned from an odd hermit or the like.
  Although one might reasonably guess at the weapon’s 
  capabilities for additional damage, the spell-like effects 
  require a mental command to activate, and can only be 
  discovered through research or a knowledgable handoff from 
  an informed current owner.
    At the GM’s discretion, knowledge of how this device 
  functions can simply be assumed to be automatic.  
  This can streamline gameplay considerably and allow 
  the wielder to immediately gain the benefit of the 
  diretendril’s capabilities.
  
  169
  Magic Items
  Ubiquity
  Diretendrils are quite rare, though in swamps and bogs of 
  high magic, they may be found in greater supply.
  Notoriety
  The weapon appears to be a vile and venomous artifact... 
  which it is.  
  This might attract a bit of attention, particularly in a 
  xenophobic atmosphere.
  Quirks of Ownership
  Other than the social interest mentioned above, owning a 
  diretendril inflicts no notable long-term impact.
  History & Background
  These weapons are adapted from a bizarre race of Outsiders 
  now long lost to the Realm.
  A thousand years ago, portals from another realm opened on 
  occasion, once a year at first, and eventually as commonly as 
  a thunderstorm might be.  These ebon disks of inexplicable 
  existence were never fully understood in their time.
  Their purpose remains unclear: invasion?  Research?  
  Happenstance?
  Their effect, however, was startling and evident: through 
  these portals slunk creatures of bizarre nature and unknown 
  origin.  
  Bipedal, monstrously humanoid, some describe them as.  
  Elongated snakes with arms, write other accounts.  Still 
  other scribings attribute the beings sentience, which 
  conflicts with annotations elsewhere.  It is not recorded 
  whether the beings had language or even any meaningful 
  interactions with people of the time, though much of time 
  recorded in that era is lost to history and dust.
  Some recoiled in horror, and took to slaying the beasts 
  however they might.  From their corpses were harvested 
  the elongaged digits; “fingers”, some called them.  Someone 
  pointed out that they resembled weapons, and so the 
  diretendril was born, adapted through magic and forging.
  Rumors & Lore
  The following snippets of conversation, convoluted retelling, 
  misunderstanding, urban myth, hearsay, and outright lie 
  are usable as additional incentives for the PCs to uncover 
  mysteries about the town.
  There are two ways to use this FlexTable:
  First, if the PCs are actively searching for information, you 
  can make a 
    Skill Check and look up the result.  If you 
  come to a result that has already been discovered by the PCs, 
  at the GM’s discretion, you may pick a result with a lower DC 
  and read that instead.  
  The party may use 
    Knowledge (Local) or Diplomacy in 
  this manner; the DC listed applies equally to either of these 
  skills.  Alternately, a PC may use Knowledge (History), but 
  with a -4 circumstance penalty (as knowledge of general 
  history will apply in only a limited basis to any immediate 
  vicinity, and a diretendril is not really location-bound or 
  related).
  Alternately, if a specific quest explicitly rewards the PCs 
  with a piece of lore, you may simply roll on the appropriate 
  Context and read the result.  In such a circumstance, a Skill 
  Check is not required.
  Generally speaking, the information in this FlexTable may be 
  inserted into your campaign as foreshadowing for eventually 
  revealing a diretendril, or as a means of introducing a plot 
  hook into the Quests listed herein.
  • 
    Use Context A: 
  As a default, or if no other context specifically applies to 
  the circumstances.
  • 
    Use Context B: 
  If the party is attempting to gather information from 
  a Key NPC.  Any named NPC is a “key” NPC for these 
  purposes.
  • 
    Use Context C: 
  If the party is gathering information from generic 
  townsfolk, or NPCs without specific names.  For example, 
  Townsfolk.
  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  unstructured manner.
  Hooks & Integration
  If you’re looking for an excuse to introduce a diretendril 
  into your gaming sessions beyond simply “the witch drops a 
  venomous-looking dagger”, here are some ideas.  
  Of course, as a GM, you are by no means bound to selecting 
  from among these… but it’s always useful to have some 
  Table 27: Diretendril Flavors
  Difficulty Band
  Prefix
  Enhancement 
  Bonus
  Additional 
  Damage
  Spell-Like Effects
    Low
  Minor
  +1
  1d4 acid
  -
    Moderate
  Lesser
  +2
  1d6 acid
  toxic rain (DC 16, 1x/day); 
    Advanced
  Greater
  +3
  2d4 acid
  toxic rain (DC 16, 2x/day); contagion (DC 18, 1x/day)
    Elite
  Elite
  +4
  2d6 acid
  toxic rain (DC 16, 5x/day); contagion (DC 18, 3x/day); 
  contagion, greater (DC 20, 1x/day)
  
  170
  Magic Items
  inspiration or something to get started quickly.
  Class-Based Hooks
  These connections and motivations are based on the 
  presence of one or more characters in the party who have at 
  least one level in a particular class.  
  As GM, you may judge that only one of these is a sufficient 
  motivator; alternately, you can combine multiple class hooks 
  to provide the entire party a believable reason to pursue 
  someone who may be in the possession of a diretendril.
  Paladins & Clerics
  Though there is nothing inherently evil about the weapon, 
  Paladins and many Clerics might shy away from a device 
  whose use centers so much around poison and malaise.
  Evil Clerics or Antipaladins might relish the atmosphere such 
  a device might help to create, however.
  Rogues
  Small, compact, easily hidden, and capable of lethal effects: 
  such a dagger is the dream of many Rogues, particularly 
  those who make ample use of their Sneak Attack skills.
  Martial Characters
  It’s quite likely that Fighters, Barbarians, et al will have 
  weaponry with significantly greater damage potential.  
  Still, it can be useful to have so lethal a fallback blade!
  Arcane Classes
  Diretendrils require next to zero training to use, can be 
  thrown if needed, and can inflict great damage to even the 
  most well-armored opponents.  
  It would be the first choice of few Wizards, but as a last-
  ditch defensive weapon, a diretendril is a sure thing.
  In addition, Witches and Sorcerers and Oracles might 
  embrace the mystique that such an artfiact grants; 
  necromancers might also seek such a weapon for the same 
  reason.
  Monks, Rangers, and Druids
  These classes are able to transform the humble dagger into 
  lethal tools with their talents already; adding extra powers 
  to the weapon makes it all the more appealing.
  General Hooks
  These hooks are not linked directly to any particular race, 
  class, or other party element, and can be deployed as the 
  GM sees fit as best matches the play style and existing 
  motivations of the party.
  Finger of Death
  A local necromancer has been threatening townsfolk, 
  exacting tribute payments as best they are able to provide 
  him.  He uses a vile-looking dagger in his threats, insinuating 
  that with this device, he can slay at a gesture, from afar, 
  when folk least expect it.
  The PCs are asked to investigate, and put a stop to the 
  abhorrent behavior.
  This scenario forms the basis of the Quest below.
  Collector
  “It belongs in a museum” is an easy sentiment to advocate.  
  Far more honest, however, is the Collector: someone who 
  more accurately states “it belongs in my museum”.
  A Collector, or group thereof, asks the PCs to retrieve a 
  diretendril from its current wielder, and to return it so that it 
  might be stored among other valuables.
  This angle plays particularly well with Lawfully-aligned 
  classes, or PCs whose class, creed, Faction, or other 
  involvement would guide them toward a balance.
  In the Wrong Hands
  A diretendril is on display in an evil church in town, 
  purported to be a relic of an insane Outsider who co-founded 
  the church.  
  Recently, Good-aligned clerics have identified that the 
  artifact is in fact a diretendril.  The fear is that the evil 
  church will realize the weaponized nature of the artifact, and 
  that they might start to use it for ill purpose.
  The PCs are asked to investigate and either steal or destroy 
  the weapon before it can be used.
  Quests
  Another, more thorough, means of introducing a diretendril 
  is via the following Quest.
    This Quest may be inserted into any campaign setting 
  or adventure, either as a “side quest”, or as a tie-in or 
  kickoff to a larger storyline.
    Quest: Finger of Death
    Summary: The PCs are asked to investigate a 
  necromancer who is threatening to slay townsfolk with 
  the aid of his venomous dagger.
    Rewards:   
    800 gp / 
    3,100 gp / 
    8,600 gp 
  / 
    16,900 gp (promised); up to 
    1 Reward Star; 
  diretendril
    Locations: Any.
    Key NPCs: None.
    Kickoff: Random Encounter.
    Description:
  A necromancer in town has never caused much ruckus, other 
  than a foreboding presence on occasion.  Recently, however, 
  he has taken to threatening townsfolk, demanding that they 
  pay him tribute money as a form of protection against his 
  magic artifact: a vile-looking dagger that seems to be capable 
  of everything he threatens.
  The weapon is, of course, a diretendril; the necromancer 
  came into possession of it during a gravedigging a few weeks 
  ago.
  Although the necromancer’s behavior is clearly abhorrent, 
  all evidence thus far is hearsay, and when the man has been 
  stopped by the militia, they could find no odd items on him 
  to support the claims.
  Village security and civil authorities are worried about this 
  
  171
  Magic Items
  FlexTable 23: Diretendril Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  14
  A foul dagger was fashioned 
  from the body of an alien.
    Partially True.  “Alien” is a bit of 
  a stretch, as it happens, but hardly 
  anyone in the Realm would know this.
  15-29
  15-30
  15-30
  01-30
  15
  Long ago, a weapon was 
  fashioned from the bodies of 
  strange intruders from beyond 
  the Realm.
    True.  This describes the artifact’s 
  origins.
  30-44
  31-45
  31-45
  31-39
  16
  A certain kind of venomous 
  dagger inflicts lethal acid 
  damage and may also cause 
  long-term effects in victims.
    True.  This refers to the acid 
  damage and spell effect abilities of the 
  diretendril.
  45-59
  46-60
  46-60
  40-49
  17
  Diretendrils are magic daggers 
  that can poison and disease 
  opponents in combat.
    True.  This is a good summary of 
  the item’s powers.
  60-74
  60-69
  60-69
  50-59
  16
  Diretendrils are actually the 
  adapted fingers of Outsiders 
  from another plane.
    True.  This is precisely what these 
  weapons are.
  75-89
  70-97
  70-94
  60-69
  15
  Diretendrils function as 
  beacons to aliens from beyond 
  the stars, who one day will 
  return to the Realm to slay 
  those who have been using 
  their weaponry.
    False.  There is no evidence to 
  suggest this other than otherworldly 
  paranoia.
  90-00
  98-00
  95-00
  70-00
  17
  Alien fingerblades will slice 
  through armor as though 
  through leaves, and woe betide 
  the soul of one so afflicted.
    False.  Enhancement bonuses and 
  extra effects aside, diretendrils behave 
  like any other weapon.
  practice, and whether it might escalate to actual deaths.  
  They ask the PCs to investigate, and to put a stop to the 
  threats if they are legitimate.
    If the PCs decline, they will continue to hear stories 
  along these lines; the threat will become greater and 
  greater, and eventually, the necromancer will follow 
  through on his threats when someone cannot pay him.
    If the PCs investigate, they will find the necromancer 
  fairly easily, and will even conveniently happen to 
  observe him extorting money as described.   
   
  Confronting him reveals the diretendril; the necromancer 
  will fight to the death to defend the weapon, believing 
  it to be a massively powerful artifact beyond his current 
  abilities to control. 
   
  There is no means of talking him out of his behavior, or 
  of his possession of the weapon. 
   
  Slaying the necromancer will yield the monetary reward 
  described, 
    1 Reward Star, and the diretendril.  The 
  PCs are under no particular obligation to honestly report 
  that they have kept the weapon, so aside from alignment- 
  and character-based implications of lying or obfuscating 
  a vile weapon, they may keep that item as well as part of 
  their reward.
  
  172
  Magic Items
  Diretendril Wielder
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Fighter 1
  Fighter 6
  Fighter 10
  Fighter 14
  Size / Aln
  Medium CN 
  Tiefling
  Medium CN 
  Tiefling
  Medium CN 
  Tiefling
  Medium CN 
  Tiefling
  HP
  11
  49
  70
  95
  Armor 
  Class
  18
  19
  21
  13
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  17 (+5) 
  DEX  13 (+1) 
  CON  13 (+3) 
  INT  12 (+1) 
  WIS  9 (-1) 
  CHA  10 (+0)
  STR  19 (+7) 
  DEX  13 (+2) 
  CON  13 (+4) 
  INT  12 (+1) 
  WIS  9 (-1) 
  CHA  10 (+0)
  STR  20 (+9) 
  DEX  16 (+3) 
  CON  13 (+5) 
  INT  12 (+1) 
  WIS  9 (-1) 
  CHA  10 (+0)
  STR  20 (+10) 
  DEX  20 (+5) 
  CON  13 (+6) 
  INT  12 (+1) 
  WIS  9 (-1) 
  CHA  10 (+0)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 9 
  Armor - Disadvantage on 
  Stealth
  Passive Perception 9 
  Armor - Disadvantage on 
  Stealth
  Passive Perception 9 
  Armor - Disadvantage on 
  Stealth
  Passive Perception 9 
  Armor - Disadvantage on 
  Stealth
  Languages Common, Infernal
  Attacks
  Melee Battleaxe +5 (1d8+5)
  Melee Dagger +5 (1d4+5)
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+3); 60 ft.’: +5 
  (1d4+3)
  Melee +1 Battleaxe +8/+8 
  (1d8+7)
  Melee Dagger +7/+7 
  (1d4+6)
  Ranged Dagger (Thrown) 20 
  ft.’: +7/+7 (1d4+4); 60 ft.’: 
  +7/+7 (1d4+4)
  Melee +2 Battleaxe 
  +11/+11 (1d8+9)
  Melee Dagger +9/+9 
  (1d4+7)
  Ranged Dagger (Thrown) 
  20 ft.’: +9/+9 (1d4+5); 60 
  ft.’: +9/+9 (1d4+5)
  Melee +3 Battleaxe 
  +13/+13/+13 (1d8+10)
  Melee Dagger +10/+10/+10 
  (1d4+7)
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10/+10 (1d4+5); 
  60 ft.’: +10/+10/+10 
  (1d4+5)
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  CN; Medium Humanoid (Tiefling)
  
  173
  Magic Items
  Special Abilities
  Ability Score Increase Your Intelligence score increases by 1, and your 
  Charisma score increases by 2.
  Darkvision Thanks to your infernal heritage, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Hellish Resistance You have resistance to fire damage.
  Infernal Legacy You know the thaumaturgy cantrip. Once you reach 3rd 
  level, you can cast the hellish rebuke spell once per day as a 2nd-level 
  spell. Once you reach 5th level, you can also cast the darkness spell once 
  per day. Charisma is your spellcasting ability for these spells. Spell save DC 
  13.
  Languages You can speak, read, and write Common and Infernal.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 1 time(s) before a rest, but only once 
  on the same turn.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that 
  you fail. If you do so, you must use the new roll, and you can’t use this 
  feature again until you finish a long rest. You can use this feature 2 time(s) 
  between long rests.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +5.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Defense While you are wearing armor, you gain a +1 bonus to AC.
  Dueling When you are wielding a melee weapon in one hand and no other 
  weapons, you gain a +2 bonus to damage rolls with that weapon.
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Ability Score Increase, 
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Fighting Style, 
  Second Wind, Dueling
  Ability Score Increase, 
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Action Surge, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Martial Archetype, 
  Second Wind, Dueling 
  Ability Score Increase, 
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Defense, Dueling
  Ability Score Increase, 
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Defense, Dueling
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Battleaxe; chain mail; 
  shield; dagger
  +1 Battleaxe; +1 chain 
  mail; shield; dagger
  +2 Battleaxe; +2 chain 
  mail; shield; dagger
  +3 Battleaxe; +3 chain 
  mail; +1 shield; dagger
  
  174
  Magic Items
  Disembowler Knife
    Disembowler Knife (weapon)
  Value:  
    20,500 gp / 
    38,000 gp /   
    61,000 gp / 
    89,000 gp
  Weight 1 lb.; Materials steel, leather; Nature magical; Aura 
  strong necromancy; Slot weapon
  CL:  
    6th / 
    10th / 
    12th / 
    14th
  Base Weapon Profile: 
    Weight 2 lb; Dmg 1d6 (1d4 S); Critical 19-20/x2; 
  Type Piercing or Slashing; Class Martial, Light (Melee)
  Effect Summary: 
    Wounded enemies struck must save (Constitution DC 14) 
  or suffer 1d4 points of bleed damage each round (Heal 
  DC 15 or any magical healing stops); 
  counts as a +1 weapon in all respects
    Wounded enemies struck must save (Constitution DC 16) 
  or suffer 1d6 points of bleed damage each round (Heal 
  DC 17 or any magical healing stops); 
  counts as a +2 weapon in all respects
    Wounded enemies struck must save (Constitution DC 
  18) or suffer 2d4 points of bleed damage and 1 Con 
  bleed damage each round (Heal DC 20 or any magical 
  healing stops); 
  counts as a +3 weapon in all respects
    Wounded enemies struck must save (Constitution DC 
  20) or suffer 2d6 points of bleed damage, 1 Con bleed 
  damage, and 1 Str bleed damage each round (Heal DC 
  22 or any magical healing stops); 
  counts as a +4 weapon in all respects
  Description
  A curved, wicked blade with serrations and vile-looking 
  metal carvings.  
  If this weapon strikes open flesh of any kind, it has a chance 
  of flaying the skin in that area broadly, causing additional 
  bleeding damage and critical wounds.
  Effect
  A disembowler knife is a magical weapon, and as such enjoys 
  an enhancement bonus as described.
  All flavors of the weapon inflict additional bleed damage 
  and effects.
  Each time the weapon inflicts 1 or more points of damage 
  to a living opponent, that opponent must make a save as 
  described or suffer the bleed damage effects listed.  Recall 
  that bleed damage and effects do not stack.
  Unlike most other bleed effects, those inflicted with the 
  disembowler knife may have more difficult Heal DCs to 
  resolve.
  Any magical healing effect will also cure the bleed effect to 
  an afflicted creature.
  Synergy & Sets
  None.  Disembowler knives are standalone items, and do not 
  gain further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  These weapons are often discovered at the feet of a 
  conquered enemy, particularly vicious and warlike creatures.
  They may also be observed in the hands or on the grisly 
  workbenches of necromancers or construct creators.
  There are no abilities to activate with this weapon, and full 
  knowledge can be come by fairly quickly with trial and error.
  Ubiquity
  Disembowler knives are rare, but more common in the circles 
  of those most likely to make use of them.
  Notoriety
  The weapon looks clearly magical, and crafted to ill or 
  macabre intent... or, at the very least, fashioned to support 
  such an interpretation.
  Quirks of Ownership
  Other than being slightly more noteworthy than a typical 
  shortsword, a disembowler knife has no additional effects of 
  ownership.
  
  175
  Magic Items
  History & Background
  The first disembowler knives were crafted as medical 
  implements.
  A surgeon of some renown was constantly refining his trade.  
  Tools of that generation were insufficient for his talents and 
  skill, so much so that he took up smelting and apprenticed as 
  a blacksmith for a time simply to gain skill enough to forge 
  his own.
  Knives, in particular, he found lacking.  Over the several 
  decades that he practiced medicene, he forged many 
  hundreds of knives, to the point where clients and townsfolk 
  began to wonder and mumble between themselves.
  Whether or not there had been a clear point at which 
  the surgeon’s desire to craft a more efficient tool had 
  transformed into a macabre obsession with cutting 
  implements, what was clear after several years is that that 
  grisly evolution had indeed taken place.
  What resulted was a crafty and talented surgeon, with a 
  growing penchant for cutting when unnecessary.  Operations 
  grew more frequent, with each one requiring more and more 
  cutting and more recovery.
  Unintended deaths as a result of these ever-more-invasive 
  procedures mounted, to the point where he began to lose 
  business out of fear and rumor.
  The surgeon grew paranoid, convinced that someone was 
  out to get him and ruin his trade.  He convinced himself that 
  he had need, therefore, not merely for better tools, but for 
  defensive blades, to arm himself against possible invasion.
  The disembowler knife was in many ways the first of his 
  creations that could be truly and exclusively considered a 
  weapon, not a medical implement.
  Rumors & Lore
  The following snippets of conversation, convoluted retelling, 
  misunderstanding, urban myth, hearsay, and outright lie 
  are usable as additional incentives for the PCs to uncover 
  mysteries about the town.
  There are two ways to use this FlexTable:
  First, if the PCs are actively searching for information, you 
  can make a 
    Skill Check and look up the result.  If you 
  come to a result that has already been discovered by the PCs, 
  at the GM’s discretion, you may pick a result with a lower DC 
  and read that instead.  
  The party may use 
    Knowledge (Local) or Diplomacy in 
  this manner; the DC listed applies equally to either of these 
  skills.  Alternately, a PC may use Knowledge (History), but 
  with a -4 circumstance penalty (as knowledge of general 
  history will apply in only a limited basis to any immediate 
  vicinity, and a disembowler knife is not really location-bound 
  or related).
  Alternately, if a specific quest explicitly rewards the PCs 
  with a piece of lore, you may simply roll on the appropriate 
  Context and read the result.  In such a circumstance, a Skill 
  Check is not required.
  Generally speaking, the information in this FlexTable may be 
  inserted into your campaign as foreshadowing for eventually 
  revealing a disembowler knife, or as a means of introducing a 
  plot hook into the Quests listed herein.
  • 
    Use Context A: 
  As a default, or if no other context specifically applies to 
  the circumstances.
  • 
    Use Context B: 
  If the party is attempting to gather information from 
  a Key NPC.  Any named NPC is a “key” NPC for these 
  purposes.
  • 
    Use Context C: 
  If the party is gathering information from generic 
  townsfolk, or NPCs without specific names.  For example, 
  Townsfolk.
  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  unstructured manner.
  Hooks & Integration
  If you’re looking for an excuse to introduce a disembowler 
  knife into your gaming sessions beyond simply “the 
  necromancer wields a horrid-looking short sword”, here are 
  some ideas.  
  Of course, as a GM, you are by no means bound to selecting 
  from among these… but it’s always useful to have some 
  inspiration or something to get started quickly.
  Class-Based Hooks
  These connections and motivations are based on the 
  presence of one or more characters in the party who have at 
  least one level in a particular class.  
  As GM, you may judge that only one of these is a sufficient 
  motivator; alternately, you can combine multiple class hooks 
  to provide the entire party a believable reason to pursue 
  Table 28: Disembowler Knife Flavors
  Difficulty Band
  Prefix
  Enhancement Bonus
  Bleed Damage
  Bleed Damage DC
  Heal DC
    Low
  Minor
  +1
  1d4
  Constitution 14
  15 or magic heal
    Moderate
  Lesser
  +2
  1d6
  Constitution 16
  17 or magic heal
    Advanced
  Greater
  +3
  2d4 + 1 Con
  Constitution 18
  20 or magic heal
    Elite
  Elite
  +4
  2d6 + 1 Con + 1 Str
  Constitution 20
  22 or magic heal
  
  176
  Magic Items
  someone who may be in the possession of a disembowler 
  knife.
  Paladins & Clerics
  The blade may not be vile, but it appears so, and its grisly 
  origins might further curtail the interests of these classes, 
  with the exception of non-Good Clerics.
  Rogues
  A shortsword with extra damage-dealing capability, with a 
  focus on enabling an attrition-based victory in a one-on-one 
  conflict, seems a harmonic scenario for most Rogues.
  Martial Characters
  Dual-wielding or nimble Fighters are most likely to seek a 
  disembowler knife for aid in their combat abilities.
  Arcane Classes
  Short swords are atypical implements for arcanists.  
  However, with niche training, necromancers in particular 
  might cultivate a meaningful use of these weapons.
  Monks, Rangers, and Druids
  All these classes have the ability to wield short swords with 
  true purpose; dedication to the pursuit of a disembowler 
  knife might simply be a matter of style preference.
  General Hooks
  These hooks are not linked directly to any particular race, 
  class, or other party element, and can be deployed as the 
  GM sees fit as best matches the play style and existing 
  motivations of the party.
  Carving Chiurgeon
  A local apothecary-turned-doctor has been practicing for 
  a whileand only recently has begun to have unexplained 
  deaths.  The PCs are asked to investigate; it turns out that he 
  has discovered a disembowler knife and has been using it as a 
  surgery tool.
  This scenario forms the basis of the Quest below, and 
  harkens back to the origins of the blade.
  Collector
  “It belongs in a museum” is an easy sentiment to advocate.  
  Far more honest, however, is the Collector: someone who 
  more accurately states “it belongs in my museum”.
  A Collector, or group thereof, asks the PCs to retrieve a 
  disembowler knife from its current wielder, and to return it 
  so that it might be stored among other valuables.
  This angle plays particularly well with Lawfully-aligned 
  classes, or PCs whose class, creed, Faction, or other 
  involvement would guide them toward a balance.
  Sanguine Rituals
  An evil-aligned church in town has been performing rituals 
  involving blood; they have begun to integrate a disembowler 
  knife into there ceremonies.  
  Several deaths have resulted, though they are chalked up as 
  unrelated by the faithful.  
  The PCs are called upon to investigate and resolve.
  Quests
  Another, more thorough, means of introducing a disembowler 
  knife is via the following Quest.
    This Quest may be inserted into any campaign setting 
  or adventure, either as a “side quest”, or as a tie-in or 
  kickoff to a larger storyline.
    Quest: Carving Chiurgeon
    Summary: A local doctor has begun killing her patients 
  accidentally; the PCs are asked to investigate.
    Rewards:   
    650 gp / 
    2,850 gp / 
    8,700 gp / 
    16,500 gp (promised); up to 
    2 Reward Stars; 
  disembowler kinfe
    Locations: Any.
    Key NPCs: Any.
    Kickoff: Random Encounter.
    Description:
  A town apothecary has taken to medicene over the past few 
  years.  This evolution has generally been well-regarded, as 
  her results have been mostly successful, and her skill as an 
  apothecary are lauded.
  In the past few weeks, however, deaths related to her work 
  have mounted.  Each case individually can be explained by 
  certain phenomena or conditions surrounding the deceased’s 
  condition prior to the surgery—hardly surprising, since the 
  victims and the doctor had agreed in each case that surgery 
  was required for some valid reason.
  Village security and civil authorities are concerned, and have 
  asked the PCs to investigate, and ideally, to put a stop to the 
  behavior.
    The PCs can ignore the request.  If they do, they will 
  continue to hear rumor of the apothecary’s death toll 
  mounting; this may incent them to become invovled at 
  some point.
    If the PCs investigate, they will quickly discover the 
  disembowler knife.  The apothecary claims she obtained 
  it about a month ago, gifted her by a patient as barter in 
  lieu of monetary payment in exchange for her services.   
   
  She’s taken to the tool fondly, and has used it, she 
  proudly proclaims, in many cases since she got it. 
    If the PCs succeed at a succession of 
    skill checks 
  (Diplomacy and/or Intimidate are suggested), they can 
  talk reason into the would-be doctor, who happily gives 
  up the weapon in exchange for the party’s cooperation 
  in putting in a good word with the town so that she 
  can once again practice.  This yields the party the 
  disembowler knife as well as the monetary payment; they 
  are under no obligation of course to report the weapon.  
  It also nets them 
    2 Reward Stars.
    The PCs can forego conversation and simply kill the 
  apothecary.  This nets them the weapon, and half the 
  promised monetary payment—it will indeed prevent 
  further deaths, but as the apothecary cannot be proven 
  
  177
  Magic Items
  FlexTable 24: Disembowler Knife Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  11
  A magic knife was once forged 
  as a medical tool.
    True.  This hints at the item’s 
  origins.
  15-29
  15-30
  15-30
  01-30
  13
  Convinced of superior surgical 
  technique, a doctor of growing 
  insanity crafted a tool that was 
  instead a weapon.
    True.  This is a more thorough 
  description of the weapon’s origins.
  30-44
  31-45
  31-45
  31-39
  15
  A certain magical knife causes 
  lethal, dripping cuts.
    True.  This refers to the bleed 
  damage effect.
  45-59
  46-60
  46-60
  40-49
  17
  A disembowler knife can inflict 
  bleeding damage.
    True.  Very close to a complete 
  description of the weapon’s abilities.
  60-74
  60-69
  60-69
  50-59
  19
  Those struck with certain 
  disembowler knives can feel 
  their energy and abilities seep 
  out of the wounds.
    True.  This refers to the ongoing 
  ability bleed damage inflicted by the 
  weapon.
  75-89
  70-97
  70-94
  60-69
  14
  Disembowler knives inflict 
  massive damage when used 
  against an opponent’s gut.
    False.  There is no particular 
  effect when targeting a specific body 
  part.  This rumor is most likely a 
  misunderstanding of the weapon’s 
  name.
  90-00
  98-00
  95-00
  70-00
  13
  A disembowler knife is not a 
  weapon, but instead a very 
  delicate, precision surgical 
  instrument.
    False.  This refers to the original, 
  intended purpose of the weapon.
  to have done anything truly wrong, it seems quite the 
  overkill approach.   
   
  At the discretion of the GM, so long as it is in keeping 
  with the party’s alignment to take so lethal an approach, 
  this solution is also worth 
    1 Reward Star.
  
  178
  Magic Items
  Disembowler Knife Wielder
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Rogue 1
  Rogue 6
  Rogue 10
  Rogue 14
  Size / Aln
  Medium CE 
  Gnome (Rock)
  Medium CE 
  Gnome (Rock)
  Medium CE 
  Gnome (Rock)
  Medium CE 
  Gnome (Rock)
  HP
  11
  41
  62
  97
  Armor 
  Class
  15
  17
  19
  20
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR  15 (+2) 
  DEX  17 (+5) 
  CON  16 (+3) 
  INT  10 (+2) 
  WIS  7 (-2) 
  CHA  11 (+0)
  STR  15 (+2) 
  DEX  19 (+7) 
  CON  16 (+3) 
  INT  10 (+3) 
  WIS  7 (-2) 
  CHA  11 (+0)
  STR  18 (+4) 
  DEX  20 (+9) 
  CON  16 (+3) 
  INT  10 (+4) 
  WIS  7 (-2) 
  CHA  11 (+0)
  STR  20 (+10) 
  DEX  20 (+10) 
  CON  16 (+3) 
  INT  10 (+5) 
  WIS  7 (-2) 
  CHA  11 (+0)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 10 
  +4 Thieves’ Tools
  Passive Perception 10 
  +6 Thieves’ Tools
  Passive Perception 12 
  +8 Thieves’ Tools
  Passive Perception 13 
  +10 Thieves’ Tools
  Languages Common, Gnomish
  Attacks
  Melee Dagger (Small) +5 
  (1d4+3)
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +5 
  (1d4+3); 60 ft.’: +5 
  (1d4+3)
  Melee Shortsword (Small) 
  +5 (1d6+3)
  Ranged Shortbow (Small) ) 
  --> 30 ft.’: +5 (1d6+3); 120 
  ft.’: +5 (1d6+3)
  Melee Dagger (Small) +7 
  (1d4+4)
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +7 (1d4+4); 
  60 ft.’: +7 (1d4+4)
  Melee +1 Shortsword (Small) 
  +8 (1d6+5)
  Ranged Shortbow (Small) ) 
  --> 30 ft.’: +7 (1d6+4); 120 
  ft.’: +7 (1d6+4)
  Melee Dagger (Small) +9 
  (1d4+5)
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +9 
  (1d4+5); 60 ft.’: +9 
  (1d4+5)
  Melee +2 Shortsword 
  (Small) +11 (1d6+7)
  Ranged Shortbow (Small) ) 
  --> 30 ft.’: +9 (1d6+5); 120 
  ft.’: +9 (1d6+5)
  Melee Dagger (Small) +10 
  (1d4+5)
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +10 
  (1d4+5); 60 ft.’: +10 
  (1d4+5)
  Melee +3 Shortsword (Small) 
  +13 (1d6+8)
  Ranged Shortbow (Small) ) 
  --> 30 ft.’: +10 (1d6+5); 120 
  ft.’: +10 (1d6+5)
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
  CE; Small Humanoid (Gnome)
  
  179
  Magic Items
  Special Abilities
  Ability Score Increase Your Intelligence score increases by 2.
  Artificer’s Lore Whenever you make a History check related to magic 
  items, alchemical objects, ar technological devices, you can add twice 
  your proficiency bonus (10), instead of any proficiency bonus you 
  normally appIy.
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it w ere bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Gnome Cunning You have advantage on all Intelligence, Wisdom, and 
  Charisma saving throws against magic.
  Languages You can speak, read, and write Common and Gnomish. The 
  Gnomish language, which uses the Dwarvish script, is renowned for its 
  technical treatises and its catalogs of knowledge about the natural world.
  Tinker You have proficiency with tinker’s tools. Using those tools, you can 
  spend 1 hour and 10 gp worth of materiaIs to construct a Tiny clockwork 
  device (AC 5, 1 hp). The device ceases to function after 24 hours. (unless 
  you spend 1 hour repairing it to keep the device functioning), or when 
  you use your action to dismantle it; at that time, you can reclaim the 
  materiaIs used to create it. You can have up to three such devices active 
  at a time. When you create a device, choose one of the following options: 
  Clockwork Toy: This toy is a clockwork animal or person, such as a frog, 
  mouse, bird, or soldier. When placed on the ground, the toy moves 5 feet 
  across the ground on each of your turns in a random direction. It makes 
  noises as appropriate to the creature it represents. Fire Starter: The device 
  produces a miniature flame, which you can use to light something like a 
  candle, torch, or campfire. Using the device requires your action. Music 
  Box: When opened, this music box plays a single song at a moderate 
  volume. The box stops playing when it reaches the song’s end or when it 
  is closed.
  Tinker’s Tools Proficient with Artisan Tinker’s Tools.
  Blindsense Starting at 14th level, if you are able to hear, you are aware of 
  the location of any hidden or invisible creature within 10 feet of you.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Reliable Talent By 11th level, you have refined your chosen skills until 
  they approach perfection. Whenever you make an ability check that lets 
  you add your proficiency bonus, you can treat a d20 roll of 9 or lower as 
  a 10.
  Second-Story Work When you choose this archetype at 3rd level, you 
  gain the ability to climb faster than normal; climbing no longer costs 
  you extra movement. In addition, when you make a running jump, the 
  distance you cover increases by a number of feet equal to 5.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 7d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so 
  do rogues who prefer to think of themselves as professional treasure 
  seekers, explorers, delvers, and investigators. In addition to improving 
  your agility and stealth, you learn skills useful for delving into ancient 
  ruins, reading unfamiliar languages, and using magic items you normally 
  couldn’t employ.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages 
  in seemingly normal conversation. Only another creature that knows 
  thieves’ cant understands such messages. It takes four times longer 
  to convey such a message than it does to speak the same idea plainly. 
  In addition, you understand a set of secret signs and symbols used to 
  convey short, simple messages, such as whether an area is dangerous or 
  the territory of a thieves’ guild, whether loot is nearby, or whether the 
  people in an area are easy marks or will provide a safe house for thieves 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Ability Score Increase, 
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, 
  Expertise, Sneak Attack, 
  Thieves’ Cant
  Ability Score Increase, 
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, 
  Ability Score Improvement, 
  Cunning Action, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Ability Score Increase, 
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, 
  Languages, Tinker, Tinker’s 
  Tools, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Ability Score Increase, 
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, 
  Ability Score Improvement, 
  Blindsense, Cunning Action, 
  Evasion, Expertise, Fast 
  Hands, Reliable Talent, 
  Roguish Archetype, Second-
  Story Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge, Use Magic Device
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Dagger (small); 
  shortsword (small); 
  studded leather armor; 
  shortbow (small); arrows 
  (20x)
  Dagger (small); +1 
  shortsword (small); +1 
  studded leather armor; 
  shortbow (small); arrows 
  (20x)
  Dagger (small); +2 
  shortsword (small); +2 
  studded leather armor; 
  shortbow (small); arrows 
  (20x)
  Dagger (small); +3 
  shortsword (small); +3 
  studded leather armor; 
  shortbow (small); arrows 
  (20x)
  
  180
  Magic Items
  on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you.
  Use Magic Device By 13th level, you have learned enough about the 
  workings of magic that you can improvise the use of items even when 
  they are not intended for you. You ignore all class, race, and level 
  requirements on the use of magic items.
  
  181
  Magic Items
  Duskblade
    Duskblade (weapon)
  Value:  
    4,800 gp / 
    13,100 gp /  
    26,300 gp / 
    49,500 gp
  Weight 2 lbs.; Materials steel, grave earth; Nature magical; 
  Aura moderate transmutation; Slot weapon (melee, martial, 
  light, finessable)
  CL:  
    6th / 
    10th / 
    12th / 
    14th
  Base Weapon Profile: 
    Weight 2 lb; Dmg 1d6 (1d4 S); Critical 19-20/x2; 
  Type Piercing or Slashing; Class Martial, Light (Melee), 
  Finessable
  Effect Summary: 
    Counts as a +1 weapon in all respects;  
  +1d6 damage to existing Sneak Attack abilities;  
  +2 bonus to Stealth skill checks while wielding
    Counts as a +2 weapon in all respects;  
  +2d6 damage to existing Sneak Attack abilities;  
  +4 bonus to Stealth skill checks while wielding; 
  invisibility 1x/day
    Counts as a +3 weapon in all respects;  
  +3d6 damage to existing Sneak Attack abilities;  
  +6 bonus to Stealth skill checks while wielding;  
  invisibility 3x/day
    Counts as a +4 weapon in all respects;  
  +4d6 damage to existing Sneak Attack abilities;  
  +8 bonus to Stealth skill checks while wielding;  
  invisibility 5x/day; invisibility, greater 1x/day
  Description
  A curved shortsword of elegant elven design, this weapon 
  is prized for its stealth and lethality.  It grants bonuses to 
  sneak attacks and, in more powerful versions, Stealth skills.
  Effect
  All duskblades are magical weapons, and benefit from an 
  innate enhancement bonus as listed.
  Each iteration of duskblade also grants additional Sneak 
  Attack damage.  This ability is automatic, requires no 
  activation, and cannot be suppressed while the weapon is 
  wielded.  This ability only functions for Sneak Attack damage 
  inflicted using the duskblade itself.  Wielders who have no 
  Sneak Attack capability already receive no benefit from this 
  effect.
  While wielded in one hand, the bearer gains a bonus to 
  Stealth skill checks.  The weapon need not have anything to 
  do with the skill being used, though it must be carried in one 
  hand in order for this capability to function.
  Some greater versions of duskblade grant the user the Fast 
  Stealth Rogue Talent while the weapon is held in one hand.  
  Wielders who already have this Rogue Talent receive no 
  additional benefit from this ability.
  Finally, most versions grant the wielder the capability to 
  activate one or more spell-like abilities as noted.  This 
  requires a swift action to activate or deactivate; any 
  activation for any duration counts against the total number 
  of uses allowed per day for that ability.  This limitation is 
  weapon-based, not user-based; a depleted duskblade cannot 
  be transferred to another person to receive a fresh set of 
  uses of spell-like abilities.  These totals reset in full 24 hours 
  after the first use of each ability from a full charge.
  Synergy & Sets
  None.  Duskblades are standalone items, and do not gain 
  further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  Fallen rangers or Druids are most commonly associated with 
  this weapon.  
  Barring an informed transition from a knowledgable 
  current owner, a new wielder must use research in order to 
  determine the spell-like abilities of the weapon.
    At the GM’s discretion, knowledge of how this device 
  functions can simply be assumed to be automatic.  
  This can streamline gameplay considerably and allow 
  the wielder to immediately gain the benefit of the 
  duskblade’s capabilities.
  Ubiquity
  Duskblades are rare, excepting in forested areas of high 
  magic and a dense presence of Druids and/or Rangers, where 
  they are merely uncommon.
  
  182
  Magic Items
  Notoriety
  Although the weapon strikes onlookers as a particularly 
  well-crafted weapon, likely magical, there is no further 
  social reaction incurred from the artifact.
  Quirks of Ownership
  None.
  History & Background
  Duskblades were first made to honor the dead, and to help 
  right wrongs suffered in life.
  The dead, they say, have stories to tell yet.  Those who perish 
  before their tales are told are rumored to walk the earth still, 
  in constant search of closure.
  To aid these lost spirits, a forest culture long ago fashioned 
  a blade tempered with gravedust taken from the burial earth 
  of the restless dead.  
  These duskblades were then given to warriors with a sacred 
  task of using the weapons to right the wrongs suffered by 
  the recently departed whose undead remains infused the 
  artifact.
  Once closure had been reached, the weapon was to be buried 
  back amidst the earth that had helped given it form, bringing 
  final peace to the soul beneath.
  Over the generations, and as the weapons fell into the hands 
  of the unrighteous outside the culture which created them, 
  duskblades became less a vindicating force and more simply 
  a potent and versatile weapon.
  Rumors & Lore
  The following snippets of conversation, convoluted retelling, 
  misunderstanding, urban myth, hearsay, and outright lie 
  are usable as additional incentives for the PCs to uncover 
  mysteries about the town.
  There are two ways to use this FlexTable:
  First, if the PCs are actively searching for information, you 
  can make a 
    Skill Check and look up the result.  If you 
  come to a result that has already been discovered by the PCs, 
  at the GM’s discretion, you may pick a result with a lower DC 
  and read that instead.  
  The party may use 
    Knowledge (Local) or Diplomacy in 
  this manner; the DC listed applies equally to either of these 
  skills.  Alternately, a PC may use Knowledge (History), but 
  with a -4 circumstance penalty (as knowledge of general 
  history will apply in only a limited basis to any immediate 
  vicinity, and duskblades are not really location-bound or 
  related).
  Alternately, if a specific quest explicitly rewards the PCs 
  with a piece of lore, you may simply roll on the appropriate 
  Context and read the result.  In such a circumstance, a Skill 
  Check is not required.
  Generally speaking, the information in this FlexTable may be 
  inserted into your campaign as foreshadowing for eventually 
  revealing a duskblade, or as a means of introducing a plot 
  hook into the Quests listed herein.
  • 
    Use Context A: 
  As a default, or if no other context specifically applies to 
  the circumstances.
  • 
    Use Context B: 
  If the party is attempting to gather information from 
  a Key NPC.  Any named NPC is a “key” NPC for these 
  purposes.
  • 
    Use Context C: 
  If the party is gathering information from generic 
  townsfolk, or NPCs without specific names.  For example, 
  Townsfolk.
  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  unstructured manner.
  Hooks & Integration
  If you’re looking for an excuse to introduce a duskblade into 
  your gaming sessions beyond simply “atop a gravemound you 
  discover a potent-seeming shortsword”, here are some ideas.  
  Of course, as a GM, you are by no means bound to selecting 
  from among these… but it’s always useful to have some 
  inspiration or something to get started quickly.
  Class-Based Hooks
  These connections and motivations are based on the 
  presence of one or more characters in the party who have at 
  least one level in a particular class.  
  As GM, you may judge that only one of these is a sufficient 
  motivator; alternately, you can combine multiple class hooks 
  Table 29: Duskblade Flavors
  Difficulty 
  Band
  Prefix
  Enhancement 
  Bonus
  Additional Sneak 
  Attack Damage
  Stealth Bonus
  Spell-Like Abilities
    Low
  Minor
  +1
  1d6
  +2
  -
    Moderate
  Lesser
  +2
  2d6
  +4
  invisibility 1x/day
    Advanced
  Greater
  +3
  3d6
  +6
  invisibility 3x/day
    Elite
  Elite
  +4
  4d6
  +8
  invisibility 5x/day;  
  invisibility, greater 1x/day
  
  183
  Magic Items
  to provide the entire party a believable reason to pursue 
  someone who may be in the possession of a duskblade.
  Paladins & Clerics
  The story of righting wrongs and bringing peace to the dead 
  should appeal to Paladins and Clerics of virtually all stripes 
  and alignments.  
  Whether they seek to use the weapons in this capacity or not, 
  these classes would be loathe to simply resell such a blade 
  with such versatile history.  
  That said, as their true power requires talents outside the 
  scope of these careers, multiclassed Rogue/Paladins or 
  Rogue/Clerics would be most like to make best use of the 
  artifact.
  Rogues
  Tailor-made for nearly every Rogue possible, the duskblade is 
  a potent addition to an assassin type in particular.
  Martial Characters
  Though somewhat lethal in the hands of Fighters, 
  Barbarians, and the like, it’s multiclassed martial characters 
  who take at least a few levels of Rogue who will most benefit 
  from a duskblade.
  Arcane Classes
  There are few, but still a few, arcanists who aspire to roguish 
  endeavors.  Multiclassed Rogues with wizardly leanings can 
  do great things with a duskblade in hand.
  Monks, Rangers, and Druids
  These classes can all use a shortsword with great potency; 
  multiclassed Rogues with levels in these classes are 
  positioned particularly well to make great use of this 
  weapon.
  General Hooks
  These hooks are not linked directly to any particular race, 
  class, or other party element, and can be deployed as the 
  GM sees fit as best matches the play style and existing 
  motivations of the party.
  Out of the Night That Covers Me
  The PCs happen upon a duskblade in a graveyard, and learn 
  that the person buried beneath it was murdered.  They must 
  avenge the fallen or fall victim to the Revenant or Ghost that 
  the tragedy gives birth to.
  This scenario forms the basis of the Quest below.
  Collector
  “It belongs in a museum” is an easy sentiment to advocate.  
  Far more honest, however, is the Collector: someone who 
  more accurately states “it belongs in my museum”.
  A Collector, or group thereof, asks the PCs to retrieve a 
  duskblade from its current wielder, and to return it so that it 
  might be stored among other valuables.
  This angle plays particularly well with Lawfully-aligned 
  classes, or PCs whose class, creed, Faction, or other 
  involvement would guide them toward a balance.
  Bringer of Dusk
  This scenario is fairly straightforward, and appeals in 
  particular to Lawfully-aligned parties: an evil NPC has come 
  upon a duskblade, and, even knowing its history and typical 
  use, uses it for evil purpose.
  The PCs are asked, or innately understand a calling, to 
  remove the weapon from the hands of the unworthy.
  Quests
  Another, more thorough, means of introducing a duskblade is 
  via the following Quest.
    This Quest may be inserted into any campaign setting 
  or adventure, either as a “side quest”, or as a tie-in or 
  kickoff to a larger storyline.
    Quest: Out of the Night That Covers 
  Me
    Summary: The PCs discover a duskblade, and with it, a 
  story of vengeance from beyond the grave, to be delivered 
  via their own hands.
    Rewards:  Up to 
    3 Reward Stars; duskblade
    Locations: Any.
    Key NPCs: Any.
    Kickoff: Random Encounter.
    Description:
  This Quest kicks off when the PCs are traversing a graveyard.  
  Atop a recently-buried gravesite, they discover a duskblade, 
  fresh, clean, and unsheathed, glistening in the moonlight.
  If there is no graveyard in town, and/or the PCs do not have 
  any other reason to visit one, they might happen upon the 
  blade in a museum, or even in a magic-item shop.
  Once they possess it, they come by knowledge that the 
  person whose grave is associated with this weapon was 
  murdered.  Perhaps they note the name of the deceased on 
  the grave marker nearby, and inquire as to the conditions of 
  her death.  Or perhaps they show the weapon to someone, 
  maybe as part of the process of identifying it and fully 
  understanding its capabilities.  Maybe they wish to buy it, 
  and the shopkeeper himself tells the tale.
  Or, in a bit more straightforward a manner, a voice in the 
  head of the PC who wields it tells them outright that she was 
  murdered.
  The conditions surrounding the murder are flexible, in 
  service to how well it aligns with your campaign world.  She 
  could have scorned the affections of a sociopathic man.   She 
  may have owed money to a group of ruffians.  Perhaps she 
  was simply in the wrong place, at the wrong time.
  The key here is that the murderer is known to the PCs, or at 
  the very least, easily located in town, and quite alive himself.
  Lawful Good characters would likely flock to the call of 
  justice without too much additional pressure.  More neutral 
  parties may need some coaxing: perhaps they begin to be 
  haunted by a Ghost, Revenant, or other undead typically 
  associated with unfinished business.  Or, it could be that 
  
  184
  Magic Items
  FlexTable 25: Duskblade Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  11
  A shortsword was forged to 
  avenge the dead.
    True.  Very limited information, but 
  accurate so far as it goes.
  15-29
  15-30
  15-30
  01-30
  14
  Once, particular shortswords 
  were forged in ritual involving 
  the grave earth of the recently 
  dead who died in tragedy or 
  with unfinished business.
    True.  This is a more thorough 
  rundown of the artifact’s origins.
  30-44
  31-45
  31-45
  31-39
  15
  Duskblades grant assassin-like 
  powers to those who wield 
  them.
    True.  Even for those lacking Sneak 
  Attack abilities, the other features of 
  duskblades qualify for this description.
  45-59
  46-60
  46-60
  40-49
  17
  Duskblades amplify existing 
  assassination skills.
    True.  This refers to the Sneak 
  Attack augmenting capabilities of the 
  weapon.
  60-74
  60-69
  60-69
  50-59
  19
  Duskblades grant the wielder 
  the ability to disappear 
  entirely.
    True.  This refers to the spell-like 
  effects of the weapon.
  75-89
  70-97
  70-94
  60-69
  13
  Duskblades are magical 
  weapons whose potency 
  increases during certain 
  phases of the moon.
    False.  This may be a separate 
  weapon, but it is not the duskblade.
  90-00
  98-00
  95-00
  70-00
  14
  Duskblades were forged from 
  the grave earth of murderers, 
  and are extra lethal against 
  evil creatures.
    False.  Grave earth is involved in 
  the crafting of this weapon, but not in 
  the manner described.
  everyone in town knows exactly what happened, but there’s 
  insufficient evidence to truly bring the murderer to justice.
  Whatever the circumstances, the PCs need a reason to take 
  action.  In the end, the undead harbinger of the murdered 
  woman might simply attack them or demand that they either 
  return the duskblade to its place atop her grave, or seek 
  vengeance on her behalf.
    The PCs can ignore the situation.  Doing so and keeping 
  the duskblade, however, has consequences; the undead 
  remnant of the deceased might attack the party, or 
  simply haunt them and make life miserable until they 
  either return the weapon or right the wrong.
    The PCs can return the duskblade to the gravesite.  
  Doing so disappoints the deceased, but otherwise has no 
  consequences.
    If the PCs seek justice, it’s easy to find, and it may turn 
  out that the party has the full social support of the 
  townsfolk in their quest.  Bringing the man to justice via 
  the legal system, however, is not possible. 
   
  Murdering the man is justifiable for characters of any 
  alignment given the conditions of the act.  This grants the 
  party  
    1 Reward Star. 
   
  Returning to the gravesite of the departed, whatever the 
  purpose, is worth a second  
    Reward Star.  The party 
  may simply want to say a few words to set the dead at 
  ease. 
   
  The party may keep the duskblade; it will continue to 
  function fully even though its task is complete.  If the 
  party did research into the weapon, or the shopkeep 
  simply told them about the traditional ritual, they may 
  wish to bury it in the gravesit instead: doing so nets them 
  a third and final 
    Reward Star.
  
  185
  Magic Items
  Duskblade Wielder
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Ranger 1
  Ranger 6
  Ranger 10
  Ranger 14
  Size / Aln
  Medium NE 
  Elf (High)
  Medium NE 
  Elf (High)
  Medium NE 
  Elf (High)
  Medium NE 
  Elf (High)
  HP
  12
  48
  84
  136
  Armor 
  Class
  13
  15
  16
  17
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  17 (+5) 
  DEX  13 (+3) 
  CON  15 (+2) 
  INT  10 (+0) 
  WIS  15 (+2) 
  CHA  7 (-2)
  STR  19 (+7) 
  DEX  13 (+4) 
  CON  15 (+2) 
  INT  10 (+0) 
  WIS  15 (+2) 
  CHA  7 (-2)
  STR  20 (+9) 
  DEX  13 (+5) 
  CON  16 (+3) 
  INT  10 (+0) 
  WIS  15 (+2) 
  CHA  7 (-2)
  STR  20 (+10) 
  DEX  13 (+6) 
  CON  18 (+4) 
  INT  10 (+0) 
  WIS  15 (+2) 
  CHA  7 (-2)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 14
  Passive Perception 15
  Passive Perception 16
  Passive Perception 17
  Languages Common, Abyssal, Deep Speech, Draonic, Elvish, Infernal
  Attacks
  Melee Halberd +5 (1d10+3)
  Melee Dagger +5 (1d4+3)
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+3); 60 ft.’: +5 
  (1d4+3)
  Melee Sickle +5 (1d4+3)
  Melee +1 Halberd +8/+8 
  (1d10+5)
  Melee Dagger +7/+7 
  (1d4+4)
  Ranged Dagger (Thrown) 20 
  ft.’: +7/+7 (1d4+4); 60 ft.’: 
  +7/+7 (1d4+4)
  Melee Sickle +7/+7 (1d4+4)
  Melee +2 Halberd +11/+11 
  (1d10+7)
  Melee Dagger +9/+9 
  (1d4+5)
  Ranged Dagger (Thrown) 
  20 ft.’: +9/+9 (1d4+5); 60 
  ft.’: +9/+9 (1d4+5)
  Melee Sickle +9/+9 
  (1d4+5)
  Melee +3 Halberd +13/+13 
  (1d10+8)
  Melee Dagger +10/+10 
  (1d4+5)
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10 (1d4+5); 60 
  ft.’: +10/+10 (1d4+5)
  Melee Sickle +10/+10 
  (1d4+5)
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  NE; Medium Humanoid (Elf)
  
  186
  Magic Items
  Special Abilities
  Ability Score Increase Your Dexterity score increases by 2.
  Ability Score Increase Your Intelligence score increases by 1.
  Darkvision Accustomed to twilit forests and the night sky, you have 
  superior vision in dark and dim conditions. You can see in dim light within 
  60 feet of you as if it were bright light, and in darkness as if it were dim 
  light. You can’t discern color in darkness, only shades of gray.
  Elf Weapon Training You have proficiency with the longsword, 
  shortsword, shortbow, and longbow.
  Fey Ancestry You have advantage on saving throws against being 
  charmed, and magic can’t put you to sleep.
  Keen Senses You have proficiency in the Perception skill.
  Languages You can speak, read, and write Common and Elvish. Elvish is 
  fluid, with subtle intonations and intricate grammar. Elven literature is rich 
  and varied, and their songs and poems are famous among other races. 
  Many bards learn their language so they can add Elvish ballads to their 
  repertoires.
  Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining 
  semiconscious, for 4 hours a day. (The Common word for such meditation 
  is “trance.”) While meditating, you can dream after a fashion; such dreams 
  are actually mental exercises that have become reflexive through years of 
  practice. After resting in this way, you gain the same benefit that a human 
  does from 8 hours of sleep.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Favored Enemy Beginning at 1st level, you have significant experience 
  studying, tracking, hunting, and even talking to a certain type of 
  enemy. Choose a type of favored enemy: aberrations, beasts, celestials, 
  constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, 
  plants, or undead. Alternatively, you can select two races of humanoid 
  (such as gnolls and orcs) as favored enemies. You have advantage on 
  Wisdom (Survival) checks to track your favored enemies, as well as on 
  Intelligence checks to recall information about them. When you gain 
  this feature, you also learn one language of your choice that is spoken by 
  your favored enemies, if they speak one at all. You choose one additional 
  favored enemy, as well as an associated language, at 6th and 14th level. 
  As you gain levels, your choices should reflect the types of monsters you 
  have encountered on your adventures.
  Hide in Plain Sight Starting at 10th level, you can spend 1 minute 
  creating camouflage for yourself. You must have access to fresh mud, 
  dirt, plants, soot, and other naturally occurring materials with which to 
  create your camouflage. Once you are camouflaged in this way, you can 
  try to hide by pressing yourself up against a solid surface, such as a tree 
  or wall, that is at least as tall and wide as you are. You gain a +10 bonus to 
  Dexterity (Stealth) checks as long as you remain there without moving or 
  taking actions. Once you move or take an action or a reaction, you must 
  camouflage yourself again to gain this benefit.
  Horde Breaker Once on each of your turns when you make a weapon 
  attack, you can make another attack with the same weapon against a 
  different creature that is within 5 feet of the original target and within 
  range of your weapon.
  Hunter Emulating the Hunter archetype means accepting your place as 
  a bulwark between civilization and the terrors of the wilderness. As you 
  walk the Hunter’s path, you learn specialized techniques for fighting the 
  threats you face, from rampaging ogres and hordes of orcs to towering 
  giants and terrifying dragons.
  Hunter’s Prey At 3rd level, you gain one of the following features of your 
  choice.
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Favored Enemy, 
  Natural Explorer, 
  Monstrosities, Swamp
  Spellcaster Spell Slots, 
  Ability Score Increase, Ability 
  Score Increase, Cantrip, 
  Darkvision, Elf Weapon 
  Training, Extra Language, 
  Fey Ancestry, Keen Senses, 
  Languages, Trance, Ability 
  Score Improvement, Extra 
  Attack, Favored Enemy, 
  Fighting Style, Horde 
  Breaker, Hunter, Hunter’s 
  Prey, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Defense, Fiends, 
  Monstrosities, Swamp, 
  Underdark
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Defensive 
  Tactics, Extra Attack, 
  Favored Enemy, Fighting 
  Style, Hide in Plain Sight, 
  Horde Breaker, Hunter, 
  Hunter’s Prey, Land’s 
  Stride, Multiattack Defense, 
  Natural Explorer, Primeval 
  Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Defense, Fiends, 
  Monstrosities, Desert, 
  Swamp, Underdark
  Spellcaster Spell Slots, Ability 
  Score Increase, Ability Score 
  Increase, Cantrip, Darkvision, 
  Elf Weapon Training, Extra 
  Language, Fey Ancestry, Keen 
  Senses, Languages, Trance, 
  Ability Score Improvement, 
  Defensive Tactics, Extra 
  Attack, Favored Enemy, 
  Fighting Style, Hide in Plain 
  Sight, Horde Breaker, Hunter, 
  Hunter’s Prey, Land’s Stride, 
  Multiattack, Multiattack 
  Defense, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, Spell 
  Slots, Vanish, Whirlwind 
  Attack, Defense, Fiends, 
  Giants, Monstrosities, 
  Desert, Swamp, Underdark
  Spell-
  casting
  -
  Save DC 11; Spell Atk +3
  2nd: find traps; lesser 
  restoration
  1st: alarm; cure wounds; 
  jump; speak with animals
  Save DC 12; Spell Atk +4
  3rd: nondetection; water 
  breathing
  2nd: find traps; lesser 
  restoration; silence
  1st: alarm; cure wounds; 
  jump; speak with animals
  Save DC 13; Spell Atk +5
  4th: locate creature
  3rd: nondetection; speak 
  with plants; water breathing
  2nd: find traps; lesser 
  restoration; silence
  1st: alarm; cure wounds; 
  jump; speak with animals
  Equipment
  Halberd; studded leather 
  armor; dagger; sickle
  +1 Halberd; +1 studded 
  leather armor; dagger; 
  sickle
  +2 Halberd; +2 studded 
  leather armor; dagger; 
  sickle
  +3 Halberd; +3 studded 
  leather armor; dagger; 
  sickle
  
  187
  Magic Items
  Land’s Stride Starting at 8th level, moving through nonmagical difficult 
  terrain costs you no extra movement. You can also pass through 
  nonmagical plants without being slowed by them and without taking 
  damage from them if they have thorns, spines, or a similar hazard. In 
  addition, you have advantage on saving throws against plants that are 
  magically created or manipulated to impede movement, such those 
  created by the entangle spell.
  Multiattack Defense When a creature hits you with an attack, you gain a 
  +4 bonus to AC against all subsequent attacks made by that creature for 
  the rest of the turn.
  Natural Explorer You are particularly familiar with one type of natural 
  environment and are adept at traveling and surviving in such regions. 
  Choose one type of favored terrain: arctic, coast, desert, forest, grassland, 
  mountain, swamp, or the Underdark. When you make an Intelligence or 
  Wisdom check related to your favored terrain, your proficiency bonus is 
  doubled if you are using a skill that you’re proficient in. While traveling for 
  an hour or more in your favored terrain, you gain the following benefits: 
  * Difficult terrain doesn’t slow your group’s travel. * Your group can’t 
  become lost except by magical means. * Even when you are engaged in 
  another activity while traveling (such as foraging, navigating, or tracking), 
  you remain alert to danger. * If you are traveling alone, you can move 
  stealthily at a normal pace. * When you forage, you find twice as much 
  food as you normally would. * While tracking other creatures, you also 
  learn their exact number, their sizes, and how long ago they passed 
  through the area. You choose additional favored terrain types at 6th and 
  10th level.
  Primeval Awareness Beginning at 3rd level, you can use your action 
  and expend one ranger spell slot to focus your awareness on the region 
  around you. For 1 minute per level of the spell slot you expend, you 
  can sense whether the following types of creatures are present within 
  1 mile of you (or within up to 6 miles if you are in your favored terrain): 
  aberrations, celestials, dragons, elementals, fey, fiends, and undead. This 
  feature doesn’t reveal the creatures’ location or number.
  Vanish Starting at 14th level, you can use the Hide action as a bonus 
  action on your turn. Also, you can’t be tracked by nonmagical means, 
  unless you choose to leave a trail.
  Whirlwind Attack You can use your action to make a melee attack against 
  any number of creatures within 5 feet of you, with a separate attack roll 
  for each target.
  Defense While you are wearing armor, you gain a +1 bonus to AC.
  Fiends Advantage on Wisdom (Survival) checks to track Fiends, as well as 
  on Intelligence checks to recall information about them. You also learn 
  one language of your choice that is spoken by your favored enemies, if 
  they speak one at all.
  
  188
  Magic Items
  Eclipse Blade
    Eclipse Blade (weapon)
  Value:  
    3,800 gp / 
    21,000 gp /   
    84,000 gp / 
    142,000 gp
  Weight 4 lbs.; Materials steel, crystal; Nature magical; 
  Aura strong evocation [fire], necromancy, abjuration; Slot 
  weapon
  CL:  
    6th / 
    8th / 
    12th / 
    18th
  Base Weapon Profile:
    Weight 4 lb; Dmg 1d8 (1d6 S); Critical 19-20/x2; 
  Type Slashing; Class Martial, One-Handed (Melee)
  Effect Summary: 
    Counts as a +1 weapon in all respects;  
  light (at will); continual light (1x/day)
    Counts as a +2 weapon in all respects;  
  light (at will); continual light (3x/day);  
  searing light (1x/day);  
  dispel magic (targeted, touched dispel only, 1x/day;  
  DC 18)
    Counts as a +3 weapon in all respects;  
  light (at will); continual light (5x/day);  
  searing light (3x/day);  
  dispel magic (targeted, touched dispel only, 2x/day;  
  DC 20); 
  enervation (struck creature only, 1x/day, DC 20)
    Counts as a +4 weapon in all respects;  
  light (at will); continual light (5x/day);  
  searing light (5x/day);  
  dispel magic, greater (targeted, touched dispel only, 3x/
  day, DC 22); 
  enervation (struck creature only, 2x/day, DC 22);  
  energy drain (struck creature only, 1x/day, DC 24)
  Description
  A blade-within-a-blade, this is a single shard of quartz-
  looking crystal in a lattice of black metaland obsidian.  Can 
  come in any make or style a sword can come in.
  The central metal typically glows like moonlight.  The outer 
  black lattice tends to have a black gloss-finished metal.
  Effect
  All four types of eclipse blade are magical weapons, 
  benefitting from an innate enhancement bonus as described 
  above.
  The wielder of an eclipse blade may use a standard action 
  to activate any one of the listed spell-like effects once per 
  round.  The limitations on each are weapon-based, not user-
  based; an eclipse blade transferred from one wielder to a 
  second does not in any way recharge or change its remaining 
  allowed uses of spell-like effects.  Each effect’s uses reset 
  in full 24 hours after the first use of that ability from a full 
  charge.
  The spell-like effects each function as the spell of the same 
  name, with one key exception: any spell requiring a target 
  may only target a creature that is struck with the eclipse 
  blade in combat, or a willing creature or immobile object 
  that is touched with it outside of combat.  Any touch attack 
  or other prerequisite to connect with the target is automatic 
  if the target is willing, immobile, or an attack roll succeeds 
  against the target.
  Synergy & Sets
  None.  Eclipse blades are standalone items, and do not gain 
  further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  These weapons are often discovered in places of reverence 
  in churches.  They are buried with knights, turned to or 
  encased in stone or moulding, or otherwise concealed in 
  plain sight.
  In rare occasions, one might discover an eclipse blade in 
  the hands of a Paladin, Cleric, or other devoted, purposeful 
  servant of a higher power.
  Informed discussion from a current owner or research is 
  required to make use of the spell-like effects; they utilize a 
  mental trigger and cannot be discovered via guesswork.
    At the GM’s discretion, knowledge of how this device 
  functions can simply be assumed to be automatic.  This 
  can streamline gameplay considerably and allow the 
  wielder to immediately gain the benefit of the eclipse 
  blade’s capabilities.
  
  189
  Magic Items
  Ubiquity
  Eclipse blades are incredibly rare outside of the context of a 
  crusade-like efCon on behalf of a church or other institution.
  Notoriety
  These weapons reek of magic and purpose.  For those 
  familiar with their existence, they are instantly recognizable 
  and carry with them an assumption of a noble quest or other 
  endeavor associated with the weapon.
  Quirks of Ownership
  Other than the assumptions onlookers may have about the 
  bearer as mentioned above, none.
  History & Background
  Eclipse blades were forged by crusading knights, thousands 
  of years ago.  In some circles, far-flung from the day-to-day 
  life of the Realm, the practice persists still.
  In the dark of the Realm, a lone light shines, goes the saying.  
  Churches of many different stripes, alignments, and purpose 
  have all claimed the original recipe of the eclipse blade.  It’s 
  impossible to know the truth of the matter; eclipse blades 
  appear forge-new and pristine throughout their life, and 
  most of those lives are indeed long, measured in centuries, if 
  not millenia.
  The one thing that all eclipse blades have in common, 
  however, is purpose and intent: all are forged in zeal, 
  tempered in ritual, and employed with focus.  
  Conquest, righteousness, vengeance, and other aims have 
  all been made real with the aid of eclipse blades.  Once their 
  initial purpose is fulfilled, tradition demands that the victor 
  pass their tool on to a successor of worthy endeavor, for 
  their own initiative.
  An average eclipse blade, through this pattern, has seen 
  dozens, sometimes hundreds, of masters. 
  One more is always welcome.
  Rumors & Lore
  The following snippets of conversation, convoluted retelling, 
  misunderstanding, urban myth, hearsay, and outright lie 
  are usable as additional incentives for the PCs to uncover 
  mysteries about the town.
  There are two ways to use this FlexTable:
  First, if the PCs are actively searching for information, you 
  can make a 
    Skill Check and look up the result.  If you 
  come to a result that has already been discovered by the PCs, 
  at the GM’s discretion, you may pick a result with a lower DC 
  and read that instead.  
  The party may use 
    Knowledge (Local) or Diplomacy in 
  this manner; the DC listed applies equally to either of these 
  skills.  Alternately, a PC may use Knowledge (History), but 
  with a -4 circumstance penalty (as knowledge of general 
  history will apply in only a limited basis to any immediate 
  vicinity, and the eclipse blade is not really location-bound or 
  related).
  Alternately, if a specific quest explicitly rewards the PCs 
  with a piece of lore, you may simply roll on the appropriate 
  Context and read the result.  In such a circumstance, a Skill 
  Check is not required.
  Generally speaking, the information in this FlexTable may be 
  inserted into your campaign as foreshadowing for eventually 
  revealing an eclipse blade, or as a means of introducing a plot 
  hook into the Quests listed herein.
  • 
    Use Context A: 
  As a default, or if no other context specifically applies to 
  the circumstances.
  • 
    Use Context B: 
  If the party is attempting to gather information from 
  a Key NPC.  Any named NPC is a “key” NPC for these 
  purposes.
  • 
    Use Context C: 
  If the party is gathering information from generic 
  townsfolk, or NPCs without specific names.  For example, 
  Townsfolk.
  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  unstructured manner.
  Hooks & Integration
  If you’re looking for an excuse to introduce an eclipse blade 
  into your gaming sessions beyond simply “the paladin gives 
  you a beautiful sword”, here are some ideas.  
  Table 30: Eclipse Blade Flavors
  Difficulty Band
  Prefix
  Enhancement Bonus
  Spell-Like Effects
    Low
  Minor
  +1
  light (at will); continual light (1x/day);
    Moderate
  Lesser
  +2
  light (at will); continual light (3x/day);  
  searing light (1x/day); dispel magic (1x/day, DC 18)
    Advanced
  Greater
  +3
  light (at will); continual light (5x/day);  
  searing light (3x/day); 
  dispel magic (2x/day, DC 20); enervation (1x/day, DC 20)
    Elite
  Elite
  +4
  light (at will); continual light (5x/day);  
  searing light (5x/day); dispel magic, greater (3x/day, DC 22); 
  enervation (2x/day, DC 22); energy drain (1x/day, DC 24)
  
  190
  Magic Items
  Of course, as a GM, you are by no means bound to selecting 
  from among these… but it’s always useful to have some 
  inspiration or something to get started quickly.
  Class-Based Hooks
  These connections and motivations are based on the 
  presence of one or more characters in the party who have at 
  least one level in a particular class.  
  As GM, you may judge that only one of these is a sufficient 
  motivator; alternately, you can combine multiple class hooks 
  to provide the entire party a believable reason to pursue 
  someone who may be in the possession of an eclipse blade.
  Paladins & Clerics
  These classes, particularly Lawful and/or Good characters, 
  would be most interested in an eclipse blade, and in its 
  backstory and traditional usage.
  Rogues
  Longswords aren’t always a Rogue’s style, but the lethality 
  and extra features of this artifact might change minds.
  Martial Characters
  A wonderful weapon for any one-handed-weapon character 
  of martial abilities, the eclipse blade need not be treated as it 
  has been in ages past.  
  It’s perfectly acceptable for a Fighter, Barbarian, or simliar 
  class to view it as a potent and capable longsword.
  Arcane Classes
  Arcanists are least likely to make use of an eclipse blade, but 
  certain sorcerers or other classes may take specific training 
  simply to be able to make use of the weapon’s more advanced 
  abilities.
  Monks, Rangers, and Druids
  Monks might be unlikely to use such a martial weapon, but 
  melee-focused Rangers and Druids may have use of them.
  General Hooks
  These hooks are not linked directly to any particular race, 
  class, or other party element, and can be deployed as the 
  GM sees fit as best matches the play style and existing 
  motivations of the party.
  A Worthy Successor
  A paladin seeks out one or more PCs to give her eclipse blade 
  to.  In so doing, she advises that the recipient must embark 
  on a quest worthy of the blade in order to keep it.
  This scenario forms the basis for the Quest below.
  Collector
  “It belongs in a museum” is an easy sentiment to advocate.  
  Far more honest, however, is the Collector: someone who 
  more accurately states “it belongs in my museum”.
  A Collector, or group thereof, asks the PCs to retrieve an 
  eclipse blade from its current wielder, and to return it so that 
  it might be stored among other valuables.
  This angle plays particularly well with Lawfully-aligned 
  classes, or PCs whose class, creed, Faction, or other 
  involvement would guide them toward a balance.
  Keep it Secret
  A wounded cleric stumbles upon the party bearing an eclipse 
  blade.  He’s being chased, hunted really, by an antipaladin in 
  search of the weapon for evil use.
  With dying breaths, the cleric beseeches the party keep the 
  weapon from the antipaldin’s cluthces.
  Quests
  Another, more thorough, means of introducing an eclipse 
  blade is via the following Quest.
    This Quest may be inserted into any campaign setting 
  or adventure, either as a “side quest”, or as a tie-in or 
  kickoff to a larger storyline.
    Quest: A Worthy Successor
    Summary: A paladin gives an eclipse blade to the party, 
  and asks them to use it in service of a noble quest.
    Rewards:  Up to 
    2 Reward Stars; eclipse blade
    Locations: Any.
    Key NPCs: Any.
    Kickoff: Random Encounter.
    Description:
  A paladin approaches the PCs; this can be in a church ideally, 
  but could as well be in a tavern, a market square, or even in 
  a street in the middle of town.
  She explains that the eclipse blade she bears is a 
  responsibility, a tool toward noble goals.  She herself was 
  gifted it a year ago by her mentor in the church, and was 
  given a task to accomplish.  A few weeks ago, the paladin 
  saw the deed done; she has been in search of a worthy 
  successor who can take up the weapon.
  The paladin has heard of the party’s accomplishments, and 
  feels that they might be a good match for the worthiness of 
  the blade.  She describes the origins of the weapon, and the 
  tradition of passing it on to others as a result of a good deed 
  achieved.
  Her offer is straightforward: take the artifact, use it toward 
  some noble purpose, and pass it on to another.  She herself 
  need not even know what quest the party embarks upon with 
  it, and they do not need to check in with the paladin at any 
  point; the proposal is strictly on the honor system.
    The party can decline the offer.  Doing so disappoints 
  the paladin, but her respect (and, formally, her Attitude) 
  grows for the honesty of the party.
    If the PCs accept the offer, the paladin will explain the 
  workings of the weapon, and take her leave of the group.  
  The PCs can keep the blade and take no further action, 
  treating it like found treasure.  Although this has no 
  formal impact, the GM is urged to consider character 
  consqeuences if this approach is taken by Lawful Good 
  characters, or Paladins in particular. 
   
  
  191
  Magic Items
  FlexTable 26: Eclipse Blade Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  13
  Gallant knights once forged 
  longswords to aid them in 
  their quests.
    True.  This describes the basic 
  origins of the weapon.
  15-29
  15-30
  15-30
  01-30
  15
  Long ago, eclipse blades were 
  used to fulfill noble quests, 
  and thereafter gifted to a 
  worthy successor for their own 
  quest.
    True.  This is an accurate rendition 
  of the traditional succession of this 
  artifact.
  30-44
  31-45
  31-45
  31-39
  17
  Eclipse blades can generate 
  light even in the most dire of 
  circumstances.
    True.  This refers to the light and 
  continual light spell-like effects of the 
  weapon.
  45-59
  46-60
  46-60
  40-49
  19
  Eclipse blades can generate 
  noble, holy effects toward 
  worthy aims.
    True.  Though they can also 
  generate these effects toward evil aims; 
  it’s about the wielder, not the sword.
  60-74
  60-69
  60-69
  50-59
  20
  An eclipse blade that is not 
  returned to its church, giver, 
  or to a worthy successor will 
  destroy itself and its owner in 
  a blaze of holy light.
    False.  This artifact does not do 
  this, although reprecussions for this 
  behavior from the church that gave it 
  originally may be expected.
  75-89
  70-97
  70-94
  60-69
  13
  Eclipse blades can rebuke 
  undead and destroy them in 
  holy fire.
    False.  Undead are not specific 
  targets of the weapon’s abilities.
  90-00
  98-00
  95-00
  70-00
  14
  Each eclipse blade contains 
  the tormented soul of an 
  antipaladin.
    False.  Even for an antipaladin 
  victim, this would hardly be a worthy 
  device for a paladin’s weapon!
  Perhaps the party’s Paladin belongs to a church that 
  learns of the eclipse blade gifting, or perhaps he serves 
  the same church as the paladin who gave him the 
  weapon.
    Taking the blade and accomplishing a noble Quest of 
  some sort is in keeping with the intent.  A separate Quest 
  of any significance should suffice, though a “goody two-
  shoes” kind of noble efCon of saving the weak, defending 
  the poor, rescuing the princeling, etc. should be the style 
  involved here.  In and of itself, the reward involved is 
  simply that the party may use the eclipse blade; they 
  accrue no further benefit beyond that and the rewards of 
  the Quest involved. 
   
  Once the Quest is acomplished, the party may keep the 
  eclipse blade, justifying any conflict of character by 
  stating that they intend to continue to use it in pursuit of 
  noble goals.  
    The party only truly gains further from this Quest if they 
  accomplish a noble deed using the eclipse blade, and 
  then give it to someone, handing it down as tradition 
  recommends.  Of course they will lose the blade, but 
  benefit from o 
    2 Reward Stars.
    If at any point the party sells the eclipse blade, the GM 
  is urged to consider significant reprecussions, possibly 
  involving the church at which the paladin who gave them 
  the sword served.
  
  192
  Magic Items
  Eclipse Blade Wielder
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Fighter 1
  Fighter 6
  Fighter 10
  Fighter 14
  Size / Aln
  Medium CE 
  Tiefling
  Medium CE 
  Tiefling
  Medium CE 
  Tiefling
  Medium CE 
  Tiefling
  HP
  10
  43
  68
  123
  Armor 
  Class
  17
  20
  23
  25
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  15 (+4) 
  DEX  13 (+1) 
  CON  10 (+2) 
  INT  11 (+0) 
  WIS  7 (-2) 
  CHA  16 (+3)
  STR  17 (+6) 
  DEX  13 (+1) 
  CON  12 (+4) 
  INT  11 (+0) 
  WIS  7 (-2) 
  CHA  16 (+3)
  STR  17 (+7) 
  DEX  15 (+2) 
  CON  12 (+5) 
  INT  11 (+0) 
  WIS  7 (-2) 
  CHA  16 (+3)
  STR  17 (+8) 
  DEX  15 (+2) 
  CON  16 (+8) 
  INT  11 (+0) 
  WIS  7 (-2) 
  CHA  16 (+3)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 8 
  Armor - Disadvantage on 
  Stealth
  Passive Perception 8 
  Armor - Disadvantage on 
  Stealth
  Passive Perception 8 
  Armor - Disadvantage on 
  Stealth
  Passive Perception 8 
  Armor - Disadvantage on 
  Stealth
  Languages Common, Infernal
  Attacks
  Melee Longsword +4 
  (1d8+4)
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +3 (1d8+1); 320 
  ft.’: +3 (1d8+1)
  Melee Dagger +4 (1d4+4)
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2)
  Melee +1 Longsword +7/+7 
  (1d8+6)
  Ranged Crossbow, Light ) --> 
  80 ft.’: +4/+4 (1d8+1); 320 
  ft.’: +4/+4 (1d8+1)
  Melee Dagger +6/+6 
  (1d4+5)
  Ranged Dagger (Thrown) 20 
  ft.’: +6/+6 (1d4+3); 60 ft.’: 
  +6/+6 (1d4+3)
  Melee +2 Longsword +9/+9 
  (1d8+7)
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +6/+6 (1d8+2); 
  320 ft.’: +6/+6 (1d8+2)
  Melee Dagger +7/+7 
  (1d4+5)
  Ranged Dagger (Thrown) 
  20 ft.’: +7/+7 (1d4+3); 60 
  ft.’: +7/+7 (1d4+3)
  Melee +3 Longsword 
  +11/+11/+11 (1d8+8)
  Ranged Crossbow, Light ) --> 
  80 ft.’: +7/+7/+7 (1d8+2); 
  320 ft.’: +7/+7/+7 (1d8+2)
  Melee Dagger +8/+8/+8 
  (1d4+5)
  Ranged Dagger (Thrown) 20 
  ft.’: +8/+8/+8 (1d4+3); 60 
  ft.’: +8/+8/+8 (1d4+3)
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  CE; Medium Humanoid (Tiefling)
  
  193
  Magic Items
  Special Abilities
  Ability Score Increase Your Intelligence score increases by 1, and your 
  Charisma score increases by 2.
  Darkvision Thanks to your infernal heritage, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Hellish Resistance You have resistance to fire damage.
  Infernal Legacy You know the thaumaturgy cantrip. Once you reach 3rd 
  level, you can cast the hellish rebuke spell once per day as a 2nd-level 
  spell. Once you reach 5th level, you can also cast the darkness spell once 
  per day. Charisma is your spellcasting ability for these spells. Spell save DC 
  16.
  Languages You can speak, read, and write Common and Infernal.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 1 time(s) before a rest, but only once 
  on the same turn.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that 
  you fail. If you do so, you must use the new roll, and you can’t use this 
  feature again until you finish a long rest. You can use this feature 2 time(s) 
  between long rests.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +3.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Defense While you are wearing armor, you gain a +1 bonus to AC.
  Dueling When you are wielding a melee weapon in one hand and no other 
  weapons, you gain a +2 bonus to damage rolls with that weapon.
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Ability Score Increase, 
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Fighting Style, 
  Second Wind, Dueling
  Ability Score Increase, 
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Action Surge, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Martial Archetype, 
  Second Wind, Dueling
  Ability Score Increase, 
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Defense, Dueling
  Ability Score Increase, 
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Defense, Dueling 
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Longsword; scale mail; 
  shield; light crossbow; 
  crossbow bolts (20x); 
  dagger
  +1 Longsword; +1 chain 
  mail; +1 shield; light 
  crossbow; crossbow bolts 
  (20x); dagger
  +2 Longsword; +2 chain 
  mail; +2 shield; light 
  crossbow; crossbow 
  bolts (20x); dagger
  +3 Longsword; +3 chain 
  mail; +3 shield; light 
  crossbow; crossbow bolts 
  (20x); dagger
  
  194
  Magic Items
  Feralite Armor
    Feralite Armor (armor, light)
  Value:  
    3,500 gp / 
    8,900 gp /  
    46,000 gp / 
    91,000 gp
  Weight 20 lbs.; Materials leather, resin; Nature magical; 
  Aura moderate enchantment; Slot armor (light)
  CL:  
    8th / 
    12th / 
    14th / 
    16th
  Effect Summary: 
    +2 armor bonus; +8 Max Dex bonus; 0 Armor Check 
  penalty; 10% Arcane Spell Failure; +1 stacking 
  enhancement bonus to hit and damage for melee 
  weapons while raging
    +3 armor bonus; +7 Max Dex bonus; 0 Armor Check 
  penalty; 15% Arcane Spell Failure; +2 stacking 
  enhancement bonus to hit and damage for melee 
  weapons while raging; +1 Dex bonus while raging
    +4 armor bonus; +7 Max Dex bonus; 0 Armor Check 
  penalty; 15% Arcane Spell Failure; +3 stacking 
  enhancement bonus to hit and damage for melee 
  weapons while raging; +2 Dex bonus while raging
    +6 armor bonus; +7 Max Dex bonus; 0 Armor Check 
  penalty; 15% Arcane Spell Failure; +4 stacking 
  enhancement bonus to hit and damage for melee 
  weapons while raging; +4 Dex bonus while raging
  Description
  Conveys rage bonuses and ignores Dex penalties while raging 
  or crits.  Lightweight, well-crafted leather armor smeared 
  with magical resin, typically in red, to grant magical benefits 
  to the most animal-minded of wearers.
  Effect
  This item is categorized with weapons, not with armor, 
  owing to its particular use in the context of Rage effects.
  At all times, feralite armor functions similarly to leather or 
  studded leather armor as noted.  Of note, more advanced 
  iterations grant an armor bonus well in excess of what 
  typical mundane leather armor might grant.
  Unless the wearer is capable of entering a Rage condition, 
  the armor’s effects are limited to the basic armor statistics 
  given.
  When Raging, the armor has up to two additional effects.  
  All versions of feralite armor grant a stacking enhancement 
  bonus to AC as noted while the wearer is Raging.
  Most versions also grant a bonus to Dexterity as a result of 
  a Rage condition as well.
  Note that the wearer need not enter a Rage as a function 
  of their class abilities; a Rage spell or other similar effect 
  applies to the wearer also triggers these features.
  At the GM’s discretion, other conditions that result in an 
  effect similar to a Rage might also trigger the armor’s 
  additional effects.
  There is no limitation to the duration or number of times per 
  day that these additional, Rage-based effects are granted by 
  the armor, other than the wearer’s own ability to Rage.
  Synergy & Sets
  None.  Feralite armor is a standalone item, and does not 
  gain further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  Feralite armor is rarely shelved, stored, or otherwise inactive 
  for very long; its value to Barbarians in particular makes it a 
  well-sought-after item. 
  If discovered in the absence of a current owner, research or 
  trial and error should make quick work of figuring out the 
  item’s funjction.
    At the GM’s discretion, knowledge of how this device 
  functions can simply be assumed to be automatic.  This 
  can streamline gameplay considerably and allow the 
  wielder to immediately gain the benefit of the feralite 
  armor’s capabilities.
  Ubiquity
  Feralite armor is fairly uncommon, though among highly 
  successful Barbarian tribes or cultures, it is frequently found 
  among the ruling or class or military elite.
  Notoriety
  Feralite armor is immediately recognizable for anyone 
  familiar with it.
  
  195
  Magic Items
  For those to whom this artifact is new, it is still noteworthy 
  as a well-crafted suit of leather armor.
  Quirks of Ownership
  None.  Though some who know of the item may assume that 
  ownership denotes some association with Barbarian tribes 
  nearby.
  History & Background
  Feralite armor was first forged as a means of suppressing 
  rages.
  A Barbarian from a successful tribe fell in love toward the 
  end of his conquering career.  Wishing for nothing now so 
  much as a quiet, peaceful life, she gave up her violent ways, 
  vowing to life simply, and without war.
  One’s nature rarely changes, however, even in the presence 
  of love; it was not long before the barbarian’s ragelike nature 
  had laid waste to many household objects... and even a few 
  walls.
  The barbarian’s husband, a practicing combination of 
  blacksmith and wizard, sought to forge a device that would 
  suppress these urges, and to bring his wife the peace that 
  she so sought and could not control.
  The problem with this pursuit was twofold: first, the 
  barbarian wife was in denial of her tendencies, to the point 
  where the husband had to forge his solution in secret.  
  Second, it was very difficult to test out!  After all, it was not 
  as though one of the household’s chickens could enter a rage, 
  or even wear the armor.
  So it could not be a piece of jewelry, or a cuff; the device 
  had to be something that would be worn around the clock, 
  practically.  A suit of lightweight armor, an homage, perhaps, 
  to the wife’s former life, and one that granted her some 
  modicum of protection as well.
  One birthday, the husband gifted the armor to his wife, 
  who adored it and wore it nearly all day, every day.  Things 
  seemed good, and the device seemed to be working, for a 
  time.
  Something must have gone wrong with the calculations, 
  ultimately, as instead of denying violent urges, the resulting 
  armor amplified them, and made them more potent and 
  capable.
  A few months after receiving the armor for the first time, 
  the barbarian wife entered a rage, and began to smash 
  housewares.  The husband could not understand it, and, in 
  a moment of ill-considered professional pride, shouted the 
  true nature of the artifact to his infuriated spouse.  
  The wife, on the brink of battle-madness already, nearly 
  killed him in the aftermath.
  Further refinements were eventually successful, and the pair 
  weathered the storm of both rage and reaction... but they did 
  seize upon the opportunity the “failed” set of feralite armor 
  presented, mass-producing it and selling it to the tribe that 
  had once been the wife’s.
  Rumors & Lore
  The following snippets of conversation, convoluted retelling, 
  misunderstanding, urban myth, hearsay, and outright lie 
  are usable as additional incentives for the PCs to uncover 
  mysteries about the town.
  There are two ways to use this FlexTable:
  First, if the PCs are actively searching for information, you 
  can make a 
    Skill Check and look up the result.  If you 
  come to a result that has already been discovered by the PCs, 
  at the GM’s discretion, you may pick a result with a lower DC 
  and read that instead.  
  The party may use 
    Knowledge (Local) or Diplomacy in 
  this manner; the DC listed applies equally to either of these 
  skills.  Alternately, a PC may use Knowledge (History), but 
  with a -4 circumstance penalty (as knowledge of general 
  history will apply in only a limited basis to any immediate 
  vicinity, and feralite armor is not really location-bound or 
  related).
  Alternately, if a specific quest explicitly rewards the PCs 
  with a piece of lore, you may simply roll on the appropriate 
  Context and read the result.  In such a circumstance, a Skill 
  Check is not required.
  Generally speaking, the information in this FlexTable 
  may be inserted into your campaign as foreshadowing for 
  eventually revealing a suit of feralite armor, or as a means of 
  introducing a plot hook into the Quests listed herein.
  • 
    Use Context A: 
  As a default, or if no other context specifically applies to 
  the circumstances.
  • 
    Use Context B: 
  If the party is attempting to gather information from 
  a Key NPC.  Any named NPC is a “key” NPC for these 
  purposes.
  • 
    Use Context C: 
  If the party is gathering information from generic 
  Table 31: Feralite Armor Flavors
  Difficulty 
  Band
  Prefix
  Armor 
  Bonus
  Max 
  Dex
  Armor 
  Check
  Arcane Spell 
  Failure
  Raging Enhancement Bonus
  Raging Dex 
  Bonus
    Low
  Minor
  +2
  +8
  0
  10%
  +1
  -
    Moderate
  Lesser
  +3
  +7
  0
  15%
  +2
  +1
    Advanced
  Greater
  +4
  +7
  0
  15%
  +3
  +2
    Elite
  Elite
  +6
  +7
  0
  15%
  +4
  +3
  
  196
  Magic Items
  townsfolk, or NPCs without specific names.  For example, 
  Townsfolk.
  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  unstructured manner.
  Hooks & Integration
  If you’re looking for an excuse to introduce a suit of feralite 
  armor into your gaming sessions beyond simply “the 
  barbarian king drops a fiery-red suit of studded leather 
  armor”, here are some ideas.  
  Of course, as a GM, you are by no means bound to selecting 
  from among these… but it’s always useful to have some 
  inspiration or something to get started quickly.
  Class-Based Hooks
  These connections and motivations are based on the 
  presence of one or more characters in the party who have at 
  least one level in a particular class.  
  As GM, you may judge that only one of these is a sufficient 
  motivator; alternately, you can combine multiple class hooks 
  to provide the entire party a believable reason to pursue 
  someone who may be in the possession of feralite armor.
  Paladins & Clerics
  These classes are unlikely to enter a Rage outside of 
  multiclassing; however, even without that aspect, the armor 
  is an advantage over other leathers.
  Rogues
  As with Paladins and Clerics above, Rogues might flock to 
  feralite armor even if they lack any class levels that would 
  allow a Rage.
  Martial Characters
  These characters, and in particular Barbarians, of course, 
  are those best able to make use of this armor’s effects.  In 
  particular, dextrous Barbarians are well-inclined toward its 
  use.
  Arcane Classes
  Armor is rarely sought by arcanists, and Wizard/Barbarian 
  multiclasses are quite rare, but to the extent to which a 
  Wizard or other arcanist might wish for leather armor, 
  feralite armor represents an advantage.
  Monks, Rangers, and Druids
  These classes tend to be nimble and adept with light armors, 
  and so might seek feralite armor even if they lack Barbarian 
  multiclass levels.
  General Hooks
  These hooks are not linked directly to any particular race, 
  class, or other party element, and can be deployed as the 
  GM sees fit as best matches the play style and existing 
  motivations of the party.
  Battle Fugue
  A barbarian staggers into town, deeply exhausted and 
  drenched in blood.  He wears a suit of feralite armor, and 
  has no memory of his actions earlier that day, though from 
  his appearance, it seems obvious that he was involved in 
  something brutal.
  The PCs must investigate.
  This scenario forms the basis of the Quest below.
  Collector
  “It belongs in a museum” is an easy sentiment to advocate.  
  Far more honest, however, is the Collector: someone who 
  more accurately states “it belongs in my museum”.
  A Collector, or group thereof, asks the PCs to retrieve feralite 
  armor from its current wielder, and to return it so that it 
  might be stored among other valuables.
  This angle plays particularly well with Lawfully-aligned 
  classes, or PCs whose class, creed, Faction, or other 
  involvement would guide them toward a balance.
  Cleave the Horde
  In order to achieve greater objectives, the PCs must traverse 
  an area teeming with smaller, but quite numerous, foes.  
  A Barbarian equipped with feralite armor seems the only 
  means to safely get past; toward this end, the party must 
  seek out, barter for, or purchase the artifact.
  Quests
  Another, more thorough, means of introducing feralite armor 
  is via the following Quest.
    This Quest may be inserted into any campaign setting 
  or adventure, either as a “side quest”, or as a tie-in or 
  kickoff to a larger storyline.
    Quest: Battle Fugue
    Summary: A bloodied and depleted barbarian staggers 
  into town with amnesia; the PCs must backtrack to 
  determine what happened.
    Rewards:   
    200 gp / 
    1,300 gp / 
    4,200 gp / 
    
  9,300 gp (promised); up to 
    1 Reward Stars; feralite 
  armor
    Locations: Any.
    Key NPCs: Any.
    Kickoff: Random Encounter.
    Description:
  The PCs encounter a barbarian whose armor is magical in 
  appearance, but splattered in fresh ichor.  It seems obvious 
  that he was involved very recently in a massive and brutal 
  battle, but he has no memory of what has happened to him 
  today.
  Realizing that he is soaked in blood and bits of flesh, he 
  strips his armor off... and, looking at it, he’s not even sure he 
  recalls donning the armor in the first place.
  He checks himself, and comes up with the gold listed as a 
  Reward in the quest profile: he offers all of it to the PCs, if 
  they can help him recover his memory.  He also offers the 
  
  197
  Magic Items
  FlexTable 27: Feralite Armor Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  Barbarians forged magic 
  armor that helps them wage 
  war.
    Partially True.  Technically, it was 
  the husband of a former barbarian, and 
  it was meant to prevent raging.
  15-29
  15-30
  15-30
  01-30
  13
  A wizard once crafted magic 
  leather armor for his wife to 
  help suppress her battle rages.
    True.  This precisely describes the 
  origins of the armor.
  30-44
  31-45
  31-45
  31-39
  15
  Feralite armor grants the 
  wearer enhanced protection 
  versus mundane leather armor
    True.  This is but one of the item’s 
  effects, however
  45-59
  46-60
  46-60
  40-49
  16
  Feralite armor grants the 
  wearer enhanced abilities 
  during a rage trance.
    True.  This gets closer to the 
  advanced abilities of the armor.
  60-74
  60-69
  60-69
  50-59
  18
  Feralite armor grants a raging 
  wearer enhanced protection 
  and may make them more 
  nimble.
    True.  This speaks to the rage 
  effects of the armor.
  75-89
  70-97
  70-94
  60-69
  11
  Feralite armor lowers 
  intelligence of the wearer, 
  making them more feral.
    False.  This is likely a 
  misunderstanding of the item’s name.
  90-00
  98-00
  95-00
  70-00
  12
  Barbarians forged feralite 
  armor as a means of enslaving 
  those they have conquered.
    False.  This is not part of the intent, 
  nor the effect, of the armor.
  strange armor, which the party can take now and use toward 
  this goal.
    The PCs can decline, though this is hardly a Good course 
  to take.
    If the PCs wish to help, they may take the feralite armor 
  immediately and don it, though they may wish to clean it 
  up first!   
   
  Backtracking the trail of blood, they discover a battlefield 
  of corpses of humanoids and monsters alike.  Gazing 
  at the macabre display, the barbarian gradually recalls 
  finding magic armor, but as he put it on, it turned out to 
  be a trap laid by semi-intelligent monsters, who attacked 
  him and his adventuring party.   
   
  In the resulting melee, only the barbarian himself, 
  powered by the feralite armor’s capabilities, survived. 
   
  Faced with this knowledge, the barbarian weeps, gives 
  the PCs their reward, and wanders off to the nearest 
  tavern. 
   
  If the PCs are kind enough to at least leave the 
  man enough gold to drink himself once more into 
  forgetfulness, they receive 
    1 Reward Star; in any 
  event they may keep the armor and the gold.
  
  198
  Magic Items
  Feralite Armor Wearer
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Barbarian 1
  Barbarian 6
  Barbarian 10
  Barbarian 14
  Size / Aln
  Medium CN  
  Dwarf (Hill)
  Medium CN  
  Dwarf (Hill)
  Medium CN  
  Dwarf (Hill)
  Medium CN  
  Dwarf (Hill)
  HP
  15
  71
  116
  171
  Armor 
  Class
  15
  16
  17
  18
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR  18 (+6) 
  DEX  13 (+1) 
  CON  15 (+4) 
  INT  13 (+1) 
  WIS  9 (-1) 
  CHA  9 (-1)
  STR  20 (+8) 
  DEX  13 (+1) 
  CON  15 (+4) 
  INT  13 (+1) 
  WIS  9 (-1) 
  CHA  9 (-1)
  STR  20 (+9) 
  DEX  13 (+1) 
  CON  17 (+7) 
  INT  13 (+1) 
  WIS  9 (-1) 
  CHA  9 (-1)
  STR  20 (+10) 
  DEX  13 (+1) 
  CON  19 (+9) 
  INT  13 (+1) 
  WIS  9 (-1) 
  CHA  9 (-1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 11 
  Armor - Disadvantage on 
  Stealth
  Passive Perception 12 
  Armor - Disadvantage on 
  Stealth
  Passive Perception 13 
  Armor - Disadvantage on 
  Stealth
  Passive Perception 14 
  Armor - Disadvantage on 
  Stealth
  Languages Common, Dwarvish
  Attacks
  Melee Maul +6 (2d6+4)
  Melee Light Hammer +6 
  (1d4+4)
  Ranged Light Hammer 
  (Thrown) 20 ft.’: +6 
  (1d4+4); 60 ft.’: +6 
  (1d4+4)
  Melee +1 Maul +9/+9 
  (2d6+6)
  Melee Light Hammer +8/+8 
  (1d4+5)
  Ranged Light Hammer 
  (Thrown) 20 ft.’: +8/+8 
  (1d4+5); 60 ft.’: +8/+8 
  (1d4+5)
  Melee +2 Maul +11/+11 
  (2d6+7)
  Melee Light Hammer +9/+9 
  (1d4+5)
  Ranged Light Hammer 
  (Thrown) 20 ft.’: +9/+9 
  (1d4+5); 60 ft.’: +9/+9 
  (1d4+5)
  Melee +3 Maul +13/+13 
  (2d6+8)
  Melee Light Hammer 
  +10/+10 (1d4+5)
  Ranged Light Hammer 
  (Thrown) 20 ft.’: +10/+10 
  (1d4+5); 60 ft.’: +10/+10 
  (1d4+5)
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  CN; Medium Humanoid (Dwarf)
  
  199
  Magic Items
  Special Abilities
  Ability Score Increase Your Constitution score increases by 2.
  Ability Score Increase Your Wisdom score increases by 1.
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Dwarven Combat Training You have proficiency with the battleaxe, 
  handaxe, light hammer, and warhammer.
  Dwarven Resilience You have advantage on saving throws against poison, 
  and you have resistance against poison damage (explained in chapter 9).
  Dwarven Toughness Your hit point maximum increases by 1, and it 
  increases by 1 every time you gain a level.
  Languages You can speak, read, and write Common and Dwarvish. 
  Dwarvish is full of hard consonants and guttural sounds, and those 
  characteristics spill over into whatever other language a dwarf might 
  speak.
  Mason’s Tools Proficient with Artisan Mason’s Tools.
  Stonecunning Whenever you make an Intelligence (History) check related 
  to the origin of stonework, you are considered proficient in the History 
  skill and add double your proficiency bonus to the check, instead of your 
  normal proficiency bonus.
  Brutal Critical Beginning at 9th level, you can roll 2 additional weapon 
  damage die when determining the extra damage for a critical hit with a 
  melee attack.
  Danger Sense At 2nd level, you gain an uncanny sense of when things 
  nearby aren’t as they should be, giving you an edge when you dodge away 
  from danger. You have advantage on Dexterity saving throws against 
  effects that you can see, such as traps and spells. To gain this benefit, you 
  can’t be blinded, deafened, or incapacitated.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Fast Movement Starting at 5th level, your speed increases by 10 feet 
  while you aren’t wearing heavy armor.
  Feral Instinct By 7th level, your instincts are so honed that you have 
  advantage on initiative rolls. Additionally, if you are surprised at the 
  beginning of combat and aren’t incapacitated, you can act normally on 
  your first turn, but only if you enter your rage before doing anything else 
  on that turn.
  Frenzy Starting when you choose this path at 3rd level, you can go into 
  a frenzy when you rage. If you do so, for the duration of your rage you 
  can make a single melee weapon attack as a bonus action on each of 
  your turns after this one. When your rage ends, you suffer one level of 
  exhaustion (as described in appendix A).
  Path of the Berserker For some barbarians, rage is a means to an end--that 
  end being violence. The Path of the Berserker is a path of untrammeled 
  fury, slick with blood. As you enter the berserker’s rage, you thrill in the 
  chaos of battle, heedless of your own health or well-being.
  Rage In battle, you fight with primal ferocity. On your turn, you can enter 
  a rage as a bonus action. While raging, you gain the following benefits if 
  you aren’t wearing heavy armor: You have advantage on Strength checks 
  and Strength saving throws. When you make a melee weapon attack 
  using Strength, you gain a bonus to the damage roll equal to 3. You have 
  resistance to bludgeoning, piercing, and slashing damage. If you are able 
  to cast spells, you can’t cast them or concentrate on them while raging. 
  Your rage lasts for 1 minute. It ends early if you are knocked unconscious 
  or if your turn ends and you haven’t attacked a hostile creature since your 
  last turn or taken damage since then. You can also end your rage on your 
  turn as a bonus action. Once you have raged the number of times equal 
  to 5, you must finish a long rest before you can rage again.
  Reckless Attack Starting at 2nd level, you can throw aside all concern 
  for defense to attack with fierce desperation. When you make your first 
  attack on your turn, you can decide to attack recklessly. Doing so gives 
  you advantage on melee weapon attack rolls using Strength during this 
  turn, but attack rolls against you have advantage until your next turn.
  Relentless Rage Starting at 11th level, your rage can keep you fighting 
  despite grievous wounds. If you drop to 0 hit points while you’re raging 
  and don’t die outright, you can make a DC 10 Constitution saving throw. 
  If you succeed, you drop to 1 hit point instead. Each time you use this 
  feature after the first, the DC increases by 5. When you finish a short or 
  long rest, the DC resets to 10.
  Retaliation Starting at 14th level, when you take damage from a creature 
  that is within 5 feet of you. you can use your reaction to make a melee 
  weapon attack against that creature.
  Unarmored Defense While you are not wearing any armor, your Armor 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Ability Score Increase, 
  Ability Score Increase, 
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, 
  Tool Proficiency, Rage, 
  Unarmored Defense 
  Ability Score Increase, Ability 
  Score Increase, Darkvision, 
  Dwarven Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Danger Sense, 
  Extra Attack, Fast Movement, 
  Frenzy, Mindless Rage, Path 
  of the Berserker, Primal 
  Path, Rage, Reckless Attack, 
  Unarmored Defense 
  Ability Score Increase, 
  Ability Score Increase, 
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Brutal 
  Critical, Danger Sense, Extra 
  Attack, Fast Movement, 
  Feral Instinct, Frenzy, 
  Intimidating Presence, Path 
  of the Berserker, Primal 
  Path, Rage, Reckless Attack, 
  Unarmored Defense
  Ability Score Increase, Ability 
  Score Increase, Darkvision, 
  Dwarven Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Brutal Critical, 
  Danger Sense, Extra Attack, 
  Fast Movement, Feral 
  Instinct, Frenzy, Path of the 
  Berserker, Primal Path, Rage, 
  Reckless Attack, Relentless 
  Rage, Retaliation, Unarmored 
  Defense 
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Maul; scale mail; light 
  hammers (2x)
  +1 Maul; half plate armor; 
  light hammers (2x)
  +2 Maul; +1 half plate 
  armor; light hammers 
  (2x)
  +3 Maul; +2 half plate 
  armor; light hammers (2x)
  
  200
  Magic Items
  Class equals 10 + your Dexterity modifier + your Constitution modifier. 
  You can use a shield and still gain this benefit.
  
  201
  Magic Items
  Fingerblade
    Fingerblade (weapon)
  Value:  
    1,800 gp / 
    5,100 gp /  
    10,000 gp / 
    32,000 gp
  Weight 1/2 lb.; Materials steel; Nature magical; Aura 
  moderate transmutation, necromancy [poison]; Slot weapon 
  (simple, light, melee, one-handed)
  CL:  
    6th / 
    10th / 
    12th / 
    14th
  Base Weapon Profile:
    Weight 1/2 lb; Dmg 1d4 (1d3 S); Critical 19-20/
  x2; Type Piercing or Slashing; Class Simple, Light, One-
  Handed (Melee) 
  Effect Summary: 
    The hand wielding a fingerblade may be largely 
  used for other purposes as well.  Somantic components 
  for spells, rituals, or other purposes which might 
  normally be affected by wielding a weapon or holding an 
  object are unaffected by a fingerblade.
    +4 bonus to Sleight of Hand checks made to 
  conceal the fingerblade
    Treat as a +1 weapon in all respects;  
  0% self-poison chance for poisons applied;  
  25% chance each use that applied poison dose is not 
  consumed
    Treat as a +2 weapon in all respects;  
  0% self-poison chance for poisons applied;  
  applied poisons benefit from accelerate poison effect; 
  50% chance each use that applied poison dose is not 
  consumed
    Treat as a +3 weapon in all respects;  
  0% self-poison chance for poisons applied;  
  60% chance each use that applied poison dose is not 
  consumed
    Treat as a +4 weapon in all respects;  
  0% self-poison chance for poisons applied;  
  80% chance each use that applied poison dose is not 
  consumed
  Description
  A small daggerlike spike mounted to a finger-based armature 
  has little direct combat value, but can be used to apply a 
  small amount of poisoning damage in melee by a skilled 
  combatant.  These may be used in combination with a 
  weapon wielded in the hand on which they sit, albeit with a 
  penalty to the use of both weapons.
  Advanced versions can grant combat bonuses, enhance 
  poisons they employ, or automatically replenish poison 
  application for a number of doses.
  Effect
  Although it may rarely come up mechanically, from a 
  storytelling perspective, it’s worth noting that although a 
  fingerblade has a weapon profile, and cannot be used in the 
  same hand as another weapon, for most purposes, it counts 
  as not occupying one’s entire hand.
  For example, rituals or spells requiring an entire hand 
  to be used as a somantic component are unaffected by a 
  fingerblade.
  As the devices are compact, they are easily concealed: all 
  fingerblades grant a bonus on such attempts, but only in the 
  context of concealing the fingerblade itself.
  All fingerblades are magical weapons, and enjoy the listed 
  enhancement bonuses as a result.
  Applying poison to any fingerblade involves zero chance of 
  accidental self-poisoning, regardless of the poison involved.
  Any touch spells or spell-like effects cast or originated by 
  the wielder of a fingerblade, and delivered via the weapon, 
  automatically benefit from the Toxic Spell metamagic feat.  
  This effect does not in any way otherwise alter the spell or 
  ability in question; e.g., it does not increase the level of its 
  spell slot.  There is no limit to the frequency of this effect.
  For most versions of fingerblade, poisons applied and 
  deliverd via the weapon benefit from the accelerate poison 
  spell-like effect automatically.  This does not in any other 
  way impact the poison used or its innate effects.
  Poisonous attacks made with a fingerblade are efficient and 
  lethal: each time a fingerblade delivers a poisoned attack, 
  there is a chance that the poison remains on the weapon and 
  fully usable.  
  Finally, advanced versions of fingerblade can be used to 
  generate one or more spell-like effects.  Each requires a 
  standard action and physical movement to activate, and are 
  limited to one per round.  Furthermore, each effect has a 
  limitation of frequency; this limitation is item-based, not 
  user-based; a depleted fingerblade given to another wielder 
  will not recharge it.  The frequency for each effect resets in 
  full 24 hours after its first use from a full charge.
  
  202
  Magic Items
  Synergy & Sets
  None.  Fingerblades are standalone items, and do not gain 
  further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  Fingerblades are most often found on the bodies of 
  necromantic, roguish, witchly, or other sorts of foes. 
  They are almost never for sale in shops; to the extent to 
  which they are, they are typically in curiosity shops, dark-
  seeming apothecaries, or black-market establishments of 
  nefarious intent.
  Lacking an informed handoff from a knowledgable current 
  owner, research must be performed to understand the spell-
  like effect abilites of the fingerblade; the other features can 
  be deduced from trial and error.
    At the GM’s discretion, knowledge of how this device 
  functions can simply be assumed to be automatic.  
  This can streamline gameplay considerably and allow 
  the wielder to immediately gain the benefit of the 
  fingerblade’s capabilities.
  Ubiquity
  Fingerblades are very rare, even among the circles which 
  would typically employ them.
  Notoriety
  The device is odd and seems out of place in all but the most 
  bizarre circumstances.  One might reasonably conclude 
  membership in a sacrifice-oriented cult, seeing it on display.
  Quirks of Ownership
  None.
  History & Background
  Fingerblades were first crafted as a nefarious offshoot of 
  establishing a means of performing more exacting surgery.
  A Druid apothecary with a knack for healing retired from 
  adventuring, took up a career in politics, and then retired 
  from that in order to pursue the life of a healer.  Despite her 
  advancing years, she felt more and more able to perform 
  exacting operations, and grew more displeased with the tools 
  available.
  She worked with a wizard and a blacksmith in cooperation 
  to produce a precise blade, to be manipulated via the finger 
  only.  This would, she reasoned, free the rest of the hand to 
  hold onto body parts or other tools as needed.
  The initial efCon seemed successful, and the Druid went 
  about her business... never the wiser that the wizard and 
  blacksmith with whom she had worked had taken the design, 
  and adapted it to a more weaponized purpose.
  The new design focused on enhancing one’s abilities to 
  poison enemies, and to grant skill and lethality.  This 
  approach resulted in the fingerblade we know of today.
  After a few months of crafting increasingly powerful 
  prototypes, the blacksmith and wizard pair moved out of 
  town, and set up shop in a city a few days’ ride from their 
  origins.  They sold dozens of the items until they were shut 
  down and exiled by the city authorities, who viewed the 
  weapon as having but one purpose: assassination, and looked 
  unkindly upon such an item among civilized society.
  Today, very few in the Realm recall sufficient lore to trace 
  back the fingerblade to its true, humble, and mundane 
  origins.
  Rumors & Lore
  The following snippets of conversation, convoluted retelling, 
  misunderstanding, urban myth, hearsay, and outright lie 
  are usable as additional incentives for the PCs to uncover 
  mysteries about the town.
  There are two ways to use this FlexTable:
  First, if the PCs are actively searching for information, you 
  can make a 
    Skill Check and look up the result.  If you 
  come to a result that has already been discovered by the PCs, 
  at the GM’s discretion, you may pick a result with a lower DC 
  and read that instead.  
  The party may use 
    Knowledge (Local) or Diplomacy in 
  this manner; the DC listed applies equally to either of these 
  skills.  Alternately, a PC may use Knowledge (History), but 
  with a -4 circumstance penalty (as knowledge of general 
  history will apply in only a limited basis to any immediate 
  vicinity, and the fingerblade is not really location-bound or 
  related).
  Alternately, if a specific quest explicitly rewards the PCs 
  with a piece of lore, you may simply roll on the appropriate 
  Context and read the result.  In such a circumstance, a Skill 
  Check is not required.
  Table 32: Fingerblade Flavors
  Difficulty 
  Band
  Prefix
  Enhancement Bonus
  Chance Applied Poison is Not Consumed 
    Low
  Minor
  +1
  25%
    Moderate
  Lesser
  +2
  50%
    Advanced
  Greater
  +3
  60%
    Elite
  Elite
  +4
  80%
  
  203
  Magic Items
  Generally speaking, the information in this FlexTable may be 
  inserted into your campaign as foreshadowing for eventually 
  revealing a fingerblade, or as a means of introducing a plot 
  hook into the Quests listed herein.
  • 
    Use Context A: 
  As a default, or if no other context specifically applies to 
  the circumstances.
  • 
    Use Context B: 
  If the party is attempting to gather information from 
  a Key NPC.  Any named NPC is a “key” NPC for these 
  purposes.
  • 
    Use Context C: 
  If the party is gathering information from generic 
  townsfolk, or NPCs without specific names.  For example, 
  Townsfolk.
  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  unstructured manner.
  Hooks & Integration
  If you’re looking for an excuse to introduce a fingerblade into 
  your gaming sessions beyond simply “the witch slashes at 
  you with a wicked-looking finger-mounted razor”, here are 
  some ideas.  
  Of course, as a GM, you are by no means bound to selecting 
  from among these… but it’s always useful to have some 
  inspiration or something to get started quickly.
  Class-Based Hooks
  These connections and motivations are based on the 
  presence of one or more characters in the party who have at 
  least one level in a particular class.  
  As GM, you may judge that only one of these is a sufficient 
  motivator; alternately, you can combine multiple class hooks 
  to provide the entire party a believable reason to pursue 
  someone who may be in the possession of a fingerblade.
  Paladins & Clerics
  These classes would be most inclined to decry the use of 
  poison in a general sense, and it’s difficult to imagine using a 
  fingerblade without such intent.
  Paladins and Clerics would therefore be most likely to try 
  and remove this artifact from use, destroying or storing it 
  for safe keeping.
  Rogues
  The ideal wielders of fingerblades, whether a given Rogue 
  leans toward assassination-oriented skills or not.
  Martial Characters
  Although most martial characters will have much more 
  lethal, more obvious and large weapons with which to inflict 
  damage, those who make use of poison could do much worse 
  than to employ a fingerblade.
  Nimble, dual-wielding characters could likewise use a 
  fingerblade as a lethal off-hand option.
  Arcane Classes
  Arcanists often employ poison, and in any event, usually 
  require no further training to make use of a fingerblade, 
  making it an excellent last-ditch defensive weapon.
  Of particular value is the fact that a fingerblade inflicts 
  damage as a “real” weapon, but does not occupy the hand 
  used for many purposes.
  Monks, Rangers, and Druids
  All these classes can already make potent use of a dagger; 
  doing so with a fingerblade makes it more easily concealed.
  General Hooks
  These hooks are not linked directly to any particular race, 
  class, or other party element, and can be deployed as the 
  GM sees fit as best matches the play style and existing 
  motivations of the party.
  Fingerblade of Death
  This is a flexible and straightforward premise: the PCs must 
  use a fingerblade to assassinate a target.
  This serves as the basis of the Quest below.
  Collector
  “It belongs in a museum” is an easy sentiment to advocate.  
  Far more honest, however, is the Collector: someone who 
  more accurately states “it belongs in my museum”.
  A Collector, or group thereof, asks the PCs to retrieve a 
  fingerblade from its current wielder, and to return it so that 
  it might be stored among other valuables.
  This angle plays particularly well with Lawfully-aligned 
  classes, or PCs whose class, creed, Faction, or other 
  involvement would guide them toward a balance.
  On the One Hand
  The PCs get wind of a finger-mounted razor that has been 
  used increasingly in cultist rituals on the outskirts of town.
  The party is asked to investigate, and to put a stop to the 
  devilish practice if possible.
  Quests
  Another, more thorough, means of introducing a fingerblade 
  is via the following Quest.
    This Quest may be inserted into any campaign setting 
  or adventure, either as a “side quest”, or as a tie-in or 
  kickoff to a larger storyline.
    Quest: Fingerblade of Death
    Summary: The party is tasked with performing an 
  assassination using a fingerblade and poison.
    Rewards:   
    1,800 gp / 
    4,200 gp / 
    9,100 gp 
  / 
    17,500 gp (promised); up to 
    1 Reward Star; 
  fingerblade
    Locations: Any.
    Key NPCs: Any.
    Kickoff: Random Encounter.
  
  204
  Magic Items
  FlexTable 28: Fingerblade Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  Long ago, a wizard and 
  blacksmith conspired to forge 
  a poisonous finger-mounted 
  razor.
    Partially True.  This is what 
  occured, but the true origins of the 
  weapon go back a bit farther, and the 
  weapon that resulted is a perversion of 
  the original intent.
  15-29
  15-30
  15-30
  01-30
  19
  Generations ago, a successful 
  healer commissioned the 
  creation of a helpful razor.  
  The blacksmith and wizard 
  who helped forge it created a 
  more nefarious, weaponized 
  version.
    True.  This tells the full story of 
  how the weapon came to be.
  30-44
  31-45
  31-45
  31-39
  14
  A certain finger-mounted 
  weapon grants many benefits 
  related to poisoning.
    True.  This speaks to many of the 
  weapon’s abilities.
  45-59
  46-60
  46-60
  40-49
  17
  Fingerblades can prevent 
  accidental poisoning and make 
  applied poisons more lethal.
    True.  This refers to a subset of the 
  weapon’s capabilities.
  60-74
  60-69
  60-69
  50-59
  18
  A fingerblade is a finger-
  mounted razor that makes 
  applied poisons more lethal, 
  and can even generate a 
  magical poison effect.
    True.  This refers to advanced 
  iterations.
  75-89
  70-97
  70-94
  60-69
  13
  A fingerblade is a medical 
  tool that is used for delicate 
  surgeries.
    False.  This actually speaks to the 
  item’s original design, but the weapon 
  itself is another thing entirely.
  90-00
  98-00
  95-00
  70-00
  14
  Fingerblades are used in 
  demonic rituals to summon 
  demons.
    Partially True.  Fingerblades do 
  enjoy common use in sacrificial rituals, 
  which may in turn summon demons.  
  The artifact itself, however, has no 
  innate part in such magic.
    Description:
  An NPC with whom the PCs have an existing relationship 
  connects with them, and asks them to perform a grisly but 
  necessary task: take out a target with the aid of poison and a 
  finger-mounted dagger to deliver the lethal dose.
  The target, the quest-giver, and the nature of the justification 
  for this assassination are intentionally left flexible, in service 
  to your campaign setting and established characters.  That 
  the PCs have an extant link to the quest-giver is important, 
  mainly because otherwise, it seems a quite unbelievable 
  thing to ask of a stranger!
  If Factions that make use of such tactics are in play (e.g., 
  Thieves Guilds, assassination-based contractors), the quest-
  giver likely shows up as a representative of that faction.
  The fingerblade and dose of poison are supplied by the quest-
  giver.  The PCs are told to expect the monetary reward listed, 
  and to keep the fingerblade, upon completion of the killing... 
  so long as they are not caught!
  Note that the “poison” in question is the oiled extract of 
  a certain kind of nut, to which the assassination target 
  happens to be violently allergic.  The vial contains 2 doses 
  of the substance in terms of its applications to weapons, and 
  has 0 gp in inherent value.
    If the PCs decline, there is likely no further impact, 
  unless the quest-giver approached the group in the 
  context of the PCs owing them, or their Faction, a favor.
    The party may accept, take the poison and fingerblade, 
  and ignore the assassination request.  This will cause 
  them to lose a great deal of standing in any Faction 
  involved in the request, and Attitude with the NPC who 
  asked them.  In addition, they may be hunted down by 
  Faction members seeking to retrieve the fingerblade.
    Executing the assassination as requested, and escaping 
  successfully, nets the party the promised monetary 
  reward and 
    1 Reward Star.  They may also, as 
  promised, keep the fingerblade.
    Succeeding in the kill, but getting captured, puts the PCs 
  in a tricky situation.  The exact implications of the party 
  keeping their mouths shut vs. informing on the quest-
  givers.  The particulars are a function of the NPCs and 
  Factions involved in your gaming world, but in summary 
  as it relates to this Quest, the PCs will likely forefit all 
  rewards if they inform on the guild that hired them.
  
  205
  Magic Items
  Fingerblade Wielder
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Rogue 1
  Rogue 6
  Rogue 10
  Rogue 14
  Size / Aln
  Small CN  
  Halfling (Lightfoot)
  Small CN  
  Halfling (Lightfoot)
  Small CN  
  Halfling (Lightfoot)
  Small CN  
  Halfling (Lightfoot)
  HP
  8
  35
  44
  57
  Armor 
  Class
  12
  14
  17
  19
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR  10 (+0) 
  DEX  13 (+3) 
  CON  10 (+0) 
  INT  12 (+3) 
  WIS  9 (-1) 
  CHA  20 (+5)
  STR  10 (+0) 
  DEX  15 (+5) 
  CON  10 (+0) 
  INT  12 (+4) 
  WIS  9 (-1) 
  CHA  20 (+5)
  STR  10 (+0) 
  DEX  19 (+8) 
  CON  10 (+0) 
  INT  12 (+5) 
  WIS  9 (-1) 
  CHA  20 (+5)
  STR  11 (+0) 
  DEX  20 (+10) 
  CON  10 (+0) 
  INT  12 (+6) 
  WIS  9 (-1) 
  CHA  20 (+5)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 9 
  +4 Thieves’ Tools
  Passive Perception 9 
  +6 Thieves’ Tools
  Passive Perception 9 
  +8 Thieves’ Tools
  Passive Perception 9 
  +10 Thieves’ Tools
  Languages Common, Halfling
  Attacks
  Melee Dagger (Small) +3 
  (1d4+1)
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +3 
  (1d4+1); 60 ft.’: +3 
  (1d4+1)
  Melee Shortsword (Small) 
  +3 (1d6+1)
  Ranged Crossbow, Light 
  (Small) ) --> 80 ft.’: +3 
  (1d8+1); 320 ft.’: +3 
  (1d8+1)
  Melee Dagger (Small) +5 
  (1d4+2)
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +5 (1d4+2); 
  60 ft.’: +5 (1d4+2)
  Melee +1 Shortsword (Small) 
  +6 (1d6+3)
  Ranged Crossbow, Light 
  (Small) ) --> 80 ft.’: +5 
  (1d8+2); 320 ft.’: +5 
  (1d8+2)
  Melee Dagger (Small) +8 
  (1d4+4)
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +8 
  (1d4+4); 60 ft.’: +8 
  (1d4+4)
  Melee +2 Shortsword 
  (Small) +10 (1d6+6)
  Ranged Crossbow, Light 
  (Small) ) --> 80 ft.’: +8 
  (1d8+4); 320 ft.’: +8 
  (1d8+4)
  Melee Dagger (Small) +10 
  (1d4+5)
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +10 
  (1d4+5); 60 ft.’: +10 
  (1d4+5)
  Melee +3 Shortsword (Small) 
  +13 (1d6+8)
  Ranged Crossbow, Light 
  (Small) ) --> 80 ft.’: +10 
  (1d8+5); 320 ft.’: +10 
  (1d8+5)
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
  CN; Small Humanoid (Halfling)
  
  206
  Magic Items
  Special Abilities
  Ability Score Increase Your Charisma score increases by 1.
  Brave You have advantage on saving throws against being frightened.
  Halfling Nimbleness You can move through the space of any creature that 
  is of a size larger than yours.
  Languages You can speak, read, and write Common and Halfling. The 
  Halfling language isn’t secret, but halflings are loath to share it with 
  others. They write very little, so they don’t have a rich body of literature. 
  Their oral tradition, however, is very strong. Almost all halflings speak 
  Common to converse with the people in whose lands they dwell or 
  through which they are traveling.
  Lucky When you roll a 1 on an attack roll, ability check, or saving throw, 
  you can reroll the die and must use the new roll.
  Naturally Stealthy You can attempt to hide even when you are obscured 
  only by a creature that is at least one size larger than you.
  Blindsense Starting at 14th level, if you are able to hear, you are aware of 
  the location of any hidden or invisible creature within 10 feet of you.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Reliable Talent By 11th level, you have refined your chosen skills until they 
  approach perfection. Whenever you make an ability check that lets you 
  add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
  Second-Story Work When you choose this archetype at 3rd level, you gain 
  the ability to climb faster than normal; climbing no longer costs you extra 
  movement. In addition, when you make a running jump, the distance you 
  cover increases by a number of feet equal to 5.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 7d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so 
  do rogues who prefer to think of themselves as professional treasure 
  seekers, explorers, delvers, and investigators. In addition to improving 
  your agility and stealth, you learn skills useful for delving into ancient 
  ruins, reading unfamiliar languages, and using magic items you normally 
  couldn’t employ.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages 
  in seemingly normal conversation. Only another creature that knows 
  thieves’ cant understands such messages. It takes four times longer 
  to convey such a message than it does to speak the same idea plainly. 
  In addition, you understand a set of secret signs and symbols used to 
  convey short, simple messages, such as whether an area is dangerous or 
  the territory of a thieves’ guild, whether loot is nearby, or whether the 
  people in an area are easy marks or will provide a safe house for thieves 
  on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you.
  Use Magic Device By 13th level, you have learned enough about the 
  workings of magic that you can improvise the use of items even when 
  they are not intended for you. You ignore all class, race, and level 
  requirements on the use of magic items.
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Ability Score Increase, 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Expertise, Sneak 
  Attack, Thieves’ Cant 
  Ability Score Increase, 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Cunning 
  Action, Expertise, Fast 
  Hands, Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Thief, Thieves’ Cant, 
  Uncanny Dodge 
  Ability Score Increase, 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge 
  Ability Score Increase, 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Blindsense, 
  Cunning Action, Evasion, 
  Expertise, Fast Hands, 
  Reliable Talent, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, Supreme 
  Sneak, Thief, Thieves’ Cant, 
  Uncanny Dodge, Use Magic 
  Device ,
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Dagger (small); 
  shortsword (small); 
  leather armor; light 
  crossbow; crossbow 
  bolts (20x)
  Dagger (small); +1 
  shortsword (small); 
  studded leather armor; 
  light crossbow; crossbow 
  bolts (20x)
  Dagger (small); +2 
  shortsword (small); 
  +1 studded leather 
  armor; light crossbow; 
  crossbow bolts (20x)
  Dagger (small); +3 
  shortsword (small); +1 
  studded leather armor; 
  light crossbow; crossbow 
  bolts (20x)
  
  207
  Magic Items
  Fishflenser
    Fishflenser (weapon)
  Value:  
    1,600 gp / 
    3,600 gp /  
    8,900 gp / 
    16,800 gp
  Weight 1 lb.; Materials steel, wood; Nature magical; Aura 
  moderate transmutation; Slot weapon (simple, light, melee, 
  one-handed)
  CL:  
    6th / 
    10th / 
    12th / 
    14th
  Base Weapon Profile:
    Weight 1/2 lb; Dmg 1d4 (1d3 S); Critical 19-20/
  x2; Type Piercing or Slashing; Class Simple, Light, One-
  Handed (Melee) 
  Effect Summary: 
    Treat as a +1 weapon in all respects;  
  automatic critical hit when used off-hand in a combat 
  round in which the primary hand’s weapon causes at 
  least 1 point of damage to same opponent (max 1 per 
  combat encounter)
    Treat as a +2 weapon in all respects;  
  automatic critical hit when used off-hand in a combat 
  round in which the primary hand’s weapon causes at 
  least 1 point of damage to same opponent (max 3 per 
  combat encounter)
    Treat as a +3 weapon in all respects;  
  automatic critical hit when used off-hand in a combat 
  encounter in which the primary hand’s weapon causes 
  at least 1 point of damage to same opponent (max 3 per 
  combat encounter); 
  +1d4 points of Bleed damage (does not stack on same 
  creature)
    Treat as a +4 weapon in all respects;  
  automatic critical hit when used off-hand in a combat 
  encounter in which the primary hand’s weapon causes 
  at least 1 point of damage to same opponent (max 5 per 
  combat encounter); 
  +1d6 points of Bleed damage (does not stack on same 
  creature)
  Description
  Appears similar to a knife designed specifically to gut fish, 
  and indeed, it does well at this task.  Typically dual-wielded 
  by melee combatants who wish to finish the job bloodily; the 
  Fishflenser is most effectively used on an already-bloodied 
  opponent to spill guts and render the foe unable to fight 
  further.  
  Effect
  All fishflensers are magical weapons, and benefit from an 
  innate enhancement bonus as described.
  When used dual-wielded, in a combat round in which the 
  weapon in the alternate hand has already inflicted at least 
  1 point of damage on an opponent, an off-hand attack made 
  with the fishflenser can be made as normal; if it hits the 
  same wounded foe as the other weapon, it automatically 
  causes a confirmed critical hit.  This capability is limited to 
  a certain maximium number of uses in the context of a given 
  combat encounter.  Note that this limitation is per encounter, 
  not per opponent!
  Some versions of fishflenser grant the wielder Feat 
  capabilities; this is an automatic and constant effect that 
  operates whenever the weapon is wielded.  Wielders who 
  have one or more of the granted Feats receive no additional 
  benefit from this effect.
  Finally, some potent iterations of the weapon inflict 
  additional bleed damage as noted.  This is automatic, 
  requires no activation, and cannot be suppressed; it also has 
  no limit in terms of how often it may be used.
  Synergy & Sets
  None.  Fishflensers are standalone items, and do not gain 
  further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  These weapons are often discovered in the hands of a slain 
  enemy.  
  They are occasionally also for sale in weapons shops.
  As the weapon’s effects are all automatic and do not require 
  activation, a new owner can establish knowledge through 
  trial and error or research.
    At the GM’s discretion, knowledge of how this device 
  functions can simply be assumed to be automatic.  
  This can streamline gameplay considerably and allow 
  the wielder to immediately gain the benefit of the 
  fishflenser’s capabilities.
  
  208
  Magic Items
  Ubiquity
  Fishflensers are rare magic weapons.  This scarcity seems 
  unaffected by population, culture, or other factors.
  Notoriety
  The weapon is clearly unusual, and might garner some 
  looks... but there’s little innately about it to suggest its true 
  nature.
  Quirks of Ownership
  None.
  History & Background
  Fishflensers take their name from the eponymous utility for 
  which they were originally designed.
  Long ago, a fishing town along a major river grew 
  prosperous through its primary trade.  Competition 
  encroached, however, when settlement upstream began to 
  perform similar duty, harvesting catch and affecting the 
  yields to the south.
  Faced with this, many alternatives were discussed, but 
  ultimately, town leadership decided to take a two-pronged 
  approach: first, they would seek a diplomatic solution, 
  engaging with the northern town to find a middle ground 
  where both towns could remain prosperous.
  The second approach was to forge a tool that would give the 
  southern town a competitive advantage over the production 
  capabilities of their northern neighbors.  Something that 
  would make scaling, sectioning, and packing quicker and 
  more efficient.
  The resulting weapon, the fishflenser, failed for the 
  purpose that it was designed for, but proved a quite capable 
  instrument of war.  As negotiations failed with the northern 
  town, a veritably army of fishflenser-equipped townsfolk and 
  fishworkers besieged it.
  In the aftermath, those of the southern town became known 
  as defensive, militant folk, and nearly all bore their own 
  fishflenser.
  Rumors & Lore
  The following snippets of conversation, convoluted retelling, 
  misunderstanding, urban myth, hearsay, and outright lie 
  are usable as additional incentives for the PCs to uncover 
  mysteries about the town.
  There are two ways to use this FlexTable:
  First, if the PCs are actively searching for information, you 
  can make a 
    Skill Check and look up the result.  If you 
  come to a result that has already been discovered by the PCs, 
  at the GM’s discretion, you may pick a result with a lower DC 
  and read that instead.  
  The party may use 
    Knowledge (Local) or Diplomacy in 
  this manner; the DC listed applies equally to either of these 
  skills.  Alternately, a PC may use Knowledge (History), but 
  with a -4 circumstance penalty (as knowledge of general 
  history will apply in only a limited basis to any immediate 
  vicinity, and the fishflenser is not really location-bound or 
  related).
  Alternately, if a specific quest explicitly rewards the PCs 
  with a piece of lore, you may simply roll on the appropriate 
  Context and read the result.  In such a circumstance, a Skill 
  Check is not required.
  Generally speaking, the information in this FlexTable may be 
  inserted into your campaign as foreshadowing for eventually 
  revealing a fishflenser, or as a means of introducing a plot 
  hook into the Quests listed herein.
  • 
    Use Context A: 
  As a default, or if no other context specifically applies to 
  the circumstances.
  • 
    Use Context B: 
  If the party is attempting to gather information from 
  a Key NPC.  Any named NPC is a “key” NPC for these 
  purposes.
  • 
    Use Context C: 
  If the party is gathering information from generic 
  townsfolk, or NPCs without specific names.  For example, 
  Townsfolk.
  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  unstructured manner.
  Hooks & Integration
  If you’re looking for an excuse to introduce a fishflenser into 
  your gaming sessions beyond simply “the sea hag drops a 
  serrated shortsword”, here are some ideas.  
  Of course, as a GM, you are by no means bound to selecting 
  from among these… but it’s always useful to have some 
  inspiration or something to get started quickly.
  Table 33: Fishflenser Flavors
  Difficulty Band
  Prefix
  Enhancement Bonus
  Auto-Critical Max Per Encounter
  Bleed Damage
    Low
  Minor
  +1
  1
  -
    Moderate
  Lesser
  +2
  3
  -
    Advanced
  Greater
  +3
  3
  1d4
    Elite
  Elite
  +4
  5
  1d6
  
  209
  Magic Items
  Class-Based Hooks
  These connections and motivations are based on the 
  presence of one or more characters in the party who have at 
  least one level in a particular class.  
  As GM, you may judge that only one of these is a sufficient 
  motivator; alternately, you can combine multiple class hooks 
  to provide the entire party a believable reason to pursue 
  someone who may be in the possession of a fishflenser.
  Paladins & Clerics
  These classes might be ambivalent about a fishflenser; those 
  with a focus on melee combat will benefit regardless of other 
  factors.
  Rogues
  Critical hits and additional damage are always to a Rogue’s 
  advantage; the more so as they can easily wield the 
  daggerlike implement.
  Martial Characters
  Most martial classes will have larger, more formidable 
  weapons at their disposal.  
  However, offhand strikes or situational advantage may make 
  the fishflenser a valuable addition to their arsenal.
  Arcane Classes
  The weapon does count as a dagger, and so arcanists can 
  make use of it, though they may seek to limit their exposure 
  to melee combat.
  Monks, Rangers, and Druids
  All these classes can make devastating use of dual-wielded 
  weapons; adding a fishflenser to their weaponry may grant 
  additional benefit.
  General Hooks
  These hooks are not linked directly to any particular race, 
  class, or other party element, and can be deployed as the 
  GM sees fit as best matches the play style and existing 
  motivations of the party.
  Double Threat
  A gambler with a penchant for inebriated thievery has been 
  making the rounds about town of late.  The PCs are asked to 
  investigate, and to put a stop to his drunken muggings.
  This scenario forms the basis of the Quest below.
  Collector
  “It belongs in a museum” is an easy sentiment to advocate.  
  Far more honest, however, is the Collector: someone who 
  more accurately states “it belongs in my museum”.
  A Collector, or group thereof, asks the PCs to retrieve a 
  fishflenser from its current wielder, and to return it so that it 
  might be stored among other valuables.
  This angle plays particularly well with Lawfully-aligned 
  classes, or PCs whose class, creed, Faction, or other 
  involvement would guide them toward a balance.
  Quests
  Another, more thorough, means of introducing a fishflenser 
  is via the following Quest.
    This Quest may be inserted into any campaign setting 
  or adventure, either as a “side quest”, or as a tie-in or 
  kickoff to a larger storyline.
    Quest: Double Threat
    Summary: A dual-wielding gambler has been mugging 
  townsfolk lately.  The PCs are asked to resolve the 
  situation.
    Rewards:   
    600 gp / 
    1,800 gp / 
    6,400 gp 
  / 
    12,300 gp (promised); up to 
    1 Reward Star; 
  fishflenser
    Locations: Any.
    Key NPCs: Any.
    Kickoff: Random Encounter.
    Description:
  Several victims have come forth declaring that they have 
  been mugged, held at swordpoint by a drunken man who 
  wields a dagger in each hand.  Though quite inebriated, he 
  nevertheless has his wits about him sufficiently to make 
  demands and to make his competence to follow through on 
  threats quite clear.
  Notable in their renditions is that each and every victim 
  has reported that one of the weapons is noteworthy.  They 
  describe a fishflenser.
  The town militia asks the PCs to investigate, and to put a 
  stop to the behavior by any means necessary.
    If the PCs ignore the plea, they will continue to hear 
  reports of the thievery, and they themselves may even be 
  mugged by the man at some point.  If they are mugged, 
  having not accepted the quest, they will receive no 
  reward other than the fishflenser the drunken man holds.
    If they accept the task, they will encounter the drunk 
  that very night.  Stumbling, he will hold up a townsfolk. 
   
  The PCs can attempt diplomacy, but the man is far too far 
  gone for this approach to work.  The party will have to 
  defeat him in combat.   
   
  Doing so yields the party the promised monetary reward 
  and 
    1 Reward Star.  They may also of course keep the 
  fishflenser they take off the body of the drunk.
  
  210
  Magic Items
  FlexTable 29: Fishflenser Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  Long ago, fishermen crafted 
  a weapon to help them defeat 
  their competitors.
    True.  This is not quite the original 
  purpose of the forging, but it was what 
  resulted.
  15-29
  15-30
  15-30
  01-30
  14
  Serrated magic daggers make 
  fish-cleaning much easier.
    True.  This is not the current 
  weapon’s real purpose today, but it is 
  what was originally intended.
  30-44
  31-45
  31-45
  31-39
  13
  Fishflensers are magic daggers 
  that grant combat bonuses to 
  those who wield them.
    True.  Though this scratches the 
  surface of the item’s potency.
  45-59
  46-60
  46-60
  40-49
  16
  A certain type of serrated 
  magic dagger causts lethal 
  damage far more easily than 
  mundane versions.
    True.  This refers to the critical hit 
  capabilities of the weapon.
  60-74
  60-69
  60-69
  50-59
  18
  Fishflensers grant enhanced 
  critical hit abilities, and 
  training, to those who wield 
  them.
    True.  This refers to more advanced 
  aspects of the weapon.
  75-89
  70-97
  70-94
  60-69
  11
  A certain serrated magical 
  dagger can cause fish sickness 
  in its victims.
    False.  “Fish sickness” is not an 
  actual thing.
  90-00
  98-00
  95-00
  70-00
  12
  Fishflensers are magic daggers 
  imbued with the ichor of 
  rotten, undead sealife.
    False.  This sounds disgusting.
  
  211
  Magic Items
  Fishflenser Wielder
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Fighter 1
  Fighter 6
  Fighter 10
  Fighter 14
  Size / Aln
  Medium NE 
  Human
  Medium NE 
  Human
  Medium NE 
  Human
  Medium NE 
  Human
  HP
  13
  62
  101
  158
  Armor 
  Class
  18
  19
  21
  22
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  20 (+7) 
  DEX  15 (+2) 
  CON  17 (+5) 
  INT  7 (-2) 
  WIS  8 (-1) 
  CHA  9 (-1)
  STR  20 (+8) 
  DEX  17 (+3) 
  CON  19 (+7) 
  INT  7 (-2) 
  WIS  8 (-1) 
  CHA  9 (-1)
  STR  20 (+9) 
  DEX  19 (+4) 
  CON  19 (+8) 
  INT  7 (-2) 
  WIS  8 (-1) 
  CHA  9 (-1)
  STR  20 (+10) 
  DEX  20 (+5) 
  CON  20 (+10) 
  INT  7 (-2) 
  WIS  8 (-1) 
  CHA  9 (-1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 11 
  Armor - Disadvantage on 
  Stealth
  Passive Perception 12 
  Armor - Disadvantage on 
  Stealth
  Passive Perception 13 
  Armor - Disadvantage on 
  Stealth
  Passive Perception 14 
  Armor - Disadvantage on 
  Stealth
  Languages Common, Elvish
  Attacks
  Melee Scimitar +7 (1d6+7)
  Melee Dagger +7 (1d4+7)
  Ranged Dagger (Thrown) 20 
  ft.’: +7 (1d4+5); 60 ft.’: +7 
  (1d4+5)
  Melee +1 Scimitar +9/+9 
  (1d6+8)
  Melee Dagger +8/+8 
  (1d4+7)
  Ranged Dagger (Thrown) 20 
  ft.’: +8/+8 (1d4+5); 60 ft.’: 
  +8/+8 (1d4+5)
  Melee +2 Scimitar +11/+11 
  (1d6+9)
  Melee Dagger +9/+9 
  (1d4+7)
  Ranged Dagger (Thrown) 
  20 ft.’: +9/+9 (1d4+5); 60 
  ft.’: +9/+9 (1d4+5)
  Melee +3 Scimitar 
  +13/+13/+13 (1d6+10)
  Melee Dagger +10/+10/+10 
  (1d4+7)
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10/+10 (1d4+5); 
  60 ft.’: +10/+10/+10 
  (1d4+5)
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  NE; Medium Humanoid (Human)
  
  212
  Magic Items
  Special Abilities
  Ability Score Increase Your ability scores each increase by 1.
  Languages You can speak, read, and write Common and one extra 
  language of your choice. Humans typically learn the languages of other 
  peoples they deal with, including obscure dialects. They are fond of 
  sprinkling their speech with words borrowed from other tongues: Orc 
  curses, Elvish musical expressions, Dwarvish military phrases, and so on.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 1 time(s) before a rest, but only once 
  on the same turn.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that 
  you fail. If you do so, you must use the new roll, and you can’t use this 
  feature again until you finish a long rest. You can use this feature 2 time(s) 
  between long rests.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +5.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Defense While you are wearing armor, you gain a +1 bonus to AC.
  Dueling When you are wielding a melee weapon in one hand and no other 
  weapons, you gain a +2 bonus to damage rolls with that weapon.
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Ability Score Increase, 
  Languages, Fighting Style, 
  Second Wind, Dueling
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Action Surge, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Martial Archetype, 
  Second Wind, Dueling
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Defense, Dueling
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Defense, Dueling 
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Scimitar; scale mail; 
  shield; dagger
  +1 Scimitar; +1 chain 
  mail; shield; dagger
  +2 Scimitar; +2 chain 
  mail; shield; dagger
  +3 Scimitar; +3 chain 
  mail; shield; dagger
  
  213
  Magic Items
  Fisticuffs
    Fisticuffs (weapon)
  Value:  
    1,600 gp / 
    3,800 gp /  
    8,400 gp / 
    18,600 gp
  Weight 1 lb.; Materials leather, brass; Nature magical; Aura 
  moderate transmutation; Slot weapon (simple, light, melee, 
  one-handed)
  CL:  
    6th / 
    10th / 
    12th / 
    14th
  Base Weapon Profile:
    Weight 1 lb; Dmg 1d3 (1d2 S); Critical x2; Type 
  Bludgeoning; Class Simple, Light, One-Handed (Melee); 
  monk weapon
  Effect Summary: 
    Counts as a +1 weapon in all respects; wielder benefits 
  from Improved Unarmed Strike class feature; wielder 
  may inflict nonlethal or lethal damage in combat at their 
  option; +1 bonus to Initiative while wearing
    Counts as a +2 weapon in all respects; wielder benefits 
  from Improved Unarmed Strike class feature; wielder 
  may inflict nonlethal or lethal damage in combat at their 
  option; +2 bonus to Initiative while wearing
    Counts as a +3 weapon in all respects; wielder benefits 
  from Improved Unarmed Strike class feature; wielder 
  may inflict nonlethal or lethal damage in combat at their 
  option; +3 bonus to Initiative while wearing
    Counts as a +4 weapon in all respects; wielder benefits 
  from Improved Unarmed Strike class feature; wielder 
  may inflict nonlethal or lethal damage in combat at their 
  option; +4 bonus to Initiative while wearing
  Description
  A set of brass-studded leather bracers with thongs that 
  wrap around the wearer’s hand between the fingers.  
  When activated, they enable the wielder to cause lethal 
  or nonlethal damage in unarmed combat, and convey an 
  initiative and dexterity bonus when fighting in this manner.  
  Powerful versions of these items also convey the benefits 
  of Feats and training as though the wearer had those 
  capabilities naturally.
  Effect
  Fisticuffs are magical weapons, and as such enjoy an 
  enhancement bonus as listed.
  All versions also grant one or more Feats to the wielder at all 
  times while the artifact is worn.  A wielder who has a Feat 
  already that is granted via this item receives no additional 
  benefit.
  At the wielder’s option, s/he may choose to inflict nonlethal 
  damage with a given attack.  This must be declared before 
  the attack is made.  You can mix lethal and nonlethal attacks 
  in the same round if you are capable of making multiple 
  attacks with fisticuffs.  The option of inflicting nonlethal 
  damage applies only to attacks made with fisticuffs; if you 
  are dual-wielding, fisticuffs do not grant that other weapon 
  this ability.
  Finally, all iterations grant a bonus to the user’s Initiative.  
  This applies at all times so long as the weapon is worn/
  wielded.
  All of the effects of fisticuffs are automatic, requiring no 
  knowledge or activation, and cannot be suppressed while the 
  item is worn.
  Synergy & Sets
  Some.  Fisticuffs as described are a single weapon, like the 
  brass knuckles on which the weapon profile is based.  A 
  single fisticuff may be employed on one hand, or in a pair, 
  with a fisticuff on each hand.
  Unfortunately, the Initiative bonuses do not stack, and the 
  Feats granted of course do not grant further benefit as they 
  do not stack either.  
  However, the combination of wielding both weapons 
  simultaneously grants the wielder the Two-Weapon 
  Fighting and Two-Weapon Defense Feats.  To whatever 
  extent one or both of these is already possessed by the 
  wearer, the wielder gains no further benefit as these feats 
  also do not stack.
  Discovery
  Most often, these weapons will be discovered in the arsenal 
  of a gladiator-style arena.  They may also be in the reserves 
  of an armed force of some kind.
  Occasionally, they are also for sale in a magic-weapons shop.
  
  214
  Magic Items
  Ubiquity
  Fisticuffs are uncommon, but not unheard of in most 
  developed regions.
  Notoriety
  The weapon is obviously an enhanced set of brass knuckles... 
  which may have connotations as to the brawling nature of 
  the owner.
  Quirks of Ownership
  None, outside of the conclusions possibly jumped to as 
  mentioned above.
  History & Background
  Fisticuffs have a somewhat straightforward etymology: 
  they were created as a means of making arena combat more 
  interesting.
  Hundreds of years ago, in the great arena known as the Pit 
  of Hope, hand-to-hand combat was in vogue at the time, and 
  enjoyed a great deal of popularity in smaller gambling dens 
  and basement fight circles.  
  However, punching and grappling had two drawbacks when 
  put on display in a large, outdoor arena such as the Pit: First, 
  it was difficult to tell what was going on from the stands.  
  Secondly, it tended to not be very gory, making it even 
  tougher to discern the nature of the combat.
  To address these shortcomings, the arena managers added 
  improvised weapons and brass knuckles to the mix.  This 
  was moderately successful, as it introduced a bit of blood 
  to the sport, but the feeling was that even more had to be 
  added.
  Thus, the fisticuffs: brass knuckles, enhanced to a 
  weaponized point of lethality.  The icing on the cake was 
  the option to inflict nonlethan damage whenever the fighter 
  wished: this led not only to spectacular matches, but 
  miraculous “returns from beyond the grave” for warriors 
  who had seemingly been slain in hand-to-hand combat, only 
  to rise again weeks later to the roar of the crowd.
  Rumors & Lore
  The following snippets of conversation, convoluted retelling, 
  misunderstanding, urban myth, hearsay, and outright lie 
  are usable as additional incentives for the PCs to uncover 
  mysteries about the town.
  There are two ways to use this FlexTable:
  First, if the PCs are actively searching for information, you 
  can make a 
    Skill Check and look up the result.  If you 
  come to a result that has already been discovered by the PCs, 
  at the GM’s discretion, you may pick a result with a lower DC 
  and read that instead.  
  The party may use 
    Knowledge (Local) or Diplomacy in 
  this manner; the DC listed applies equally to either of these 
  skills.  Alternately, a PC may use Knowledge (History), but 
  with a -4 circumstance penalty (as knowledge of general 
  history will apply in only a limited basis to any immediate 
  vicinity, and fisticuffs are not really location-bound or 
  related).
  Alternately, if a specific quest explicitly rewards the PCs 
  with a piece of lore, you may simply roll on the appropriate 
  Context and read the result.  In such a circumstance, a Skill 
  Check is not required.
  Generally speaking, the information in this FlexTable may be 
  inserted into your campaign as foreshadowing for eventually 
  revealing fisticuffs, or as a means of introducing a plot hook 
  into the Quests listed herein.
  • 
    Use Context A: 
  As a default, or if no other context specifically applies to 
  the circumstances.
  • 
    Use Context B: 
  If the party is attempting to gather information from 
  a Key NPC.  Any named NPC is a “key” NPC for these 
  purposes.
  • 
    Use Context C: 
  If the party is gathering information from generic 
  townsfolk, or NPCs without specific names.  For example, 
  Townsfolk.
  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  unstructured manner.
  Hooks & Integration
  If you’re looking for an excuse to introduce fisticuffs into 
  your gaming sessions beyond simply “you discover some 
  particularly deadly-looking brass knuckles on the floor of the 
  dungeon”, here are some ideas.  
  Of course, as a GM, you are by no means bound to selecting 
  from among these… but it’s always useful to have some 
  inspiration or something to get started quickly.
  Table 34: Fisticuffs Flavors
  Difficulty Band
  Prefix
  Enhancement Bonus
  Class Feature Benefit
  Initiative 
  Bonus
    Low
  Minor
  +1
  Improved Unarmed Strike
  +1
    Moderate
  Lesser
  +2
  Improved Unarmed Strike
  +2
    Advanced
  Greater
  +3
  Improved Unarmed Strike
  +3
    Elite
  Elite
  +4
  Improved Unarmed Strike
  +4
  
  215
  Magic Items
  Class-Based Hooks
  These connections and motivations are based on the 
  presence of one or more characters in the party who have at 
  least one level in a particular class.  
  As GM, you may judge that only one of these is a sufficient 
  motivator; alternately, you can combine multiple class hooks 
  to provide the entire party a believable reason to pursue 
  someone who may be in the possession of fisticuffs.
  Paladins & Clerics
  Brutal sport, hand-to-hand combat.  Most Paladins and 
  Clerics might think themselves “above” such endeavors.  
  Even so, fisticuffs may not be such a bad thing to have on 
  hand (pun intended) for emergencies.
  Rogues
  Easily concealed, lethal in the right circumstances, and 
  granting a passive host of benefits that align well with a 
  typical Rogue’s skill set: fisticuffs are a natural augmentation 
  to this class’ talents.
  Martial Characters
  Most Fighters, Barbarians, et al will have access to a much 
  grander damage-dealing potential.  
  But dual-wielding martial classes may see a great deal of 
  benefit to fisticuffs as a useful offhand weapon.
  Arcane Classes
  Fisticuffs require minimal training, hardly interfere at all 
  with spellcasting, and grant initiative bonuses which may 
  help ensure escape.  
  An arcanist would do far worse than this as a defensive 
  weapon option.
  Monks, Rangers, and Druids
  Monks in particular are tailor-made for this weapon; 
  Rangers and Druids may also find a great deal of utility 
  here to the extent to which they might take a nimble melee 
  approach to combat.
  General Hooks
  These hooks are not linked directly to any particular race, 
  class, or other party element, and can be deployed as the 
  GM sees fit as best matches the play style and existing 
  motivations of the party.
  Pugilism Performance
  The PCs are heckled in a bar to the point where a fight seems 
  the only way out of the situation.  The innkeeper slips them 
  fisticuffs as an option.
  This scenario forms the basis of the Quest below.
  Collector
  “It belongs in a museum” is an easy sentiment to advocate.  
  Far more honest, however, is the Collector: someone who 
  more accurately states “it belongs in my museum”.
  A Collector, or group thereof, asks the PCs to retrieve 
  fisticuffs from a current wielder, and to return it so that it 
  might be stored among other valuables.
  This angle plays particularly well with Lawfully-aligned 
  classes, or PCs whose class, creed, Faction, or other 
  involvement would guide them toward a balance.
  Arena Combat
  This harkens back to the origins of the weapon: one of the 
  PCs must survive a bout of hand-to-hand arena combat.  This 
  could be as a consequence of having been arrested, or that 
  the PCs have been captured and enslaved, or because they 
  wish to curry favor with those who operate or watch the 
  games.
  To aid them, they may select fisticuffs.
  Quests
  Another, more thorough, means of introducing fisticuffs is 
  via the following Quest.
    This Quest may be inserted into any campaign setting 
  or adventure, either as a “side quest”, or as a tie-in or 
  kickoff to a larger storyline.
    Quest: Pugilistic Performance
    Summary: The PCs are pressured to fight a drunk 
  antagonist in a tavern.  Fisticuffs may help them bring an 
  end to the conflict.
    Rewards:  Up to 
    2 Reward Stars; fisticuffs
    Locations: Any.
    Key NPCs: Any.
    Kickoff: Random Encounter.
    Description:
  This Quest kicks off as the PCs are relaxing in a tavern 
  of some sort.  A drunken dwarf at the end of the bar gets 
  increasingly rowdy, commenting pointedly at the party and 
  disparaging their origins, dress, appearance, and questioning 
  their fighting prowess.
  No matter what the PCs do, things escalate, to the point 
  where the drunk is openly challenging the party to a brawl, 
  right here in the tavern.  
  It turns out that this sort of challenge, from this woman in 
  particular, is common; win or lose, she always puts on a 
  good show when fists begin to fly, and it’s viewed as a free 
  and even welcome performance by many of the patrons.
  The crowd, therefore, will be against the PCs, should they try 
  to beg out of the combat.  
  It’s important to note that although the drunken dwarf, and 
  the crowd, all want a fight, it is meant to be weapons-free.  
  Drawing any weapon more lethal than brass knuckles, or 
  casting anything but an entangle, daze, or color spray sort of 
  spell, will cause someone to dart out the tavern door and call 
  the town militia.
    The PCs can try to leave.  This will be difficult without 
  magical means, or outright threats, since everyone is 
  hanerking for a brawl.
    If the PCs, grudgingly or otherwise, start to fight back, 
  the barkeep will slip them fisticuffs, one set for each PC.  
  He’ll explain their function, and offer that should they 
  
  216
  Magic Items
  FlexTable 30: Fisticuffs Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  Magical brass knuckles were 
  once crafted to make arena 
  combat interesting.
    True.  This describes the artifact’s 
  origins.
  15-29
  15-30
  15-30
  01-30
  11
  Certain brass knuckles grant 
  combat bonuses.
    True.  So vague, however, that it’s 
  hardly helpful.
  30-44
  31-45
  31-45
  31-39
  14
  The Pit of Hope gave birth 
  to a range of magical brass 
  knuckles that allow nonlethal 
  solutions to hand-to-hand 
  combat.
    True.  This expands upon the 
  etymology of the weapon, name-
  dropping its particular location of 
  origin, and also touches upon one of the 
  weapon’s abilities.
  45-59
  46-60
  46-60
  40-49
  15
  Fisticuffs are magical weapons 
  that grant fighting abilities to 
  those who don them.
    True.  This refers to the Feat-based 
  effects of the weapon.
  60-74
  60-69
  60-69
  50-59
  17
  Fisticuffs have the ability to 
  make combatants quicker in 
  combat.
    True.  This links to the Initiative 
  bonuses of the artifact.
  75-89
  70-97
  70-94
  60-69
  13
  Fisticuffs will cause bloody 
  wounds if used to make a 
  critical strike.
    False.  Fisticuffs do not inflict bleed 
  damage.
  90-00
  98-00
  95-00
  70-00
  14
  Fisticuffs grant many combat 
  bonuses, but are cursed: 
  whomever throws a punch 
  cannot stop fighting until they 
  pass out or are killed.
    False.  This artifact does not bear 
  a curse.
  wish, they can use them to knock the dwarven woman 
  out rather than slay her.  He advises as to the popularity 
  of the drunken dwarf, and points out that if the party 
  kills her, they might not face militia-based justice, but 
  they will certainly lose standing with the people.
    If the PCs fight, they’ll probably win, given that they 
  outnumber the dwarf.  At the GM’s option, to make things 
  interesting, additional bar patrons of similar gear and 
  level will join, to even things out. 
   
  If the PCs win, and kill the drunken dwarf and any of her 
  followers, they get to keep the fisticuffs they have been 
  loaned, but they lose Attitude with all present.  
    If the PCs draw more lethal weapons, or kill anyone else, 
  the town’s security forces will arrest them.  They will 
  also forefeit the fisticuffs.
    The “best” solution is to fight with fisticuffs, but opt to 
  inflict nonlethal damage.  This allows the PCs to keep the 
  fisticuffs, and also benefits them by 
    2 Reward Stars.   
   
  Finally, Attitude for all present toward the party 
  increases.
    Using alternate means to subdue the drunk and her 
  comrades is worth the fisticuffs and 
    1 Reward Star.
  
  217
  Magic Items
  Fisticuffs Wielder
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Barbarian 1
  Barbarian 6
  Barbarian 10
  Barbarian 14
  Size / Aln
  Medium CG 
  Dwarf (Hill)
  Medium CG 
  Dwarf (Hill)
  Medium CG 
  Dwarf (Hill)
  Medium CG 
  Dwarf (Hill)
  HP
  15
  64
  97
  128
  Armor 
  Class
  14
  15
  17
  19
  Speed
  Walk 25’
  Walk 35’
  Walk 35’
  Walk 35’
  Ability 
  Scores / 
  Saves
  STR  17 (+5) 
  DEX  15 (+2) 
  CON  14 (+4) 
  INT  8 (-1) 
  WIS  10 (+0) 
  CHA  11 (+0)
  STR  19 (+7) 
  DEX  15 (+2) 
  CON  14 (+5) 
  INT  8 (-1) 
  WIS  10 (+0) 
  CHA  11 (+0)
  STR  20 (+9) 
  DEX  16 (+3) 
  CON  14 (+6) 
  INT  8 (-1) 
  WIS  10 (+0) 
  CHA  11 (+0)
  STR  20 (+10) 
  DEX  18 (+4) 
  CON  14 (+7) 
  INT  8 (-1) 
  WIS  10 (+0) 
  CHA  11 (+0)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 10
  Passive Perception 10
  Passive Perception 10
  Passive Perception 10
  Languages Common, Dwarvish
  Attacks
  Melee Dagger +5 (1d4+3)
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+3); 60 ft.’: +5 
  (1d4+3)
  Ranged Crossbow, Heavy ) 
  --> 100 ft.’: +4 (1d10+2); 
  400 ft.’: +4 (1d10+2)
  Melee Dagger +7/+7 
  (1d4+4)
  Ranged Dagger (Thrown) 20 
  ft.’: +7/+7 (1d4+4); 60 ft.’: 
  +7/+7 (1d4+4)
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +6/+6 
  (1d10+3); 400 ft.’: +6/+6 
  (1d10+3)
  Melee Dagger +9/+9 
  (1d4+5)
  Ranged Dagger (Thrown) 
  20 ft.’: +9/+9 (1d4+5); 60 
  ft.’: +9/+9 (1d4+5)
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +9/+9 
  (1d10+5); 400 ft.’: +9/+9 
  (1d10+5)
  Melee Dagger +10/+10 
  (1d4+5)
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10 (1d4+5); 60 
  ft.’: +10/+10 (1d4+5)
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +12/+12 
  (1d10+7); 400 ft.’: +12/+12 
  (1d10+7)
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  CG; Medium Humanoid (Dwarf)
  
  218
  Magic Items
  Special Abilities
  Ability Score Increase Your Constitution score increases by 2.
  Ability Score Increase Your Wisdom score increases by 1.
  Brewer’s Supplies Proficient with Artisan Brewer’s Supplies.
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Dwarven Combat Training You have proficiency with the battleaxe, 
  handaxe, light hammer, and warhammer.
  Dwarven Resilience You have advantage on saving throws against poison, 
  and you have resistance against poison damage (explained in chapter 9).
  Dwarven Toughness Your hit point maximum increases by 1, and it 
  increases by 1 every time you gain a level.
  Languages You can speak, read, and write Common and Dwarvish. 
  Dwarvish is full of hard consonants and guttural sounds, and those 
  characteristics spill over into whatever other language a dwarf might 
  speak.
  Stonecunning Whenever you make an Intelligence (History) check related 
  to the origin of stonework, you are considered proficient in the History 
  skill and add double your proficiency bonus to the check, instead of your 
  normal proficiency bonus.
  Brutal Critical Beginning at 9th level, you can roll 2 additional weapon 
  damage die when determining the extra damage for a critical hit with a 
  melee attack.
  Danger Sense At 2nd level, you gain an uncanny sense of when things 
  nearby aren’t as they should be, giving you an edge when you dodge away 
  from danger. You have advantage on Dexterity saving throws against 
  effects that you can see, such as traps and spells. To gain this benefit, you 
  can’t be blinded, deafened, or incapacitated.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Fast Movement Starting at 5th level, your speed increases by 10 feet 
  while you aren’t wearing heavy armor.
  Feral Instinct By 7th level, your instincts are so honed that you have 
  advantage on initiative rolls. Additionally, if you are surprised at the 
  beginning of combat and aren’t incapacitated, you can act normally on 
  your first turn, but only if you enter your rage before doing anything else 
  on that turn.
  Frenzy Starting when you choose this path at 3rd level, you can go into 
  a frenzy when you rage. If you do so, for the duration of your rage you 
  can make a single melee weapon attack as a bonus action on each of 
  your turns after this one. When your rage ends, you suffer one level of 
  exhaustion (as described in appendix A).
  Path of the Berserker For some barbarians, rage is a means to an end--that 
  end being violence. The Path of the Berserker is a path of untrammeled 
  fury, slick with blood. As you enter the berserker’s rage, you thrill in the 
  chaos of battle, heedless of your own health or well-being.
  Rage In battle, you fight with primal ferocity. On your turn, you can enter 
  a rage as a bonus action. While raging, you gain the following benefits if 
  you aren’t wearing heavy armor: You have advantage on Strength checks 
  and Strength saving throws. When you make a melee weapon attack 
  using Strength, you gain a bonus to the damage roll equal to 3. You have 
  resistance to bludgeoning, piercing, and slashing damage. If you are able 
  to cast spells, you can’t cast them or concentrate on them while raging. 
  Your rage lasts for 1 minute. It ends early if you are knocked unconscious 
  or if your turn ends and you haven’t attacked a hostile creature since your 
  last turn or taken damage since then. You can also end your rage on your 
  turn as a bonus action. Once you have raged the number of times equal 
  to 5, you must finish a long rest before you can rage again.
  Reckless Attack Starting at 2nd level, you can throw aside all concern 
  for defense to attack with fierce desperation. When you make your first 
  attack on your turn, you can decide to attack recklessly. Doing so gives 
  you advantage on melee weapon attack rolls using Strength during this 
  turn, but attack rolls against you have advantage until your next turn.
  Relentless Rage Starting at 11th level, your rage can keep you fighting 
  despite grievous wounds. If you drop to 0 hit points while you’re raging 
  and don’t die outright, you can make a DC 10 Constitution saving throw. 
  If you succeed, you drop to 1 hit point instead. Each time you use this 
  feature after the first, the DC increases by 5. When you finish a short or 
  long rest, the DC resets to 10.
  Retaliation Starting at 14th level, when you take damage from a creature 
  that is within 5 feet of you. you can use your reaction to make a melee 
  weapon attack against that creature.
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Ability Score Increase, 
  Ability Score Increase, 
  Brewer’s Supplies, 
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Stonecunning, 
  Tool Proficiency, Rage, 
  Unarmored Defense 
  Ability Score Increase, Ability 
  Score Increase, Brewer’s 
  Supplies, Darkvision, 
  Dwarven Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Stonecunning, 
  Tool Proficiency, Ability 
  Score Improvement, Danger 
  Sense, Extra Attack, Fast 
  Movement, Frenzy, Mindless 
  Rage, Path of the Berserker, 
  Primal Path, Rage, Reckless 
  Attack, Unarmored Defense
  Ability Score Increase, 
  Ability Score Increase, 
  Brewer’s Supplies, 
  Darkvision, Dwarven 
  Combat Training, Dwarven 
  Resilience, Dwarven 
  Toughness, Languages, 
  Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Brutal 
  Critical, Danger Sense, Extra 
  Attack, Fast Movement, 
  Feral Instinct, Frenzy, 
  Intimidating Presence, Path 
  of the Berserker, Primal 
  Path, Rage, Reckless Attack, 
  Unarmored Defense
  Ability Score Increase, Ability 
  Score Increase, Brewer’s 
  Supplies, Darkvision, 
  Dwarven Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Stonecunning, 
  Tool Proficiency, Ability 
  Score Improvement, Brutal 
  Critical, Danger Sense, Extra 
  Attack, Fast Movement, Feral 
  Instinct, Frenzy, Path of the 
  Berserker, Primal Path, Rage, 
  Reckless Attack, Relentless 
  Rage, Retaliation, Unarmored 
  Defense 
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Dagger; studded leather 
  armor; heavy crossbow; 
  crossbow bolts (10x)
  Dagger; +1 studded 
  leather armor; +1 heavy 
  crossbow; crossbow bolts 
  (10x)
  Dagger; +2 studded 
  leather armor; +2 heavy 
  crossbow; crossbow 
  bolts (10x)
  Dagger; +3 studded 
  leather armor; +3 heavy 
  crossbow; crossbow bolts 
  (10x)
  
  219
  Magic Items
  Unarmored Defense While you are not wearing any armor, your Armor 
  Class equals 10 + your Dexterity modifier + your Constitution modifier. 
  You can use a shield and still gain this benefit.
  
  220
  Magic Items
  Greymist Bow & Arrow
    Greymist Bow (weapon)
  Value:  
    1,600 gp / 
    5,500 gp /  
    21,000 gp / 
    61,000 gp
  Weight 3 lbs.; Materials wood, resin; Nature magical; Aura 
  evocation [darkness]; Slot weapon (martial, ranged, two-
  handed)
  CL:  
    6th / 
    10th / 
    12th / 
    14th
  Base Weapon Profile:
    Weight 3 lb; Dmg 1d8 (1d6 S); Critical x3; Type 
  Piercing; Class Martial, Ranged, Two-Handed; Range 
  100’
  Effect Summary: 
    Treat as a +1 weapon in all respects; arrow fired may 
  produce darkness effect in 5’ wide trail during flight (1x/
  day)
    Treat as a +2 weapon in all respects; arrow fired may 
  produce darkness effect in 5’ wide trail during flight (3x/
  day); arrow fired may produce darkness effect as normal 
  upon impact (1x/day)
    Treat as a +3 weapon in all respects; arrow fired may 
  produce deeper darkness effect in 5’ wide trail during 
  flight (5x/day); arrow fired may produce darkness 
  effect as normal upon impact (3x/day); arrow fired may 
  produce blindness/deafness effect in creature damaged 
  (1x/day)
    Treat as a +4 weapon in all respects; arrow fired may 
  produce deeper darkness effect in 5’ wide trail during 
  flight (5x/day); arrow fired may produce darkness 
  effect as normal upon impact (5x/day); arrow fired may 
  produce blindness/deafness effect in creature damaged 
  (3x/day); arrow fired may produce bestow curse effect in 
  creature damaged (1x/day)
    Greymist Arrow (ammunition)
  Value:  
    15 gp / 
    500 gp /  
    1,200 gp / 
    2,800 gp
  Weight 0 lbs.; Materials wood, resin, ash; Nature magical; 
  Aura slight evocation [darkness]; Slot ammunition (bow)
  CL:  
    6th / 
    10th / 
    12th / 
    14th
  Base Weapon Profile:
    Weight 0 lb; Dmg per weapon used; Critical 
  per weapon used; Type Bludgeoning; Class ammunition 
  (bow)
  Effect Summary: 
    Treat as +1 ammunition;  
  can function as a smoke arrow at wielder’s option;  
  25% chance to be intact and reusable (including magical 
  properties and abilities) after use
    Treat as +2 ammunition;  
  can function as a smoke arrow at wielder’s option;  
  50% chance to be intact and reusable (including magical 
  properties and abilities) after use;  
  50% chance to produce a darkness effect centered at 
  impact
    Treat as +3 ammunition;  
  can function as a smoke arrow at wielder’s option;  
  75% chance to be intact and reusable (including magical 
  properties and abilities) after use;  
  75% chance to produce a darkness effect centered at 
  impact; 
  25% chance to produce a blindness/deafness effect in 
  creature damaged
    Treat as +3 ammunition;  
  can function as a smoke arrow at wielder’s option;  
  reusable (including magical properties and abilities) 
  after use;  
  produces a darkness effect centered at impact; 
  50% chance to produce a blindness/deafness effect in 
  creature damaged; 
  25% chance to produce a bestow curse effect in creature 
  damaged
    Greymist Bow & Arrow 
  (combination)
  Combined Effect Summary: 
    Treat as a +1 weapon in all respects; arrow fired may 
  produce darkness effect in 5’ wide trail during flight 
  (3x/day); 50% chance arrow to be intact and reusable 
  (including magical properties and abilities) after use
    Treat as a +2 weapon in all respects; arrow fired may 
  produce darkness effect in 5’ wide trail during flight (5x/
  day); arrow fired may produce darkness effect as normal 
  upon impact (3x/day); 75% chance arrow to be intact 
  and reusable (including magical properties and abilities) 
  after use
    Treat as a +3 weapon in all respects; arrow fired may 
  produce deeper darkness effect in 5’ wide trail during 
  
  221
  Magic Items
  flight (5x/day); arrow fired may produce darkness 
  effect as normal upon impact (5x/day); arrow fired may 
  produce blindness/deafness effect in creature damaged 
  (3x/day); greymist arrows fired are reusable (including 
  magical properties and abilities) after use
    Treat as a +4 weapon in all respects; arrow fired may 
  produce deeper darkness effect in 5’ wide trail during 
  flight (5x/day); arrow fired may produce darkness 
  effect as normal upon impact (5x/day); arrow fired may 
  produce blindness/deafness effect in creature damaged 
  (5x/day); arrow fired may produce bestow curse effect 
  in creature damaged (3x/day); greymist arrows fired 
  are reusable (including magical properties and abilities) 
  after use
  Description
  A grey bow, well-made, with a black string and black 
  handlegrip; its accompanying arrows are black with an 
  assortment of dark grey splotches that look like clouds 
  forming and whorling on its surface.  
  When these special arrows are fired from this bow in 
  particular, they trail a greyish mist, and when the arrow 
  impacts, a similar, but darker mist erupts from the point of 
  impact, covering a glen-sized area.  The mist is harmless, but 
  makes vision incredibly difficult, and is viscous, impeding 
  movement and slowing everything down.
  Effect: Greymist Bow
  The bow itself is a magical weapon, and benefits from the 
  listed enhancement bonus.
  All arrows fired from a greymist bow generate a darkness 
  effect in a trail 5’ wide along the path the arrow takes.
  Most greymist bows may also generate an effect upon impact 
  of any arrow fired from it.  This is an intentional effect that 
  the wielder must intentionally trigger, and announce prior to 
  firing the weapon.  Up to one of these effects may be applied 
  to a fired arrow in a given round of combat, and only one 
  arrow fired per round can benefit from this effect.
  Announcing the intention to trigger one of these effects, and 
  missing the target, still counts as having expended the effect.
  Each effect possible has a limited number of uses per day of 
  these effects; these limitations are weapon-based, not user-
  based.  The limitation count of each effect resets in full 24 
  hours after the first use from a full charge of that ability.
  Effect: Greymist Arrows
  Each greymist arrow is magical ammunition, and benefits 
  from an enhancement bonus as listed.
  Any greymist arrow may function as a normal smoke arrow 
  at the wielder’s option.  Announce this intent before firing; 
  the arrow still benefits from the enhancement bonus but 
  cannot generate spell-like effects upon impact.
  All greymist arrows are at least partially reusable.  After 
  resolving the launch of a given arrow, check to see if it 
  retains its capabilities; if so, then it remains a fully-usable, 
  fresh greymist arrow in all respects, as though it was never 
  fired.  A given greymist arrow may be used, theoretically, 
  infinitely in this manner, so long as these checks are 
  successful.  
    Elite greymist arrows do not have to make such a check; 
  they are always reusable.
  Finally, most greymist arrows have a chance to generate one 
  or more spell-like effects at the point of impact.  When an 
  arrow strikes a target, check for each listed ability; a single 
  arrow may therefore generate multiple effects upon impact.
  A greymist arrow capable of generating a spell-like effect on 
  impact that misses its target, or fails via check to generate 
  Table 35: Greymist Bow Flavors
  Difficulty 
  Band
  Prefix
  Enhancement 
  Bonus
  Trail Effect
  Impact Effects
    Low
  Minor
  +1
  darkness 5’ wide (1x/day)
  -
    Moderate
  Lesser
  +2
  darkness 5’ wide (3x/day)
  darkness (1x/day)
    Advanced
  Greater
  +3
  darkness 5’ wide (5x/day)
  darkness (3x/day); blindness/deafness (1x)
    Elite
  Elite
  +4
  darkness 5’ wide (5x/day)
  darkness (5x/day); blindness/deafness (3x); 
  bestow curse (1x/day)
  Table 36: Greymist Arrow Flavors
  Difficulty Band
  Prefix
  Enhancement Bonus
  Reusability
  Impact Effects
    Low
  Minor
  +1
  25%
  -
    Moderate
  Lesser
  +2
  50%
  darkness (50%)
    Advanced
  Greater
  +3
  75%
  darkness (75%); blindness/deafness (25%)
    Elite
  Elite
  +4
  100%
  darkness (100%); blindness/deafness (50%); 
  bestow curse (25%)
  
  222
  Magic Items
  any spell-like effects, still counts as having been fired and 
  expended, and loses its capabilities unless it succeeds in the 
  reusability check described above.
  Effect: Greymist Bow & Arrows
  Used in combination, a greymist bow firing greymist arrows 
  benefits from a superset of the abilities of both artifact 
  components used.
  In summary, fired greymist arrows are more likely to be 
  reusable, and the chances for generating spell-like effects on 
  impact are greatly increased so as to be automatic.
  The combined effect summary only mentions differences in 
  effect over and above the individual component capabilities.
  Synergy & Sets
  Greymist bows and arrows benefit from being used in 
  combination as described above.
  Discovery
  These weapons are favorites of Rangers and Druids alike, 
  and are nearly always found in the forests or jungles 
  frequented by those classes, or the underground reaches to 
  be found beneath.
  A knowledgable handoff from an informed current owner, or 
  research, is required to make use of the equipment’s effects 
  that require a trigger or activation.
    At the GM’s discretion, knowledge of how this device 
  functions can simply be assumed to be automatic.  This 
  can streamline gameplay considerably and allow the 
  wielder to immediately gain the benefit of the greymist 
  bow and arrows’ capabilities.
  Ubiquity
  Greymist bows are rare, though more frequently found 
  among Rangers, particularly those who dwell in or delve into 
  the underdark.
  Greymist arrows are somewhat more common, though 
  typically found only in clusters of 
    2d4.
  Notoriety
  The weapon and its ammunition appear unusual, but 
  may simply be chalked by unlookers up to the sometimes 
  hermitlike habits of Rangers in general.
  Quirks of Ownership
  None.
  History & Background
  Greymist bows were first carved from a now-extinct form of 
  tree that had a latent sort of sentience.
  Thousands of years ago, the greyoak grew sparsely, often as 
  a solitary tree amidst hundreds of others in the deep wood.  
  Greyoaks always thrived, however, and were nearly always 
  the tallest in their cluster.  Their trunks were legendarily 
  tough, and survived any ecological disaster one might think 
  of.  Their branches seemed to be able to shift, very slowly 
  over the course of weeks, but definitely noticeable, to 
  capture light and resources more effectively.
  For generations, Rangers of the deep forest would harvest 
  wood from fallen greyoaks, particularly for bows and arrows.  
  These were the first greymist artifacts, and the ones we 
  still find today, as the weapons and ammunition are nearly 
  indestructible unless intentionally damaged or destroyed.
  It was not until many generations of this practice that Druid 
  seers determined that greyoaks were actually living, sentient 
  creatures, capable of pain and a very long-term form of 
  communication.  It was then decreed that to take wood from 
  a dead greyoak was a crime.
  This was a controversial stance, as re-use of natural 
  resources was a respectful aspect of normal forest life, and 
  there had been no ill intent in forging weapons from the 
  husks of trees, just as there would likely be no ill purpose 
  from harvesting from dead sentients.
  On the sly, greymist bows and arrows have continued to 
  be produced, though as a result of the decree which most 
  Druidic cultures and Rangers generally observe, the practice 
  has taken on a slightly sinister undertone.
  Rumors & Lore
  The following snippets of conversation, convoluted retelling, 
  misunderstanding, urban myth, hearsay, and outright lie 
  are usable as additional incentives for the PCs to uncover 
  mysteries about the town.
  There are two ways to use this FlexTable:
  First, if the PCs are actively searching for information, you 
  can make a 
    Skill Check and look up the result.  If you 
  come to a result that has already been discovered by the PCs, 
  at the GM’s discretion, you may pick a result with a lower DC 
  and read that instead.  
  The party may use 
    Knowledge (Local) or Diplomacy in 
  this manner; the DC listed applies equally to either of these 
  skills.  Alternately, a PC may use Knowledge (History), but 
  with a -4 circumstance penalty (as knowledge of general 
  history will apply in only a limited basis to any immediate 
  vicinity, and the greymist bow is not really location-bound or 
  related).
  Alternately, if a specific quest explicitly rewards the PCs 
  with a piece of lore, you may simply roll on the appropriate 
  Context and read the result.  In such a circumstance, a Skill 
  Check is not required.
  Generally speaking, the information in this FlexTable may be 
  inserted into your campaign as foreshadowing for eventually 
  revealing a greymist bow, or as a means of introducing a plot 
  hook into the Quests listed herein.
  • 
    Use Context A: 
  As a default, or if no other context specifically applies to 
  the circumstances.
  • 
    Use Context B: 
  If the party is attempting to gather information from 
  a Key NPC.  Any named NPC is a “key” NPC for these 
  purposes.
  
  223
  Magic Items
  FlexTable 31: Greymist Bow & Arrows Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  Long ago, Rangers forged 
  magic weapons out of special 
  trees.
    True.  This is how the weaponry 
  was first crafted.
  15-29
  15-30
  15-30
  01-30
  15
  Greyoak trees used to exist 
  over a thousand years 
  ago.  They say its wood was 
  particularly durable and 
  imbued with magic.
    True.  This does describe greyoak.
  30-44
  31-45
  31-45
  31-39
  19
  Greymist bows are magical 
  artifacts created from the 
  wood of a now-extinct tree.
    True.  This is how the weapons 
  were forged.
  45-59
  46-60
  46-60
  40-49
  17
  Greymist arrows can trail a 
  line of magical smoke, and 
  create magical effects upon 
  impact.
    True.  This summarizes many of the 
  weapon’s qualities.
  60-74
  60-69
  60-69
  50-59
  21
  Greymist bows can produce 
  darkness and curselike effects 
  from fired arrows.
    True.  This describes some of the 
  features of the weapon.
  75-89
  70-97
  70-94
  60-69
  13
  Greymist arrows create a 
  noxious mist that will poison 
  any who breathe it.
    False.  The arrows do not do this.
  90-00
  98-00
  95-00
  70-00
  14
  Greymist bows can fire mist 
  arrows, a ghostly incorporeal 
  missile that harms only other 
  incorporeal beings.
    False.  Though this sounds like an 
  interesting artifact unto itself!
  • 
    Use Context C: 
  If the party is gathering information from generic 
  townsfolk, or NPCs without specific names.  For example, 
  Townsfolk.
  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  unstructured manner.
  Hooks & Integration
  If you’re looking for an excuse to introduce a greymist bow 
  into your gaming sessions beyond simply “the ranger drops a 
  sinister-looking bow”, here are some ideas.  
  Of course, as a GM, you are by no means bound to selecting 
  from among these… but it’s always useful to have some 
  inspiration or something to get started quickly.
  Class-Based Hooks
  These connections and motivations are based on the 
  presence of one or more characters in the party who have at 
  least one level in a particular class.  
  As GM, you may judge that only one of these is a sufficient 
  motivator; alternately, you can combine multiple class hooks 
  to provide the entire party a believable reason to pursue 
  someone who may be in the possession of a greymist bow.
  Paladins & Clerics
  Non-Good Clerics might be best attunted to this equipment.  
  Although the darkness that arises as an effect from these 
  items is not inherently evil, Good classes may be wary of the 
  possible connotations of their use.
  Rogues
  Ranged-attack-focused Rogues can make excellent use of 
  greymist bows and arrows, particularly in the context of 
  assassinations.
  Martial Characters
  Ranged-weaponry Fighters are probably most skilled at these 
  weapons.  
  However, a few greymist arrows can be excellent tools in the 
  right situation regardless of one’s skill set.
  Arcane Classes
  As most arcanists lack bow skill, these weapons are unlikely 
  to be of much use to Sorcerers, Wizards, and the like.
  Monks, Rangers, and Druids
  Rangers and Druids in particular are excellent candidates 
  for using this equipment, as it originates from their orders.  
  Monks, too, can make favorable use of greymist equipment, 
  assuming some skill in ranged weaponry.
  General Hooks
  These hooks are not linked directly to any particular race, 
  class, or other party element, and can be deployed as the 
  GM sees fit as best matches the play style and existing 
  
  224
  Magic Items
  motivations of the party.
  Walk the Blinding Path
  A Ranger is lost and stranded, wounded to the point of 
  immobility.  He has a greymist bow and arrows, however, 
  and uses them to create darkness trails, hoping it might lead 
  to rescue.
  The PCs come upon one of these trails, and investigate.
  This scenario forms the basis of the Quest below.
  Collector
  “It belongs in a museum” is an easy sentiment to advocate.  
  Far more honest, however, is the Collector: someone who 
  more accurately states “it belongs in my museum”.
  A Collector, or group thereof, asks the PCs to retrieve a 
  greymist bow and some greymist arrows from their current 
  wielder, and to return it so that it might be stored among 
  other valuables.
  This angle plays particularly well with Lawfully-aligned 
  classes, or PCs whose class, creed, Faction, or other 
  involvement would guide them toward a balance.
  Obfuscate & Escape
  The PCs are on the run through dense terrain, pursued by 
  NPCs intent on their capture or demise.  
  Using a greymist bow and/or arrows might help them secure 
  escape.
  Quests
  Another, more thorough, means of introducing a greymist 
  bow & arrows is via the following Quest.
    This Quest may be inserted into any campaign setting 
  or adventure, either as a “side quest”, or as a tie-in or 
  kickoff to a larger storyline.
    Quest: Walk the Blinding Path
    Summary: An immobile Ranger uses a greymist bow 
  and arrow to create lines of darkness, hoping to secure a 
  rescue.  The PCs happen upon one of these.
    Rewards:   
    400 gp / 
    2,100 gp / 
    6,400 gp / 
    12,000 gp; up to 
    2 Reward Stars; greymist bow & 
  arrows
    Locations: Any.
    Key NPCs: Any.
    Kickoff: Random Encounter.
    Description:
  The PCs happen upon a 5’ wide trail of magical darkness.  
  There is nothing else unusual, damaging, or volatile about 
  the trail, except that it exists, and is shaped so.
  If the PCs follow it, it leads in a straight line to a small 
  clearing in the terrain (forest, jungle, caverns, etc.).  Amidst 
  it is a Ranger, lying on the ground, barely able to clutch an 
  ornate and vaguely sinister-looking longbow.
  He appears to be cripplingly wounded; his ankle is shattered 
  and he suffers many other, smaller lacerations and gouges.  
  Still alive for now, he tells the tale quickly of fighting off a 
  group of monsters, successfully, but not without cost.
  He has been firing greymist arrows periodically into the 
  terrain for three days, in the hope that someone would see, 
  and come help.
  The Ranger offers the party all the gold he has, and his 
  greymist bow and arrows, if they heal or help him get back to 
  town.
    If the PCs walk away, and ignore the plea, there is no 
  impact, other than perhaps to their character if they are 
  Good-aligned in any manner.
    If the PCs heal the man, he will deliver his greymist bow, 
  and 
    2d4+2 greymist arrows.  He will also give them 
  the gold reward described.
    Healing the man, and/or escorting or carrying him back 
  to town to make sure he arrives intact and can recover, is 
  worth all of the above rewards, plus 
    2 Reward Stars.
  
  225
  Magic Items
  Greymist Bow Wielder
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Ranger 1
  Ranger 6
  Ranger 10
  Ranger 14
  Size / Aln
  Medium CN 
  Half-Elf
  Medium CN 
  Half-Elf
  Medium CN 
  Half-Elf
  Medium CN 
  Half-Elf
  HP
  9
  35
  59
  93
  Armor 
  Class
  16
  18
  19
  20
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  9 (+1) 
  DEX  18 (+6) 
  CON  9 (-1) 
  INT  11 (+0) 
  WIS  16 (+3) 
  CHA  13 (+1)
  STR  9 (+2) 
  DEX  20 (+8) 
  CON  9 (-1) 
  INT  11 (+0) 
  WIS  16 (+3) 
  CHA  13 (+1)
  STR  9 (+3) 
  DEX  20 (+9) 
  CON  9 (-1) 
  INT  11 (+0) 
  WIS  18 (+4) 
  CHA  13 (+1)
  STR  9 (+4) 
  DEX  20 (+10) 
  CON  11 (+0) 
  INT  11 (+0) 
  WIS  18 (+4) 
  CHA  13 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 15
  Passive Perception 16
  Passive Perception 18
  Passive Perception 19
  Languages Common, Draconic, Dwarvish, Elvish, Giant, Halfling
  Attacks
  Ranged Longbow ) --> 150 
  ft.’: +6 (1d8+4); 600 ft.’: +6 
  (1d8+4)
  Melee Dagger +6 (1d4+4)
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+4); 60 ft.’: +6 
  (1d4+4)
  Melee Spear +6 (1d6+4)
  Ranged Spear (Thrown) 20 
  ft.’: +6 (1d6+4); 60 ft.’: +6 
  (1d6+4)
  Ranged +1 Longbow ) --> 
  150 ft.’: +11/+11 (1d8+6); 
  600 ft.’: +11/+11 (1d8+6)
  Melee Dagger +8/+8 
  (1d4+5)
  Ranged Dagger (Thrown) 20 
  ft.’: +8/+8 (1d4+5); 60 ft.’: 
  +8/+8 (1d4+5)
  Melee Spear +8/+8 (1d6+5)
  Ranged Spear (Thrown) 20 
  ft.’: +8/+8 (1d6+5); 60 ft.’: 
  +8/+8 (1d6+5)
  Ranged +2 Longbow ) --> 
  150 ft.’: +13/+13 (1d8+7); 
  600 ft.’: +13/+13 (1d8+7)
  Melee Dagger +9/+9 
  (1d4+5)
  Ranged Dagger (Thrown) 
  20 ft.’: +9/+9 (1d4+5); 60 
  ft.’: +9/+9 (1d4+5)
  Melee Spear +9/+9 (1d6+5)
  Ranged Spear (Thrown) 20 
  ft.’: +9/+9 (1d6+5); 60 ft.’: 
  +9/+9 (1d6+5)
  Ranged +3 Longbow ) --> 
  150 ft.’: +15/+15 (1d8+8); 
  600 ft.’: +15/+15 (1d8+8)
  Melee Dagger +10/+10 
  (1d4+5)
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10 (1d4+5); 60 
  ft.’: +10/+10 (1d4+5)
  Melee Spear +10/+10 
  (1d6+5)
  Ranged Spear (Thrown) 20 
  ft.’: +10/+10 (1d6+5); 60 
  ft.’: +10/+10 (1d6+5)
  Special
  -
  -
  -
  -
  CN; Medium Humanoid (Half-Elf)
  
  226
  Magic Items
  Special Abilities
  Ability Score Increase Your Charisma score increases by 2, and two other 
  ability scores of your choice increase by 1.
  Darkvision Thanks to your elf blood, you have superior vision in dark and 
  dim conditions. You can see in dim light within 60 feet of you as if it were 
  bright light, and in darkness as if it were dim light. You can’t discern color 
  in darkness, only shades of gray.
  Fey Ancestry You have advantage on all saving throws against being 
  charmed or put to sleep.
  Languages You can speak, read, and write Common, Elvish, and one extra 
  language of your choice.
  Escape the Horde Opportunity attacks against you are made with 
  disadvantage.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Favored Enemy Beginning at 1st level, you have significant experience 
  studying, tracking, hunting, and even talking to a certain type of 
  enemy. Choose a type of favored enemy: aberrations, beasts, celestials, 
  constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, 
  plants, or undead. Alternatively, you can select two races of humanoid 
  (such as gnolls and orcs) as favored enemies. You have advantage on 
  Wisdom (Survival) checks to track your favored enemies, as well as on 
  Intelligence checks to recall information about them. When you gain 
  this feature, you also learn one language of your choice that is spoken by 
  your favored enemies, if they speak one at all. You choose one additional 
  favored enemy, as well as an associated language, at 6th and 14th level. 
  As you gain levels, your choices should reflect the types of monsters you 
  have encountered on your adventures.
  Giant Killer When a Large or larger creature within 5 feet of you hits 
  or misses you with an attack, you can use your reaction to attack that 
  creature immediately after its attack, provided that you can see the 
  creature.
  Hide in Plain Sight Starting at 10th level, you can spend 1 minute 
  creating camouflage for yourself. You must have access to fresh mud, 
  dirt, plants, soot, and other naturally occurring materials with which to 
  create your camouflage. Once you are camouflaged in this way, you can 
  try to hide by pressing yourself up against a solid surface, such as a tree 
  or wall, that is at least as tall and wide as you are. You gain a +10 bonus to 
  Dexterity (Stealth) checks as long as you remain there without moving or 
  taking actions. Once you move or take an action or a reaction, you must 
  camouflage yourself again to gain this benefit.
  Hunter Emulating the Hunter archetype means accepting your place as 
  a bulwark between civilization and the terrors of the wilderness. As you 
  walk the Hunter’s path, you learn specialized techniques for fighting the 
  threats you face, from rampaging ogres and hordes of orcs to towering 
  giants and terrifying dragons.
  Hunter’s Prey At 3rd level, you gain one of the following features of your 
  choice.
  Land’s Stride Starting at 8th level, moving through nonmagical difficult 
  terrain costs you no extra movement. You can also pass through 
  nonmagical plants without being slowed by them and without taking 
  damage from them if they have thorns, spines, or a similar hazard. In 
    Low
    Moderate
    Advanced
    Elite
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Favored Enemy, Natural 
  Explorer, Oozes, Grassland
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Extra Attack, Favored 
  Enemy, Fighting Style, Giant 
  Killer, Hunter, Hunter’s 
  Prey, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Archery, Beasts, 
  Oozes, Forest, Grassland
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Defensive Tactics, Escape 
  the Horde, Extra Attack, 
  Favored Enemy, Fighting 
  Style, Giant Killer, Hide 
  in Plain Sight, Hunter, 
  Hunter’s Prey, Land’s 
  Stride, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Archery, Beasts, 
  Oozes, Forest, Grassland, 
  Mountain
  Spellcaster Spell Slots, Ability 
  Score Increase, Darkvision, 
  Fey Ancestry, Languages, 
  Skill Versatility, Ability Score 
  Improvement, Defensive 
  Tactics, Escape the Horde, 
  Extra Attack, Favored Enemy, 
  Fighting Style, Giant Killer, 
  Hide in Plain Sight, Hunter, 
  Hunter’s Prey, Land’s Stride, 
  Multiattack, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, Spell 
  Slots, Vanish, Volley, Archery, 
  Beasts, Humanoids, Oozes, 
  Forest, Grassland, Mountain
  Spell-
  casting
  -
  Save DC 14; Spell Atk +6
  2nd: lesser restoration; pass 
  without trace
  1st: fog cloud; hunter’s 
  mark; longstrider; speak with 
  animals
  Save DC 16; Spell Atk +8
  3rd: plant growth; 
  protection from energy
  2nd: lesser restoration; pass 
  without trace; silence
  1st: fog cloud; hunter’s 
  mark; longstrider; speak 
  with animals
  Save DC 17; Spell Atk +9
  4th: conjure woodland 
  beings
  3rd: plant growth; protection 
  from energy; wind wall
  2nd: lesser restoration; pass 
  without trace; silence
  1st: fog cloud; hunter’s 
  mark; longstrider; speak with 
  animals
  Equipment
  Longbow; studded 
  leather armor; arrows 
  (20x); spear; dagger
  +1 Longbow; +1 studded 
  leather armor; arrows 
  (20x); spear; dagger
  +2 Longbow; +2 studded 
  leather armor; arrows 
  (20x); spear; dagger
  +3 Longbow; +3 studded 
  leather armor; arrows 
  (20x); spear; dagger
  
  227
  Magic Items
  addition, you have advantage on saving throws against plants that are 
  magically created or manipulated to impede movement, such those 
  created by the entangle spell.
  Natural Explorer You are particularly familiar with one type of natural 
  environment and are adept at traveling and surviving in such regions. 
  Choose one type of favored terrain: arctic, coast, desert, forest, grassland, 
  mountain, swamp, or the Underdark. When you make an Intelligence or 
  Wisdom check related to your favored terrain, your proficiency bonus is 
  doubled if you are using a skill that you’re proficient in. While traveling for 
  an hour or more in your favored terrain, you gain the following benefits: 
  * Difficult terrain doesn’t slow your group’s travel. * Your group can’t 
  become lost except by magical means. * Even when you are engaged in 
  another activity while traveling (such as foraging, navigating, or tracking), 
  you remain alert to danger. * If you are traveling alone, you can move 
  stealthily at a normal pace. * When you forage, you find twice as much 
  food as you normally would. * While tracking other creatures, you also 
  learn their exact number, their sizes, and how long ago they passed 
  through the area. You choose additional favored terrain types at 6th and 
  10th level.
  Primeval Awareness Beginning at 3rd level, you can use your action 
  and expend one ranger spell slot to focus your awareness on the region 
  around you. For 1 minute per level of the spell slot you expend, you 
  can sense whether the following types of creatures are present within 
  1 mile of you (or within up to 6 miles if you are in your favored terrain): 
  aberrations, celestials, dragons, elementals, fey, fiends, and undead. This 
  feature doesn’t reveal the creatures’ location or number.
  Vanish Starting at 14th level, you can use the Hide action as a bonus 
  action on your turn. Also, you can’t be tracked by nonmagical means, 
  unless you choose to leave a trail.
  Volley You can use your action to make a ranged attack against any 
  number of creatures within 10 feet of a point you can see within your 
  weapon’s range. You must have ammunition for each target, as normal, 
  and you make a separate attack roll for each target.
  Archery You gain a +2 bonus to attack rolls you make with ranged 
  weapons.
  Beasts Advantage on Wisdom (Survival) checks to track Beasts, as well as 
  on Intelligence checks to recall information about them. You also learn 
  one language of your choice that is spoken by your favored enemies, if 
  they speak one at all.
  
  228
  Magic Items
  Grimscraper
    Grimscraper (weapon)
  Value:  
    2,900 gp / 
    18,000 gp /   
    64,000 gp / 
    132,000 gp
  Weight 1/2 lb.; Materials steel; Nature magical; Aura 
  moderate transmutation, necromancy [poison, curse, disease, 
  evil]; Slot weapon (simple, light, melee, one-handed)
  CL:  
    8th / 
    12th / 
    14th / 
    16th
  Base Weapon Profile:
    Weight 1/2 lb; Dmg 1d4 (1d3 S); Critical 19-20/
  x2; Type Piercing or Slashing; Class Simple, Light, One-
  Handed (Melee) 
  Effect Summary: 
    Treat as a +1 weapon in all respects;  
  0% self-poison chance for poisons applied;  
  25% chance each use that applied poison dose is not 
  consumed;  
  bestow curse effect in creature damaged this combat 
  round (1x/day, Wis DC 16 negates)
    Treat as a +2 weapon in all respects;  
  0% self-poison chance for poisons applied;  
  applied poisons benefit from accelerate poison effect; 
  50% chance each use that applied poison dose is not 
  consumed; 
  bestow curse effect in creature damaged this combat 
  round (3x/day, Wis DC 18 negates); 
  contagion effect in creature damaged this combat round 
  (1x/day, Constitution DC 16 negates)
    Treat as a +3 weapon in all respects;  
  0% self-poison chance for poisons applied;  
  60% chance each use that applied poison dose is not 
  consumed;  
  bestow curse effect in creature damaged this combat 
  round (5x/day, Wis DC 19 negates); 
  contagion effect in creature damaged this combat round 
  (3x/day, Constitution DC 18 negates); 
  epidemic effect in creature critically hit and damaged this 
  combat round (1x/week, Constitution DC 20 negates)
    Treat as a +4 weapon in all respects;  
  0% self-poison chance for poisons applied;  
  80% chance each use that applied poison dose is not 
  consumed;  
  bestow curse effect in creature damaged this combat 
  round (5x/day, Wis DC 20 negates); 
  contagion effect in creature damaged this combat round 
  (5x/day, Constitution DC 20 negates); 
  wielder can cast insect plague as a full-round action (1x/
  week, Constitution DC 21 negates)
  Description
  A version of a fingerblade (p 201) imbued with evil, these 
  tiny weapons cause combat damage and inflict poison, curse, 
  and disease, and can slay weak foes outright at a touch.
  Effect
  A grimscraper shares many qualities with fingerblades, 
  including its enhancement bonus.
  All forms of grimscraper offer the safety of reducing the 
  chance of accidental self-poisoning during the application 
  of poison to the weapon to 0%.
  Touch spells or spell-like effects cast or generated by the 
  wielder, delivered via the grimscraper, automatically benefit 
  from the Toxic Spell metamagic feat.  The spell cast is not 
  affected in any other way; specifically, its spell level and 
  spell slot remain unaffected.
  With advanced versions, poisons applied to the grimscraper 
  benefit from an accelerate poison effect automatically.
  Poisons applied to the grimscraper and used in combat may 
  become durable, and remain on the weapon to use again.  
  After a successful strike involving poison is resolved, check 
  against the chance listed; if successful, the poison remains 
  on the grimscraper and fully usable.  There is no limit to the 
  number of times this effect may be triggered, meaning that 
  theoretically, a single dose of applied poison may be reused 
  countless times so long as the checks keep being made.
  Finally, a grimscraper may be used to generate a range of 
  spell-like effects.  Each requires a standard action to invoke 
  unless otherwise specified, and no more than one may be 
  generated in a given round.  These effects are frequency-
  limited, and the frequencies are bounded by the weapon, 
  not by the wielder; giving a depleted grimscraper to another 
  person does not recharge it in any way.  The number of uses 
  for each effect resets in full after the time period specified 
  elapses from first use of a full charge of that ability.
  Synergy & Sets
  None.  Grimscrapers are standalone items, and do not gain 
  
  229
  Magic Items
  further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  Grimscrapers are most commonly discovered on the bodies of 
  the dead, entombed with the corpse of their last user.
  Occasionally, one might be in use by a practicing 
  necromancer, or even more rarely, for sale in a magic items 
  shop of ill repute.
  The activateable abilities of the grimscraper require either 
  extensive research, or a knowledgable handoff from an 
  informed current owner.
    At the GM’s discretion, knowledge of how this device 
  functions can simply be assumed to be automatic.  
  This can streamline gameplay considerably and allow 
  the wielder to immediately gain the benefit of the 
  grimscraper’s capabilities.
  Ubiquity
  Grimscrapers are very rare.  Only a few dozen are known to 
  have been produced, ever.
  Notoriety
  Grimscrapers appear as evil, vile devices of torture and 
  death, even to those who have never seen them in person or 
  have never heard of them.
  It’s impossible to view one without drawing definite 
  conclusions about the owner.  Thankfully, they’re also quite 
  easily concealed, so a cautious wielder need never worry 
  about others.
  Quirks of Ownership
  Other than the reception mentioned above, none.
    At the GM’s option, prolonged use of an evil item by 
  good- and/or lawfully-aligned characters may pose 
  a greater and more severe risk to their nature.  It’s 
  unnatural, and feels unnatural, to make extended 
  and continued use of such a vile artifact without the 
  alignment to match.   
   
  The GM, and players, are encouraged to recognize this 
  effect, and to consider roleplaying it if these items form a 
  large presence in your campaign.
  History & Background
  Grimscrapers evolved as a custom-crafted, necromantic 
  variant of the fingerblade, which in turn was created as a 
  variant of a surgical instrument.
  When the wizard and blacksmith who were commissioned to 
  invent the fingerblade set up shop hundreds of miles away 
  from the town where they created it, they catered to a wide 
  variety of clientele.  Some were adventurers looking for a 
  convenient offhand weapon.  Others were looking for a tool, 
  much in the vein of the weapon’s original intent.
  And some were looking for a vile weapon, to be used to 
  either slice apart corpses, or create them.
  Despite some degree of moral qualm, the pair worked on 
  many commissioned variants of the fingerblade that clearly 
  had no decent application.
  One of these was the grimscraper, a particularly horrid and 
  potent artifact.  After its initial success, they briefly catered 
  to a few dozen necromancers, but then stopped the practice, 
  fearing that if they went too far down that path, things 
  would not turn out too well for them.
  Rumors & Lore
  The following snippets of conversation, convoluted retelling, 
  misunderstanding, urban myth, hearsay, and outright lie 
  are usable as additional incentives for the PCs to uncover 
  mysteries about the town.
  There are two ways to use this FlexTable:
  First, if the PCs are actively searching for information, you 
  can make a 
    Skill Check and look up the result.  If you 
  come to a result that has already been discovered by the PCs, 
  at the GM’s discretion, you may pick a result with a lower DC 
  and read that instead.  
  The party may use 
    Knowledge (Local) or Diplomacy in 
  this manner; the DC listed applies equally to either of these 
  skills.  Alternately, a PC may use Knowledge (History), but 
  with a -4 circumstance penalty (as knowledge of general 
  history will apply in only a limited basis to any immediate 
  vicinity, and a grimscraper is not really location-bound or 
  related).
  Alternately, if a specific quest explicitly rewards the PCs 
  Table 37: Grimscraper Flavors
  Difficulty Band
  Prefix
  Enhancement Bonus
  Poison Reuse
  Spell-Like Effects
    Low
  Minor
  +1
  25%
  bestow curse (1x/day, Wis DC 16)
    Moderate
  Lesser
  +2
  50%
  bestow curse (3x/day, Wis DC 18);  
  contagion (1x/day; Con DC 16)
    Advanced
  Greater
  +3
  60%
  bestow curse (5x/day, Wis DC 19);  
  contagion (3x/day; Con DC 18)
    Elite
  Elite
  +4
  80%
  bestow curse (5x/day, Wis DC 20);  
  contagion (5x/day; Con DC 20); 
  insect plague (1x/week; Con DC 21)
  
  230
  Magic Items
  with a piece of lore, you may simply roll on the appropriate 
  Context and read the result.  In such a circumstance, a Skill 
  Check is not required.
  Generally speaking, the information in this FlexTable may be 
  inserted into your campaign as foreshadowing for eventually 
  revealing a grimscraper, or as a means of introducing a plot 
  hook into the Quests listed herein.
  • 
    Use Context A: 
  As a default, or if no other context specifically applies to 
  the circumstances.
  • 
    Use Context B: 
  If the party is attempting to gather information from 
  a Key NPC.  Any named NPC is a “key” NPC for these 
  purposes.
  • 
    Use Context C: 
  If the party is gathering information from generic 
  townsfolk, or NPCs without specific names.  For example, 
  Townsfolk.
  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  unstructured manner.
  Hooks & Integration
  If you’re looking for an excuse to introduce a grimscraper 
  into your gaming sessions beyond simply “the necromancer 
  drops a vile-looking finger gadget”, here are some ideas.  
  Of course, as a GM, you are by no means bound to selecting 
  from among these… but it’s always useful to have some 
  inspiration or something to get started quickly.
  Class-Based Hooks
  These connections and motivations are based on the 
  presence of one or more characters in the party who have at 
  least one level in a particular class.  
  As GM, you may judge that only one of these is a sufficient 
  motivator; alternately, you can combine multiple class hooks 
  to provide the entire party a believable reason to pursue 
  someone who may be in the possession of a grimscraper.
  Paladins & Clerics
  These classes, with the exception of Evil Clerics, would shy 
  away from a grimscraper at all costs, excepting to secure it 
  against possible use by the evil, or to destroy it.
  Evil Clerics might well use it in ritual, or to add to their 
  mystique.
  Rogues
  Rogues might use a grimscraper effectively as an 
  assassination tool.
  Martial Characters
  Most martial classes will have grander damage-dealing 
  implements to make use of, but a grimscraper can 
  nevertheless be a very useful offhand weapon, or backup 
  weapon.
  Arcane Classes
  The target audience for a grimscraper, particularly 
  necromancers.
  Monks, Rangers, and Druids
  These classes all make lethal use of small, light, and nimble 
  weaponry; the grimscraper combines all of those features 
  with some additional potency to boot.
  General Hooks
  These hooks are not linked directly to any particular race, 
  class, or other party element, and can be deployed as the 
  GM sees fit as best matches the play style and existing 
  motivations of the party.
  More Harm Than Good
  A local apothecary-turned-healer is using a grimscraper 
  to poison, curse, and infect patients.  The village seems to 
  think it may have a more natural cause; the PCs are asked to 
  investigate.
  This scenario forms the basis of the Quest below.
  Collector
  “It belongs in a museum” is an easy sentiment to advocate.  
  Far more honest, however, is the Collector: someone who 
  more accurately states “it belongs in my museum”.
  A Collector, or group thereof, asks the PCs to retrieve a 
  grimscraper from its current wielder, and to return it so that 
  it might be stored among other valuables.
  This angle plays particularly well with Lawfully-aligned 
  classes, or PCs whose class, creed, Faction, or other 
  involvement would guide them toward a balance.
  Ritual Runoff
  A local church has been performing sacrifices with the help 
  of a bizarre blade.
  Disease has begun to run rampant in town, and authorities 
  are convinced they have traced it back to dead small 
  creatures involved in these rituals.
  Suspicion is that a diseased, or magic, blade is being used in 
  the rituals.  The party is asked to intervene.
  Quests
  Another, more thorough, means of introducing a grimscraper 
  is via the following Quest.
    This Quest may be inserted into any campaign setting 
  or adventure, either as a “side quest”, or as a tie-in or 
  kickoff to a larger storyline.
    Quest: More Harm Than Good
    Summary: The PCs are asked to investigate a string of 
  bizarre infections and curses related to patients of a local 
  apothecary.
    Rewards:   
    400 gp / 
    2,200 gp / 
    6,700 gp 
  / 
    13,000 gp (promised); up to 
    1 Reward Star; 
  grimscraper
    Locations: Any.
    Key NPCs: Any.
  
  231
  Magic Items
  FlexTable 32: Grimscraper Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  11
  A finger-mounted razor exists 
  that inflicts great injury.
    True.  This could also apply to the 
  fingerblade, however.
  15-29
  15-30
  15-30
  01-30
  13
  Long ago, a blacksmith and 
  wizard teamed up to forge 
  magical finger-razors for 
  necromancers.
    True.  Although this was neither 
  their initial nor their full intent, it is 
  accurate.
  30-44
  31-45
  31-45
  31-39
  14
  Necromancers seek a finger-
  mounted blade that inflicts 
  dark injuries beyond the 
  physical.
    True.  This refers to the spell-like 
  abilities of the weapon.
  45-59
  46-60
  46-60
  40-49
  17
  A small, dagger-like finger 
  razor grants the ability to 
  poison its victims.
    True.  This refers to most of the 
  effects of the artifact.
  60-74
  60-69
  60-69
  50-59
  19
  Grimscrapers are magical 
  finger-mounted weapons that 
  inflict magical disease and 
  poison damage.
    True.  This refers mostly to 
  advanced versions.
  75-89
  70-97
  70-94
  60-69
  12
  Grimscrapers are tools used 
  to cull bone fragments from 
  the deceased for use in 
  necromantic concoctions.
    False.  Those employing these 
  devices in such a limited fashion are 
  missing out!
  90-00
  98-00
  95-00
  70-00
  15
  Necromancers value 
  grimscrapers as tools for 
  harvesting life force from 
  smaller creatures in ritual.
    False.  Though grimscrapers are 
  indeed often used by necromancers, 
  in ritual, and in the sacrifice of small 
  creatures, they do not work in the 
  manner described.
    Kickoff: Random Encounter.
    Description:
  Patients have been coming home from a local clinic in worse 
  shape than when they went in.  
  Although this phenomenon appears to be limited to a single 
  apothecary-turned-healer, it is such a pattern that village 
  authorities fear that it may be representative of a broader 
  epidemic.
  They ask the PCs to investigate, and to get to the bottom of 
  things.
    The PCs may ignore the request.  If they do, they will 
  continue to hear stories of people going in to receive 
  treatment or healing, and coming out infected, diseased, 
  and/or cursed.  Perhaps another key NPC the party knows 
  about is one such victim.
    The PCs could investigate.  If they do, they will quickly 
  note the vile-looking instrument the apothecary uses.  
  Questioning him about it yields little information and 
  much muttering and rambling about how he dug it up 
  in a ditch while scouring the graveyard for corpses... a 
  necromantic slip of the tongue he quickly tries to cover 
  up. 
   
  If the PCs confront the apothecary, they realize he is too 
  far gone in his madness to see sense; they will have to 
  kill him if they are to get the weapon away from him.
    Simply turning the apothecary in yields little; the 
  authorities will pay half the promised amount, and then 
  try to take him in themselves.  Whether or not this is 
  successful, and to what extent the PCs have a second 
  opportunity to confront the deranged healer themselves, 
  is left to the GM.
    If the party investigates, confronts the man, and 
  eventually slays him, they benefit from keeping the 
  grimscaper if they wish, along with the full monetary 
  reward and 
    1 Reward Star.
  
  232
  Magic Items
  Grimscraper Wielder
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Wizard 1
  Wizard 6
  Wizard 10
  Wizard 14
  Size / Aln
  Small CE 
  Gnome (Rock)
  Small CE 
  Gnome (Rock)
  Small CE 
  Gnome (Rock)
  Small CE 
  Gnome (Rock)
  HP
  9
  38
  65
  105
  Armor 
  Class
  16
  16
  17
  17
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR  10 (+0) 
  DEX  16 (+3) 
  CON  17 (+3) 
  INT  18 (+6) 
  WIS  8 (+1) 
  CHA  5 (-3)
  STR  10 (+0) 
  DEX  16 (+3) 
  CON  17 (+3) 
  INT  20 (+8) 
  WIS  8 (+2) 
  CHA  5 (-3)
  STR  10 (+0) 
  DEX  18 (+4) 
  CON  17 (+3) 
  INT  20 (+9) 
  WIS  8 (+3) 
  CHA  5 (-3)
  STR  10 (+0) 
  DEX  18 (+4) 
  CON  19 (+4) 
  INT  20 (+10) 
  WIS  8 (+4) 
  CHA  5 (-3)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 9
  Passive Perception 9
  Passive Perception 9
  Passive Perception 9
  Languages Common, Gnomish
  Attacks
  Ranged Crossbow, Light 
  (Small) ) --> 80 ft.’: -1 
  (1d8+3); 320 ft.’: -1 
  (1d8+3)
  Melee Dagger (Small) +5 
  (1d4+3)
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +5 
  (1d4+3); 60 ft.’: +5 
  (1d4+3)
  Ranged +1 Crossbow, 
  Light (Small) ) --> 80 ft.’: 
  +1 (1d8+4); 320 ft.’: +1 
  (1d8+4)
  Melee Dagger (Small) +6 
  (1d4+3)
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +6 (1d4+3); 
  60 ft.’: +6 (1d4+3)
  Ranged +2 Crossbow, 
  Light (Small) ) --> 80 ft.’: 
  +4 (1d8+5); 320 ft.’: +4 
  (1d8+5)
  Melee Dagger (Small) +8 
  (1d4+4)
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +8 
  (1d4+4); 60 ft.’: +8 
  (1d4+4)
  Ranged +3 Crossbow, 
  Light (Small) ) --> 80 ft.’: 
  +6 (1d8+7); 320 ft.’: +6 
  (1d8+7)
  Melee Dagger (Small) +9 
  (1d4+4)
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +9 (1d4+4); 
  60 ft.’: +9 (1d4+4)
  Special
  -
  -
  -
  -
  Proficiencies
  Crossbow (Light), Dagger, Dart, Quarterstaff, Sling
  CE; Small Humanoid (Gnome)
  
  233
  Magic Items
  Special Abilities
  Ability Score Increase Your Intelligence score increases by 2.
  Artificer’s Lore Whenever you make a History check related to magic 
  items, alchemical objects, ar technological devices, you can add twice 
  your proficiency bonus (10), instead of any proficiency bonus you 
  normally appIy.
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it w ere bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Gnome Cunning You have advantage on all Intelligence, Wisdom, and 
  Charisma saving throws against magic.
  Languages You can speak, read, and write Common and Gnomish. The 
  Gnomish language, which uses the Dwarvish script, is renowned for its 
  technical treatises and its catalogs of knowledge about the natural world.
  Tinker You have proficiency with tinker’s tools. Using those tools, you can 
  spend 1 hour and 10 gp worth of materiaIs to construct a Tiny clockwork 
  device (AC 5, 1 hp). The device ceases to function after 24 hours. (unless 
  you spend 1 hour repairing it to keep the device functioning), or when 
  you use your action to dismantle it; at that time, you can reclaim the 
  materiaIs used to create it. You can have up to three such devices active 
  at a time. When you create a device, choose one of the following options: 
  Clockwork Toy: This toy is a clockwork animal or person, such as a frog, 
  mouse, bird, or soldier. When placed on the ground, the toy moves 5 feet 
  across the ground on each of your turns in a random direction. It makes 
  noises as appropriate to the creature it represents. Fire Starter: The device 
  produces a miniature flame, which you can use to light something like a 
  candle, torch, or campfire. Using the device requires your action. Music 
  Box: When opened, this music box plays a single song at a moderate 
  volume. The box stops playing when it reaches the song’s end or when it 
  is closed.
  Tinker’s Tools Proficient with Artisan Tinker’s Tools.
  Arcane Recovery You have learned to regain some of your magical energy 
  by studying your spellbook. Once per day when you finish a short rest, 
  you can choose expended spell slots to recover. The spell slots can have 
  a combined level that is equal to or less than 7, and none of the slots can 
  be 6th level or higher. For example, if you’re a 4th-level wizard, you can 
  recover up to two levels worth of spell slots. You can recover either a 
  2nd-level spell slot or two 1st-level spell slots.
  Empowered Evocation Beginning at 10th level, you can add +5 to the 
  damage roll of any wizard evocation spell you cast. The damage bonus 
  applies to one damage roll of a spell, not multiple rolls.
  Evocation Savant Beginning when you select this school at 2nd level, 
  the gold and time you must spend to copy an evocation spell into your 
  spellbook is halved.
  Overchannel Starting at 14th level, you can increase the power of your 
  simpler spells. When you cast a wizard spell of 5th level or lower that 
  deals damage, you can deal maximum damage with that spell. The first 
  time you do so, you suffer no adverse effect. If you use this feature again 
  before you finish a long rest, you take 2d12 necrotic damage for each 
  level of the spell, immediately after you cast it. Each time you use this 
  feature again before finishing a long rest, the necrotic damage per spell 
  level increases by 1d12. This damage ignores resistance and immunity. 
  The feature doesn’t benefit cantrips.
  Potent Cantrip Starting at 6th level, your damaging cantrips affect even 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, 
  Arcane Recovery, Cantrips, 
  Preparing and Casting 
  Spells, Ritual Casting, 
  Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, Ability 
  Score Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Evocation Savant, 
  Potent Cantrip, Preparing 
  and Casting Spells, Ritual 
  Casting, School of Evocation, 
  Sculpt Spells, Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, 
  Languages, Tinker, Tinker’s 
  Tools, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Empowered 
  Evocation, Evocation 
  Savant, Potent Cantrip, 
  Preparing and Casting 
  Spells, Ritual Casting, 
  School of Evocation, Sculpt 
  Spells, Spellcasting ,
  Spellcaster Spell Slots, Ability 
  Score Increase, Artificer’s 
  Lore, Darkvision, Gnome 
  Cunning, Languages, Tinker, 
  Tinker’s Tools, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Empowered 
  Evocation, Evocation Savant, 
  Overchannel, Potent Cantrip, 
  Preparing and Casting Spells, 
  Ritual Casting, School of 
  Evocation, Sculpt Spells, 
  Spellcasting
  Spell-
  casting
  Save DC 14; Spell Atk +6
  1st: charm person; magic 
  missile
  Save DC 16; Spell Atk +8
  3rd: counterspell; magic 
  ricle; sleet storm
  2nd: arcane lock; blur; 
  invisibility
  1st: charm person; color 
  spray; magic missile; shield
  Save DC 17; Spell Atk +9
  5th: dominate person; 
  passwall
  4th: banishment; 
  hallucinatory terrain; 
  phantasmal killer
  3rd: counterspell; magic 
  ricle; sleet storm
  2nd: arcane lock; blur; 
  invisibility
  1st: charm person; color 
  spray; magic missile; shield
  Save DC 18; Spell Atk +10
  7th: sequester
  6th: magic jar
  5th: dominate person; 
  passwall
  4th: banishment; 
  hallucinatory terrain; 
  phantasmal killer
  3rd: counterspell; magic 
  ricle; sleet storm
  2nd: arcane lock; blur; 
  invisibility
  1st: charm person; color 
  spray; magic missile; shield
  Equipment
  Mace; chain shirt; shield; 
  light crossbow; crossbow 
  bolts (20x)
  +1 Mace; +1 chain mail; 
  +1 shield; light crossbow; 
  crossbow bolts (20x)
  +2 Mace; +2 chain 
  mail; +2 shield; light 
  crossbow; crossbow 
  bolts (20x)
  +3 Mace; +3 chain mail; 
  +3 shield; light crossbow; 
  crossbow bolts (20x)
  
  234
  Magic Items
  creatures that avoid the brunt of the effect. When a creature succeeds on 
  a saving throw against your cantrip, the creature takes half the cantrip’s 
  damage (if any) but suffers no additional effect from the cantrip.
  Ritual Casting You can cast a wizard spell as a ritual if that spell has the 
  ritual tag and you have the spell in your spellbook. You don’t need to have 
  the spell prepared.
  School of Evocation You focus your study on magic that creates powerful 
  elemental effects such as bitter cold, searing flame, rolling thunder, 
  crackling lightning, and burning acid. Some evokers find employment in 
  military forces, serving as artillery to blast enemy armies from afar. Others 
  use their spectacular power to protect the weak, while some seek their 
  own gain as bandits, adventurers, or aspiring tyrants.
  Sculpt Spells Beginning at 2nd level, you can create pockets of relative 
  safety within the effects of your evocation spells. When you cast an 
  evocation spell that affects other creatures that you can see, you can 
  choose a number of them equal to 1 + the spell’s level. The chosen 
  creatures automatically succeed on their saving throws against the spell, 
  and they take no damage if they would normally take half damage on a 
  successful save.
  
  235
  Magic Items
  Hale Harvester
    Hale Harvester (weapon)
  Value:  
    3,100 gp / 
    18,000 gp /  
    41,000 gp / 
    84,000 gp
  Weight 10 lbs.; Materials steel, wood, ichor; Nature 
  magical; Aura moderate enchantment (charm, compulsion) 
  [emotion, mind-affecting]; Slot weapon (martial, two-
  handed, melee)
  CL:  
     6th / 
    10th / 
    12th / 
    14th
  Base Weapon Profile:
    Weight 10 lbs; Dmg 2d4 (1d6 S); Critical x4; 
  Type Piercing or Slashing; Class Martial, Two-Handed 
  (Melee) 
  Effect Summary: 
    30’ radius spell-like effects when triggered, 
  centered on the weapon
    Treat as a +1 weapon in all respects; 
  calm emotions (3x/day, Wis DC 14) 
  charm person (1x/day, Wis DC 15)
    Treat as a +2 weapon in all respects; 
  calm emotions (5x/day, Wis DC 15) 
  charm person (3x/day, Wis DC 16)
    Treat as a +3 weapon in all respects; 
  calm emotions (5x/day, Wis DC 16) 
  charm person (5x/day, Wis DC 17)
    Treat as a +4 weapon in all respects; 
  calm emotions (5x/day, Wis DC 17) 
  charm person (5x/day, Wis DC 18)
  Description
  Incongruously cheery red adorns this somewhat compact 
  scythe, with a yellow ribbon about its base.  It exudes an 
  aura of happiness and glee, such that weaker opponents will 
  wander into the melee in a daze and be struck down happily.
  Effect
  All hale harvesters are magical scythes, and enjoy an 
  enhancement bonus as listed above.
  The weapons also have a number of spell-like effects, each 
  with its own limitation.  These limitations are weapon-based, 
  not user-based; a depleted hale harvester passed to another 
  person does not recharge any of its effect limitations.  Each 
  effect’s charges reset to full a time expentidure after that 
  ability is first used from a full count.
  Each effect requires a full-round action to activate.  Each 
  functions as the spell of the same name, with one major 
  difference: any creatures within the range specified are 
  affected.  For spells that require a single target, the effect 
  generated by the hale harvester is as though each individual 
  in range had been targeted by a separate spell.
  Furthermore, for any creature who fails their save and 
  suffers the effects of the hale harvester, those effects remain 
  for the effect’s duration, even if the affected creature is 
  attacked by the wielder of the hale harvester.  This means 
  that a creature charmed by the weapon may be then struck 
  down by it without resisting.
    This is a potentially tremendously potent effect.  At the 
  GM’s discretion, use of a hale harvester may be limited to 
  once per combat encounter. 
  Synergy & Sets
  None.  Hale harvesters are standalone items, and do not 
  gain further benefit or e ffects from use alongside any other 
  specific equipment.
  Discovery
  These weapons are discovered in treasure caches or as 
  instruments of power in the hands of chaotic or evil demons.
  It is unthinkable that a device of such power and chaos 
  would be for sale in any circumstances.
  Tremendous research, or informed handoff from a 
  knowledgable current owner, is required for a new owner to 
  understand the spell-like effects of the weapon.  Triggering 
  these requires a mental command, somantic movement of 
  the scythe, as well as awareness of the effect that is to be 
  brought about.
    At the GM’s discretion, knowledge of how this device 
  functions can simply be assumed to be automatic.  This 
  can streamline gameplay considerably and allow the 
  wielder to immediately gain the benefit of the hale 
  harvester’s capabilities.
  
  236
  Magic Items
  Ubiquity
  Hale harvesters are tremendously rare; there may be but a 
  handful that exist in the entire Realm.
  Notoriety
  This weapon looks woefully out of place in the hands of 
  anything but a demon, devil, or similar monster.  The fact 
  that it often appears draped in ribbons and decorations in 
  no way deflects attention from the obvious fact that it is a 
  magical scythe of likely ill purpose.
  Quirks of Ownership
  Other than the attention gained per the above description, 
  none.
  History & Background
  Hale harvesters were forged as a means of improving morale 
  in military troops.
  Generals of an ancient army were concerned about their 
  soldiers.  Their foe at the time had begun to employ fire 
  arrows, boiling oil catapaults, and other flame-based 
  weaponry that caused a great deal of fear in the masses.  
  Spirits were already low due to the coldness of the battlefield 
  winter, and the fight itself was not going nearly as smoothly 
  and victoriously as had been promised and prophecized.
  One captain tasked his blacksmith to forge a magical 
  weapon, one that would improve morale, even if it needed to 
  trick or fool the soldiers into a good mood.  
  The hale harvester as we know it was born of that idea.  
  Whether the blacksmith, herself suffering from low morale 
  and depression and fear, had intentionally taken this 
  interpretation of the captain’s command, or whether she 
  simply made a mistake and ended up with something not 
  quite what was intended, will never be known.
  What we do know is the result: the captain led his troops to 
  battle using the harvester, and triggered its abilities on his 
  own soldiers.  They waded into battle without care for their 
  own safety or welfare.  Casualties were 50% in the first ten 
  seconds; after that, the only thing that saved the charmed 
  and lustful soldiers is a fear that resulted in the enemy, 
  seeing troops so willingly march into death without fear.
  Though the immediate purpose was a complete disaster, one 
  general who heard reports of what happened realized the 
  potential in the device, and began to use it against enemies.
  Rumors & Lore
  The following snippets of conversation, convoluted retelling, 
  misunderstanding, urban myth, hearsay, and outright lie 
  are usable as additional incentives for the PCs to uncover 
  mysteries about the town.
  There are two ways to use this FlexTable:
  First, if the PCs are actively searching for information, you 
  can make a 
    Skill Check and look up the result.  If you 
  come to a result that has already been discovered by the PCs, 
  at the GM’s discretion, you may pick a result with a lower DC 
  and read that instead.  
  The party may use 
    Knowledge (Local) or Diplomacy in 
  this manner; the DC listed applies equally to either of these 
  skills.  Alternately, a PC may use Knowledge (History), but 
  with a -4 circumstance penalty (as knowledge of general 
  history will apply in only a limited basis to any immediate 
  vicinity, and a hale harvester is not really location-bound or 
  related).
  Alternately, if a specific quest explicitly rewards the PCs 
  with a piece of lore, you may simply roll on the appropriate 
  Context and read the result.  In such a circumstance, a Skill 
  Check is not required.
  Generally speaking, the information in this FlexTable may be 
  inserted into your campaign as foreshadowing for eventually 
  revealing a hale harvester, or as a means of introducing a plot 
  hook into the Quests listed herein.
  • 
    Use Context A: 
  As a default, or if no other context specifically applies to 
  the circumstances.
  • 
    Use Context B: 
  If the party is attempting to gather information from 
  a Key NPC.  Any named NPC is a “key” NPC for these 
  purposes.
  • 
    Use Context C: 
  If the party is gathering information from generic 
  townsfolk, or NPCs without specific names.  For example, 
  Townsfolk.
  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  unstructured manner.
  Hooks & Integration
  If you’re looking for an excuse to introduce a hale harvester 
  into your gaming sessions beyond simply “the centaur demon 
  Table 38: Hale Harvester Flavors
  Difficulty Band
  Prefix
  Enhancement Bonus
  Spell-Like Effects
    Low
  Minor
  +1
  calm emotions (3x/day, Wis DC 14); charm person (1x/day, Wis DC 15)
    Moderate
  Lesser
  +2
  calm emotions (5x/day, Wis DC 15);  
  charm person (3x/day, Wis DC 16);
    Advanced
  Greater
  +3
  calm emotions (5x/day, Wis DC 16); charm person (5x/day, Wis DC 17)
    Elite
  Elite
  +4
  calm emotions (5x/day, Wis DC 17); charm person (5x/day, Wis DC 18)
  
  237
  Magic Items
  drops a flowery yet grim scythe”, here are some ideas.  
  Of course, as a GM, you are by no means bound to selecting 
  from among these… but it’s always useful to have some 
  inspiration or something to get started quickly.
  Class-Based Hooks
  These connections and motivations are based on the 
  presence of one or more characters in the party who have at 
  least one level in a particular class.  
  As GM, you may judge that only one of these is a sufficient 
  motivator; alternately, you can combine multiple class hooks 
  to provide the entire party a believable reason to pursue 
  someone who may be in the possession of a hale harvester.
  Paladins & Clerics
  Good morale is not a bad thing, and indeed many Paladins 
  and Clerics would classify the original goal as noble.
  However, the implications of charming enemies so as to lead 
  them to their demise seems a bit unfair.  As a result, Paladins 
  and Clerics may shy away from using this weapon.
  Rogues
  Scythes aren’t typical of the Roguish approach to things, but 
  the idea of charming enemies en masse is a very tempting 
  thing.
  Martial Characters
  These classes are tailor-made to wield this weapon.  
  Charming enemies and then cleaving them down en masse is 
  the dream of many Barbarians; Fighters and others too can 
  derive great slaughter from this weapon.
  Arcane Classes
  Although most arcanists are untrained with sycthes, it does 
  match a necromantic, enchantment, or similar approach to 
  magic.  Plus, the ability to suppress a huge amount of enemy 
  risk all with a single ability is quite compelling.
  Monks, Rangers, and Druids
  Despite their potent abilities, these classes can become 
  overwhelmed when faced with many enemies all at once.  As 
  a result, a hale harvester would be a great way of reducing 
  threats.
  General Hooks
  These hooks are not linked directly to any particular race, 
  class, or other party element, and can be deployed as the 
  GM sees fit as best matches the play style and existing 
  motivations of the party.
  Wade Into Battle
  This is a versatile scenario: the party must navigate a region 
  populated with a huge volume of enemies.  Area-affect spells 
  will definitely help, but the quantity should be such that it 
  may overwhelm even the most well-prepared parties.
  To succeed, the PC smay require something like a hale 
  harvester to nullify a huge host of enemies simultaenously.
  This scenario forms the basis of the Quest below.
  Collector
  “It belongs in a museum” is an easy sentiment to advocate.  
  Far more honest, however, is the Collector: someone who 
  more accurately states “it belongs in my museum”.
  A Collector, or group thereof, asks the PCs to retrieve a hale 
  harvester from its current wielder, and to return it so that it 
  might be stored among other valuables.
  This angle plays particularly well with Lawfully-aligned 
  classes, or PCs whose class, creed, Faction, or other 
  involvement would guide them toward a balance.
  Charming Ceremony
  A local church is gleaning record donations from its 
  brethren.  The suspicion is that the new scythe that is 
  used for ceremonies has something to do with this bizarre 
  influence.
  Quests
  Another, more thorough, means of introducing a hale 
  harvester is via the following Quest.
    This Quest may be inserted into any campaign setting 
  or adventure, either as a “side quest”, or as a tie-in or 
  kickoff to a larger storyline.
    Quest: Wade Into Battle
    Summary: The PCs must navigate a region containing 
  a huge host of enemies.  A hale harvester is needed to 
  nullify enemies en masse.
    Rewards:   Up to 
    1 Reward Star; hale harvester
    Locations: Any.
    Key NPCs: Any.
    Kickoff: Random Encounter.
    Description:
  The party needs to get through a certain region of terrain.  
  What this is, where it is located, and where they need to get 
  to on the other side, are all left flexible in service to your 
  campaign setting.
  The scope of this Quest relates to what is in store for the PCs 
  when they get to this region: a huge volume (dozens, if not 
  more) of enemies, attacking en masse.  Perhaps it’s a warren, 
  lair, or nest; perhaps it’s simply that the creatures are highly 
  territorial.
  Whatever the circumstances, area-effect spells may only do 
  so much.  A mass-charming weapon with a radius effect such 
  as the hale harvester has a much better chance of success.
  The PCs may have to steal the scythe, or kill an existing 
  owner, to obtain it.  
  When they use it to successfully traverse the terrain 
  containing the dozens of threats, they gain the XP associated 
  with the kills involved of course, plus 
    1 Reward Star.
  
  238
  Magic Items
  FlexTable 33: Hale Harvester Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  13
  A magic scythe can affect the 
  minds of enemies.
    True.  This scratches the surface, 
  however.
  15-29
  15-30
  15-30
  01-30
  15
  Charming enemies is part of 
  what makes a certain magic 
  scythe so potent.
    True.  More than this, though, it is 
  truly the entirety of what makes the 
  weapon so potent.
  30-44
  31-45
  31-45
  31-39
  17
  Those faced with a hale 
  harvester may lose their minds 
  in rapture to the bearer.
    True.  This could describe many 
  effects of the weapon.
  45-59
  46-60
  46-60
  40-49
  19
  Hale harvesters are magic 
  scythes that cause feelings of 
  uncontrollable attraction in 
  enemies.
    True.  This speaks to many of the 
  device’s powers.
  60-74
  60-69
  60-69
  50-59
  21
  Hale harvesters can charm 
  anyone within 30 feet of the 
  weapon.
    True.  This speaks to the range of 
  the weapon’s abilies.
  75-89
  70-97
  70-94
  60-69
  12
  Hale harvesters grant health 
  benefits to those around the 
  weapon.
    False.  This is likely a 
  misunderstanding of the weapon’s 
  name.
  90-00
  98-00
  95-00
  70-00
  15
  Hale harvesters are weapons 
  that require immense physicla 
  endurance to wield properly.
    False.  No more so than any other 
  scythe.
  
  239
  Magic Items
  Hale Harvester Wielder
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Barbarian 1
  Barbarian 6
  Barbarian 10
  Barbarian 14
  Size / Aln
  Small CN 
  Halfling (Lightfoot)
  Small CN 
  Halfling (Lightfoot)
  Small CN 
  Halfling (Lightfoot)
  Small CN 
  Halfling (Lightfoot)
  HP
  14
  59
  98
  133
  Armor 
  Class
  13
  14
  15
  16
  Speed
  Walk 25’
  Walk 35’
  Walk 35’
  Walk 35’
  Ability 
  Scores / 
  Saves
  STR  16 (+5) 
  DEX  13 (+1) 
  CON  14 (+4) 
  INT  9 (-1) 
  WIS  9 (-1) 
  CHA  16 (+3)
  STR  18 (+7) 
  DEX  13 (+1) 
  CON  14 (+5) 
  INT  9 (-1) 
  WIS  9 (-1) 
  CHA  16 (+3)
  STR  20 (+9) 
  DEX  13 (+1) 
  CON  14 (+6) 
  INT  9 (-1) 
  WIS  9 (-1) 
  CHA  16 (+3)
  STR  20 (+10) 
  DEX  13 (+1) 
  CON  16 (+8) 
  INT  9 (-1) 
  WIS  9 (-1) 
  CHA  16 (+3)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 9
  Passive Perception 9
  Passive Perception 9
  Passive Perception 9
  Languages Common, Halfling
  Attacks
  Melee Glaive (Small) +5 
  (1d10+3)
  Melee Dagger (Small) +5 
  (1d4+3)
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +5 
  (1d4+3); 60 ft.’: +5 
  (1d4+3)
  Melee Sickle (Small) +5 
  (1d4+3)
  Melee +1 Glaive (Small) 
  +8/+8 (1d10+5)
  Melee Dagger (Small) +7/+7 
  (1d4+4)
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +7/+7 
  (1d4+4); 60 ft.’: +7/+7 
  (1d4+4)
  Melee Sickle (Small) +7/+7 
  (1d4+4)
  Melee +2 Glaive (Small) 
  +11/+11 (1d10+7)
  Melee Dagger (Small) 
  +9/+9 (1d4+5)
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +9/+9 
  (1d4+5); 60 ft.’: +9/+9 
  (1d4+5)
  Melee Sickle (Small) +9/+9 
  (1d4+5)
  Melee +3 Glaive (Small) 
  +13/+13 (1d10+8)
  Melee Dagger (Small) 
  +10/+10 (1d4+5)
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +10/+10 
  (1d4+5); 60 ft.’: +10/+10 
  (1d4+5)
  Melee Sickle (Small) 
  +10/+10 (1d4+5)
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  CN; Small Humanoid (Halfling)
  
  240
  Magic Items
  Special Abilities
  Ability Score Increase Your Charisma score increases by 1.
  Brave You have advantage on saving throws against being frightened.
  Halfling Nimbleness You can move through the space of any creature that 
  is of a size larger than yours.
  Languages You can speak, read, and write Common and Halfling. The 
  Halfling language isn’t secret, but halflings are loath to share it with 
  others. They write very little, so they don’t have a rich body of literature. 
  Their oral tradition, however, is very strong. Almost all halflings speak 
  Common to converse with the people in whose lands they dwell or 
  through which they are traveling.
  Lucky When you roll a 1 on an attack roll, ability check, or saving throw, 
  you can reroll the die and must use the new roll.
  Naturally Stealthy You can attempt to hide even when you are obscured 
  only by a creature that is at least one size larger than you.
  Brutal Critical Beginning at 9th level, you can roll 2 additional weapon 
  damage die when determining the extra damage for a critical hit with a 
  melee attack.
  Danger Sense At 2nd level, you gain an uncanny sense of when things 
  nearby aren’t as they should be, giving you an edge when you dodge away 
  from danger. You have advantage on Dexterity saving throws against 
  effects that you can see, such as traps and spells. To gain this benefit, you 
  can’t be blinded, deafened, or incapacitated.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Fast Movement Starting at 5th level, your speed increases by 10 feet 
  while you aren’t wearing heavy armor.
  Feral Instinct By 7th level, your instincts are so honed that you have 
  advantage on initiative rolls. Additionally, if you are surprised at the 
  beginning of combat and aren’t incapacitated, you can act normally on 
  your first turn, but only if you enter your rage before doing anything else 
  on that turn.
  Frenzy Starting when you choose this path at 3rd level, you can go into 
  a frenzy when you rage. If you do so, for the duration of your rage you 
  can make a single melee weapon attack as a bonus action on each of 
  your turns after this one. When your rage ends, you suffer one level of 
  exhaustion (as described in appendix A).
  Path of the Berserker For some barbarians, rage is a means to an end--that 
  end being violence. The Path of the Berserker is a path of untrammeled 
  fury, slick with blood. As you enter the berserker’s rage, you thrill in the 
  chaos of battle, heedless of your own health or well-being.
  Rage In battle, you fight with primal ferocity. On your turn, you can enter 
  a rage as a bonus action. While raging, you gain the following benefits if 
  you aren’t wearing heavy armor: You have advantage on Strength checks 
  and Strength saving throws. When you make a melee weapon attack 
  using Strength, you gain a bonus to the damage roll equal to 3. You have 
  resistance to bludgeoning, piercing, and slashing damage. If you are able 
  to cast spells, you can’t cast them or concentrate on them while raging. 
  Your rage lasts for 1 minute. It ends early if you are knocked unconscious 
  or if your turn ends and you haven’t attacked a hostile creature since your 
  last turn or taken damage since then. You can also end your rage on your 
  turn as a bonus action. Once you have raged the number of times equal 
  to 5, you must finish a long rest before you can rage again.
  Reckless Attack Starting at 2nd level, you can throw aside all concern 
  for defense to attack with fierce desperation. When you make your first 
  attack on your turn, you can decide to attack recklessly. Doing so gives 
  you advantage on melee weapon attack rolls using Strength during this 
  turn, but attack rolls against you have advantage until your next turn.
  Relentless Rage Starting at 11th level, your rage can keep you fighting 
  despite grievous wounds. If you drop to 0 hit points while you’re raging 
  and don’t die outright, you can make a DC 10 Constitution saving throw. 
  If you succeed, you drop to 1 hit point instead. Each time you use this 
  feature after the first, the DC increases by 5. When you finish a short or 
  long rest, the DC resets to 10.
  Retaliation Starting at 14th level, when you take damage from a creature 
  that is within 5 feet of you. you can use your reaction to make a melee 
  weapon attack against that creature.
  Unarmored Defense While you are not wearing any armor, your Armor 
  Class equals 10 + your Dexterity modifier + your Constitution modifier. 
  You can use a shield and still gain this benefit.
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Ability Score Increase, 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Rage, Unarmored 
  Defense
  Ability Score Increase, 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Danger Sense, 
  Extra Attack, Fast Movement, 
  Frenzy, Mindless Rage, Path 
  of the Berserker, Primal 
  Path, Rage, Reckless Attack, 
  Unarmored Defense
  Ability Score Increase, 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Brutal 
  Critical, Danger Sense, Extra 
  Attack, Fast Movement, 
  Feral Instinct, Frenzy, 
  Intimidating Presence, Path 
  of the Berserker, Primal 
  Path, Rage, Reckless Attack, 
  Unarmored Defense
  Ability Score Increase, 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Brutal Critical, 
  Danger Sense, Extra Attack, 
  Fast Movement, Feral 
  Instinct, Frenzy, Path of the 
  Berserker, Primal Path, Rage, 
  Reckless Attack, Relentless 
  Rage, Retaliation, Unarmored 
  Defense
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Glaive (small); hide 
  armor; dagger (small); 
  sickle (small)
  +1 Glaive (small); +1 hide 
  armor; dagger (small); 
  sickle (small)
  +2 Glaive (small); +2 
  hide armor; dagger 
  (small); sickle (small)
  +3 Glaive (small); +3 hide 
  armor; dagger (small); 
  sickle (small)
  
  241
  Magic Items
  Hellwasp Stinger
    Hellwasp Stinger (arrow or bolt)
  Value:  
    125 gp / 
    550 gp /  
    1,250 gp / 
    2,100 gp
  Weight 3 lbs per 20x (arrow), 1 lb per 5x (bolt); Materials 
  wood, amber, wasp; Nature magical; Aura moderate 
  necromancy [poison]; Slot ammunition (arrow or bolt)
  CL:  
    6th / 
    10th / 
    12th / 
    14th
  Base Weapon Profile:
    Weight 3 lbs per 20x; Dmg as weapon used; 
  Critical as weapon used; Type Piercing; Class as weapon 
  used
  Effect Summary: 
    Treat as +1 ammunition in all respects;  
  adds 1d4 bleed damage
    Treat as +2 ammunition in all respects;  
  successful hit inflicts venomous strike effect 
  (Constitution DC 16 negates); 
  adds 1d6 bleed damage 
    Treat as +3 ammunition in all respects;  
  successful hit inflicts venomous strike effect 
  (Constitution DC 18 negates); 
  poisonous cloud produced on impact (Constitution DC 
  18); 
  adds 2d4 bleed damage
    Treat as +4 ammunition in all respects;  
  successful hit inflicts venomous strike effect 
  (Constitution DC 19 negates); 
  toxic rain produced on impact (Constitution DC 19) OR 
  cloudkill produced on impact (Constitution DC 19) at 
  wielder’s option; 
  adds 2d6 bleed damage
  Description
  Bolts and arrows that look like gnarled bolts or arrows, 
  with an inverted hellwasp stuck to the tip with amber as an 
  arrowhead. 
  Grants combat bonuses and applies poison to strikes.
  Arrow/bolt heads are more deomonic-looking wasp/metal 
  hybrids, with the upper body of the wasp affixed to the shaft 
  of the arrow/bolt, and the stinger providing the “point” of 
  the arrowhead.
  Effect
  Hellwasp stingers are magical arrows or bolts which enjoy an 
  enhancement bonus as listed.
  All hellwasp stingers cause additional bleed damage on a 
  successful hit as noted.
  Successful hits in combat may inflict a poison spell-like 
  effect in the creature struck.
  Finally, more potent iterations of hellwasp stinger may 
  produce a spell-like effect at the point of impact, centered 
  on that point.  
    Elite hellwasp stingers let the wielder 
  choose one of two possible effects; this selection must be 
  made and declared prior to rolling to hit.
  Synergy & Sets
  None.  Hellwasp stingers are standalone items, and do not 
  gain further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  Hellwasp stingers may be discovered on the bodies of enemy 
  Rangers or Druids.  On occasion, they are found in a treasure 
  hoard.
  They are very rarely available for sale in a shop.
  Cursory examination of this ammunition makes it clear that 
  it is magical and special, but further awareness of the item’s 
  abilities requires either research, or an informed handoff 
  from a knowledgable current owner.
    At the GM’s discretion, knowledge of how this device 
  functions can simply be assumed to be automatic.  This 
  can streamline gameplay considerably and allow the 
  wielder to immediately gain the benefit of the hellwasp 
  stinger’s capabilities.
  Ubiquity
  Hellwasp stingers are rare, slightly less so in heavily 
  forested, high-magic areas, or those thick with Ranger and/
  or Druid activity (such as the Druid Enclave).
  
  242
  Magic Items
  Notoriety
  The ammunition is unlikely to be brandished in public, and it 
  is the head, not the tail, that makes it noteworthy; therefore, 
  it’s unlikely to have any impact on the owner’s popularity or 
  how they are viewed by others.
  Quirks of Ownership
  None.
  History & Background
  These weapons were originally crafted as a means of 
  controlling animal populations.
  Generations ago, a mixed encampment of Rangers and 
  Druids faced a growing concern: wolves in the area had 
  made use of a particular berry to remain thriving and 
  vibrant.  Animal population grew and grew, with little to 
  stem the tide.  Plants and smaller creatures became scarce as 
  wolves ravaged everything they could get their fangs on.
  Life may be precious and worthy of respect, but the balance 
  of life in general is a higher order of priority.  Thus it was 
  with reticence that the tribe’s leadership decided to enact an 
  en-masse hunt of the wolves, in order to clear out the berry 
  plants that granted them such strength and resilience.
  Mechanically, the berry granted the wolves damage 
  resistance and regeneration for a time when eaten.  To 
  combat this, poisoned weapons were employed.  
  In particular, hellwasp stingers were forged as a means of 
  specifically blighting out the vibrant wolves.
  The efCon was successful; wolf population was returned to 
  normal, a greater ecological catastrophe was averted, and 
  the berries were cultivated and burned.
  Hellwasp stingers were retained and continued to be potent 
  weapons in the arsenal of those who would defend the forest 
  and maintain balance in all facets of life.
  Rumors & Lore
  The following snippets of conversation, convoluted retelling, 
  misunderstanding, urban myth, hearsay, and outright lie 
  are usable as additional incentives for the PCs to uncover 
  mysteries about the town.
  There are two ways to use this FlexTable:
  First, if the PCs are actively searching for information, you 
  can make a 
    Skill Check and look up the result.  If you 
  come to a result that has already been discovered by the PCs, 
  at the GM’s discretion, you may pick a result with a lower DC 
  and read that instead.  
  The party may use 
    Knowledge (Local) or Diplomacy in 
  this manner; the DC listed applies equally to either of these 
  skills.  Alternately, a PC may use Knowledge (History), but 
  with a -4 circumstance penalty (as knowledge of general 
  history will apply in only a limited basis to any immediate 
  vicinity, and hellwasp stingers are not really location-bound 
  or related).
  Alternately, if a specific quest explicitly rewards the PCs 
  with a piece of lore, you may simply roll on the appropriate 
  Context and read the result.  In such a circumstance, a Skill 
  Check is not required.
  Generally speaking, the information in this FlexTable may be 
  inserted into your campaign as foreshadowing for eventually 
  revealing hellwasp stingers, or as a means of introducing a 
  plot hook into the Quests listed herein.
  • 
    Use Context A: 
  As a default, or if no other context specifically applies to 
  the circumstances.
  • 
    Use Context B: 
  If the party is attempting to gather information from 
  a Key NPC.  Any named NPC is a “key” NPC for these 
  purposes.
  • 
    Use Context C: 
  If the party is gathering information from generic 
  townsfolk, or NPCs without specific names.  For example, 
  Townsfolk.
  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  unstructured manner.
  Hooks & Integration
  If you’re looking for an excuse to introduce hellwasp stingers 
  into your gaming sessions beyond simply “the ranger 
  produces some interesting arrows”, here are some ideas.  
  Of course, as a GM, you are by no means bound to selecting 
  from among these… but it’s always useful to have some 
  inspiration or something to get started quickly.
  Table 39: Hellwasp Stinger Flavors
  Difficulty 
  Band
  Prefix
  Enhancement 
  Bonus
  Hit Effect
  Impact Effect
    Low
  Minor
  +1
  1d4 bleed
  -
    Moderate
  Lesser
  +2
  1d6 bleed;  
  venomous strike (Con DC 18)
  -
    Advanced
  Greater
  +3
  2d4 bleed;  
  venomous strike (Con DC 18)
  toxic rain (Con DC 18)
    Elite
  Elite
  +4
  2d6 bleed;  
  venomous strike (Con DC 19)
  poisonous cloud (Con DC 19) OR cloudkill (Con 
  DC 19)
  
  243
  Magic Items
  Class-Based Hooks
  These connections and motivations are based on the 
  presence of one or more characters in the party who have at 
  least one level in a particular class.  
  As GM, you may judge that only one of these is a sufficient 
  motivator; alternately, you can combine multiple class hooks 
  to provide the entire party a believable reason to pursue 
  someone who may be in the possession of hellwasp stingers.
  Paladins & Clerics
  Poison isn’t typically the first choice of Paladins or Good 
  Clerics, but the approach is not inherently evil, either.  Faced 
  with the right combination of challenges, these classes could 
  be attracted to the potency of the weapon.
  Rogues
  To the extent to which a given Rogue has any capability 
  with ranged weaponry, they would be interested in hellwasp 
  stingers for sure.  
  Martial Characters
  Crossbow and bow wielding Fighter and Barbarians would 
  greatly benefit from more lethal ammunition.
  Arcane Classes
  Likely the least interested in hellwasp stingers, arcanists can 
  nevertheless typically wield crossbows in self-defense, or 
  as an aid in ranged combat.  As such, enhanced ammunition 
  might add to their fighting capabilities.
  Monks, Rangers, and Druids
  These classes all have the native talents to make potent use 
  of ranged weaponry.  Ammunition such as hellwasp stingers 
  can add to an already potent arsenal of abilities.
  General Hooks
  These hooks are not linked directly to any particular race, 
  class, or other party element, and can be deployed as the 
  GM sees fit as best matches the play style and existing 
  motivations of the party.
  Death by Venom
  The PCs are asked to assassinate a target, and are given 
  hellwasp stingers with which to do it.  
  This scenario forms the basis of the Quest below.
  Collector
  “It belongs in a museum” is an easy sentiment to advocate.  
  Far more honest, however, is the Collector: someone who 
  more accurately states “it belongs in my museum”.
  A Collector, or group thereof, asks the PCs to retrieve 
  hellwasp stingers from their current wielder, and to return it 
  so that it might be stored among other valuables.
  This angle plays particularly well with Lawfully-aligned 
  classes, or PCs whose class, creed, Faction, or other 
  involvement would guide them toward a balance.
  Quests
  Another, more thorough, means of introducing hellwasp 
  stingers is via the following Quest.
    This Quest may be inserted into any campaign setting 
  or adventure, either as a “side quest”, or as a tie-in or 
  kickoff to a larger storyline.
    Quest: Death by Venom
    Summary: The PCs are contrated to kill a target using 
  hellwasp stingers.
    Rewards:   
    1,200 gp / 
    4,300 gp / 
    9,400 gp / 
    18,500 gp (promised); up to 
    1 Reward Star; 
    
  2d4 hellwasp stingers
    Locations: Any.
    Key NPCs: Any.
    Kickoff: Random Encounter.
    Description:
  The PCs are asked by a quest giver to assassinate a target.  
  Who the quest-giver is, and their relationship with the 
  party, is intentionally left flexible, but the nature of the task 
  requested limits the possibilities.
  Thieves Guilds, or other Factions related to theft and 
  murder and crime, could fit the bill.  Even churches, or other 
  societal or religious factions, could put a hit out on certain 
  individuals.  It could even be the town’s political or military/
  security authority, seeking to correct a greivous wrong, or 
  to remove from power someone whose influence and wealth 
  place them beyond the reach of traditional justice.  
  It could, too, be a single individual, acting alone, seeking 
  vengeance on a personal matter.
  Obviously, this Quest works best if the party’s alignment is 
  not strictly Lawful Good.
  No matter who gives the quest, s/he provides the PCs 
  hellwasp stingers, and advises that the target is particularly 
  susceptible to poison.
    The party may decline.  They will likely lose standing 
  (and, formally, Attitude) with the individual requesting, 
  and possibly with any Faction involved with them.
    The PCs may accept, take the hellwasp stingers, and then 
  ignore the duty implied.  This reduces their Attitude 
  with the quest-giver, and their standing in any Faction 
  associated with them, likely to the point of that Faction 
  sending thugs out to investigate and retrieve the 
  ammunition.
    The party may accept, attempt the murder, and fail or 
  be captured.  They forefeit the money reward, but may 
  keep any hellwasp stingers they do not consume in the 
  attempt, though they may also incur the wrath of the 
  town watch.
    Accepting, and successfully killing the target, is worth 
  the full monetary reward; the party may keep any unused 
  hellwasp stingers.   
   
  If the party makes the kill with hellwasp stingers, they 
  earn an additional 
    1 Reward Star.
  
  244
  Magic Items
  FlexTable 34: Hellwasp Stingers Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  11
  Long ago, Rangers forged 
  magic arrows to help slay 
  overabundant wolves.
    True.  This is a brief version of the 
  item’s origin story.
  15-29
  15-30
  15-30
  01-30
  13
  Magic arrows were used 
  generations ago to keep the 
  balance of life in the deep 
  forest.
    True.  This describes the overview 
  of the item’s origin and first true use.
  30-44
  31-45
  31-45
  31-39
  15
  Hellwasp stingers are magic 
  arrows forged by Druids and 
  Rangers long ago.
    True.  This names the item, and 
  provides a bit of background.
  45-59
  46-60
  46-60
  40-49
  17
  Hellwasp stingers grant the 
  firer combat bonuses and 
  inflict additional damage.
    True.  Very vague, but accurate so 
  far as it goes.
  60-74
  60-69
  60-69
  50-59
  19
  Hellwasp stingers are magical 
  arrows that can poison and 
  cause massiv, prolonged 
  damage in their victims.
    True.  This refers to the item’s 
  abilities at last.
  75-89
  70-97
  70-94
  60-69
  10
  Hellwasp stingers are magic 
  arrows that emit a cloud of 
  venomous bees upon impact.
    False.  There are arrows and bolts 
  that produce a vermin-like effect, but 
  hellwasp stingers are not them.
  90-00
  98-00
  95-00
  70-00
  15
  Hellwasp stingers emit a loud, 
  distracting, buzzing sound in 
  flight.
    False.  
  
  245
  Magic Items
  Hellwasp Stinger Wielder
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Ranger 1
  Ranger 6
  Ranger 10
  Ranger 1
  Size / Aln
  Medium NG 
  Half-Elf
  Medium NG 
  Half-Elf
  Medium NG 
  Half-Elf
  Medium NG 
  Half-Elf
  HP
  10
  33
  62
  97
  Armor 
  Class
  16
  18
  19
  20
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  10 (+2) 
  DEX  18 (+6) 
  CON  10 (+0) 
  INT  13 (+1) 
  WIS  15 (+2) 
  CHA  8 (-1)
  STR  10 (+3) 
  DEX  20 (+8) 
  CON  10 (+0) 
  INT  13 (+1) 
  WIS  15 (+2) 
  CHA  8 (-1)
  STR  10 (+4) 
  DEX  20 (+9) 
  CON  12 (+1) 
  INT  13 (+1) 
  WIS  15 (+2) 
  CHA  8 (-1)
  STR  10 (+5) 
  DEX  20 (+10) 
  CON  14 (+2) 
  INT  13 (+1) 
  WIS  15 (+2) 
  CHA  8 (-1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 14
  Passive Perception 15
  Passive Perception 16
  Passive Perception 17
  Languages Common, Draconic, Dwarvish, Elvish, Goblin, Sylvan
  Attacks
  Ranged Crossbow, Heavy ) 
  --> 100 ft.’: +6 (1d10+4); 
  400 ft.’: +6 (1d10+4)
  Melee Dagger +6 (1d4+4)
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+4); 60 ft.’: +6 
  (1d4+4)
  Ranged +1 Crossbow, Heavy 
  ) --> 100 ft.’: +11/+11 
  (1d10+6); 400 ft.’: +11/+11 
  (1d10+6)
  Melee Dagger +8/+8 
  (1d4+5)
  Ranged Dagger (Thrown) 20 
  ft.’: +8/+8 (1d4+5); 60 ft.’: 
  +8/+8 (1d4+5)
  Ranged +2 Crossbow, 
  Heavy ) --> 100 ft.’: 
  +13/+13 (1d10+7); 400 
  ft.’: +13/+13 (1d10+7)
  Melee Dagger +9/+9 
  (1d4+5)
  Ranged Dagger (Thrown) 
  20 ft.’: +9/+9 (1d4+5); 60 
  ft.’: +9/+9 (1d4+5)
  Ranged +3 Crossbow, Heavy 
  ) --> 100 ft.’: +15/+15 
  (1d10+8); 400 ft.’: +15/+15 
  (1d10+8)
  Melee Dagger +10/+10 
  (1d4+5)
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10 (1d4+5); 60 
  ft.’: +10/+10 (1d4+5)
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  NG; Medium Humanoid (Half-Elf)
  
  246
  Magic Items
  Special Abilities
  Ability Score Increase Your Charisma score increases by 2, and two other 
  ability scores of your choice increase by 1.
  Darkvision Thanks to your elf blood, you have superior vision in dark and 
  dim conditions. You can see in dim light within 60 feet of you as if it were 
  bright light, and in darkness as if it were dim light. You can’t discern color 
  in darkness, only shades of gray.
  Fey Ancestry You have advantage on all saving throws against being 
  charmed or put to sleep.
  Colossus Slayer Your tenacity can wear down the most potent foes. 
  When you hit a creature with a weapon attack, the creature takes an extra 
  1d8 damage if it’s below its hit point maximum. You can deal this extra 
  damage only once per turn.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Favored Enemy Beginning at 1st level, you have significant experience 
  studying, tracking, hunting, and even talking to a certain type of 
  enemy. Choose a type of favored enemy: aberrations, beasts, celestials, 
  constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, 
  plants, or undead. Alternatively, you can select two races of humanoid 
  (such as gnolls and orcs) as favored enemies. You have advantage on 
  Wisdom (Survival) checks to track your favored enemies, as well as on 
  Intelligence checks to recall information about them. When you gain 
  this feature, you also learn one language of your choice that is spoken by 
  your favored enemies, if they speak one at all. You choose one additional 
  favored enemy, as well as an associated language, at 6th and 14th level. 
  As you gain levels, your choices should reflect the types of monsters you 
  have encountered on your adventures.
  Hide in Plain Sight Starting at 10th level, you can spend 1 minute creating 
  camouflage for yourself. You must have access to fresh mud, dirt, plants, 
  soot, and other naturally occurring materials with which to create your 
  camouflage. Once you are camouflaged in this way, you can try to hide 
  by pressing yourself up against a solid surface, such as a tree or wall, 
  that is at least as tall and wide as you are. You gain a +10 bonus to 
  Dexterity (Stealth) checks as long as you remain there without moving or 
  taking actions. Once you move or take an action or a reaction, you must 
  camouflage yourself again to gain this benefit.
  Hunter Emulating the Hunter archetype means accepting your place as 
  a bulwark between civilization and the terrors of the wilderness. As you 
  walk the Hunter’s path, you learn specialized techniques for fighting the 
  threats you face, from rampaging ogres and hordes of orcs to towering 
  giants and terrifying dragons.
  Hunter’s Prey At 3rd level, you gain one of the following features of your 
  choice.
  Land’s Stride Starting at 8th level, moving through nonmagical difficult 
  terrain costs you no extra movement. You can also pass through 
  nonmagical plants without being slowed by them and without taking 
  damage from them if they have thorns, spines, or a similar hazard. In 
  addition, you have advantage on saving throws against plants that are 
  magically created or manipulated to impede movement, such those 
  created by the entangle spell.
  Natural Explorer You are particularly familiar with one type of natural 
  environment and are adept at traveling and surviving in such regions. 
  Choose one type of favored terrain: arctic, coast, desert, forest, grassland, 
  mountain, swamp, or the Underdark. When you make an Intelligence or 
  Wisdom check related to your favored terrain, your proficiency bonus is 
  doubled if you are using a skill that you’re proficient in. While traveling 
  for an hour or more in your favored terrain, you gain the following 
  benefits: * Difficult terrain doesn’t slow your group’s travel. * Your 
  group can’t become lost except by magical means. * Even when you are 
  engaged in another activity while traveling (such as foraging, navigating, 
  or tracking), you remain alert to danger. * If you are traveling alone, you 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Favored Enemy, Natural 
  Explorer, Giants, Grassland
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Colossus Slayer, Extra Attack, 
  Favored Enemy, Fighting 
  Style, Hunter, Hunter’s 
  Prey, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Archery, Beasts, 
  Giants, Grassland, Swamp
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Colossus Slayer, Defensive 
  Tactics, Extra Attack, 
  Favored Enemy, Fighting 
  Style, Hide in Plain Sight, 
  Hunter, Hunter’s Prey, 
  Land’s Stride, Natural 
  Explorer, Primeval 
  Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Steel Will, 
  Archery, Beasts, Giants, 
  Forest, Grassland, Swamp
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Colossus Slayer, Defensive 
  Tactics, Extra Attack, Favored 
  Enemy, Fighting Style, 
  Hide in Plain Sight, Hunter, 
  Hunter’s Prey, Land’s Stride, 
  Multiattack, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Steel Will, Vanish, 
  Volley, Archery, Beasts, 
  Dragons, Giants, Forest, 
  Grassland, Swamp
  Spell-
  casting
  -
  Save DC 13; Spell Atk +5
  2nd: barkskin; lesser 
  restoration
  1st: alarm; cure wounds; fog 
  cloud; longstrider
  Save DC 14; Spell Atk +6
  3rd: protection from 
  energy; water walk
  2nd: barkskin; lesser 
  restoration; silence
  1st: alarm; cure wounds; 
  fog cloud; longstrider
  Save DC 15; Spell Atk +17
  4th: stoneskin
  3rd: protection from energy; 
  water walk; wind wall
  2nd: barkskin; lesser 
  restoration; silence
  1st: alarm; cure wounds; fog 
  cloud; longstrider
  Equipment
  Heavy crossbow; 
  crossbow bolts (20x); 
  studded leather armor; 
  dagger
  +1 Heavy crossbow; 
  crossbow bolts (20x); +1 
  studded leather armor; 
  dagger
  +2 Heavy crossbow; 
  crossbow bolts (20x); +2 
  studded leather armor; 
  dagger
  +3 Heavy crossbow; 
  crossbow bolts (20x); +3 
  studded leather armor; 
  dagger
  
  247
  Magic Items
  can move stealthily at a normal pace. * When you forage, you find twice 
  as much food as you normally would. * While tracking other creatures, 
  you also learn their exact number, their sizes, and how long ago they 
  passed through the area. You choose additional favored terrain types at 
  6th and 10th level.
  Primeval Awareness Beginning at 3rd level, you can use your action 
  and expend one ranger spell slot to focus your awareness on the region 
  around you. For 1 minute per level of the spell slot you expend, you 
  can sense whether the following types of creatures are present within 
  1 mile of you (or within up to 6 miles if you are in your favored terrain): 
  aberrations, celestials, dragons, elementals, fey, fiends, and undead. This 
  feature doesn’t reveal the creatures’ location or number.
  Steel Will You have advantage on saving throws against being frightened.
  Vanish Starting at 14th level, you can use the Hide action as a bonus 
  action on your turn. Also, you can’t be tracked by nonmagical means, 
  unless you choose to leave a trail.
  Volley You can use your action to make a ranged attack against any 
  number of creatures within 10 feet of a point you can see within your 
  weapon’s range. You must have ammunition for each target, as normal, 
  and you make a separate attack roll for each target.
  Archery You gain a +2 bonus to attack rolls you make with ranged 
  weapons.
  Beasts Advantage on Wisdom (Survival) checks to track Beasts, as well as 
  on Intelligence checks to recall information about them. You also learn 
  one language of your choice that is spoken by your favored enemies, if 
  they speak one at all.
  
  248
  Magic Items
  Hellwasp Swarmer
    Hellwasp Swarmer (weapon)
  Value:  
    13,000 gp / 
    32,000 gp /   
    51,000 gp / 
    89,000 gp
  Weight 5 lbs.; Materials wood, steel; Nature magical; 
  Aura evocation; Slot weapon (Exotic, Firearm, Pistol, One-
  Handed, Ranged)
  CL:  
    6th / 
    10th / 
    12th / 
    14th
  Base Weapon Profile:
    Weight 5 lbs; Dmg 2d6 (1d8 S); Critical x4; Type 
  Bludgeoning and Piercing; Class Exotic, Firearm, One-
  Handed (Ranged); Range 35’; Misfire n/a; Capacity 1
  Effect Summary: 
    Treat as a +1 weapon in all respects; adds +1d4 Acid 
  damage; on critical hit, make 1 additional single attack 
  at -4 penalty
    Treat as a +2 weapon in all respects; adds +1d6 Acid 
  damage; on critical hit, make 1d4-2 additional single 
  attacks at -2 penalty (minimum 1)
    Treat as a +3 weapon in all respects; adds +2d4 Acid 
  damage; on critical hit, make 1d4-1 additional attacks 
  (minimum 1)
    Treat as a +4 weapon in all respects; adds +2d6 Acid 
  damage; on critical hit, make 1d4 additional attacks
  Description
  This pistol has green-grey metal fittings, stock and wood 
  parts are always garish yellow or reds.  The trigger 
  resembles a wasp stinger.
  Effect
  These pistols are all magic weapons, employing the 
  enhancement bonuses listed.
  On a successful hit of any kind, they inflict additional acid 
  damage as noted.  
  The final effect is triggered when the weapon makes a 
  critical hit: the wielder may immediately make one or more 
  additional attacks, possibly with a penalty.  If the number 
  of additional attacks is variable, roll to determine how many 
  additional attacks are involved before resolving any of them.  
  Additional attacks triggered in this manner do not consume 
  additional ammunition.  Each such additional attack is 
  treated as though it were a normal attack, excepting that 
  they cannot themselves trigger critical hits (and therefore 
  cannot result in a “cacade” of additional attacks!).  They do, 
  however, each benefit from the additional acid damage this 
  weapon inflicts.
  All described effects of the hellwasp swarmer are automatic, 
  requiring no activation or knowledge of the weapon’s 
  function, and cannot be suppressed while the weapon is 
  wielded.
  Synergy & Sets
  None.  Hellwasp swarmers are standalone items, and do not 
  gain further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  This weapon can be found on particularly lethal pirates.  
  They are very, very rarely in wizard’s lairs, or even more 
  rarely, in magic item shops.
  Ubiquity
  Even in regions used to firearms, hellwasp swarmers are 
  incredibly rare.  In areas where firearms are all but a myth, 
  the weapon cannot be found at all.
  Notoriety
  To the ignorant, these weapons are beautiful, polished, and 
  produced with obvious flair.  They seem all but certainly 
  magical, though their purpose is unknown via a simple 
  glance.  Onlookers may conclude the owner is some form of 
  merchant prince, pirate, noble, or other lofty personality, to 
  own such a device.
  Those who know of the hellwasp swarmer will recognize 
  them immediately at a glance.
  Quirks of Ownership
  None, other than the attention and assumptions of onlookers 
  as noted above.
  
  249
  Magic Items
  History & Background
  The original hellwasp swarmer was produced as a boastful 
  target-practice device.
  A wealthy noble loved to host archery competitions.  For 
  years, he would throw lavish, weekend-long parties, inviting 
  dozens to come and compete against him in various contests 
  of accuracy.  Although no stranger to wine and more potent 
  indulgences, this noble nevertheless managed to best nearly 
  everyone he came in contact with.
  Ever in search of greater ranged-weapon challenges, the 
  noble trained in, learned the ways of, and mastered a wide 
  variety of distance weaponry, from bolas to dars to blowguns 
  and beyond.
  When firearms at least made their mark upon his region 
  of the realm, the noble fell in love with the concept.  He 
  amassed dozens, then hundreds, of the weapons in all their 
  forms. 
  He adapted his traditional contests to firearm-based games.  
  He continued his parties, but started to bet money on them.
  When he began to win nearly every time, he grew fearful 
  that others would start declining his invitations.
  And so, he devised a reward: were a party invitee to best 
  him, he would give them half his considerable fortune.
  Toward this end, he devised a weapon that would be so 
  formidable, so versatile, that it could excel in any contest a 
  challenger could name.  
  At its core, the hellwasp swarmer was designed to produce a 
  multiple effect.  
  Though enamored of the end result, the noble was forced to 
  admit the design did not quite fulfill everything of which he 
  had dreamed.  One day, a challenger simply called a long-
  shot competition, and using a simple rifle, beat the noble, 
  who clung to his new invention, handily.
  In the years that followed, the parties and contests persisted, 
  but the offer of halving his fortune to seek a worthy 
  challenger ceased.
  Rumors & Lore
  The following snippets of conversation, convoluted retelling, 
  misunderstanding, urban myth, hearsay, and outright lie 
  are usable as additional incentives for the PCs to uncover 
  mysteries about the town.
  There are two ways to use this FlexTable:
  First, if the PCs are actively searching for information, you 
  can make a 
    Skill Check and look up the result.  If you 
  come to a result that has already been discovered by the PCs, 
  at the GM’s discretion, you may pick a result with a lower DC 
  and read that instead.  
  The party may use 
    Knowledge (Local) or Diplomacy in 
  this manner; the DC listed applies equally to either of these 
  skills.  Alternately, a PC may use Knowledge (History), but 
  with a -4 circumstance penalty (as knowledge of general 
  history will apply in only a limited basis to any immediate 
  vicinity, and a hellwasp swarmer is not really location-bound 
  or related).
  Alternately, if a specific quest explicitly rewards the PCs 
  with a piece of lore, you may simply roll on the appropriate 
  Context and read the result.  In such a circumstance, a Skill 
  Check is not required.
  Generally speaking, the information in this FlexTable may be 
  inserted into your campaign as foreshadowing for eventually 
  revealing a hellwasp swarmer, or as a means of introducing a 
  plot hook into the Quests listed herein.
  • 
    Use Context A: 
  As a default, or if no other context specifically applies to 
  the circumstances.
  • 
    Use Context B: 
  If the party is attempting to gather information from 
  a Key NPC.  Any named NPC is a “key” NPC for these 
  purposes.
  • 
    Use Context C: 
  If the party is gathering information from generic 
  townsfolk, or NPCs without specific names.  For example, 
  Townsfolk.
  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  unstructured manner.
  Hooks & Integration
  If you’re looking for an excuse to introduce a hellwasp 
  swarmer into your gaming sessions beyond simply “the vile 
  merchant prince drops an expensive-looking pistol”, here are 
  some ideas.  
  Of course, as a GM, you are by no means bound to selecting 
  from among these… but it’s always useful to have some 
  inspiration or something to get started quickly.
  Class-Based Hooks
  These connections and motivations are based on the 
  Table 40: Hellwasp Swarmer Flavors
  Difficulty Band
  Prefix
  Enhancement Bonus
  Additional Damage
  Critical Hit Effect
    Low
  Minor
  +1
  1d4 acid
  1 additional attack at -4
    Moderate
  Lesser
  +2
  1d6 acid
  1d4-2 (min 1) additional attacks at -2
    Advanced
  Greater
  +3
  2d4 acid
  1d4-1 (min 1) additional attacks
    Elite
  Elite
  +4
  2d6 acid
  1d4 additional attacks
  
  250
  Magic Items
  presence of one or more characters in the party who have at 
  least one level in a particular class.  
  As GM, you may judge that only one of these is a sufficient 
  motivator; alternately, you can combine multiple class 
  hooks to provide the entire party a believable reason to 
  pursue someone who may be in the possession of a hellwasp 
  swarmer.
  Paladins & Clerics
  These classes might flock to the weapon’s versatility, and 
  elegance; it does seem a regal, elite, and merciful means of 
  dispensing justice or divine will.
  Rogues
  Rogues and Bards might love the ranged lethality of the 
  hellwasp swarmer, but more cautious types might shy away 
  from the noise it generates.
  Martial Characters
  These classes, particularly Cavaliers or Gunslingers, would 
  do well to focus on the lethality offered by a hellwasp 
  swarmer, should the opportunity arise.
  Arcane Classes
  Although it would be somewhat unusual for an arcanist to 
  take up firearms, it would indeed be somewhat unusual for 
  an arcanist to take up any sort of arms.  A ranged weapon 
  that offers an enormous, compound damage-dealing 
  potential might be just the thing to coax a few usability Feats 
  out of someone’s character build to support the new weapon.
  Monks, Rangers, and Druids
  These classes all have the ability to make ranged weapons 
  lethal.  Although an exotic weapon such as a firearm might 
  give these classes pause, the extra damage-dealing potential 
  may sway them.
  General Hooks
  These hooks are not linked directly to any particular race, 
  class, or other party element, and can be deployed as the 
  GM sees fit as best matches the play style and existing 
  motivations of the party.
  Double-Tap to Enter
  The PCs are presented with a problem: there is a certain 
  trapdoor that protects an interesting cavern, erected long 
  ago.  However, to get past the main gate, one must strike a 
  control disc mounted way up in the mountainside repeatedly.
  A hellwasp swarmer that fires a critical hit would certainly 
  do the trick.
  This scenario forms the basis of the Quest below.
  Collector
  “It belongs in a museum” is an easy sentiment to advocate.  
  Far more honest, however, is the Collector: someone who 
  more accurately states “it belongs in my museum”.
  A Collector, or group thereof, asks the PCs to retrieve a 
  hellwasp swarmer from its current wielder, and to return it 
  so that it might be stored among other valuables.
  This angle plays particularly well with Lawfully-aligned 
  classes, or PCs whose class, creed, Faction, or other 
  involvement would guide them toward a balance.
  Quests
  Another, more thorough, means of introducing a hellwasp 
  swarmer is via the following Quest.
    This Quest may be inserted into any campaign setting 
  or adventure, either as a “side quest”, or as a tie-in or 
  kickoff to a larger storyline.
    Quest: Double-Tap to Enter
    Summary: A secret door is protected via an elaborate 
  switch that only a hellwasp swarmer can activate.
    Rewards:   
    1,200 gp / 
    3,100 gp / 
    8,100 gp / 
    16,000 gp (promised); hellwasp swarmer
    Locations: Any.
    Key NPCs: Any.
    Kickoff: Random Encounter.
    Description:
  The PCs are told of a secret cache.  The teller bought a 
  treasure map off a roadside vendor, on a lark, really, a few 
  months ago.  In a recent trip, she actually found the cave to 
  which the map points, and was able to locate the pressure-
  sensitive plate resting high, high above the presumed cave 
  entrance.
  The plate requires a swift double-strike in order to activate.  
  Single hits of, say, an arrow, or sling pebble, are insufficient.  
  Furthermore, arrows or projectiles fired from two different 
  sources may not arrive close enough together to trigger the 
  plate, and that’s assuming they both hit their mark.
  A hellwasp swarmer, firing a critical hit, seems the perfect 
  device to overcome this obstacle.  The party must either 
  steal, barter, or buy a hellwasp swarmer, and then use it to 
  open the door.
  She offers to split whatever treasure is inside, 50/50, if the 
  party will help her open the door.
    If the party ignores the Quest, the treasure-mapper will 
  simply find someone else interested.
    Helping out, obtaining a hellwasp swarmer, and then 
  using it to open the door, will succeed; within they will 
  find a few old bones, cobwebs, and an unlocked treasure 
  chest.  The party’s cut is the monetary reward described 
  above.
  For an easier, more straightforward version of this Quest, 
  presume that the hellwasp swarmer is simply provided to the 
  party, though that begs the question as to why the quest-
  giver doesn’t simply use it herself. 
  
  251
  Magic Items
  FlexTable 35: Hellwasp Swarmer Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  A magic firearm was produced 
  as a means of showing off 
  skill.
    True.  This was the noble’s intent.
  15-29
  15-30
  15-30
  01-30
  14
  A magic pistol was designed 
  to be able to surpass at any 
  contest.
    True.  That’s how it was designed; 
  to what extent it succeeded is 
  debatable.
  30-44
  31-45
  31-45
  31-39
  16
  Firearms capable of repeated 
  firing have been crafted in 
  ages past.
    True.  This gets closer to the 
  capabilities of the weapon.
  45-59
  46-60
  46-60
  40-49
  17
  Hellwasp swarmers are 
  magical pistols that grant 
  additional acidic lethality to 
  their bullets.
    True.  This refers to one of the 
  capabilities of the artifact.
  60-74
  60-69
  60-69
  50-59
  21
  Hellwasp swarmers can grant 
  additional acid damage, and 
  repeated hits if conditions are 
  met.
    True.  This refers to the critical hit 
  trigger.
  75-89
  70-97
  70-94
  60-69
  13
  Hellwasp swarmers are pistols 
  that fire stinging insects.
    False.  This is perhaps an 
  overzealous of or over-literal 
  translation of the weapon’s name.
  90-00
  98-00
  95-00
  70-00
  14
  Hellwasp swarmers are 
  firearms that grant the wielder 
  the ability to shoot through 
  any substance, boring a hole 
  using hellfire itself.
    False.  This is not part of what the 
  weapon does.
  
  252
  Magic Items
  Hellwasp Swarmer Wielder
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Rogue 1
  Rogue 6
  Rogue 10
  Rogue 14
  Size / Aln
  Medium CN 
  Dwarf (Hill)
  Medium CN 
  Dwarf (Hill)
  Medium CN 
  Dwarf (Hill)
  Medium CN 
  Dwarf (Hill)
  HP
  11
  49
  90
  135
  Armor 
  Class
  15
  17
  19
  20
  Speed
  Walk 25’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  13 (+1) 
  DEX  17 (+5) 
  CON  14 (+2) 
  INT  12 (+3) 
  WIS  8 (-1) 
  CHA  8 (-1)
  STR  13 (+1) 
  DEX  19 (+7) 
  CON  14 (+2) 
  INT  12 (+4) 
  WIS  8 (-1) 
  CHA  8 (-1)
  STR  13 (+1) 
  DEX  20 (+9) 
  CON  17 (+3) 
  INT  12 (+5) 
  WIS  8 (-1) 
  CHA  8 (-1)
  STR  13 (+1) 
  DEX  20 (+10) 
  CON  19 (+4) 
  INT  12 (+6) 
  WIS  8 (-1) 
  CHA  8 (-1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 11 
  +4 Thieves’ Tools
  Passive Perception 15 
  +6 Thieves’ Tools
  Passive Perception 17 
  +8 Thieves’ Tools
  Passive Perception 19 
  +10 Thieves’ Tools
  Languages Common, Dwarvish
  Attacks
  Ranged Crossbow, Hand ) 
  --> 30 ft.’: -1 (1d6+3); 120 
  ft.’: -1 (1d6+3)
  Melee Dagger +5 (1d4+3)
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+3); 60 ft.’: +5 
  (1d4+3)
  Ranged +1 Crossbow, Hand ) 
  --> 30 ft.’: +2 (1d6+5); 120 
  ft.’: +2 (1d6+5)
  Melee Dagger +7 (1d4+4)
  Ranged Dagger (Thrown) 20 
  ft.’: +7 (1d4+4); 60 ft.’: +7 
  (1d4+4)
  Ranged +2 Crossbow, Hand 
  ) --> 30 ft.’: +5 (1d6+7); 
  120 ft.’: +5 (1d6+7)
  Melee Dagger +9 (1d4+5)
  Ranged Dagger (Thrown) 
  20 ft.’: +9 (1d4+5); 60 ft.’: 
  +9 (1d4+5)
  Ranged +3 Crossbow, Hand ) 
  --> 30 ft.’: +7 (1d6+8); 120 
  ft.’: +7 (1d6+8)
  Melee Dagger +10 (1d4+5)
  Ranged Dagger (Thrown) 20 
  ft.’: +10 (1d4+5); 60 ft.’: 
  +10 (1d4+5)
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, 
  Longsword, Mace, Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike, Warhammer
  CN; Medium Humanoid (Dwarf)
  
  253
  Magic Items
  Special Abilities
  Ability Score Increase Your Constitution score increases by 2.
  Ability Score Increase Your Wisdom score increases by 1.
  Brewer’s Supplies Proficient with Artisan Brewer’s Supplies.
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Dwarven Combat Training You have proficiency with the battleaxe, 
  handaxe, light hammer, and warhammer.
  Dwarven Resilience You have advantage on saving throws against poison, 
  and you have resistance against poison damage (explained in chapter 9).
  Dwarven Toughness Your hit point maximum increases by 1, and it 
  increases by 1 every time you gain a level.
  Languages You can speak, read, and write Common and Dwarvish. 
  Dwarvish is full of hard consonants and guttural sounds, and those 
  characteristics spill over into whatever other language a dwarf might 
  speak.
  Stonecunning Whenever you make an Intelligence (History) check related 
  to the origin of stonework, you are considered proficient in the History 
  skill and add double your proficiency bonus to the check, instead of your 
  normal proficiency bonus.
  Blindsense Starting at 14th level, if you are able to hear, you are aware of 
  the location of any hidden or invisible creature within 10 feet of you.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Reliable Talent By 11th level, you have refined your chosen skills until 
  they approach perfection. Whenever you make an ability check that lets 
  you add your proficiency bonus, you can treat a d20 roll of 9 or lower as 
  a 10.
  Second-Story Work When you choose this archetype at 3rd level, you 
  gain the ability to climb faster than normal; climbing no longer costs 
  you extra movement. In addition, when you make a running jump, the 
  distance you cover increases by a number of feet equal to 5.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 7d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so 
  do rogues who prefer to think of themselves as professional treasure 
  seekers, explorers, delvers, and investigators. In addition to improving 
  your agility and stealth, you learn skills useful for delving into ancient 
  ruins, reading unfamiliar languages, and using magic items you normally 
  couldn’t employ.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages 
  in seemingly normal conversation. Only another creature that knows 
  thieves’ cant understands such messages. It takes four times longer 
  to convey such a message than it does to speak the same idea plainly. 
  In addition, you understand a set of secret signs and symbols used to 
  convey short, simple messages, such as whether an area is dangerous or 
  the territory of a thieves’ guild, whether loot is nearby, or whether the 
  people in an area are easy marks or will provide a safe house for thieves 
  on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Ability Score Increase, 
  Ability Score Increase, 
  Brewer’s Supplies, 
  Darkvision, Dwarven 
  Combat Training, Dwarven 
  Resilience, Dwarven 
  Toughness, Languages, 
  Stonecunning, Tool 
  Proficiency, Expertise, Sneak 
  Attack, Thieves’ Cant 
  Ability Score Increase, Ability 
  Score Increase, Brewer’s 
  Supplies, Darkvision, 
  Dwarven Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Stonecunning, 
  Tool Proficiency, Ability 
  Score Improvement, 
  Cunning Action, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Ability Score Increase, 
  Ability Score Increase, 
  Brewer’s Supplies, 
  Darkvision, Dwarven 
  Combat Training, Dwarven 
  Resilience, Dwarven 
  Toughness, Languages, 
  Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Ability Score Increase, Ability 
  Score Increase, Brewer’s 
  Supplies, Darkvision, 
  Dwarven Combat Training, 
  Dwarven Resilience, Dwarven 
  Toughness, Languages, 
  Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Blindsense, 
  Cunning Action, Evasion, 
  Expertise, Fast Hands, 
  Reliable Talent, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, Supreme 
  Sneak, Thief, Thieves’ Cant, 
  Uncanny Dodge, Use Magic 
  Device
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Hand crossbow; 
  crossbow bolts (20x); 
  dagger; studded leather 
  armor
  +1 Hand crossbow; 
  crossbow bolts (20x); 
  dagger; +1 studded 
  leather armor
  +2 Hand crossbow; 
  crossbow bolts (20x); 
  dagger; +2 studded 
  leather armor
  +3 Hand crossbow; 
  crossbow bolts (20x); 
  dagger; +3 studded 
  leather armor
  
  254
  Magic Items
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you.
  Use Magic Device By 13th level, you have learned enough about the 
  workings of magic that you can improvise the use of items even when 
  they are not intended for you. You ignore all class, race, and level 
  requirements on the use of magic items.
  
  255
  Magic Items
  Netherbow
    Netherbow, shortbow variant 
  (weapon)
  Value:  
    5,200 gp / 
    16,000 gp /   
    52,000 gp / 
    105,000 gp
  Weight 3 lbs.; Materials wood, resin; Nature magical; 
  Aura strong enchantment (compulsion) [emotion, fear, 
  mind-affecting], evocation [evil], necromancy [evil], slight 
  divination; Slot weapon (martial, ranged, two-handed)
  CL:  
    6th / 
    10th / 
    12th / 
    14th
  Base Weapon Profile:
    Weight 2 lb; Dmg 1d6 (1d4 S); Critical x3; Type 
  Piercing; Class Martial, Ranged, Two-Handed; Range 75’
  Effect Summary: 
    good targets suffer -4 penalty to saves related to 
  effects produced by this weapon; good creatures touching 
  this item suffer 2d6 negative energy damage and 1 
  Charisma damage per round they are in contact; detect 
  good (at will)
    Treat as a +1 weapon in all respects;  
  protection from good 3x/day (wielder only); 
  +2 additional enhancement bonus vs. good targets; 
  +2d6 damage vs. good targets; 
  damaged creatures must save (Wis DC 15) or become 
  shaken for 1d4 rounds
    Treat as a +2 weapon in all respects;  
  protection from good 5x/day (wielder only); 
  +3 additional enhancement bonus vs. good targets; 
  +3d6 damage vs. good targets; 
  damaged creatures must save (Wis DC 18) or become 
  shaken for 1d6 rounds
    Treat as a +3 weapon in all respects;  
  protection from good 5x/day (wielder only); 
  +4 additional enhancement bonus vs. good targets; 
  +3d8 damage vs. good targets; 
  damaged creatures must save (Wis DC 19) or become 
  shaken for 2d6 rounds
    Treat as a +4 weapon in all respects;  
  protection from good 5x/day (wielder only); 
  harm 1x/day on struck creature (Wis DC 20); 
  +5 additional enhancement bonus vs. good targets; 
  +3d10 damage vs. good targets; 
  damaged creatures must save (Wis DC 20) or become 
  shaken for 2d6 rounds
    Netherbow, longbow variant 
  (weapon)
  Value:  
    6,400 gp / 
    19,500 gp /   
    61,000 gp / 
    118,000 gp
  Base Weapon Profile:
    Weight 3 lb; Dmg 1d8 (1d6 S); Range 125’
    Netherquill (ammunition)
  Value:  
    25 gp / 
    650 gp /  
    1,700 gp / 
    3,150 gp
  Weight 0 lbs.; Materials wood, feathers, ichor, resin; 
  Nature magical; Aura strong enchantment (compulsion) 
  [emotion, fear, mind-affecting], evocation [evil], necromancy 
  [evil], slight divination; Slot ammunition (bow)
  CL:  
    6th / 
    10th / 
    12th / 
    14th
  Base Weapon Profile:
    Weight 0 lb; Dmg per weapon used; Critical per 
  weapon used; Type Piercing; Class ammunition (bow)
  Effect Summary: 
    Treat as +1 ammunition;  
  +1d4 negative energy damage vs. good targets; 
  25% chance to be intact and reusable (including magical 
  properties and abilities) after use
    Treat as +2 ammunition;  
  +2d4 negative energy damage vs. good targets; 
  damaged target must save (Wis DC 16) or be sickened 
  for 1d4 rounds; 
  cause fear effect centered on impact; 
  50% chance to be intact and reusable (including magical 
  properties and abilities) after use
    Treat as +3 ammunition;  
  +2d6 negative energy damage vs. good targets; 
  damaged target must save (Wis DC 17) or be sickened 
  for 2d4 rounds; 
  damaged target must save (Wis DC 17) or be staggered 
  for 1d4 rounds; 
  cause fear effect centered on impact; 
  75% chance to be intact and reusable (including magical 
  properties and abilities) after use
    Treat as +4 ammunition;  
  
  256
  Magic Items
  +2d8 negative energy damage vs. good targets; 
  damaged target must save (Wis DC 18) or be sickened 
  for 2d6 rounds; 
  damaged target must save (Wis DC 18) or be staggered 
  for 1d6 rounds; 
  cause fear effect centered on impact; 
  reusable (including magical properties and abilities) 
  after use
    Netherbow & Netherquill 
  (combination)
  Combined Effect Summary: 
    Treat as a +1 weapon in all respects;  
  protection from good 3x/day (wielder only); 
  +2 additional enhancement bonus vs. good targets; 
  +3d6 damage vs. good targets; 
  damaged creatures must save (Wis DC 16) or become 
  shaken for 1d4 rounds
    Treat as a +2 weapon in all respects;  
  protection from good 5x/day (wielder only); 
  +3 additional enhancement bonus vs. good targets; 
  +4d6 damage vs. good targets; 
  damaged creatures must save (Wis DC 19) or become 
  shaken for 1d6 rounds; 
  cause fear effect centered on impact
    Treat as a +3 weapon in all respects;  
  counts as evil and adamantium for purposes of 
  overcoming damage reduction;  
  protection from good 5x/day (wielder only); 
  +4 additional enhancement bonus vs. good targets; 
  +4d8 damage vs. good targets; 
  damaged creatures must save (Wis DC 21) or become 
  shaken for 2d6 rounds; 
  cause fear effect centered on impact
    Treat as a +4 weapon in all respects;  
  counts as evil and adamantium for purposes of 
  overcoming damage reduction;  
  protection from good 5x/day (wielder only); 
  harm 1x/day on struck creature (Wis DC 22); 
  +5 additional enhancement bonus vs. good targets; 
  +4d10 damage vs. good targets; 
  damaged creatures must save (Wis DC 20) or become 
  shaken for 2d6 rounds; 
  Table 41: Netherbow Flavors
  Difficulty 
  Band
  Prefix
  Enhancement 
  Bonus
  Spell-Like Effects
  Effects vs. Good 
  Targets
  Damaged Creature Effect
    Low
  Minor
  +1
  protection from good (3x/day)
  +2 enhancement 
  bonus;  
  +2d6 damage
  Shaken 1d4 rounds (Wis 
  DC 15 negates)
    Moderate
  Lesser
  +2
  protection from good (5x/day); 
  aura of doom (1x/day)
  +3 enhancement 
  bonus;  
  +3d6 damage
  Shaken 1d6 rounds (Wis 
  DC 18 negates)
    Advanced
  Greater
  +3
  protection from good (5x/day); 
  aura of doom (3x/day); 
  circle of doom (Con DC 18, 1x/
  day, centered on impact)
  +4 enhancement 
  bonus;  
  +3d8 damage
  Shaken 2d6 rounds (Wis 
  DC 19 negates)
    Elite
  Elite
  +4
  protection from good (5x/day); 
  aura of doom (5x/day); 
  circle of doom (Con DC 18, 3x/
  day, centered on impact); 
  harm (Wis DC 20, struck 
  creature, 1x/day)
  +5 enhancement 
  bonus;  
  +3d10 damage
  Shaken 2d6 rounds (Wis 
  DC 20 negates)
  Table 42: Netherquill Flavors
  Difficulty 
  Band
  Prefix
  Enhancement 
  Bonus
  Effects vs. Good 
  Targets
  Reuse
  Damaged Creature Effect
  Spell-Like 
  Effects
    Low
  Minor
  +1
  1d4 negative 
  energy damage
  25%
  -
  -
    Moderate
  Lesser
  +2
  2d4 negative 
  energy damage
  50%
  Sickened 1d4 rounds (Wis DC 16 
  negates)
  cause fear 
  centered on 
  impact
    Advanced
  Greater
  +3
  2d6 negative 
  energy damage
  75%
  Sickened 2d4 rounds (Wis DC 17 
  negates); Staggered 1d4 rounds 
  (Wis DC 17 negates)
  cause fear 
  centered on 
  impact
    Elite
  Elite
  +4
  2d8 negative 
  energy damage
  100%
  Sickened 2d6 rounds (Wis DC 18 
  negates); Staggered 1d6 rounds 
  (Wis DC 18 negates)
  cause fear 
  centered on 
  impact
  
  257
  Magic Items
  cause fear effect centered on impact
  Description
  This shortbow appears carved from a very dark, almost 
  black, wood.  Carved along its entire surface are intricate 
  runes; though they drift in whorls and swoops, their feel is 
  not Druidic, but rather demonic.  The string is a solid black, 
  the treated gut of truly bleak abominations of the nether 
  realms; when an arrow is notched to it, it seems to glow and 
  pulse with a dark energy, as though the device itself is eager, 
  and hungers for the kill.
  Netherbows also come in longbow format, but are 
  exceedingly rare in this configuration.  Netherbows of 
  any style are typically found with a weathered satchel of 
  Netherquills: a black broadhead arrow, custom-forged from 
  the fire-blackened bones of an enormous hell beast and 
  fletched in the soot-soaked feathers of a harpy.
  Effect: Netherbow
  These weapons are all magical, and as such enjoy an 
  enhancement bonus as listed.
  Secondly, the wielder may generate a spell-like effect by 
  spending a standard action, up to once per round.  These 
  function as their spell counterparts, with the exception 
  that those requiring targets or areas of effect are shaped 
  or selected as described, typically either affecting only the 
  wielder, or centered on him/her.
  These spell-like effects are limited to a certain number per 
  day; these frequencies are weapon-based, not wielder-based; 
  a depleted netherbow given to another creature does not in 
  any way affect its remaining uses.  The limitations for each 
  effect reset in full 24 hours after that ability’s first use from 
  a full charge.
  Netherquills are evil artifacts.  Good-aligned creatures 
  touching these items, let alone attempting to use them in 
  combat, suffer dramatic and ill effects.  Specifically, Good-
  aligned creatures touching this item suffer 2d6 negative 
  energy damage and 1 Charisma damage per round they are 
  in contact.
  Good targets suffer a -4 penalty to all Saves related to 
  effects produced by this weapon.
  In addition to other spell-like effects and abilities, the 
  wielder may generate a detect good spell-like effect using a 
  standard action, at will.  There is no limitation of the number 
  of uses of this ability.
  All netherbows also inflict additional damage when 
  used against Good creatures, as noted.  In addition, when 
  aimed at a Good target, the wielder receives an additional 
  enhancement bonus for that shot.  These effects may affect 
  more than one shot made with the netherbow per round, so 
  long as the wielder is capable of making more than one shot, 
  and that all those targets are Good.
  Finally, each time a creature takes damage from a netherbow, 
  that creature must make a Wisdom save as noted, or suffer 
  a condition effect for the noted duration.  Although these 
  effects do not stack, when applying new damage to a 
  creature already suffering this effect, roll to determine the 
  new effect’s duration; the longer of the new duration or the 
  remaining existing duration will apply.
  Effect: Netherquill
  Netherquills are magical ammunition, and benefit from the 
  enhancement bonus described.
  All netherquills inflict additional negative energy damage 
  when striking Good-aligned targets.
  The arrows or bolts also inflict one or more Conditions on 
  struck, living targets, unless they make the specified Save.  
  Although these inflicted Condition durations do not stack, 
  each time a creature is struck, roll for the newly-inflicted 
  duration; if it is longer than the remaining duration for the 
  condition currently suffered, the longer duration applies.
  Most netherquills will generate a cause fear spell effect 
  centered at the point of impact.
  Finally, there is a chance that a given netherquill is durable, 
  and retains all of its characteristics after being fired.  Each 
  time a netherquill is fired, resolve its effects, then check 
  to see if it is durable.  If it is, treat it as a “fresh” or new 
  netherquill.  There is no limit to the number of times a given 
  netherquill can be reused in this manner, so long as it keeps 
  making its checks.
     Elite netherquills are automatically reusable in 
  perpetuity.
  Synergy & Sets
  In combination, a netherbow used to fire netherquills benefits 
  from the effects of both artifacts, except as noted in the 
  Combined Effect Summary above.
  Discovery
  These weapons are usually discovered on the bodies of evil 
  fighters or rangers.
  On rare occasion they may be in treasure hoards.  It is nearly 
  unthinkable that they appear in magic-item shops owing not 
  only to their scarcity but their notoriety as well.
  Informed usage of this equipment, or an understanding of 
  how to trigger abilities that require activation or an action, 
  requires either extensive research, or a knowledgable 
  handoff from an informed current owner.
    At the GM’s discretion, knowledge of how this device 
  functions can simply be assumed to be automatic.  
  This can streamline gameplay considerably and allow 
  the wielder to immediately gain the benefit of the 
  netherbow’s capabilities.
  Ubiquity
  Netherbows are incredibly rare.
  Netherquills are somewhat more common, but still very rare.
  Notoriety
  These items are so scarce, it’s unlikely that anyone would 
  know of them.  However, even in ignorance of their true 
  nature, onlookers can easily deduce that there is an aura of 
  evil about these items.
  It’s quite possible that onlookers will jump to conclusions as 
  
  258
  Magic Items
  FlexTable 36: Netherbow Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  13
  Long ago, clerics 
  commissioned special 
  weaponry to launch a holy 
  crusade.
    True.  This is the weapons’ origin.
  15-29
  15-30
  15-30
  01-30
  15
  Originally crafted to fight the 
  undead, a certain magic bow 
  was corrupted to turn against 
  the holy.
    True.  This refers to the 
  Seamstress’ work.
  30-44
  31-45
  31-45
  31-39
  17
  Havenbows were ranged 
  weapons intended to slay 
  undead; instead, they became 
  netherbows, and were 
  corrupted to slay the Good.
    True.  This describes exactly what 
  occured to bring life to the netherbow 
  we know.
  45-59
  46-60
  46-60
  40-49
  16
  Netherbows damage good 
  enemies, and will harm good 
  people who try to hold them.
    True.  This refers to the damage 
  sustained if a Good creature touches 
  the weapons.
  60-74
  60-69
  60-69
  50-59
  19
  Netherbows can sense good 
  enemies as though through 
  magic.
    True.  This refers to the detect good 
  feature.
  75-89
  70-97
  70-94
  60-69
  13
  Netherbows grant combat 
  bonuses, but have a chance 
  of teleporting the wielder 
  straight to a plane of negative 
  energy.
    False.  This is likely a fantastical 
  embellishment of the item’s name.
  90-00
  98-00
  95-00
  70-00
  14
  Netherquills are chaotic 
  writing implements that imbue 
  the script they create with 
  curselike magics.
    False.  Netherquills cannot be used 
  to write!
  to the owner’s alignment and/or purpose simply by noting 
  these weapons.  
  That said, it’s unlikely that netherquills are obviously on 
  display, in a quiver as they likely are.
  Quirks of Ownership
  None innately that are particular to the items themselves, 
  outside of the assumptions noted above.
    At the GM’s option, prolonged use of an evil or chaotic 
  item by good- and/or lawfully-aligned characters may 
  pose a greater and more severe risk to their nature.  
  It’s unnatural, and feels unnatural, to make extended 
  and continued use of such a vile artifact without the 
  alignment to match.   
   
  The GM, and players, are encouraged to recognize this 
  effect, and to consider roleplaying it if these items form a 
  large presence in your campaign.
  History & Background
  These weapons were crafted originally as tools to hunt 
  undead.  Instead, the design was perverted, and their nature 
  corrupted.
  Generations ago, a wealthy church drummed up a crusade 
  against the undead.  Thanks to the resurgent efforts of a 
  local cult of necromancers, undead had begun to crop up 
  quite a bit in the region.
  The ferverous faithful volunteered gold where they could not  
  volunteer bodies, and within a few months, the church had 
  amassed a small fortune in resources, and had personpower 
  to rival small armies.
  Toward the flaunted goal of wiping out all undead in the 
  region, the church set about outfitting their force: arms, 
  armor, flags, and vestments were the first objective attacked 
  by the crusade.
  Meant as the pinnacle of the army’s tools was the havenbow: 
  a ranged weapon, imbued with holy and positive energy in a 
  way that would destroy most undead with but a touch, and 
  generate spell-like effects on impact to weaken and destroy 
  lesser undead.
  A noble goal, it was brought low by a simple seamstress: 
  as part of the design of all weapons and gear, a logo was 
  sewn or stamped or carved into each and every piece of 
  equipment.  Overseeing this minutae was a seamstress.
  Little did the crusaders know that this simple seamstress 
  was in fact an agent of the necromancers.  Under cover 
  of simplicity, she worked over long weeks to change the 
  design of the havenbow, and cast powerful magicks atop the 
  originals to corrupt the nature of the energies involved.
  The project took so long to complete that the weapons 
  
  259
  Magic Items
  were employed the very next day, a lauded hallmark of the 
  crusade.
  When captains and lieutenants started falling, brought low 
  by the very weaponry intended to bring them victory, morale 
  was shattered in a heartbeat.  Undead and cultists swarmed 
  over the now-terrified force, for of course the seamstress 
  had also brought them information about the battle and its 
  timing.
  In a handful of hours, a massive and well-provisioned army 
  was nearly utterly destroyed.  
  The netherbow and netherquills that played so vital a 
  function in this reversal of fortunes continued to be used by 
  cultists and beyond, to this day.
  Rumors & Lore
  The following snippets of conversation, convoluted retelling, 
  misunderstanding, urban myth, hearsay, and outright lie 
  are usable as additional incentives for the PCs to uncover 
  mysteries about the town.
  There are two ways to use this FlexTable:
  First, if the PCs are actively searching for information, you 
  can make a 
    Skill Check and look up the result.  If you 
  come to a result that has already been discovered by the PCs, 
  at the GM’s discretion, you may pick a result with a lower DC 
  and read that instead.  
  The party may use 
    Knowledge (Local) or Diplomacy in 
  this manner; the DC listed applies equally to either of these 
  skills.  Alternately, a PC may use Knowledge (History), but 
  with a -4 circumstance penalty (as knowledge of general 
  history will apply in only a limited basis to any immediate 
  vicinity, and netherbows are not really location-bound or 
  related).
  Alternately, if a specific quest explicitly rewards the PCs 
  with a piece of lore, you may simply roll on the appropriate 
  Context and read the result.  In such a circumstance, a Skill 
  Check is not required.
  Generally speaking, the information in this FlexTable may be 
  inserted into your campaign as foreshadowing for eventually 
  revealing a netherbow, or as a means of introducing a plot 
  hook into the Quests listed herein.
  • 
    Use Context A: 
  As a default, or if no other context specifically applies to 
  the circumstances.
  • 
    Use Context B: 
  If the party is attempting to gather information from 
  a Key NPC.  Any named NPC is a “key” NPC for these 
  purposes.
  • 
    Use Context C: 
  If the party is gathering information from generic 
  townsfolk, or NPCs without specific names.  For example, 
  Townsfolk.
  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  unstructured manner.
  Hooks & Integration
  If you’re looking for an excuse to introduce a netherbow or 
  netherquills into your gaming sessions beyond simply “the 
  cultist readies a cursed-looking bow”, here are some ideas.  
  Of course, as a GM, you are by no means bound to selecting 
  from among these… but it’s always useful to have some 
  inspiration or something to get started quickly.
  Class-Based Hooks
  These connections and motivations are based on the 
  presence of one or more characters in the party who have at 
  least one level in a particular class.  
  As GM, you may judge that only one of these is a sufficient 
  motivator; alternately, you can combine multiple class hooks 
  to provide the entire party a believable reason to pursue 
  someone who may be in the possession of nether- weaponry.
  Paladins & Clerics
  Evil Clerics will flock to these weapons, to the extent to 
  which they may employ the weaponry with skill.
  Paladins and non-evil Clerics will not only abstain from 
  using this weaponry, but may even embark upon a crusade 
  or quest specifically to prevent them from falling into the 
  wrong hands.
  Rogues
  Evil Rogues would definitely want to make use of this 
  equipment.  Others would likely wish to benefit from the 
  effects, but to what extent it impinges on their character to 
  use an evil weapon is a case-by-case assessment.
  Martial Characters
  Fighters and Barbarians can likely use evil weaponry without 
  too much damage to their spirits; if they are looking for 
  powerful ranged weaponry, netherbows are an excellent 
  match.
  Arcane Classes
  Arcanists rarely make use of bows, but to the extent to which 
  they do, necromancers in particular can make excellent use 
  of this ranged weapon.
  Monks, Rangers, and Druids
  Rangers in particular are excellent users of netherbows or 
  quills.  Monks and Druids may view the weaponry as too 
  strongly balanced to the evil, but if they accept that, they, 
  too, can use the weaponry well.
  General Hooks
  These hooks are not linked directly to any particular race, 
  class, or other party element, and can be deployed as the 
  GM sees fit as best matches the play style and existing 
  motivations of the party.
  No Hands Are Fit
  The PCs embark upon a mission to deny nether- weaponry to 
  those who would use it for ill purpose.
  This scenario forms the basis of the Quest below.
  Collector
  
  260
  Magic Items
  “It belongs in a museum” is an easy sentiment to advocate.  
  Far more honest, however, is the Collector: someone who 
  more accurately states “it belongs in my museum”.
  A Collector, or group thereof, asks the PCs to retrieve a 
  netherbow or netherquills from their current wielder, and to 
  return it so that it might be stored among other valuables.
  This angle plays particularly well with Lawfully-aligned 
  classes, or PCs whose class, creed, Faction, or other 
  involvement would guide them toward a balance.
  Quests
  Another, more thorough, means of introducing nether- 
  weaponry is via the following Quest.
    This Quest may be inserted into any campaign setting 
  or adventure, either as a “side quest”, or as a tie-in or 
  kickoff to a larger storyline.
    Quest: No Hands Are Fit
    Summary: The party must deny nether- weaponry to 
  those who would use it to suit evil aims.
    Rewards:   
    1,200 gp / 
    3,800 gp / 
    9,100 gp 
  / 
    19,000 gp (promised); up to 
    2 Reward Stars; 
  netherbow & netherquills
    Locations: Any.
    Key NPCs: Any.
    Kickoff: Random Encounter.
    Description:
  A Faction leader approaches the PCs and asks their help.  A 
  group of cultists a day’s ride from town has discovered a 
  strange, potent bow and arrows; their celebrant has vowed 
  to use them to slay the “unbelievers”.  
  As far as anyone can tell, “unbelievers” refers equally 
  to every single person who is not a part of the cult.  So, 
  naturally, there is concern as to how things might play out.
  The Faction in question can be a church, a political or 
  cultural group, or a military force.  They should not be 
  Evil-aligned; in fact, this hook works best if they are Good-
  aligned, and preferably have standing or involvement with 
  the PCs already.
  The PCs are offered a substantial monetary reward if they 
  seek out the cult, and deny them the use of this weaponry.
  It is up to the party as to whether they steal the weapons, 
  destroy them, and/or attack the cult.
    If the party ignores the request, they may lose standing 
  with the Faction that requested it, depending on the 
  urgency of the claim and the existing relationship.  It 
  could also be that the cult attacks town, and the PCs, 
  at some later point, bringing the conflict “home” in a 
  manner that they may not have appreciated before.
  If the party agrees, they have some options as to how to 
  approach things.
    Stealing the weaponry is involves sneaking into the 
  church basement, finding the items, and retrieving them.  
  This Quest works best with an existing structure, so the 
  particulars are left flexible in service to your campaign 
  setting, but at minimum, it is suggested that this require 
  several 
    skill checks (Stealth, Perception, and 
  Disable Device at least). 
   
  Success means that the PCs may keep the netherbow and 
    2d4+2 netherquills.  If they do, they receive only 
    1 
  Reward Star upon return. 
   
  If they destroy the weapons or return them to the 
  requesting Faction for safekeeping, they benefit from 
    
  2 Reward Stars.   
   
  In either case, they gain the entire monetary reward.
    A more frontal approach requires combat, and likely 
  upwards of a dozen guards and church staff to be slain, 
  culminating in the wielder of the weaponry themselves.   
   
  Success offers the same options, and rewards, as above, 
  plus the experience that goes along with the combat 
  required.
  
  261
  Magic Items
  Netherbow Wielder
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Ranger 1
  Ranger 6
  Ranger 10
  Ranger 14
  Size / Aln
  Medium TN  
  Tiefling
  Medium TN  
  Tiefling
  Medium TN  
  Tiefling
  Medium TN  
  Tiefling
  HP
  10
  28
  61
  73
  Armor 
  Class
  14
  16
  18
  20
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  11 (+2) 
  DEX  15 (+4) 
  CON  10 (+0) 
  INT  13 (+1) 
  WIS  15 (+2) 
  CHA  13 (+1)
  STR  11 (+3) 
  DEX  17 (+6) 
  CON  10 (+0) 
  INT  13 (+1) 
  WIS  15 (+2) 
  CHA  13 (+1)
  STR  11 (+4) 
  DEX  19 (+8) 
  CON  10 (+0) 
  INT  13 (+1) 
  WIS  15 (+2) 
  CHA  13 (+1)
  STR  12 (+6) 
  DEX  20 (+10) 
  CON  10 (+0) 
  INT  13 (+1) 
  WIS  15 (+2) 
  CHA  13 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 14
  Passive Perception 15
  Passive Perception 16
  Passive Perception 17
  Languages Common, Dwarvish, Giant, Halfling, Infernal
  Attacks
  Ranged Longbow ) --> 150 
  ft.’: +4 (1d8+2); 600 ft.’: +4 
  (1d8+2)
  Melee Spear +4 (1d6+2)
  Ranged Spear (Thrown) 20 
  ft.’: +4 (1d6+2); 60 ft.’: +4 
  (1d6+2)
  Melee Dagger +4 (1d4+2)
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2)
  Ranged +1 Longbow ) --> 
  150 ft.’: +9/+9 (1d8+4); 
  600 ft.’: +9/+9 (1d8+4)
  Melee Spear +6/+6 (1d6+3)
  Ranged Spear (Thrown) 20 
  ft.’: +6/+6 (1d6+3); 60 ft.’: 
  +6/+6 (1d6+3)
  Melee Dagger +6/+6 
  (1d4+3)
  Ranged Dagger (Thrown) 20 
  ft.’: +6/+6 (1d4+3); 60 ft.’: 
  +6/+6 (1d4+3)
  Ranged +2 Longbow ) --> 
  150 ft.’: +12/+12 (1d8+6); 
  600 ft.’: +12/+12 (1d8+6)
  Melee Spear +8/+8 (1d6+4)
  Ranged Spear (Thrown) 20 
  ft.’: +8/+8 (1d6+4); 60 ft.’: 
  +8/+8 (1d6+4)
  Melee Dagger +8/+8 
  (1d4+4)
  Ranged Dagger (Thrown) 
  20 ft.’: +8/+8 (1d4+4); 60 
  ft.’: +8/+8 (1d4+4)
  Ranged +3 Longbow ) --> 
  150 ft.’: +15/+15 (1d8+8); 
  600 ft.’: +15/+15 (1d8+8)
  Melee Spear +10/+10 
  (1d6+5)
  Ranged Spear (Thrown) 20 
  ft.’: +10/+10 (1d6+5); 60 
  ft.’: +10/+10 (1d6+5)
  Melee Dagger +10/+10 
  (1d4+5)
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10 (1d4+5); 60 
  ft.’: +10/+10 (1d4+5)
  Special
  -
  -
  -
  -
  TN; Medium Humanoid (Tiefling)
  
  262
  Magic Items
  Special Abilities
  Ability Score Increase Your Intelligence score increases by 1, and your 
  Charisma score increases by 2.
  Darkvision Thanks to your infernal heritage, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Hellish Resistance You have resistance to fire damage.
  Infernal Legacy You know the thaumaturgy cantrip. Once you reach 3rd 
  level, you can cast the hellish rebuke spell once per day as a 2nd-level 
  spell. Once you reach 5th level, you can also cast the darkness spell once 
  per day. Charisma is your spellcasting ability for these spells. Spell save DC 
  14.
  Languages You can speak, read, and write Common and Infernal.
  Defensive Tactics At 7th level, you gain one of the following features of 
  your choice.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Favored Enemy Beginning at 1st level, you have significant experience 
  studying, tracking, hunting, and even talking to a certain type of 
  enemy. Choose a type of favored enemy: aberrations, beasts, celestials, 
  constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, 
  plants, or undead. Alternatively, you can select two races of humanoid 
  (such as gnolls and orcs) as favored enemies. You have advantage on 
  Wisdom (Survival) checks to track your favored enemies, as well as on 
  Intelligence checks to recall information about them. When you gain 
  this feature, you also learn one language of your choice that is spoken by 
  your favored enemies, if they speak one at all. You choose one additional 
  favored enemy, as well as an associated language, at 6th and 14th level. 
  As you gain levels, your choices should reflect the types of monsters you 
  have encountered on your adventures.
  Giant Killer When a Large or larger creature within 5 feet of you hits 
  or misses you with an attack, you can use your reaction to attack that 
  creature immediately after its attack, provided that you can see the 
  creature.
  Hide in Plain Sight Starting at 10th level, you can spend 1 minute 
  creating camouflage for yourself. You must have access to fresh mud, 
  dirt, plants, soot, and other naturally occurring materials with which to 
  create your camouflage. Once you are camouflaged in this way, you can 
  try to hide by pressing yourself up against a solid surface, such as a tree 
  or wall, that is at least as tall and wide as you are. You gain a +10 bonus to 
  Dexterity (Stealth) checks as long as you remain there without moving or 
  taking actions. Once you move or take an action or a reaction, you must 
  camouflage yourself again to gain this benefit.
  Hunter Emulating the Hunter archetype means accepting your place as 
  a bulwark between civilization and the terrors of the wilderness. As you 
    Low
    Moderate
    Advanced
    Elite
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Favored 
  Enemy, Natural Explorer, 
  Humanoids, Forest
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Extra 
  Attack, Favored Enemy, 
  Fighting Style, Giant 
  Killer, Hunter, Hunter’s 
  Prey, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Archery, 
  Humanoids, Monstrosities, 
  Forest, Grassland
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Hellish 
  Resistance, Infernal 
  Legacy, Languages, Ability 
  Score Improvement, 
  Defensive Tactics, Extra 
  Attack, Favored Enemy, 
  Fighting Style, Giant 
  Killer, Hide in Plain Sight, 
  Hunter, Hunter’s Prey, 
  Land’s Stride, Multiattack 
  Defense, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Archery, 
  Humanoids, Monstrosities, 
  Desert, Forest, Grassland
  Spellcaster Spell Slots, Ability 
  Score Increase, Darkvision, 
  Hellish Resistance, Infernal 
  Legacy, Languages, Ability 
  Score Improvement, 
  Defensive Tactics, Extra 
  Attack, Favored Enemy, 
  Fighting Style, Giant Killer, 
  Hide in Plain Sight, Hunter, 
  Hunter’s Prey, Land’s Stride, 
  Multiattack, Multiattack 
  Defense, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, Spell 
  Slots, Vanish, Volley, Archery, 
  Humanoids, Monstrosities, 
  Plants, Desert, Forest, 
  Grassland
  Spell-
  casting
  -
  Save DC 13; Spell Atk +5
  2nd: barkskin; lesser 
  restoration
  1st: cure wounds; fog cloud; 
  hunter’s mark; speak with 
  animals
  Save DC 14; Spell Atk +6
  3rd: protection from 
  energy; wind wall
  2nd: barkskin; find traps; 
  lesser restoration
  1st: cure wounds; fog 
  cloud; hunter’s mark; speak 
  with animals
  Save DC 15; Spell Atk +17
  4th: conjure woodland 
  beings
  3rd: conjure animals; 
  protection from energy; wind 
  wall
  2nd: barkskin; find traps; 
  lesser restoration
  1st: cure wounds; fog cloud; 
  hunter’s mark; speak with 
  animals
  Equipment
  Longbow; studded 
  leather armor; arrows 
  (20x); spear; dagger
  +1 Longbow; +1 studded 
  leather armor; arrows 
  (20x); spear; dagger
  +2 Longbow; +2 studded 
  leather armor; arrows 
  (20x); spear; dagger
  +3 Longbow; +3 studded 
  leather armor; arrows 
  (20x); spear; dagger
  
  263
  Magic Items
  walk the Hunter’s path, you learn specialized techniques for fighting the 
  threats you face, from rampaging ogres and hordes of orcs to towering 
  giants and terrifying dragons.
  Land’s Stride Starting at 8th level, moving through nonmagical difficult 
  terrain costs you no extra movement. You can also pass through 
  nonmagical plants without being slowed by them and without taking 
  damage from them if they have thorns, spines, or a similar hazard. In 
  addition, you have advantage on saving throws against plants that are 
  magically created or manipulated to impede movement, such those 
  created by the entangle spell.
  Multiattack Defense When a creature hits you with an attack, you gain a 
  +4 bonus to AC against all subsequent attacks made by that creature for 
  the rest of the turn.
  Natural Explorer You are particularly familiar with one type of natural 
  environment and are adept at traveling and surviving in such regions. 
  Choose one type of favored terrain: arctic, coast, desert, forest, grassland, 
  mountain, swamp, or the Underdark. When you make an Intelligence or 
  Wisdom check related to your favored terrain, your proficiency bonus is 
  doubled if you are using a skill that you’re proficient in. While traveling for 
  an hour or more in your favored terrain, you gain the following benefits: 
  * Difficult terrain doesn’t slow your group’s travel. * Your group can’t 
  become lost except by magical means. * Even when you are engaged in 
  another activity while traveling (such as foraging, navigating, or tracking), 
  you remain alert to danger. * If you are traveling alone, you can move 
  stealthily at a normal pace. * When you forage, you find twice as much 
  food as you normally would. * While tracking other creatures, you also 
  learn their exact number, their sizes, and how long ago they passed 
  through the area. You choose additional favored terrain types at 6th and 
  10th level.
  Primeval Awareness Beginning at 3rd level, you can use your action 
  and expend one ranger spell slot to focus your awareness on the region 
  around you. For 1 minute per level of the spell slot you expend, you 
  can sense whether the following types of creatures are present within 
  1 mile of you (or within up to 6 miles if you are in your favored terrain): 
  aberrations, celestials, dragons, elementals, fey, fiends, and undead. This 
  feature doesn’t reveal the creatures’ location or number.
  Vanish Starting at 14th level, you can use the Hide action as a bonus 
  action on your turn. Also, you can’t be tracked by nonmagical means, 
  unless you choose to leave a trail.
  Volley You can use your action to make a ranged attack against any 
  number of creatures within 10 feet of a point you can see within your 
  weapon’s range. You must have ammunition for each target, as normal, 
  and you make a separate attack roll for each target.
  Archery You gain a +2 bonus to attack rolls you make with ranged 
  weapons.
  Humanoids Advantage on Wisdom (Survival) checks to track Humanoids, 
  as well as on Intelligence checks to recall information about them. You 
  also learn one language of your choice that is spoken by your favored 
  enemies, if they speak one at all.
  
  264
  Magic Items
  Nightstrand Garrote
    Nightstrand Garrote (weapon)
  Value:  
    3,100 gp / 
    12,000 gp /  
    32,000 gp / 
    63,000 gp
  Weight 1 lb.; Materials bone, sinew; Nature magical; Aura 
  moderate transmutation, necromancy [death]; Slot weapon 
  (melee, exotic, one-handed)
  CL:  
    6th / 
    10th / 
    12th / 
    14th
  Base Weapon Profile:
    Weight 1 lb; Dmg 1d6 (1d4 S); Critical x2; Type 
  Slashing; Class Exotic, Two-Handed, Melee
  Effect Summary: 
    Choked victim can only hold breath half as long 
  as normal (i.e., 1 round per point of Con by default)
    Treat as a +1 weapon in all respects; 
  wielder gains +2 to Grapple checks made with this 
  weapon; 
  choked victim suffers -2 penalty to Con checks to hold 
  breath; 
  choked victim suffers additional 1d4 slashing damage 
  each round
    Treat as a +2 weapon in all respects; 
  wielder gains +4 bonus for Grapple checks made with 
  this weapon; 
  choked victim suffers -3 penalty to Con checks to hold 
  breath; 
  choked victim suffers additional 1d6 slashing damage 
  each round
    Treat as a +3 weapon in all respects; 
  wielder gains +6 bonus for Grapple checks made with 
  this weapon; 
  choked victim suffers -4 penalty to Con checks to hold 
  breath; 
  choked victim suffers additional 1d8 slashing damage 
  each round; 
  victims slain by this weapon raise as a gargoyle 1d4 
  days later
    Treat as a +4 weapon in all respects; 
  wielder gains +8 bonus for Grapple checks made with 
  this weapon; 
  choked victim suffers -5 penalty to Con checks to hold 
  breath; 
  choked victim suffers additional 1d10 slashing damage 
  each round; 
  victims slain by this weapon raise as a margoyle 1d4 
  days later
  Description
  Made from the blackened vertibrae and hip bones of an imp 
  or quasit, slain in the hells, where the item is made. Bones 
  are treated with acids to sharpen them, and threaded on 
  a strand of shadow between the two pelvis bone handles. 
  The weapon decapitates victims, turning their heads into a 
  vargoyle.
  Effect
  Nightstrand garrotes are magic weapons, and benefit from 
  an enhancement bonus as listed.
  All versions grant the wielder the benefit of one or more 
  Feats while the weapon is wielded.  If a wielder has a given 
  Feat listed, they receive no additional benefit for having that 
  Feat a second time as none of the granted Feats stack.
  While using this weapon in a Grapple, the nightstrand 
  garrote grants the user a bonus to CMB.  Note that this 
  bonus applies only if this weapon is used to perform the 
  Grapple, and does not apply if the wielder themselves does 
  not initiatve the Grapple involved.
  Victims being choked by this weapon may only hold their 
  breath half as long as normal, rounded down.  In addition, 
  any Constitution checks made by a victim of this weapon to 
  hold breath suffer additional penalties.
  Certain iterations of this weapon allow the wielder to 
  generate a spell-like effect; this requires a swift action.  
  This ability has a limitation, and that limit is weapon-based, 
  not user-based; transferring a depleted nightstrand garrote 
  to another person does not affect its remaining uses of this 
  effect.  The limitation resets in full 24 hours after it is first 
  used from a full charge.
  Finally, victims slain by advanced versions of this weapon 
  will raise as a monster 
    1d4 days after they die.
  Synergy & Sets
  None.  Nightstrand garrotes are standalone items, and do not 
  gain further benefit or effects from use alongside any other 
  specific equipment.
  
  265
  Magic Items
  Discovery
  These items are most often found on evil rogues, especially 
  those inclined toward assassination.  
  They are very occasionally available in necromancer’s labs, 
  and possibly in black-market magic-item shops.
  Use of the item’s spell-like effect ability requires knowledge, 
  gained either from research or from an informed handoff 
  from a knowledgable current owner.
    At the GM’s discretion, knowledge of how this device 
  functions can simply be assumed to be automatic.  
  This can streamline gameplay considerably and allow 
  the wielder to immediately gain the benefit of the 
  nightstrand garrote’s capabilities.
  Ubiquity
  Nighstrand garrotes are rare, though more common among 
  evil assassins and related Factions.
  Notoriety
  The nature of a garrote, of any sort, implies that it would 
  rarely be on display, so it’s unlikely that onlookers would 
  ever know of the item’s presence.
  Quirks of Ownership
  None.  
  Note that although imbued with necromantic energy, the 
  nighstrand garrote is not an inherently evil item, and 
  therefore even Good wielders may not suffer any long-term 
  effects from owning this artifact.
  History & Background
  As unbelievable as it may seem, the first nightstrand garrote 
  arose out of an efCon to provide underwater breathing 
  capabilities to rescuers.
  On a northern shore, shipwrecks were common.
  Construction of lighthouses was nearly impossible, thanks to 
  the soft earth that made the banks little more than hardened 
  sandbars, ill-fit for tall structures.  
  Continual light and other long-term magical solutions had 
  a tendency to null out, due to unknown forces.  Certainly 
  there was a sense of dull foreboding and evil presence in the 
  region, but it was also along a valuable shipping lane, with 
  little circumvention feasible, so it was crucial that ships flow 
  through the zone.
  While some tackled the problem of preventing shipwrecks, 
  there was a second team resigned to their inevitability.  
  This second team was tasked with forming a “recovery 
  army”—nominally to help save crew who would otherwise 
  wash ashore or drown, but in reality, the team’s ultimate 
  responsibility was to the merchants: their true task was to 
  salvage and recover as much cargo as possible.
  Toward these not-mutually-exclusive aims, the team 
  forged equipment, both mundane and magic.  One of their 
  inventions was a design to provide underwater breathing in 
  an apparatus that could be shared and transitioned between 
  team members, and also used to provide air to those trapped 
  underneath to aid them back to the surface.
  The aim was noble.  The design was, in fact, sound.  The only 
  critical error the team made was forging it in the shadow 
  of the foreboding shiplane... the same forces that caused 
  continual lights to blink out after a few days focused their 
  energies on this new invention.
  Perverted, corrupted, and utterly repellant, the first 
  nightstrand garrote was immediately and obviously not a 
  breathing device.  However, glamered as it was, it was still 
  brought into service.  
  Many tragic drownings took place before the glamer was 
  dispelled, to reveal the item’s true nature.
  It was cast aside in disgust, but evil magic has a habit of 
  finding its way into the right hands eventually.
  Rumors & Lore
  The following snippets of conversation, convoluted retelling, 
  misunderstanding, urban myth, hearsay, and outright lie 
  are usable as additional incentives for the PCs to uncover 
  mysteries about the town.
  There are two ways to use this FlexTable:
  First, if the PCs are actively searching for information, you 
  can make a 
    Skill Check and look up the result.  If you 
  come to a result that has already been discovered by the PCs, 
  at the GM’s discretion, you may pick a result with a lower DC 
  Table 43: Nightstrand Garrote Flavors
  Difficulty 
  Band
  Prefix
  Enhancement 
  Bonus
  Grapple 
  Bonus
  Choked Victim Effect
    Low
  Minor
  +1
  +2
  -2 to Con to hold breath; 
  +1d4 slashing damage/round
    Moderate
  Lesser
  +2
  +4
  -3 to Con to hold breath; 
  +1d6 slashing damage/round
    Advanced
  Greater
  +3
  +6
  -4 to Con to hold breath; 
  +1d8 slashing damage/round; slain raises as gargoyle 1d4 days later
    Elite
  Elite
  +4
  +8
  -5 to Con to hold breath; 
  +1d10 slashing damage/round; slain raises as margoyle 1d4 days 
  later
  
  266
  Magic Items
  and read that instead.  
  The party may use 
    Knowledge (Local) or Diplomacy in 
  this manner; the DC listed applies equally to either of these 
  skills.  Alternately, a PC may use Knowledge (History), but 
  with a -4 circumstance penalty (as knowledge of general 
  history will apply in only a limited basis to any immediate 
  vicinity, and the nightstrand garrote is not really location-
  bound or related).
  Alternately, if a specific quest explicitly rewards the PCs 
  with a piece of lore, you may simply roll on the appropriate 
  Context and read the result.  In such a circumstance, a Skill 
  Check is not required.
  Generally speaking, the information in this FlexTable may be 
  inserted into your campaign as foreshadowing for eventually 
  revealing a nightstrand garrote, or as a means of introducing 
  a plot hook into the Quests listed herein.
  • 
    Use Context A: 
  As a default, or if no other context specifically applies to 
  the circumstances.
  • 
    Use Context B: 
  If the party is attempting to gather information from 
  a Key NPC.  Any named NPC is a “key” NPC for these 
  purposes.
  • 
    Use Context C: 
  If the party is gathering information from generic 
  townsfolk, or NPCs without specific names.  For example, 
  Townsfolk.
  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  unstructured manner.
  Hooks & Integration
  If you’re looking for an excuse to introduce a nightstrand 
  garrote into your gaming sessions beyond simply “the evil 
  rogue readies a horrible-looking chokechain”, here are some 
  ideas.  
  Of course, as a GM, you are by no means bound to selecting 
  from among these… but it’s always useful to have some 
  inspiration or something to get started quickly.
  Class-Based Hooks
  These connections and motivations are based on the 
  presence of one or more characters in the party who have at 
  least one level in a particular class.  
  As GM, you may judge that only one of these is a sufficient 
  motivator; alternately, you can combine multiple class hooks 
  to provide the entire party a believable reason to pursue 
  someone who may be in the possession of a nightstrand 
  garrote.
  Paladins & Clerics
  Although the weapon is not inherently evil, these classes 
  might nevertheless shy away from such a brutish and 
  underhanded device.
  Rogues
  Rogues, particularly assassination-focused Rogues, are quite 
  definitely the best users of this weapon.  
  Even those not typically interested in strangling might 
  change their tactics if a potent enough artifact were 
  available to them!
  Martial Characters
  Even though most martial PCs have access to much more 
  formidable weaponry, sometimes in a one-on-one conflict, 
  strangling and the extra potency granted by this weapon are 
  a good tactic to employ.
  Arcane Classes
  It’s unlikely that arcanists would have the strength and 
  melee resiliency required to make full use of this weapon, 
  but it’s also possible to easily lurk in the shadows and take a 
  victim by surprise with this weapon.  
  After all, who would suspect a wizard to jump on your back 
  and strangle you?
  Monks, Rangers, and Druids
  These classes tend to be speedy, flexible, and excel in tactics-
  oriented melee combat.  This combination speaks to a perfect 
  ability to make use of a nightstrand garrote.
  General Hooks
  These hooks are not linked directly to any particular race, 
  class, or other party element, and can be deployed as the 
  GM sees fit as best matches the play style and existing 
  motivations of the party.
  Take My Breath Away
  The PCs are asked to strangle an assassination target to 
  death.  To aid their efforts, they are given a nightstrand 
  garrote.
  This scenario forms the basis of the Quest below.
  Collector
  “It belongs in a museum” is an easy sentiment to advocate.  
  Far more honest, however, is the Collector: someone who 
  more accurately states “it belongs in my museum”.
  A Collector, or group thereof, asks the PCs to retrieve a 
  nightstrand garrote from its current wielder, and to return it 
  so that it might be stored among other valuables.
  This angle plays particularly well with Lawfully-aligned 
  classes, or PCs whose class, creed, Faction, or other 
  involvement would guide them toward a balance.
  Quests
  Another, more thorough, means of introducing a nightstrand 
  garrote is via the following Quest.
    This Quest may be inserted into any campaign setting 
  or adventure, either as a “side quest”, or as a tie-in or 
  kickoff to a larger storyline.
    Quest: Take My Breath Away
    Summary: The PCs are commissioned to assassinate 
  a target by choking them.  Toward this goal, they are 
  loaned a nightstrand garrote.
    Rewards:   
    1,400 gp / 
    4,100 gp / 
    9,000 gp 
  
  267
  Magic Items
  FlexTable 37: Nightstrand Garrote Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  Long ago, there was a shipping 
  lane plagued by shipwrecks.
    True.  Not obviously related to this 
  weapon, but it is a component of its 
  origin story.
  15-29
  15-30
  15-30
  01-30
  13
  A cursed shipping lane resulted 
  in dozens of shipwrecks a 
  year... and merchants wanted 
  to recover crew and cargo.
    True.  This unfolds a bit as to the 
  drivers behind the nightstrand garrote’s 
  origins.
  30-44
  31-45
  31-45
  31-39
  15
  In an efCon to enable rescuers 
  to breathe underwater, the 
  protectors of a cursed shipping 
  lane invented a device that 
  was eventually corrupted.
    True.  This is how the weapon as 
  we know it came to be.
  45-59
  46-60
  46-60
  40-49
  17
  A nightstrand garrote is a 
  weapon intended to strangle 
  even the hardiest of foes.
    True.  Not specific as to 
  capabilities, but accurate.
  60-74
  60-69
  60-69
  50-59
  18
  Nightstrand garrotes reduce 
  victim’s ability to resist, 
  enhance damage, and are 
  potent magic weapons on their 
  own.
    True.  This is a good explanation of 
  the item’s capabilities.
  75-89
  70-97
  70-94
  60-69
  13
  Nightstrand garrotes are made 
  from piano wires, taken from 
  instruments saturated with the 
  blood of the innocent.
    False.  What sort of ballroom party 
  does this story come from?
  90-00
  98-00
  95-00
  70-00
  14
  Nightstrand garrotes are 
  weapons intended to be used 
  only by gargoyles.
    False.  This has nothing to do with 
  the weapon’s origins, usage, or powers.
  / 
    19,000 gp (promised); up to 
    2 Reward Stars; 
  nightstrand garrote
    Locations: Any.
    Key NPCs: Any.
    Kickoff: Random Encounter.
    Description:
  A quest-giver approaches the party and asks their help 
  to dispatch a target.  Who the target is, and the motive 
  underlying it, are intentionally left flexible, in service to 
  your campaign setting.
  The quest-giver is ideally a part of a Faction in your gaming 
  world known for assassination, though it could also be any 
  Faction with which the PCs have an existing relationship 
  and/or standing.  It could be a civil authority, attempting to 
  weed out a social stain who is otherwise beyond justice.  It 
  could be a personal issue, commissoned by a single, vengeful 
  person.
  Whomever it is, they offer a monetary reward for taking out 
  the target.  This is secure, regardless of the method used.
  As it is important to them that the kill be via choking, the 
  quest-giver offers an additional incentive: perform the 
  execution in this manner, and the PCs may keep the loaned 
  nightstrand garrote.
  The PCs can easily locate the target, and he is frequently 
  found alone in his residence, which is locked, but not 
  seriously so.
    If the PCs decline, the sensitive nature of the request may 
  mean reprecussions.  The party may lose standing with 
  the Faction involved, and/or Attitude with the quest-
  giver.  The quest-giver may wish to secure some means of 
  ensuring the party’s silence regarding the assassination 
  intent.   
   
  Within a week, the target is found strangled to death, 
  done in by someone else more willing than the PCs.
    If the PCs agree, receive the nightstrand garrote, and 
  then ignore the task, they will definitely be pursued, by 
  the quest-giver, as well as other members of the Faction 
  involved.  In addition to losing standing and Attitude, the 
  party may also face a penalty for stealing the weapon: 
  they will have to pay half the promised reward money 
  themselves in order to restore confidence.
    Agreeing, and actually performing the task, brings 
  reward.  To perform the execution, it’s recommended that 
  the PCs must face a combination of 
    skill checks and 
  the combat of actually performing the execution. 
   
  Making the kill via choking brings the best reward: the 
  full promised money, 
    2 Reward Stars, and the party 
  gets to keep the weapon. 
   
  
  268
  Magic Items
  Any other means of dispatching the target will reduce the 
  above to 
    1 Reward Star and they will have to return 
  the nightstrand garrote.
  
  269
  Magic Items
  Nighstrand Garotte Wielder
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Rogue 1
  Rogue 6
  Rogue 10
  Rogue 14
  Size / Aln
  Medium NE 
  Halfling (Lightfoot)
  Medium NE 
  Halfling (Lightfoot)
  Medium NE 
  Halfling (Lightfoot)
  Medium NE 
  Halfling (Lightfoot)
  HP
  9
  39
  80
  126
  Armor 
  Class
  17
  18
  19
  20
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR  10 (+0) 
  DEX  20 (+7) 
  CON  12 (+1) 
  INT  17 (+5) 
  WIS  6 (-2) 
  CHA  8 (-1)
  STR  10 (+0) 
  DEX  20 (+8) 
  CON  14 (+2) 
  INT  17 (+6) 
  WIS  6 (-2) 
  CHA  8 (-1)
  STR  12 (+1) 
  DEX  20 (+9) 
  CON  16 (+3) 
  INT  17 (+7) 
  WIS  6 (-2) 
  CHA  8 (-1)
  STR  10 (+1) 
  DEX  20 (+10) 
  CON  18 (+4) 
  INT  17 (+8) 
  WIS  6 (-2) 
  CHA  8 (-1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 10 
  +4 Thieves’ Tools
  Passive Perception 14 
  +6 Thieves’ Tools
  Passive Perception 16 
  +8 Thieves’ Tools
  Passive Perception 18 
  +10 Thieves’ Tools
  Languages Common, Halfling
  Attacks
  Melee Shortsword (Small) 
  +7 (1d6+5)
  Ranged Shortbow (Small) ) 
  --> 30 ft.’: -3 (1d6+5); 120 
  ft.’: -3 (1d6+5)
  Melee Dagger (Small) +7 
  (1d4+5)
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +7 
  (1d4+5); 60 ft.’: +7 
  (1d4+5)
  Melee +1 Shortsword (Small) 
  +9 (1d6+6)
  Ranged Shortbow (Small) ) 
  --> 30 ft.’: -2 (1d6+5); 120 
  ft.’: -2 (1d6+5)
  Melee Dagger (Small) +8 
  (1d4+5)
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +8 (1d4+5); 
  60 ft.’: +8 (1d4+5)
  Melee +2 Shortsword 
  (Small) +11 (1d6+7)
  Ranged Shortbow (Small) ) 
  --> 30 ft.’: -1 (1d6+5); 120 
  ft.’: -1 (1d6+5)
  Melee Dagger (Small) +9 
  (1d4+5)
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +9 
  (1d4+5); 60 ft.’: +9 
  (1d4+5)
  Melee +3 Shortsword (Small) 
  +13 (1d6+8)
  Ranged Shortbow (Small) ) 
  --> 30 ft.’: +0 (1d6+5); 120 
  ft.’: +0 (1d6+5)
  Melee Dagger (Small) +10 
  (1d4+5)
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +10 
  (1d4+5); 60 ft.’: +10 
  (1d4+5)
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
  NE; Small Humanoid (Halfling)
  
  270
  Magic Items
  Special Abilities
  Ability Score Increase Your Charisma score increases by 1.
  Brave You have advantage on saving throws against being frightened.
  Halfling Nimbleness You can move through the space of any creature that 
  is of a size larger than yours.
  Languages You can speak, read, and write Common and Halfling. The 
  Halfling language isn’t secret, but halflings are loath to share it with 
  others. They write very little, so they don’t have a rich body of literature. 
  Their oral tradition, however, is very strong. Almost all halflings speak 
  Common to converse with the people in whose lands they dwell or 
  through which they are traveling.
  Lucky When you roll a 1 on an attack roll, ability check, or saving throw, 
  you can reroll the die and must use the new roll.
  Naturally Stealthy You can attempt to hide even when you are obscured 
  only by a creature that is at least one size larger than you.
  Blindsense Starting at 14th level, if you are able to hear, you are aware of 
  the location of any hidden or invisible creature within 10 feet of you.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Reliable Talent By 11th level, you have refined your chosen skills until they 
  approach perfection. Whenever you make an ability check that lets you 
  add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
  Second-Story Work When you choose this archetype at 3rd level, you gain 
  the ability to climb faster than normal; climbing no longer costs you extra 
  movement. In addition, when you make a running jump, the distance you 
  cover increases by a number of feet equal to 5.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 7d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so 
  do rogues who prefer to think of themselves as professional treasure 
  seekers, explorers, delvers, and investigators. In addition to improving 
  your agility and stealth, you learn skills useful for delving into ancient 
  ruins, reading unfamiliar languages, and using magic items you normally 
  couldn’t employ.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages 
  in seemingly normal conversation. Only another creature that knows 
  thieves’ cant understands such messages. It takes four times longer 
  to convey such a message than it does to speak the same idea plainly. 
  In addition, you understand a set of secret signs and symbols used to 
  convey short, simple messages, such as whether an area is dangerous or 
  the territory of a thieves’ guild, whether loot is nearby, or whether the 
  people in an area are easy marks or will provide a safe house for thieves 
  on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you.
  Use Magic Device By 13th level, you have learned enough about the 
  workings of magic that you can improvise the use of items even when 
  they are not intended for you. You ignore all class, race, and level 
  requirements on the use of magic items.
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Ability Score Increase, 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Expertise, Sneak 
  Attack, Thieves’ Cant
  Ability Score Increase, 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Cunning 
  Action, Expertise, Fast 
  Hands, Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Thief, Thieves’ Cant, 
  Uncanny Dodge 
  Ability Score Increase, 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Ability Score Increase, 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Blindsense, 
  Cunning Action, Evasion, 
  Expertise, Fast Hands, 
  Reliable Talent, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, Supreme 
  Sneak, Thief, Thieves’ Cant, 
  Uncanny Dodge, Use Magic 
  Device
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Shortbow (small); 
  shortsword (small); 
  studded leather armor; 
  arrows (20x); dagger 
  (small)
  Shortbow (small); +1 
  shortsword (small); +1 
  studded leather armor; 
  arrows (20x); dagger 
  (small)
  Shortbow (small); +2 
  shortsword (small); +2 
  studded leather armor; 
  arrows (20x); dagger 
  (small)
  Shortbow (small); +3 
  shortsword (small); +3 
  studded leather armor; 
  arrows (20x); dagger 
  (small)
  
  271
  Magic Items
  Obelisk Mote Bolt
    Please note that this item in particular references dark 
  obelisks and obelisk-related effects and lore.   
   
  Although the item will make the most sense and be the 
  most easily used in a campaign setting that includes 
  other IGS adventures such as the Dark Obelisk 
    
  adventure path, the description herein is intended to 
  be ready-to-use as-is, without any further context or 
  grander use.   
   
  Everything you need as a GM to drop it into any existing 
  campaign setting or adventure should be present and 
  easy to use, without any other information about obelisk 
  lore.
    Obelisk Mote Bolt (ammunition)
  Value:  
    150 gp / 
    2,500 gp /  
    8,500 gp / 
    52,000 gp
  Weight 0 lbs.; Materials wood, feathers, dark obelisk; 
  Nature magical;  
  Aura: 
    strong necromancy [death, chaos],  
    +moderate evocation [chaotic, sonic]; Slot 
  ammunition (crossbow)
  CL:  
    8th / 
    12th / 
    16th / 
    18th
  Base Weapon Profile:
    Weight 0 lb; Dmg per weapon used; Critical per 
  weapon used; Type Piercing; Range per weapon used; 
  Class ammunition (crossbow)
  Effect Summary: 
    Treat as +1 ammunition;  
  +1d6 negative energy damage vs. non-evil targets; 
  10% chance to be intact and reusable (including magical 
  properties and abilities) after use
    Treat as +2 ammunition;  
  +1d8 negative energy damage vs. non-evil targets; 
  enervation (struck creature only); 
  20% chance to be intact and reusable (including magical 
  properties and abilities) after use
    Treat as +3 ammunition;  
  +2d6 negative energy damage vs. non-evil targets; 
  enervation (struck creature only); 
  harm (struck creature only, Wis DC 18); 
  30% chance to be intact and reusable (including magical 
  properties and abilities) after use
    Treat as +4 ammunition;  
  +2d8 negative energy damage vs. non-evil targets; 
  enervation (struck creature only); 
  harm (struck creature only, Wis DC 20); 
  energy drain (struck creature only, Constitution DC 21) 
  30% chance to be intact and reusable (including magical 
  properties and abilities) after use /  
    4,500 gp / 
    
  28,000 gp
  Description
  The fletching is typically hooked or bladed.  Nocking these 
  bolts/arrows is a painful thing, that draws blood from the 
  person shooting them!
  Effect
  These crossbow bolts are magical, and benefit from an 
  enhancement bonus as listed.
  All iterations are somewhat durable.  When an obelisk mote 
  bolt is fired, resolve its effects.  Then check as to whether 
  it is reusable; if successful, the bolt is like new, completely 
  usable in every manner that it was before firing.  There is 
  theoretically no limit to the number of times a single bolt can 
  be reused in such a manner, provided that it keeps making 
  its saves.
  Against all creatures that are not Evil as a component of 
  their alignment (or have the Evil classification as part of 
  their description), obelisk mote bolts inflict additional 
  negative energy damage as described.
  When a creature is struck with most types of obelisk mote 
  bolt, it suffers one or more spell-like effects as noted.  
  Finally, all obelisk mote bolts count as Evil for the purposes 
  of overcoming damage reduction.
  All of these effects are automatic, requiring no activation or 
  knowledge, and cannot be suppressed when the weapon is 
  fired.
  Synergy & Sets
  None.  Obelisk mote bolts are standalone items, and do not 
  gain further benefit or effects from use alongside any other 
  specific equipment.
  
  272
  Magic Items
  Discovery
  These weapons are nearly always discovered as part of an 
  evil cult or church’s cache.  They may also be employed in 
  battle by antipaladins or evil clerics or sometimes fighters.
  Ubiquity
  Obelisk mote bolts are all but impossible to find outside of 
  the context of a dark obelisk and its potential surrounding 
  influence.
  Notoriety
  These weapons exude evil, even without testing for a certain 
  aura.  They’re noteworthy and gain attention wherever they 
  are shown.  
  That said, it’s unlikely that a wielder would put the bolts on 
  display outside of battle.
  Those familiar with the weapon’s existence will recognize it 
  immediately from afar.
  Quirks of Ownership
  None, innately.
    At the GM’s option, prolonged use of an evil and chaotic 
  item by good- and/or lawfully-aligned characters may 
  pose a greater and more severe risk to their nature.  
  It’s unnatural, and feels unnatural, to make extended 
  and continued use of such a vile artifact without the 
  alignment to match.   
   
  The GM, and players, are encouraged to recognize this 
  effect, and to consider roleplaying it if these items form a 
  large presence in your campaign.
  History & Background
  Obelisk mote bolts were forged as a means of sending bits of 
  dark obelisk far and wide, and spreading the chaotic, evil 
  influence of the substance as much as possible.
  Eons ago, cultists dedicated to the dark obelisk sacrificed 
  and sacrificed, but their influence seemed limited to that 
  of the rock they worshipped.  As they are giant things that 
  cannot at all be relocated, this troubled cult leadership, who 
  wished to spread the effect of their worship across the entire 
  Realm.
  Toward this goal, the cultists experimented with various 
  ideas.  
  One was a trebuchet, but instead of tossing boulders, it was 
  fitted to fling small rocks.  This proved difficult, as handling 
  or even prolonged proximate exposure even fist-sized chunks 
  of dark obelisk had a tendency to drive the weapon’s crew 
  insane, to the point of violently stabbing their comrades 
  rather than focusing on the task at hand.
  Another was a courier service that delivered not just 
  messages or cargo, but also small flecks of obelisk.  Although 
  a much more feasible approach mechanically, this option was 
  doomed from the start: there was no way of being secretive 
  enough about the service’s true motives to get anyone to hire 
  them!
  Finally, they arrived at the obelisk mote bolt: a crossbow 
  bolt imbued with a tiny fleck of dark obelisk.  No prolonged 
  exposure, and no reliance upon a third party’s ignorance or 
  stupidity.
  Soon after the weapon was conceived, however, its combat 
  potential was quickly identified, and future obelisk mote 
  bolts were given even greater powers.
  Rumors & Lore
  The following snippets of conversation, convoluted retelling, 
  misunderstanding, urban myth, hearsay, and outright lie 
  are usable as additional incentives for the PCs to uncover 
  mysteries about the town.
  There are two ways to use this FlexTable:
  First, if the PCs are actively searching for information, you 
  can make a 
    Skill Check and look up the result.  If you 
  come to a result that has already been discovered by the PCs, 
  at the GM’s discretion, you may pick a result with a lower DC 
  and read that instead.  
  The party may use 
    Knowledge (Local) or Diplomacy in 
  this manner; the DC listed applies equally to either of these 
  skills.  Alternately, a PC may use Knowledge (History), but 
  with a -4 circumstance penalty (as knowledge of general 
  history will apply in only a limited basis to any immediate 
  vicinity, and the obelisk mote bolt is not really location-
  bound or related).
  Alternately, if a specific quest explicitly rewards the PCs 
  with a piece of lore, you may simply roll on the appropriate 
  Context and read the result.  In such a circumstance, a Skill 
  Check is not required.
  Table 44: Obelisk Mote Bolt Flavors
  Difficulty 
  Band
  Prefix
  Enhancement 
  Bonus
  Non-Evil 
  Target Damage
  Reuse
  Struck Creature Spell-Like Effects
    Low
  Minor
  +1
  +1d6
  10%
  -
    Moderate
  Lesser
  +2
  +1d6
  20%
  enervation
    Advanced
  Greater
  +3
  +2d6
  30%
  enervation; harm (Wis DC 18)
    Elite
  Elite
  +4
  +2d8
  30%
  enervation; harm (Wis DC 20);  
  energy drain (Con DC 21)
  
  273
  Magic Items
  Generally speaking, the information in this FlexTable may be 
  inserted into your campaign as foreshadowing for eventually 
  revealing an obelisk mote bolt, or as a means of introducing a 
  plot hook into the Quests listed herein.
  • 
    Use Context A: 
  As a default, or if no other context specifically applies to 
  the circumstances.
  • 
    Use Context B: 
  If the party is attempting to gather information from 
  a Key NPC.  Any named NPC is a “key” NPC for these 
  purposes.
  • 
    Use Context C: 
  If the party is gathering information from generic 
  townsfolk, or NPCs without specific names.  For example, 
  Townsfolk.
  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  unstructured manner.
  Hooks & Integration
  If you’re looking for an excuse to introduce an obelisk mote 
  bolt into your gaming sessions beyond simply “the cultist 
  fires a horrid-looking crossbow bolt at you”, here are some 
  ideas.  
  Of course, as a GM, you are by no means bound to selecting 
  from among these… but it’s always useful to have some 
  inspiration or something to get started quickly.
  Class-Based Hooks
  These connections and motivations are based on the 
  presence of one or more characters in the party who have at 
  least one level in a particular class.  
  As GM, you may judge that only one of these is a sufficient 
  motivator; alternately, you can combine multiple class hooks 
  to provide the entire party a believable reason to pursue 
  someone who may be in the possession of an obelisk mote 
  bolt.
  Paladins & Clerics
  Evil clerics, particularly those dedicated to an obelisk-related 
  deity, would be first to line up to use this weapon.
  Non-Evil Clerics, and all Paladins, would likely invoke a 
  crusade or holy mission dedicated specifically to eradicating 
  these weapons, should they be found.
  Rogues
  Evil Rogues have it easy here: they would absolutely use this 
  weapon, particularly as it makes for a devastatingly lethal 
  assassination weapon.
  Non-Evil Rogues may overcome any moral qualms they might 
  have if the need to deliver massive damage and ill effect at 
  range is great enough.
  Martial Characters
  As with other classes listed here, it depends on alignment: 
  evil Fighters, Barbarians, and the like will flock to this 
  weapon, and others may give in to the power it represents if 
  they have need of it.
  Arcane Classes
  Crossbows are one of the few weapons that most arcanists 
  can employ with the little combat training they have.  
  Pair that with the ability to deliver damage on a scale only 
  their spells typically enjoy, and you have a recipe for a 
  valuable tool in a Wizard, Sorcerer, or other arcane class’ 
  arsenal.
  Monks, Rangers, and Druids
  These classes are not frequently Good-aligned, and can all 
  excel in ranged combat.  As a result, obelisk mote bolts are 
  likely very valuable to all of them.
  General Hooks
  These hooks are not linked directly to any particular race, 
  class, or other party element, and can be deployed as the 
  GM sees fit as best matches the play style and existing 
  motivations of the party.
  Gut the Good
  The PCs are tasked with slaying the leader of a Good church.
  This scenario forms the basis of the Quest below.
  Collector
  “It belongs in a museum” is an easy sentiment to advocate.  
  Far more honest, however, is the Collector: someone who 
  more accurately states “it belongs in my museum”.
  A Collector, or group thereof, asks the PCs to retrieve an 
  obelisk mote bolt from its current wielder, and to return it so 
  that it might be stored among other valuables.
  This angle plays particularly well with Lawfully-aligned 
  classes, or PCs whose class, creed, Faction, or other 
  involvement would guide them toward a balance.
  Quests
  Another, more thorough, means of introducing an obelisk 
  mote bolt is via the following Quest.
    This Quest may be inserted into any campaign setting 
  or adventure, either as a “side quest”, or as a tie-in or 
  kickoff to a larger storyline.
    Quest: Gut the Good
    Summary: The PCs are asked to assassinate the leader of 
  a Good church.
    Rewards:   
    2,000 gp / 
    8,500 gp / 
    13,000 gp 
  / 
    25,000 gp (promised); up to 
    1 Reward Star; 
    
  1d4+1 obelisk mote bolts
    Locations: Any.
    Key NPCs: Any.
    Kickoff: Random Encounter.
    Description:
  The PCs are contacted by a quest-giver with a cruel task: 
  assassinate the leader of a Good church.
  This works best, and most easily, for parties which contain 
  
  274
  Magic Items
  FlexTable 38: Obelisk Mote Bolt Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  14
  Long ago, evil cultists wished 
  to spread their influence far 
  and wide.
    True.  This is likely accurate of 
  most cults, evil or otherwise!
  15-29
  15-30
  15-30
  01-30
  16
  Evil cultists who worshipped a 
  dark obelisk devised a means 
  of sending chips of it across 
  long distances.
    Partially True.  This was their 
  intent, but the weapon that resulted cut 
  the distance to a normal length.
  30-44
  31-45
  31-45
  31-39
  18
  A certain evil crossbow bolt 
  can produce truly devastating 
  effects when it strikes a living 
  creature.
    True.  This is vague, but accurate.
  45-59
  46-60
  46-60
  40-49
  20
  Obelisk mote bolts contain tiny 
  flecks of dark obelisk, and can 
  inflict great damage on those 
  who are not evil.
    True.  Both the composition and the 
  effect described are accurate.
  60-74
  60-69
  60-69
  50-59
  22
  Obelisk mote bolts can inflict 
  multiple deathly effects when 
  they strike.
    True.  A bit vague, but accurate.
  75-89
  70-97
  70-94
  60-69
  17
  Obelisk mote bolts will 
  transform non-Evil victims 
  into a mote, or small chunk of 
  coal, on impact.
    False.  Sounds convincing, but it 
  also sounds like a misinterpretation of 
  the name of the item.
  90-00
  98-00
  95-00
  70-00
  18
  Obelisk mote bolts are largely 
  fakes and forgeries, intended 
  to trick evil cultists into 
  parting with money.
    False.  Nobody would mess around 
  with even a facsimile that involves 
  obelisks, real or pretended.
  one or more Evil-aligned PCs.  However, it can be modified to 
  fit a more traditionally Good-aligned party as well: perhaps 
  the leader, despite being of a Good-aligned congregation, is 
  himself an evil person.  
  In nearly every permutation of how you choose to present 
  this Quest, Good-aligned PCs will have to assess to what 
  extent the ends justify the means: is it acceptable to murder, 
  and in so doing to use an Evil weapon, if it is toward at least 
  a somewhat decent purpose?
  The party is offered an enormous reward, and is given 
  a handful of specially lethal ammunition with which to 
  perform the deed.  One shot should see things done, in most 
  circumstances.
    If the PCs ignore the task, it will be given to another; 
  days later, the party hears of the assassination of the 
  leader.
    The party can accept, taking the weapons, but then 
  ignore the duty.  There will definitely be reprecussions as 
  the quest-giver and any involved Faction hunts the party 
  down.
    The intended resolution is that the party performs the 
  kill.  This grants them the gold promised; they may keep 
  any leftover ammunition.  If they make the kill with an 
  obelisk mote bolt, they benefit from 
    1 Reward Star as 
  well.
  
  275
  Magic Items
  Obelisk Mote Bolt User
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Ranger 1
  Ranger 6
  Ranger 10
  Ranger 14
  Size / Aln
  Medium NE 
  Elf (High)
  Medium NE 
  Elf (High)
  Medium NE 
  Elf (High)
  Medium NE 
  Elf (High)
  HP
  10
  48
  72
  105
  Armor 
  Class
  14
  16
  18
  20
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  11 (+2) 
  DEX  15 (+4) 
  CON  10 (+0) 
  INT  11 (+0) 
  WIS  15 (+2) 
  CHA  14 (+2)
  STR  11 (+3) 
  DEX  17 (+6) 
  CON  10 (+0) 
  INT  11 (+0) 
  WIS  15 (+2) 
  CHA  14 (+2)
  STR  11 (+4) 
  DEX  19 (+8) 
  CON  10 (+0) 
  INT  11 (+0) 
  WIS  15 (+2) 
  CHA  14 (+2)
  STR  11 (+5) 
  DEX  20 (+10) 
  CON  11 (+0) 
  INT  11 (+0) 
  WIS  15 (+2) 
  CHA  14 (+2)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 14
  Passive Perception 15
  Passive Perception 16
  Passive Perception 17
  Languages Common, Draconic, Dwarvish, Elvish, Giant, Gnomish
  Attacks
  Melee Spear +4 (1d6+2)
  Ranged Spear (Thrown) 20 
  ft.’: +4 (1d6+2); 60 ft.’: +4 
  (1d6+2)
  Melee Dagger +4 (1d4+2)
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2)
  Ranged Crossbow, Heavy ) 
  --> 100 ft.’: +4 (1d10+2); 
  400 ft.’: +4 (1d10+2)
  Melee Spear +6/+6 (1d6+3)
  Ranged Spear (Thrown) 20 
  ft.’: +6/+6 (1d6+3); 60 ft.’: 
  +6/+6 (1d6+3)
  Melee Dagger +6 (1d4+3)
  Ranged Dagger (Thrown) 20 
  ft.’: +6/+6 (1d4+3); 60 ft.’: 
  +6/+6 (1d4+3)
  Ranged +1 Crossbow, 
  Heavy ) --> 100 ft.’: +9/+9 
  (1d10+4); 400 ft.’: +9/+9 
  (1d10+4)
  Melee Spear +8/+8 (1d6+4)
  Ranged Spear (Thrown) 20 
  ft.’: +8/+8 (1d6+4); 60 ft.’: 
  +8/+8 (1d6+4)
  Melee Dagger +8 (1d4+4)
  Ranged Dagger (Thrown) 
  20 ft.’: +8/+8 (1d4+4); 60 
  ft.’: +8/+8 (1d4+4)
  Ranged +2 Crossbow, 
  Heavy --> 100 ft.’: +12/+12 
  (1d10+6); 400 ft.’: 
  +12/+12 (1d10+6)
  Melee Spear +10/+10 
  (1d6+5)
  Ranged Spear (Thrown) 20 
  ft.’: +10/+10 (1d6+5); 60 
  ft.’: +10/+10 (1d6+5)
  Melee Dagger +10 (1d4+5)
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10 (1d4+5); 60 
  ft.’: +10/+10 (1d4+5)
  Ranged +3 Crossbow, 
  Heavy --> 100 ft.’: +15/+15 
  (1d10+8); 400 ft.’: +15/+15 
  (1d10+8)
  Special
  -
  -
  -
  -
  NE; Medium Humanoid (Elf)
  
  276
  Magic Items
  Special Abilities
  Ability Score Increase Your Dexterity score increases by 2.
  Ability Score Increase Your Intelligence score increases by 1.
  Darkvision Accustomed to twilit forests and the night sky, you have 
  superior vision in dark and dim conditions. You can see in dim light within 
  60 feet of you as if it were bright light, and in darkness as if it were dim 
  light. You can’t discern color in darkness, only shades of gray.
  Elf Weapon Training You have proficiency with the longsword, 
  shortsword, shortbow, and longbow.
  Fey Ancestry You have advantage on saving throws against being 
  charmed, and magic can’t put you to sleep.
  Keen Senses You have proficiency in the Perception skill.
  Languages You can speak, read, and write Common and Elvish. Elvish is 
  fluid, with subtle intonations and intricate grammar. Elven literature is rich 
  and varied, and their songs and poems are famous among other races. 
  Many bards learn their language so they can add Elvish ballads to their 
  repertoires.
  Trance Elves don’t need to sleep. Instead, they meditate deeply, 
  remaining semiconscious, for 4 hours a day. (The Common word for such 
  meditation is “trance.”) While meditating, you can dream after a fashion; 
  such dreams are actually mental exercises that have become reflexive 
  through years of practice. After resting in this way, you gain the same 
  benefit that a human does from 8 hours of sleep.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Favored Enemy Beginning at 1st level, you have significant experience 
  studying, tracking, hunting, and even talking to a certain type of 
  enemy. Choose a type of favored enemy: aberrations, beasts, celestials, 
  constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, 
  plants, or undead. Alternatively, you can select two races of humanoid 
  (such as gnolls and orcs) as favored enemies. You have advantage on 
  Wisdom (Survival) checks to track your favored enemies, as well as on 
  Intelligence checks to recall information about them. When you gain 
  this feature, you also learn one language of your choice that is spoken by 
  your favored enemies, if they speak one at all. You choose one additional 
  favored enemy, as well as an associated language, at 6th and 14th level. 
  As you gain levels, your choices should reflect the types of monsters you 
  have encountered on your adventures.
  Hide in Plain Sight Starting at 10th level, you can spend 1 minute 
  creating camouflage for yourself. You must have access to fresh mud, 
  dirt, plants, soot, and other naturally occurring materials with which to 
    Low
    Moderate
    Advanced
    Elite
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Favored Enemy, 
  Natural Explorer, 
  Humanoids, Mountain 
  Spellcaster Spell Slots, 
  Ability Score Increase, Ability 
  Score Increase, Cantrip, 
  Darkvision, Elf Weapon 
  Training, Extra Language, 
  Fey Ancestry, Keen Senses, 
  Languages, Trance, Ability 
  Score Improvement, Extra 
  Attack, Favored Enemy, 
  Fighting Style, Horde 
  Breaker, Hunter, Hunter’s 
  Prey, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Archery, Beasts, 
  Humanoids, Grassland, 
  Mountain 
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Defensive 
  Tactics, Extra Attack, 
  Favored Enemy, Fighting 
  Style, Hide in Plain Sight, 
  Horde Breaker, Hunter, 
  Hunter’s Prey, Land’s 
  Stride, Multiattack Defense, 
  Natural Explorer, Primeval 
  Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Archery, 
  Beasts, Humanoids, Forest, 
  Grassland, Mountain
  Spellcaster Spell Slots, Ability 
  Score Increase, Ability Score 
  Increase, Cantrip, Darkvision, 
  Elf Weapon Training, Extra 
  Language, Fey Ancestry, Keen 
  Senses, Languages, Trance, 
  Ability Score Improvement, 
  Defensive Tactics, Extra 
  Attack, Favored Enemy, 
  Fighting Style, Hide in Plain 
  Sight, Horde Breaker, Hunter, 
  Hunter’s Prey, Land’s Stride, 
  Multiattack, Multiattack 
  Defense, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Vanish, Volley, 
  Archery, Beasts, Elementals, 
  Humanoids, Forest, 
  Grassland, Mountain
  Spell-
  casting
  -
  Save DC 11; Spell Atk +3
  2nd: lesser restoration; 
  protection from poison
  1st: alarm; cure wounds; fog 
  cloud; goodberry
  Save DC 12; Spell Atk +4
  3rd: plant growth; water 
  walk
  2nd: lesser restoration; 
  protection from poison; 
  spike growth
  1st: alarm; cure wounds; 
  fog cloud; goodberry
  Save DC 13; Spell Atk +15
  4th: locate creature
  3rd: plant growth; speak with 
  plants; water walk
  2nd: lesser restoration; 
  protection from poison; 
  spike growth
  1st: alarm; cure wounds; fog 
  cloud; goodberry
  Equipment
  Spear; dagger; studded 
  leather armor; crossbow 
  bolts (20x); heavy 
  crossbow
  Spear; dagger; +1 
  studded leather armor; 
  crossbow bolts (20x); +1 
  heavy crossbow
  Spear; dagger; +2 
  studded leather armor; 
  crossbow bolts (20x); 
  +2 heavy crossbow
  Spear; dagger; +3 studded 
  leather armor; crossbow 
  bolts (20x); +3 heavy 
  crossbow
  
  277
  Magic Items
  create your camouflage. Once you are camouflaged in this way, you can 
  try to hide by pressing yourself up against a solid surface, such as a tree 
  or wall, that is at least as tall and wide as you are. You gain a +10 bonus to 
  Dexterity (Stealth) checks as long as you remain there without moving or 
  taking actions. Once you move or take an action or a reaction, you must 
  camouflage yourself again to gain this benefit.
  Horde Breaker Once on each of your turns when you make a weapon 
  attack, you can make another attack with the same weapon against a 
  different creature that is within 5 feet of the original target and within 
  range of your weapon.
  Hunter Emulating the Hunter archetype means accepting your place as 
  a bulwark between civilization and the terrors of the wilderness. As you 
  walk the Hunter’s path, you learn specialized techniques for fighting the 
  threats you face, from rampaging ogres and hordes of orcs to towering 
  giants and terrifying dragons.
  Hunter’s Prey At 3rd level, you gain one of the following features of your 
  choice.
  Land’s Stride Starting at 8th level, moving through nonmagical difficult 
  terrain costs you no extra movement. You can also pass through 
  nonmagical plants without being slowed by them and without taking 
  damage from them if they have thorns, spines, or a similar hazard. In 
  addition, you have advantage on saving throws against plants that are 
  magically created or manipulated to impede movement, such those 
  created by the entangle spell.
  Multiattack Defense When a creature hits you with an attack, you gain a 
  +4 bonus to AC against all subsequent attacks made by that creature for 
  the rest of the turn.
  Natural Explorer You are particularly familiar with one type of natural 
  environment and are adept at traveling and surviving in such regions. 
  Choose one type of favored terrain: arctic, coast, desert, forest, grassland, 
  mountain, swamp, or the Underdark. When you make an Intelligence or 
  Wisdom check related to your favored terrain, your proficiency bonus is 
  doubled if you are using a skill that you’re proficient in. While traveling for 
  an hour or more in your favored terrain, you gain the following benefits: 
  * Difficult terrain doesn’t slow your group’s travel. * Your group can’t 
  become lost except by magical means. * Even when you are engaged in 
  another activity while traveling (such as foraging, navigating, or tracking), 
  you remain alert to danger. * If you are traveling alone, you can move 
  stealthily at a normal pace. * When you forage, you find twice as much 
  food as you normally would. * While tracking other creatures, you also 
  learn their exact number, their sizes, and how long ago they passed 
  through the area. You choose additional favored terrain types at 6th and 
  10th level.
  Primeval Awareness Beginning at 3rd level, you can use your action 
  and expend one ranger spell slot to focus your awareness on the region 
  around you. For 1 minute per level of the spell slot you expend, you 
  can sense whether the following types of creatures are present within 
  1 mile of you (or within up to 6 miles if you are in your favored terrain): 
  aberrations, celestials, dragons, elementals, fey, fiends, and undead. This 
  feature doesn’t reveal the creatures’ location or number.
  Vanish Starting at 14th level, you can use the Hide action as a bonus 
  action on your turn. Also, you can’t be tracked by nonmagical means, 
  unless you choose to leave a trail.
  Volley You can use your action to make a ranged attack against any 
  number of creatures within 10 feet of a point you can see within your 
  weapon’s range. You must have ammunition for each target, as normal, 
  and you make a separate attack roll for each target.
  Archery You gain a +2 bonus to attack rolls you make with ranged 
  weapons.
  Beasts Advantage on Wisdom (Survival) checks to track Beasts, as well as 
  on Intelligence checks to recall information about them. You also learn 
  one language of your choice that is spoken by your favored enemies, if 
  they speak one at all.
  
  278
  Magic Items
  Obelisk Shard Sword
    Please note that this item in particular references dark 
  obelisks and obelisk-related effects and lore.   
   
  Although the item will make the most sense and be the 
  most easily used in a campaign setting that includes 
  other IGS adventures such as the Dark Obelisk 
    
  adventure path, the description herein is intended to 
  be ready-to-use as-is, without any further context or 
  grander use.   
   
  Everything you need as a GM to drop it into any existing 
  campaign setting or adventure should be present and 
  easy to use, without any other information about obelisk 
  lore.
    Obelisk Shard Sword, longsword 
  variant (weapon)
  Value:  
    5,200 gp / 
    18,000 gp /   
    56,000 gp / 
    102,000 gp
  Weight 4 lbs.; Materials steel, bone, thorn, dark obelisk; 
  Nature magical; Aura 
    strong necromancy [evil, 
  chaos], 
    +moderate evocation [chaotic]; Slot weapon 
  (martial, melee, one-handed)
  CL:  
    6th / 
    10th / 
    12th / 
    14th
  Base Weapon Profile:
    Weight 4 lb; Dmg 1d8 (1d6 S); Critical 19-20/x2; 
  Type Slashing; Class Martial, One-Handed (Melee)
  Effect Summary: 
    Treat as a +1 weapon in all respects;  
  +2d6 negative energy damage to lawfully-aligned 
  creatures; 
  damaged creatures must save (worse of Constitution or 
  Will, DC 16) or be shaken for 1d4 rounds
    Treat as a +2 weapon in all respects;  
  +2d8 negative energy damage to lawfully-aligned 
  creatures; 
  damaged creatures must save (worse of Constitution or 
  Will, DC 18) or be shaken for 1d6 rounds; 
  damaged creatures must save (worse of Constitution or 
  Will, DC 18) or be staggered for 1d4 rounds; 
  harm produced targeting struck creature on a critical hit 
  (Wis DC 18, 1x/day)
    Treat as a +3 weapon in all respects;  
  +4d6 negative energy damage to lawfully-aligned 
  creatures; 
  damaged creatures must save (worse of Constitution or 
  Will, DC 20) or be shaken for 2d4 rounds; 
  damaged creatures must save (worse of Constitution or 
  Will, DC 20) or be staggered for 1d6 rounds; 
  damaged creatures must save (worse of Constitution or 
  Will, DC 20) or be exhausted for 1d4 rounds; 
  harm produced targeting struck creature on a critical hit 
  (Wis DC 18, 3x/day); 
  bestow curse (struck creature only, Wis DC 18, 1x/day)
    Treat as a +4 weapon in all respects;  
  +4d8 negative energy damage to lawfully-aligned 
  creatures; 
  damaged creatures must save (worse of Constitution or 
  Will, DC 21) or be shaken for 2d6 rounds; 
  damaged creatures must save (worse of Constitution or 
  Will, DC 21) or be staggered for 2d4 rounds; 
  damaged creatures must save (worse of Constitution or 
  Will, DC 21) or be exhausted for 1d6 rounds; 
  damaged creatures must save (worse of Constitution or 
  Will, DC 21) or be frightened for 1d4 rounds; 
  harm produced targeting struck creature on a critical hit 
  (Wis DC 20, 5x/day); 
  bestow curse (struck creature only, Wis DC 20, 3x/day); 
  harm (struck creature only, Wis DC 21, 1x/day)
    Obelisk Shard Sword, short sword 
  variant (weapon)
  Value:  
    4,900 gp / 
    17,200 gp /   
    54,300 gp / 
    100,500 gp
  CL:  
    6th / 
    10th / 
    12th / 
    14th
  Base Weapon Profile:
    Weight 2 lbs; Dmg 1d6 (1d4 S); Critical 19-20/
  x2; Type Piercing; Class Martial, Light, One-Handed, 
  Melee
    Obelisk Shard Sword, greatsword 
  variant (weapon)
  Value:  
    6,100 gp / 
    19,200 gp /   
    57,800 gp / 
    104,500 gp
  
  279
  Magic Items
  CL:  
    6th / 
    10th / 
    12th / 
    14th
  Base Weapon Profile:
    Weight 8 lbs; Dmg 1d12 (1d10 S); Critical 19-20/
  x2; Type Slashing; Class Martial, Two-Handed, Melee
  Additional Construction Requirements:
    +1 greatsword; ability to cast fear
    +2 greatsword; Staggering Critical feat; ability to cast 
  fear, harm
    +3 greatsword; Staggering Critical and Exhausting 
  Critical feats; ability to cast fear, harm, bestow curse
    +4 greatsword; Staggering Critical and Exhausting 
  Critical feats; ability to cast fear, harm, bestow curse, 
  harm
  Description
  The handle of these blades sport thirns, or spikes, that dig in 
  to the palms of the wielder—this blade hurts the wielder as 
  well as the person they wield it against!
  Effect
  Although these blades take many forms, which affect their 
  base statistics and usage, their magical abililties are the 
  same regardless of the size of the weapon.
  Obelisk shard swords are magical weapons, and as such, 
  enjoy an enhancement bonus as listed.
  Lawfully-aligned creatures struck with the blade suffer 
  additional negative energy damage, as described.
  Creatures of any alignment struck by the blade will suffer 
  one or more Condition effects, unless they save as noted.  
  The creature making the save gets to choose which of 
  Constitution or Will they wish to use; they must pick before 
  attempting the save.  For iterations of the sword that inflict 
  more than one Condition, make a separate check for each 
  possible Condition.  You may choose different saves for 
  each Condition checked against.  The durations for these 
  Conditions do not stack, but each time a Condition is 
  inflicted in this manner, check to see if the new Condition’s 
  duration is longer than the remaining duration for the 
  existing Condition.
  Finally, most obelisk shard swords may generate a spell-like 
  effect upon impact.  These effects function as the spells of 
  their name, except that the struck creature is the only target.  
  Only one effect may be generated per round, and it only 
  affects one strike of the weapon; if the wielder is capable of 
  making multiple attacks, the wielder must designate one of 
  the attacks as the one inflicting the effect.
  These effects each have a limitation of frequency; these 
  limitations are weapon-based, not user based.  Transferring 
  a depleted obelisk shard sword to another user does not 
  affect its charges.
  These charges each reset in full 24 hours after their first use 
  from a full charge.
  Synergy & Sets
  None.  Obelisk shard swords are standalone items, and do 
  not gain further benefit or effects from use alongside any 
  other specific equipment.
  Discovery
  These weapons are only discovered in the treasure hoard of 
  an evil, obelisk-worshipping cult, or in the hands of such a 
  cult’s most formidable warriors.
  Table 45: Obelisk Shard Sword Flavors
  Difficulty 
  Band
  Prefix
  Enhancement 
  Bonus
  Lawful Victim 
  Negative 
  Energy Damage
  Lawful Victim Effects
  Struck Creature Spell 
  Effects
    Low
  Minor
  +1
  +2d6
  Shaken 1d4 rounds (Fort/Wis 
  DC 16)
  -
    Moderate
  Lesser
  +2
  +2d8
  Shaken 1d6 rounds (Fort/Wis 
  DC 18);  
  Staggered 1d4 rounds (Fort/
  Wis DC 18)
  harm (Wis DC 18, 1x/day)
    Advanced
  Greater
  +3
  +4d6
  Shaken 2d4 rounds (Fort/Wis 
  DC 20);  
  Staggered 1d6 rounds (Fort/
  Wis DC 20);  
  Exhausted 1d4 rounds (Fort/
  Wis DC 20)
  harm (Wis DC 18, 3x/day); 
  bestow curse (Wis DC 18 
  1x/day)
    Elite
  Elite
  +4
  +4d8
  Shaken 2d6 rounds (Fort/Wis 
  DC 21);  
  Staggered 2d4 rounds (Fort/
  Wis DC 21);  
  Exhausted 1d5 rounds (Fort/
  Wis DC 21); 
  Frightened 1d4 rounds (Fort/
  Wis DC 21)
  harm (Wis DC 20, 5x/day); 
  bestow curse (Wis DC 20 
  3x/day); 
  harm (Wis DC 21, 1x/day)
  
  280
  Magic Items
  The activatable abilities must either be researched, or told of 
  to a new wielder by a knowledgable current owner.
    At the GM’s discretion, knowledge of how this device 
  functions can simply be assumed to be automatic.  This 
  can streamline gameplay considerably and allow the 
  wielder to immediately gain the benefit of the obelisk 
  shard sword’s capabilities.
  Ubiquity
  These weapons, like most obelisk-related artifacts, are all 
  but unknown outside of cults and armed forces in service of 
  the dark obelisk.
  Notoriety
  Although very few in the Realm know of these weapons, they 
  will recognize them on sight.  
  Those ignorant of their existence will still note the evil-
  looking blade, and assume a similar alignment in the one 
  who carries it.
  Quirks of Ownership
  Other than the conclusions noted above, none.
    At the GM’s option, prolonged use of an evil and chaotic 
  item by good- and/or lawfully-aligned characters may 
  pose a greater and more severe risk to their nature.  
  It’s unnatural, and feels unnatural, to make extended 
  and continued use of such a vile artifact without the 
  alignment to match.   
   
  The GM, and players, are encouraged to recognize this 
  effect, and to consider roleplaying it if these items form a 
  large presence in your campaign.
  History & Background
  Obelisk shard swords are the most common obelisk-related 
  weapons, employed by cultist warriors going back eons.  
  Though in recent millenia, the obelisks have lain dormant 
  and are all but forgotten, these weapons have also stood 
  ready for nefarious use.
  Their origins date far, far back in time, to the origins of 
  obelisk cults themselves.  As a means of serving their stone 
  masters, cultists strove to chip chunks of the obelisk and 
  fashion them into weapons.  Obelisk stone is easily imbued 
  with magic, and the resulting weapons are formidable 
  indeed.
  Rumors & Lore
  The following snippets of conversation, convoluted retelling, 
  misunderstanding, urban myth, hearsay, and outright lie 
  are usable as additional incentives for the PCs to uncover 
  mysteries about the town.
  There are two ways to use this FlexTable:
  First, if the PCs are actively searching for information, you 
  can make a 
    Skill Check and look up the result.  If you 
  come to a result that has already been discovered by the PCs, 
  at the GM’s discretion, you may pick a result with a lower DC 
  and read that instead.  
  The party may use 
    Knowledge (Local) or Diplomacy in 
  this manner; the DC listed applies equally to either of these 
  skills.  Alternately, a PC may use Knowledge (History), but 
  with a -4 circumstance penalty (as knowledge of general 
  history will apply in only a limited basis to any immediate 
  vicinity, and an obelisk shard sword is not really location-
  bound or related).
  Alternately, if a specific quest explicitly rewards the PCs 
  with a piece of lore, you may simply roll on the appropriate 
  Context and read the result.  In such a circumstance, a Skill 
  Check is not required.
  Generally speaking, the information in this FlexTable 
  may be inserted into your campaign as foreshadowing for 
  eventually revealing an obelisk shard sword, or as a means of 
  introducing a plot hook into the Quests listed herein.
  • 
    Use Context A: 
  As a default, or if no other context specifically applies to 
  the circumstances.
  • 
    Use Context B: 
  If the party is attempting to gather information from 
  a Key NPC.  Any named NPC is a “key” NPC for these 
  purposes.
  • 
    Use Context C: 
  If the party is gathering information from generic 
  townsfolk, or NPCs without specific names.  For example, 
  Townsfolk.
  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  unstructured manner.
  Hooks & Integration
  If you’re looking for an excuse to introduce an obelisk shard 
  sword into your gaming sessions beyond simply “the cultist 
  drops a dire-seeming sword”, here are some ideas.  
  Of course, as a GM, you are by no means bound to selecting 
  from among these… but it’s always useful to have some 
  inspiration or something to get started quickly.
  Class-Based Hooks
  These connections and motivations are based on the 
  presence of one or more characters in the party who have at 
  least one level in a particular class.  
  As GM, you may judge that only one of these is a sufficient 
  motivator; alternately, you can combine multiple class hooks 
  to provide the entire party a believable reason to pursue 
  someone who may be in the possession of an obelisk shard 
  sword.
  Paladins & Clerics
  Evil Clerics might flock to this weapon, brandishing it like 
  cultists of old.  Paladins and all other Clerics would not only 
  abhor the weapon, but would likely embark on a holy quest 
  to destroy it or to at least prevent it from being used.
  Rogues
  
  281
  Magic Items
  FlexTable 39: Obelisk Shard Sword Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  14
  Eons ago, evil cultists 
  worshipped chunks of dark 
  rock.
    True.  This doesn’t touch upon the 
  sword itself, however.
  15-29
  15-30
  15-30
  01-30
  16
  Evil cultists once stripped 
  chunks of chaotic rock and 
  fashioned them into blades, 
  imbued with magical energy.
    True.  This summarizes the manner 
  in which obelisk shard swords are 
  crafted.
  30-44
  31-45
  31-45
  31-39
  18
  Obelisk shard swords are vile 
  weapons that contain chunks 
  of dark obelisk, and which 
  have evil magicks within them.
    True.  This discusses the nature of 
  the weapon and its abilities.
  45-59
  46-60
  46-60
  40-49
  20
  Obelisk shard swords inflict 
  greater damage on lawful 
  opponents.
    True.  This refers to one of the 
  weapon’s abilities.
  60-74
  60-69
  60-69
  50-59
  21
  Obelisk shard swords cause 
  great suffering and worsen 
  the health and focus of those 
  struck. 
    True.  This refers to the Condition 
  effects of the weapon.
  75-89
  70-97
  70-94
  60-69
  15
  Obelisk shard swords will turn 
  opponents into rock.
    False.  This is not an ability of the 
  weapon.
  90-00
  98-00
  95-00
  70-00
  13
  Obelisk shard swords must 
  be touched to obsidian every 
  week, or they will turn into a 
  demon and slay their wielder.
    False.  This is in no way accurate.
  Rogues might greatly esteem obelisk shard swords for their 
  lethality.  
  Martial Characters
  Fighters, Barbarians, et al will be able to employ an obelisk 
  shard sword for the greatest damage potential.
  Arcane Classes
  Most arcanists will not have the training necessary to employ 
  these weapons properly. 
  Monks, Rangers, and Druids
  These classes can all make some degree of use of swords, and 
  the added abilities of an obelisk shard sword may make them 
  particularly potent.
  General Hooks
  These hooks are not linked directly to any particular race, 
  class, or other party element, and can be deployed as the 
  GM sees fit as best matches the play style and existing 
  motivations of the party.
  Deny the Evil
  An evil cult has discovered a particularly lethal sword.  The 
  PCs are tasked with finding it and preventing it from being 
  used to further the cult’s goals.
  This scenario forms the basis for the Quest below.
  Collector
  “It belongs in a museum” is an easy sentiment to advocate.  
  Far more honest, however, is the Collector: someone who 
  more accurately states “it belongs in my museum”.
  A Collector, or group thereof, asks the PCs to retrieve an 
  obelisk shard sword from its current wielder, and to return it 
  so that it might be stored among other valuables.
  This angle plays particularly well with Lawfully-aligned 
  classes, or PCs whose class, creed, Faction, or other 
  involvement would guide them toward a balance.
  Quests
  Another, more thorough, means of introducing an obelisk 
  shard sword is via the following Quest.
    This Quest may be inserted into any campaign setting 
  or adventure, either as a “side quest”, or as a tie-in or 
  kickoff to a larger storyline.
    Quest: Deny the Evil
    Summary: A cult has discovered a lethal evil sword.  The 
  party is asked to destroy it or to retrieve it.
    Rewards:   
    800 gp / 
    2,900 gp / 
    8,200 gp / 
    
  16,500 gp (promised); up to 
    2 Reward Stars; obelisk 
  shard sword
    Locations: Any.
    Key NPCs: Any.
    Kickoff: Random Encounter.
  
  282
  Magic Items
    Description:
  A quest-giver informs the party that an evil cult, located just 
  outside of town, has recently come into possession of a truly 
  vile magical sword.  How they obtained it is unknown, but 
  it’s suspected and rumored that their elite warriors went on 
  a quest to locate it deep in nearby mountains.
  The feat is that, emboldened by the power of this newfound 
  weaponry, the cult’s warriors will descend upon the town 
  and wreak havoc.
  The quest-giver and other circumstances are intentionally 
  left flexible to suit the context of your campaign setting.  The 
  quest-giver could be an NPC with whom the party has an 
  existing relationship, or it could be a political, civil, military, 
  or religious authority in town.
  The PCs are asked to either destroy the weapon, or steal it 
  and give it back to the quest-giver for protective keeping.
    The party can ignore the plea.  Eventually, though, the 
  evil cult will indeed attack the town; the party may even 
  be involved in the assault, forcing their hand without the 
  potential for reward.
    Accepting the quest, the party will easily find the cult.  
  They may make a frontal assault, which would involve 
  combat with more than a dozen cultists, or they could 
  sneak around and try to steal the obelisk shard sword.  
  This should require several 
    Stealth checks to prove 
  successful.
    The party may simply keep the obelisk shard sword.  The 
  town authorities will be somewhat pleased with this 
  outcome, as they trust the PCs slightly more than an evil 
  cult... but they are still wary.  They grant the party a 
  reward equal to half of the promised amount, and the PCs 
  gain 
    1 Reward Star.
    Returning the obelisk shard sword to authorities for 
  safekeeping grants the party significant standing and/
  or Attitude with the NPCs and Factions involved, as well 
  as the full promised monetary reward, and 
    2 Reward 
  Stars.
  
  283
  Magic Items
  Obelisk Shard Sword Wielder
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Fighter 1
  Fighter 6
  Fighter 10
  Fighter 14
  Size / Aln
  Medium LE 
  Dawrf (Hill)
  Medium LE 
  Dawrf (Hill)
  Medium LE 
  Dawrf (Hill)
  Medium LE 
  Dawrf (Hill)
  HP
  14
  67
  113
  164
  Armor 
  Class
  18
  20
  23
  26
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR  17 (+5) 
  DEX  13 (+1) 
  CON  17 (+5) 
  INT  8 (-1) 
  WIS  10 (+0) 
  CHA  11 (+0)
  STR  19 (+7) 
  DEX  13 (+1) 
  CON  19 (+7) 
  INT  8 (-1) 
  WIS  10 (+0) 
  CHA  11 (+0)
  STR  20 (+9) 
  DEX  13 (+1) 
  CON  20 (+9) 
  INT  8 (-1) 
  WIS  10 (+0) 
  CHA  11 (+0)
  STR  20 (+10) 
  DEX  17 (+3) 
  CON  20 (+10) 
  INT  8 (-1) 
  WIS  10 (+0) 
  CHA  11 (+0)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 10 
  Armor - Disadvantage on 
  Stealth
  Passive Perception 10 
  Armor - Disadvantage on 
  Stealth
  Passive Perception 10 
  Armor - Disadvantage on 
  Stealth
  Passive Perception 10 
  Armor - Disadvantage on 
  Stealth
  Languages Common, Dwarvish
  Attacks
  Melee Longsword +5 
  (1d8+5)
  Melee Light Hammer +5 
  (1d4+5)
  Ranged Light Hammer 
  (Thrown) 20 ft.’: +5 
  (1d4+3); 60 ft.’: +5 
  (1d4+3)
  Melee +1 Longsword +8/+8 
  (1d8+7)
  Melee Light Hammer +7/+7 
  (1d4+6)
  Ranged Light Hammer 
  (Thrown) 20 ft.’: +7/+7 
  (1d4+4); 60 ft.’: +7/+7 
  (1d4+4)
  Melee +2 Longsword 
  +11/+11 (1d8+9)
  Melee Light Hammer +9/+9 
  (1d4+7)
  Ranged Light Hammer 
  (Thrown) 20 ft.’: +9/+9 
  (1d4+5); 60 ft.’: +9/+9 
  (1d4+5)
  Melee +3 Longsword 
  +13/+13/+13 (1d8+10)
  Melee Light Hammer 
  +10/+10/+10 (1d4+7)
  Ranged Light Hammer 
  (Thrown) 20 ft.’: 
  +10/+10/+10 (1d4+5); 60 
  ft.’: +10/+10/+10 (1d4+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  LE; Medium Humanoid (Dwarf)
  
  284
  Magic Items
  Special Abilities
  Ability Score Increase Your Constitution score increases by 2.
  Ability Score Increase Your Wisdom score increases by 1.
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Dwarven Combat Training You have proficiency with the battleaxe, 
  handaxe, light hammer, and warhammer.
  Dwarven Resilience You have advantage on saving throws against poison, 
  and you have resistance against poison damage (explained in chapter 9).
  Dwarven Toughness Your hit point maximum increases by 1, and it 
  increases by 1 every time you gain a level.
  Languages You can speak, read, and write Common and Dwarvish. 
  Dwarvish is full of hard consonants and guttural sounds, and those 
  characteristics spill over into whatever other language a dwarf might 
  speak.
  Smith’s Tools Proficient with Artisan Smith’s Tools.
  Stonecunning Whenever you make an Intelligence (History) check related 
  to the origin of stonework, you are considered proficient in the History 
  skill and add double your proficiency bonus to the check, instead of your 
  normal proficiency bonus.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 1 time(s) before a rest, but only once 
  on the same turn.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that you 
  fail. If you do so, you must use the new roll, and you can’t use this feature 
  again until you finish a long rest. You can use this feature 2 time(s) 
  between long rests.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +5.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Defense While you are wearing armor, you gain a +1 bonus to AC.
  Dueling When you are wielding a melee weapon in one hand and no other 
  weapons, you gain a +2 bonus to damage rolls with that weapon.
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Ability Score Increase, 
  Ability Score Increase, 
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Smith’s Tools, 
  Stonecunning, Tool 
  Proficiency, Fighting Style, 
  Second Wind, Dueling 
  Ability Score Increase, Ability 
  Score Increase, Darkvision, 
  Dwarven Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Smith’s Tools, 
  Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Action Surge, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Martial Archetype, 
  Second Wind, Dueling
  Ability Score Increase, 
  Ability Score Increase, 
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Smith’s Tools, 
  Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Defense, Dueling 
   Ability Score Increase, 
  Ability Score Increase, 
  Darkvision, Dwarven Combat 
  Training, Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Smith’s Tools, 
  Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Defense, Dueling
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Longsword; half plate 
  armor; shield; light 
  hammer
  +1 Longsword; +1 half 
  plate armor; +1 shield; 
  light hammer
  +@ Longsword; +2 half 
  plate armor; +2 shield; 
  light hammer
  +3 Longsword; +3 half 
  plate armor; +3 shield; 
  light hammer
  
  285
  Magic Items
  Obelisk Splinter Dagger
    Please note that this item in particular references dark 
  obelisks and obelisk-related effects and lore.   
   
  Although the item will make the most sense and be the 
  most easily used in a campaign setting that includes 
  other IGS adventures such as the Dark Obelisk 
    
  adventure path, the description herein is intended to 
  be ready-to-use as-is, without any further context or 
  grander use.   
   
  Everything you need as a GM to drop it into any existing 
  campaign setting or adventure should be present and 
  easy to use, without any other information about obelisk 
  lore.
    Obelisk Splinter Dagger (weapon)
  Value:  
    4,200 gp / 
    17,500 gp /   
    53,000 gp / 
    100,700 gp
  Weight 1 lb.; Materials steel, bone, thorn, dark obelisk; 
  Nature magical; Aura 
    moderate necromancy 
  [evil, chaos], slight conjuration (teleportation), 
    +moderate evocation [fire], 
    moderate evocation 
  [electricity], 
    strong necromancy [death]; Slot weapon 
  (simple, light, melee, one-handed, thrown)
  CL:  
    6th / 
    10th / 
    12th / 
    14th
  Base Weapon Profile:
    Weight 1 lb; Dmg 1d4 (1d3 S); Critical 19-20/
  x2; Type Piercing or Slashing; Class Simple, Light, One-
  Handed (Melee); Range 40’
  Effect Summary: 
    Wielder suffers 1d4-1 (min 0) piercing damage 
  each round
    Treat as a +1 weapon in all respects;  
  +1d6 negative energy damage to lawfully-aligned 
  creatures; 
  damaged creatures must save (worse of Constitution or 
  Will, DC 16) or be sickened for 1d4 rounds; 
  darkness effect centered on weapon on impact when 
  thrown; 
  treat as a returning weapon
    Treat as a +2 weapon in all respects;  
  +2d6 negative energy damage to lawfully-aligned 
  creatures; 
  damaged creatures must save (worse of Constitution or 
  Will, DC 18) or be sickened for 1d6 rounds; 
  darkness effect centered on weapon on impact when 
  thrown; 
  fireball (creature struck with throw only, 1x/day, 
  Dexterity DC 18);  
  treat as a returning weapon
    Treat as a +3 weapon in all respects;  
  +2d8 negative energy damage to lawfully-aligned 
  creatures; 
  damaged creatures must save (worse of Constitution or 
  Will, DC 20) or be sickened for 2d4 rounds; 
  darkness effect centered on weapon on impact when 
  thrown; 
  fireball (creature struck with throw only, 3x/day, 
  Dexterity DC 20); 
  lightning bolt (creature struck with throw only, 1x/day, 
  Dexterity DC 20); 
  treat as a returning weapon
    Treat as a +4 weapon in all respects;  
  +2d10 negative energy damage to lawfully-aligned 
  creatures; 
  +1d4 negative levels to lawfully-aligned creatures on a 
  critical hit; 
  damaged creatures must save (worse of Constitution or 
  Will, DC 21) or be sickened for 2d4 rounds; 
  darkness effect centered on weapon on impact when 
  thrown; 
  fireball (creature struck with throw only, 5x/day, 
  Dexterity DC 21); 
  lightning bolt (creature struck with throw only, 3x/day, 
  Dexterity DC 21); 
  harm (struck creature only, Wis DC 21, 1x/day) 
  treat as a returning weapon
  Description
  Bogwood-handled, often with otherworldly patterns/designs.  
  The daggers hurt the wielder as well as the person they are 
  stabbing.
  Stone in the midpiece appears to be obsidian with reddish 
  highlights.
  Effect
  Obelisk splinter daggers are magical weapons, and enjoy an 
  enhancement bonus as noted.
  
  286
  Magic Items
  The spikes and thorns in the hilt inflict 1d4-1 piercing 
  damage in the wielder at the start of each one of their 
  rounds.  This damage is not affected by the weapon’s 
  enhancement bonus.  A sheathed or stowed obelisk splinter 
  dagger inflicts no damage to the person carrying it; it is only 
  when wielded actively in a hand that the effect applies.
  Lawful creatures struck with the weapon suffer additional 
  negative energy damage as described.  
    Elite obelisk 
  splinter daggers inflict negative levels against lawful targets 
  as well.
  All damaged creatures, no matter their alignment, suffer the 
  Sickened condition for the duration specified.  To prevent 
  this effect, they may make a save, though they must use 
  the worse bonus of either Constitution or Will.  This check 
  must be made each time they are struck by an obelisk 
  splinter dagger.  A creature struck with this weapon that is 
  already suffering a Sickened condition for a duration must 
  still make the check and roll to determine the duration of 
  the new effect; these effects do not stack, but the longer of 
  the existing remaining duration and the newly-established 
  duration will apply.
  Upon impact when thrown, the weapon generates a darkness 
  effect automatically, centered upon the point of impact.
  Obelisk splinter daggers count as returning weapons.
  With some advanced versions, the wielder may generate one 
  or more spell-like effects.  Doing so requires a standard 
  action, and this ability is limited to once per round.  Each 
  effect has a limitation; these limitations are weapon-based, 
  not user-based.  Transferring a depleted obelisk splinter 
  dagger to another person does not affect the remaining uses 
  of these abilities.
  Synergy & Sets
  None.  Obelisk splinter daggers are standalone items, and do 
  not gain further benefit or effects from use alongside any 
  other specific equipment.
  Discovery
  These weapons are often used to perform rituals, and can be 
  found in evil churches toward this purpose.
  They can also be found as sidearms or offhand weapons in 
  the hands of formidable evil cultist warriors.
  Rarely, they are discovered in treasure caches.
  The abilities of the weapon that require activation must be 
  learned through an informed handoff from a knowledgable 
  existing user, or through research.
    At the GM’s discretion, knowledge of how this device 
  functions can simply be assumed to be automatic.  This 
  can streamline gameplay considerably and allow the 
  wielder to immediately gain the benefit of the obelisk 
  splinter dagger’s capabilities.
  Ubiquity
  Obelisk splinter daggers, like all obelisk-related artifacts, 
  are virtually unheard of outside the context of evil cults that 
  worship dark obelisks.
  Even within these realms, however, these weapons are quite 
  rare.
  Notoriety
  The weapon is clearly vile, evil, and of dark purpose.  Those 
  seeing it will jump to likely-accurate conclusions about its 
  wielder in terms of alignment, and intent.
  Those who know of the weapon will recognize it instantly, 
  even from great distance.
  Quirks of Ownership
  Other than the reactions noted above, none.
    At the GM’s option, prolonged use of an evil and chaotic 
  item by good- and/or lawfully-aligned characters may 
  Table 46: Obelisk Splinter Dagger Flavors
  Difficulty 
  Band
  Prefix
  Enhancement 
  Bonus
  Lawful Victim 
  Negative 
  Energy Damage
  Lawful Victim 
  Negative 
  Levels
  Other Victim 
  Effects
  Spell-Like Effects
    Low
  Minor
  +1
  1d6
  -
  Sickened 1d4 
  rounds (Fort/Wis 
  DC 16)
  -
    Moderate
  Lesser
  +2
  2d6
  -
  Sickened 1d6 
  rounds (Fort/Wis 
  DC 18)
  fireball (1x/day, 
  Dexterity DC 18)
    Advanced
  Greater
  +3
  2d8
  -
  Sickened 2d4 
  rounds (Fort/Wis 
  DC 20)
  fireball (3x/day, 
  Dexterity DC 20); 
  lightning bolt (1x/day, 
  Dexterity DC 20)
  
  287
  Magic Items
  pose a greater and more severe risk to their nature.  
  It’s unnatural, and feels unnatural, to make extended 
  and continued use of such a vile artifact without the 
  alignment to match.   
   
  The GM, and players, are encouraged to recognize this 
  effect, and to consider roleplaying it if these items form a 
  large presence in your campaign.
  History & Background
  Obelisk splinter daggers were forged as a means of dedicating 
  sacrifices to dark obelisks and the evil gods that cultists 
  follow.
  Thousands of years ago, chips of dark obelisk were 
  fashioned into a variety of weapons, for a multitude of 
  purposes.  
  Swords were forged for the cultist warriors; crossbow bolts 
  as a multifunction ranged option.  Obelisk splinter daggers 
  were forged as a similarly versatile weapon, but intended 
  primarily for hardy wizards and sorcerers, and rangers and 
  druids as well.
  Containing a tiny fleck of dark obelisk, a bit bigger than a 
  grain of rice, obelisk splinter daggers are then imbued with a 
  formidable array of nether magicks which combine to form 
  a potent and versatile weapon.  There were many in the dark 
  armies of obelisk followers who relied upon these weapons 
  solely as a ranged support function.
  Self-infliced wounds, either as a punishment for perceived 
  moral failings or in satisfaction of masochistic needs, are 
  widespread in the realm of the wicked.  Thus, the painful 
  impact of wielding this weapon was not greatly objected to 
  during the heyday of its use.
  The irony is that there is nothing about the splintered, 
  thorny handle that is necessary to the function of the 
  weapon: the self-damaging aspect of the weapon was added 
  as a cosmetic or thematic effect, and has nothing whatsoever 
  to do with the item’s function.
  Rumors & Lore
  The following snippets of conversation, convoluted retelling, 
  misunderstanding, urban myth, hearsay, and outright lie 
  are usable as additional incentives for the PCs to uncover 
  mysteries about the town.
  There are two ways to use this FlexTable:
  First, if the PCs are actively searching for information, you 
  can make a 
    Skill Check and look up the result.  If you 
  come to a result that has already been discovered by the PCs, 
  at the GM’s discretion, you may pick a result with a lower DC 
  and read that instead.  
  The party may use 
    Knowledge (Local) or Diplomacy in 
  this manner; the DC listed applies equally to either of these 
  skills.  Alternately, a PC may use Knowledge (History), but 
  with a -4 circumstance penalty (as knowledge of general 
  history will apply in only a limited basis to any immediate 
  vicinity, and the obelisk splinter dagger is not really location-
  bound or related).
  Alternately, if a specific quest explicitly rewards the PCs 
  with a piece of lore, you may simply roll on the appropriate 
  Context and read the result.  In such a circumstance, a Skill 
  Check is not required.
  Generally speaking, the information in this FlexTable 
  may be inserted into your campaign as foreshadowing for 
  eventually revealing an obelisk splinter dagger, or as a means 
  of introducing a plot hook into the Quests listed herein.
  • 
    Use Context A: 
  As a default, or if no other context specifically applies to 
  the circumstances.
  • 
    Use Context B: 
  If the party is attempting to gather information from 
  a Key NPC.  Any named NPC is a “key” NPC for these 
  purposes.
  • 
    Use Context C: 
  If the party is gathering information from generic 
  townsfolk, or NPCs without specific names.  For example, 
  Townsfolk.
  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  unstructured manner.
  Hooks & Integration
  If you’re looking for an excuse to introduce an obelisk 
  splinter dagger into your gaming sessions beyond simply 
  “the cultist sorcerer throws a horrid dagger at you”, here are 
  some ideas.  
  Of course, as a GM, you are by no means bound to selecting 
  from among these… but it’s always useful to have some 
  inspiration or something to get started quickly.
  Class-Based Hooks
  These connections and motivations are based on the 
  presence of one or more characters in the party who have at 
  least one level in a particular class.  
  As GM, you may judge that only one of these is a sufficient 
  motivator; alternately, you can combine multiple class hooks 
  to provide the entire party a believable reason to pursue 
  someone who may be in the possession of an obelisk splinter 
  dagger.
  Paladins & Clerics
  As with most obelisk-based weapons, Evil Clerics are a 
  very likely user of this weapon, and other Clerics and all 
  Paladins would be certain to abhor its use, and go so far as 
  to rampage across the Realm in efforts to deny its use to the 
  wicked.
  Rogues
  Unless a given Rogue or Bard is Good-aligned, it’s unlikely 
  that they would shy away from employing this potent and 
  versatile weapon.
  Martial Characters
  Of all classes, martial characters are most likely to be able to 
  suffer the damage this weapon causes.  However, they would 
  likely also have weapons more capable of inflicting damage.
  Obelisk splinter daggers would make an ideal tool for ranged 
  magical damage for Fighters and Barbarians, adding a potent 
  
  288
  Magic Items
  FlexTable 40: Obelisk Splinter Dagger Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  14
  Long ago, pieces of dark 
  obelisk were chipped away to 
  include in weapons.
    True.  This is general to all obelisk-
  based weapons, though.
  15-29
  15-30
  15-30
  01-30
  16
  Certain daggers were 
  forged for evil cultists who 
  worshipped dark chunks of 
  rock millenia ago.
    True.  This was the originally-
  intended user of this weapon.
  30-44
  31-45
  31-45
  31-39
  18
  Obelisk splinter daggers have 
  formidable powers in combat, 
  but inflict damage to their 
  wielders.
    True.  Though this sounds almost 
  like a false rumor about how cursed the 
  item is.
  45-59
  46-60
  46-60
  40-49
  20
  Obelisk splinter daggers 
  contain a fleck of evil dark 
  obelisk rock, and the magic 
  imbued within can cast 
  powerful spells in combat.
    True.  This refers to the nature of 
  the weapon’s construction, and to the 
  spell-like effects it can generate.
  60-74
  60-69
  60-69
  50-59
  21
  Magical returning daggers 
  forged from evil rock can lay 
  low even the most powerful 
  lawful enemy.
    True.  This refers to the negative 
  energy and negative level damage these 
  weapons can inflict on lawful creatures.
  75-89
  70-97
  70-94
  60-69
  15
  Obelisk splinter daggers can be 
  used to shoot tiny splinters of 
  rock like a crossbow.
    False.  This is most likely a 
  misinterpretation of the weapon’s 
  name.
  90-00
  98-00
  95-00
  70-00
  16
  Obelisk splinter daggers cause 
  damage to friend and foe alike 
  in a spray of shards centered 
  on the wielder.
    False.  Although potent-sounding, 
  this is not an effect the weapon 
  possesses.
  array of abilities to their melee or mundane ranged abilities.
  Arcane Classes
  Tailor-made for these classes, obelisk splinter daggers grant 
  a huge augmentation of power to these classes.  
  However, Arcanists are likely the most frail in terms of being 
  able to suffer the damage this weapon inflicts.
  Monks, Rangers, and Druids
  All these classes can make a simple dagger truly lethal; 
  imagine what they might do with an obelisk splinter dagger!
  General Hooks
  These hooks are not linked directly to any particular race, 
  class, or other party element, and can be deployed as the 
  GM sees fit as best matches the play style and existing 
  motivations of the party.
  Dark Deeds
  Murders have gone up considerably of late in town.  Rumor 
  points to a rogue who has come upon a dagger of significant 
  power.
  The PCs must investigate and put a stop to the deaths.
  This scenario forms the basis of the Quest below.
  Collector
  “It belongs in a museum” is an easy sentiment to advocate.  
  Far more honest, however, is the Collector: someone who 
  more accurately states “it belongs in my museum”.
  A Collector, or group thereof, asks the PCs to retrieve an 
  obelisk splinter dagger from its current wielder, and to 
  return it so that it might be stored among other valuables.
  This angle plays particularly well with Lawfully-aligned 
  classes, or PCs whose class, creed, Faction, or other 
  involvement would guide them toward a balance.
  Quests
  Another, more thorough, means of introducing an obelisk 
  splinter dagger is via the following Quest.
    This Quest may be inserted into any campaign setting 
  or adventure, either as a “side quest”, or as a tie-in or 
  kickoff to a larger storyline.
    Quest: Dark Deeds
    Summary: Murders have gone up recently, owing to the 
  use of a lethal dagger employed by a local rogue.  The PCs 
  must investigate and put a stop to it.
    Rewards:   
    800 gp / 
    3,100 gp / 
    8,200 gp / 
    
  17,500 gp (promised); up to 
    2 Reward Stars; obelisk 
  splinter dagger
  
  289
  Magic Items
    Locations: Any.
    Key NPCs: Any.
    Kickoff: Random Encounter.
    Description:
  A quest-giver talks with the PCs and relates a common rumor 
  of macabre description: a local rogue has been murdering a 
  growing number of citizens.  At first, these deaths seemed 
  to be muggings, but in the last week, bodies were found 
  with gear and valuables intact, suggesting a motive far more 
  psychological in nature.
  Some witnesses speak of a wicked dagger that glows a 
  purplish-red, throbbing in the moonlight as though it thirsts 
  for the kills.
  The PCs are asked to investigate, and to ultimately put a stop 
  to the practice.  They are promised a gold reward, and are 
  asked to deliver the dagger, if truly it exists as described, to 
  the city authorities so they can sequester it from further use.
    The PCs can refuse.  Murders will continue, and rumors 
  will spread.  Perhaps the PCs themselves will be targeted.
    Accepting the task, the party will discover the rogue on 
  the hunt that very evening.  They intercept her as she 
  happens upon a couple returning home from a night at 
  the tavern. 
   
  The PCs can attempt reason and skill checks, but these 
  will be fruitless; the rogue is quite heavily in the grip 
  of the madness and influence of the dark obelisk from 
  which the dagger’s innards were taken, and no longer 
  sees reason. 
   
  Killing the rogue, the party may keep the dagger for 
  themselves.  Assuming they tell the quest-giver that the 
  dagger was just a fantasy of trauma-stricken witnesses, 
  this nets them the promised monetary reward but only o 
    1 Reward Star. 
   
  Returning the dagger grants the party a total of 
    2 
  Reward Stars.
  
  290
  Magic Items
  Obelisk Splinter Dagger 
  Wielder
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Rogue 1
  Rogue 6
  Rogue 10
  Rogue 14
  Size / Aln
  Medium NE 
  Human
  Medium NE 
  Human
  Medium NE 
  Human
  Medium NE 
  Human
  HP
  8
  25
  54
  75
  Armor 
  Class
  17
  18
  19
  20
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  13 (+1) 
  DEX  20 (+7) 
  CON  10 (+0) 
  INT  13 (+3) 
  WIS  6 (-2) 
  CHA  12 (+1)
  STR  15 (+2) 
  DEX  20 (+8) 
  CON  10 (+0) 
  INT  13 (+4) 
  WIS  6 (-2) 
  CHA  12 (+1)
  STR  17 (+3) 
  DEX  20 (+9) 
  CON  12 (+1) 
  INT  13 (+5) 
  WIS  6 (-2) 
  CHA  12 (+1)
  STR  19 (+4) 
  DEX  20 (+10) 
  CON  12 (+1) 
  INT  13 (+6) 
  WIS  6 (-2) 
  CHA  12 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 10 
  +4 Thieves’ Tools
  Passive Perception 14 
  +6 Thieves’ Tools
  Passive Perception 16 
  +8 Thieves’ Tools
  Passive Perception 18 
  +10 Thieves’ Tools
  Languages Common, Halfling
  Attacks
  Melee Dagger +7 (1d4+5)
  Ranged Dagger (Thrown) 20 
  ft.’: +7 (1d4+5); 60 ft.’: +7 
  (1d4+5)
  Melee Rapier +7 (1d8+5)
  Melee Dagger +8 (1d4+5)
  Ranged Dagger (Thrown) 20 
  ft.’: +8 (1d4+5); 60 ft.’: +8 
  (1d4+5)
  Melee +1 Rapier +9 (1d8+6)
  Melee Dagger +9 (1d4+5)
  Ranged Dagger (Thrown) 
  20 ft.’: +9 (1d4+5); 60 ft.’: 
  +9 (1d4+5)
  Melee +2 Rapier +11 
  (1d8+7)
  Melee Dagger +10 (1d4+5)
  Ranged Dagger (Thrown) 20 
  ft.’: +10 (1d4+5); 60 ft.’: 
  +109 (1d4+5)
  Melee +3 Rapier +13 
  (1d8+8)
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
  NE; Medium Humanoid (Human)
  
  291
  Magic Items
  Special Abilities
  Ability Score Increase Your ability scores each increase by 1.
  Languages You can speak, read, and write Common and one extra 
  language of your choice. Humans typically learn the languages of other 
  peoples they deal with, including obscure dialects. They are fond of 
  sprinkling their speech with words borrowed from other tongues: Orc 
  curses, Elvish musical expressions, Dwarvish military phrases, and so on.
  Blindsense Starting at 14th level, if you are able to hear, you are aware of 
  the location of any hidden or invisible creature within 10 feet of you.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Reliable Talent By 11th level, you have refined your chosen skills until they 
  approach perfection. Whenever you make an ability check that lets you 
  add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
  Second-Story Work When you choose this archetype at 3rd level, you gain 
  the ability to climb faster than normal; climbing no longer costs you extra 
  movement. In addition, when you make a running jump, the distance you 
  cover increases by a number of feet equal to 5.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 7d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so do 
  rogues who prefer to think of themselves as professional treasure seekers, 
  explorers, delvers, and investigators. In addition to improving your agility 
  and stealth, you learn skills useful for delving into ancient ruins, reading 
  unfamiliar languages, and using magic items you normally couldn’t 
  employ.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages 
  in seemingly normal conversation. Only another creature that knows 
  thieves’ cant understands such messages. It takes four times longer 
  to convey such a message than it does to speak the same idea plainly. 
  In addition, you understand a set of secret signs and symbols used to 
  convey short, simple messages, such as whether an area is dangerous or 
  the territory of a thieves’ guild, whether loot is nearby, or whether the 
  people in an area are easy marks or will provide a safe house for thieves 
  on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you.
  Use Magic Device By 13th level, you have learned enough about the 
  workings of magic that you can improvise the use of items even when 
  they are not intended for you. You ignore all class, race, and level 
  requirements on the use of magic items.
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Ability Score Increase, 
  Languages, Expertise, Sneak 
  Attack, Thieves’ Cant 
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Cunning 
  Action, Expertise, Fast 
  Hands, Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Thief, Thieves’ Cant, 
  Uncanny Dodge
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Blindsense, 
  Cunning Action, Evasion, 
  Expertise, Fast Hands, 
  Reliable Talent, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, Supreme 
  Sneak, Thief, Thieves’ Cant, 
  Uncanny Dodge, Use Magic 
  Device
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Dagger; rapier; studded 
  leather armor
  Dagger; +1 rapier; +1 
  studded leather armor
  Dagger; +2 rapier; +2 
  studded leather armor
  Dagger; +3 rapier; +3 
  studded leather armor
  
  292
  Magic Items
  Scorpion Gauntlet
    Scorpion Gauntlet (weapon)
  Value:  
    3,200 gp / 
    7,100 gp /  
    19,000 gp / 
    42,000 gp
  Weight 1 lbs.; Materials steel; Nature magical; Aura 
    moderate transmutation, 
    moderate necromancy 
  [poison]; Slot weapon (simple, light, one-handed, melee)
  CL:  
    6th / 
    10th / 
    12th / 
    14th
  Base Weapon Profile:
    Weight 1 lb; Dmg 1d4 (1d3 S); Critical x2; Type 
  Piercing or Slashing; Class Simple, Light, One-Handed 
  (Melee)
  Effect Summary: 
    0% chance of self-poisoning when applying 
  poisons to this weapon; 5% arcane spell failure
    Treat as a +1 weapon in all respects; 
  +4 bonus vs. sunder attempts targeting this weapon;  
  +1 shield bonus to AC;  
  +1 bonus to Dexterity checks vs. melee effects
    Treat as a +2 weapon in all respects;  
  +6 bonus vs. sunder attempts targeting this weapon;  
  +2 shield bonus to AC;  
  +2 bonus to Dexterity checks vs. melee effects; 
  +2 DC of poisons applied to this weapon
    Treat as a +3 weapon in all respects;  
  +8 bonus vs. sunder attempts targeting this weapon;  
  +3 shield bonus to AC;  
  +3 bonus to Dexterity checks vs. melee effects; 
  +4 DC of poisons applied to this weapon; 
  venomous strike (Constitution DC 17, 1x/day)
    Treat as a +4 weapon in all respects;  
  +10 bonus vs. sunder attempts targeting this weapon;  
  +4 shield bonus to AC;  
  +4 bonus to Dexterity checks vs. melee effects; 
  +6 DC of poisons applied to this weapon; 
  venomous strike (Constitution DC 19, 1x/day)
  Description
  Over-the-top in design, these bladed gauntlets fashioned in 
  the form of a scorpion attached to the wielder’s forearm are 
  mainly used as ceremonial elements.  Carving, branding, 
  and testing neophytes with venom, real or placebo, are all 
  common sect-based applications of this tool.  
  However ridiculous in design, though, in combat they can 
  be quite formidable when wielded properly, combining the 
  functions of a buckler, dagger, and poisoned implement all 
  in a convenient device that’s difficult to have sundered or 
  removed.
  Effect
  All scorpion gauntlets are magical weapons, and benefit 
  from an enhancement bonus as listed.
  The wielder of a scorpion gauntlet benefits from a bonus 
  to their CMD vs. Sunder attempts made while wearing the 
  weapon.  This applies only any Sunder attempts targeting the 
  scorpion gauntlet, not to other weapons or equipment borne 
  by the wielder.
  While wearing the gauntlet, a wielder benefits from an 
  shield bonus to AC as noted.  
  Additionally, users of a scorpion gauntlet receive a bonus 
  to Dexterity saves they attempt against melee effects that 
  target, or affect, them.  Any circumstance in which the 
  wielder would lose their Dexterity bonus to AC, or if they are 
  Surprised, removes this benefit.
  In most iterations, poisons applied to the scorpion gauntlet 
  are extra lethal: they benefit from an additional bonus to 
  their DC.  
  Advanced versions of scorpion gauntlet grant the wielder 
  the ability to generate a poison spell-like effect once per 
  day.  This effect requires a swift action and may be combined 
  with melee attacks made by this weapon; if so, the target 
  of the poison effect must be the same creature struck with 
  the weapon.  The limitation per day is weapon-based; 
  transferring a depleted gauntlet to another user does not 
  affect its remaining uses.  The limitation resets in full 24 
  hours after its first usage from a full charge.
  Finally, 
    elite scorpion gauntlets grant the user the 
  benefits of the Staggering Critical feat while the weapon 
  is wielded.  This confers no additional benefit to wielders 
  who possess this feat already, as the effects do not stack.  
  The benefit applies only to attacks made using the scorpion 
  gauntlet; critical hits made with other wielded weapons do 
  not receive this benefit.
  Synergy & Sets
  None.  Scorpion gauntlets are standalone items, and do not 
  
  293
  Magic Items
  gain further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  This weapon is most often found on the fists of barbarian 
  leaders or chieftains, or on formidable warriors of any stripe 
  more generally.
  Occasionally they can be found in exotic weapon shops.
  The trigger to activate the poison ability of advanced 
  versions is a button whose use may be researched, deduced 
  through trial and error, or conferred to a new owner via the 
  knowledge of an existing one.
    At the GM’s discretion, knowledge of how this device 
  functions can simply be assumed to be automatic.  This 
  can streamline gameplay considerably and allow the 
  wielder to immediately gain the benefit of the scorpion 
  gauntlet’s capabilities.
  Ubiquity
  Scorpion gauntlets are rare, though more common among 
  primitive, tribal, and barbarian cultures of the plains.
  Notoriety
  These weapons are garish, obviously intended to cause a 
  reaction in design and function.  They’re sure to illicit a stir 
  wherever they are taken.
  Those familiar with the item’s existence will recognize it on 
  sight.
  Quirks of Ownership
  None.
  History & Background
  Scorpion gauntlets were first forged as a means of taming 
  animals.
  In the plains, life can be challenging.  Monsters will pursue 
  across great distances, as there is often very little to break 
  line of sight and effect an escape.  Domesticating creatures 
  can take time, and adds to the allure of potential attack by 
  meat-eaters.
  In the plains of a region riddled with particularly vicious 
  dinosaurs, a barbarian tribe wished to fight back against 
  constant attack and fear.
  They forged the scorpion gauntlet, designed to mimic 
  in almost comedic fashion the mandibles and claws of 
  predators, and to grant combat bonuses sufficient to aid even 
  the lowliest warrior.
  Though the design was a great success, it proved too 
  expensive to mass-produce for a plains-based culture.  As a 
  result, they forged as many as they could, and gifted them to 
  their elite warriors.
  Rumors & Lore
  The following snippets of conversation, convoluted retelling, 
  misunderstanding, urban myth, hearsay, and outright lie 
  are usable as additional incentives for the PCs to uncover 
  mysteries about the town.
  There are two ways to use this FlexTable:
  First, if the PCs are actively searching for information, you 
  can make a 
    Skill Check and look up the result.  If you 
  come to a result that has already been discovered by the PCs, 
  at the GM’s discretion, you may pick a result with a lower DC 
  and read that instead.  
  The party may use 
    Knowledge (Local) or Diplomacy in 
  this manner; the DC listed applies equally to either of these 
  skills.  Alternately, a PC may use Knowledge (History), but 
  with a -4 circumstance penalty (as knowledge of general 
  history will apply in only a limited basis to any immediate 
  vicinity, and a scorpion gauntlet is not really location-bound 
  or related).
  Alternately, if a specific quest explicitly rewards the PCs 
  with a piece of lore, you may simply roll on the appropriate 
  Context and read the result.  In such a circumstance, a Skill 
  Check is not required.
  Generally speaking, the information in this FlexTable may be 
  inserted into your campaign as foreshadowing for eventually 
  revealing a scorpion gauntlet, or as a means of introducing a 
  plot hook into the Quests listed herein.
  • 
    Use Context A: 
  As a default, or if no other context specifically applies to 
  the circumstances.
  • 
    Use Context B: 
  If the party is attempting to gather information from 
  a Key NPC.  Any named NPC is a “key” NPC for these 
  Table 47: Obelisk Splinter Dagger Flavors
  Difficulty 
  Band
  Prefix
  Enhancement 
  Bonus
  AC vs. 
  Sunder
  Shield 
  Bonus
  Dexterity 
  vs. Melee
  DC of Applied 
  Poisons
  Spell-Like Effects
    Low
  Minor
  +1
  +4
  +1
  +1
  -
  -
    Moderate
  Lesser
  +2
  +6
  +2
  +2
  +2
  -
    Advanced
  Greater
  +3
  +8
  +3
  +3
  +4
  venomous strike (Con DC 17, 1x/
  day)
    Elite
  Elite
  +4
  +10
  +4
  +4
  +6
  venomous strike (Con DC 19, 
  1x/day)
  
  294
  Magic Items
  purposes.
  • 
    Use Context C: 
  If the party is gathering information from generic 
  townsfolk, or NPCs without specific names.  For example, 
  Townsfolk.
  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  unstructured manner.
  Hooks & Integration
  If you’re looking for an excuse to introduce a scorpion 
  gauntlet into your gaming sessions beyond simply “the 
  barbarian approaches you with a viscious-looking hand-
  hook”, here are some ideas.  
  Of course, as a GM, you are by no means bound to selecting 
  from among these… but it’s always useful to have some 
  inspiration or something to get started quickly.
  Class-Based Hooks
  These connections and motivations are based on the 
  presence of one or more characters in the party who have at 
  least one level in a particular class.  
  As GM, you may judge that only one of these is a sufficient 
  motivator; alternately, you can combine multiple class 
  hooks to provide the entire party a believable reason to 
  pursue someone who may be in the possession of a scorpion 
  gauntlet.
  Paladins & Clerics
  These classes may belittle the garishness of a scorpion 
  gauntlet for day-to-day use.  However, it has an undeniable 
  advantage in combat, so much so that they may endure the 
  cosmetics.
  Rogues
  Although gauntlets are not typically in the arsenal of 
  Rogues, the mixture of offensive and defensive advantages 
  represented by the weapon may sway them to take some 
  specific training.
  Martial Characters
  Clearly the target audience for the scorpion gauntlet, these 
  classes will derive the greatest benefit from this weapon, 
  either as a primary instrument of damage-dealing, or as a 
  formidable off-hand weapon that presents a shield bonus as 
  well.
  Arcane Classes
  These classes are least likely to use this item with 
  proficiency... however, even the most melee-adverse arcanist 
  might be swayed by the rich mixture of effects these artifacts 
  enable.
  Monks, Rangers, and Druids
  These classes can make any light weapon such as this 
  useful in virtually any circumstance.  As a result, despite 
  the bizarre appearance, they might make ample use of this 
  weapon.
  General Hooks
  These hooks are not linked directly to any particular race, 
  class, or other party element, and can be deployed as the 
  GM sees fit as best matches the play style and existing 
  motivations of the party.
  Tribal Justice
  The PCs are captured by a barbarian tribe.  To escape, they 
  must fight a wielder of a scorpion gauntlet.  Succeed, and 
  they may leave freely, and may even take the gauntlet with 
  them as a trophy.
  This scenario forms the basis of the Quest below.
  Collector
  “It belongs in a museum” is an easy sentiment to advocate.  
  Far more honest, however, is the Collector: someone who 
  more accurately states “it belongs in my museum”.
  A Collector, or group thereof, asks the PCs to retrieve a 
  scorpion gauntlet from its current wielder, and to return it so 
  that it might be stored among other valuables.
  This angle plays particularly well with Lawfully-aligned 
  classes, or PCs whose class, creed, Faction, or other 
  involvement would guide them toward a balance.
  Quests
  Another, more thorough, means of introducing a scorpion 
  gauntlet is via the following Quest.
    This Quest may be inserted into any campaign setting 
  or adventure, either as a “side quest”, or as a tie-in or 
  kickoff to a larger storyline.
    Quest: Tribal Justice
    Summary: Captured by a barbarian tribe, the PCs must 
  fight warriors in combat to escape.
    Rewards:  Up to 
    1 Reward Star; scorpion gauntlet
    Locations: Any.
    Key NPCs: Any.
    Kickoff: PCs must be captured by a barbarian tribe.
    Description:
  As a precursor to this quest, the party must end up in the 
  clutches of a barbarian tribe.  This could be intentional, as 
  part of a grander plan to infiltrate the tribe, or accidental, as 
  a consequence of betraying the tribe, offending them in some 
  way, or slaying one of their number.
  No matter the circumstances, it’s not feasible to escape 
  through outright slaughter of the dozens of formidable 
  warriors that surround them.
  Thankfully, tribal justice offers a solution: the PCs must 
  defeat an equal number of barbarian warriors, each armed 
  with a scorpion gauntlet.  
  Succeed, and the party may leave without further harm or 
  reprecussions; they may even keep one of the gauntlets for 
  their own use.
  The PCs cannot refuse this Quest, if they are already in the 
  
  295
  Magic Items
  FlexTable 41: Scorpion Gauntlet Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  In plains tribes, barbarians 
  forged a magic gauntlet of 
  considerable ability.
    True.  
  15-29
  15-30
  15-30
  01-30
  14
  Barbarians forged a magic 
  gauntlet with an array of 
  offensive and defensive 
  capabilities.
    True.  This refers to the sum of all 
  possible abilities across iterations of 
  the weapon.
  30-44
  31-45
  31-45
  31-39
  15
  A magical gauntlet grants 
  the wielder combat bonuses, 
  defensive bonuses, and can 
  even make poisons applied 
  more formidable.
    True.  This correctly describes 
  nearly all of the weapon’s abilities.
  45-59
  46-60
  46-60
  40-49
  13
  Scorpion gauntlets appear 
  garish and overdesigned, but 
  are quite lethal in use.
    True.  This is more commentary on 
  the weapon’s appearance than lore.
  60-74
  60-69
  60-69
  50-59
  19
  Some scorpion gauntlets can 
  grant the wielder skills and 
  talents, and can cast poisonous 
  spells.
    True.  This refers to the poison 
  spell-like effect and Feat benefit of 
  more advanced versions.
  75-89
  70-97
  70-94
  60-69
  12
  Scorpion gauntlets have 
  poisoned stingers like those of 
  their name.
    False.  In appearance, there is a 
  bit of a stinger effect, but it does not 
  inherently have poison, nor can it be 
  used as a weapon.
  90-00
  98-00
  95-00
  70-00
  14
  Scorpion gauntlets can launch 
  venomous scorpions at 
  opponents.
    False.  The weapon does not launch 
  creatures.
  clutches of the tribe.
    If the PCs fail to overcome the warriors they face, they 
  will be killed by them.  So, no reward, then.
    Success means the PCs are free to go.  They benefit from 
  keeping one scorpion gauntlet, and 
    1 Reward Star.
  
  296
  Magic Items
  Scorpion Gauntlet Wielder
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Barbarian 1
  Barbarian 6
  Barbarian 10
  Barbarian 14
  Size / Aln
  Medium CN 
  Human
  Medium CN 
  Human
  Medium CN 
  Human
  Medium CN 
  Human
  HP
  14
  63
  108
  158
  Armor 
  Class
  17
  18
  20
  21
  Speed
  Walk 30’
  Walk 40’
  Walk 40’
  Walk 40’
  Ability 
  Scores / 
  Saves
  STR  20 (+7) 
  DEX  13 (+1) 
  CON  15 (+4) 
  INT  6 (-2) 
  WIS  8 (-1) 
  CHA  12 (+1)
  STR  20 (+8) 
  DEX  13 (+1) 
  CON  17 (+6) 
  INT  6 (-2) 
  WIS  8 (-1) 
  CHA  12 (+1)
  STR  20 (+9) 
  DEX  15 (+2) 
  CON  17 (+7) 
  INT  6 (-2) 
  WIS  8 (-1) 
  CHA  12 (+1)
  STR  20 (+10) 
  DEX  17 (+3) 
  CON  17 (+8) 
  INT  6 (-2) 
  WIS  8 (-1) 
  CHA  12 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 9 
  Armor - Disadvantage on 
  Stealth
  Passive Perception 9 
  Armor - Disadvantage on 
  Stealth
  Passive Perception 9 
  Armor - Disadvantage on 
  Stealth
  Passive Perception 9 
  Armor - Disadvantage on 
  Stealth
  Languages Common, Infernal
  Attacks
  Melee Dagger +7 (1d4+5)
  Ranged Dagger (Thrown) 20 
  ft.’: +7 (1d4+5); 60 ft.’: +7 
  (1d4+5)
  Ranged Crossbow, Heavy ) 
  --> 100 ft.’: +3 (1d10+1); 
  400 ft.’: +3 (1d10+1)
  Melee +1 Dagger +9/+9 
  (1d4+6)
  Ranged +1 Dagger (Thrown) 
  20 ft.’: +9/+9 (1d4+6); 60 
  ft.’: +9/+9 (1d4+6)
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +4/+4 
  (1d10+1); 400 ft.’: +4/+4 
  (1d10+1)
  Melee +2 Dagger +11/+11 
  (1d4+7)
  Ranged +2 Dagger 
  (Thrown) 20 ft.’: +11/+11 
  (1d4+7); 60 ft.’: +11/+11 
  (1d4+7)
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +6/+6 
  (1d10+2); 400 ft.’: +6/+6 
  (1d10+2)
  Melee +3 Dagger +13/+13 
  (1d4+8)
  Ranged +3 Dagger (Thrown) 
  20 ft.’: +13/+13 (1d4+8); 
  60 ft.’: +13/+13 (1d4+8)
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +8/+8 
  (1d10+3); 400 ft.’: +8/+8 
  (1d10+3)
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  CN; Medium Humanoid (Human)
  
  297
  Magic Items
  Special Abilities
  Ability Score Increase Your ability scores each increase by 1.
  Languages You can speak, read, and write Common and one extra 
  language of your choice. Humans typically learn the languages of other 
  peoples they deal with, including obscure dialects. They are fond of 
  sprinkling their speech with words borrowed from other tongues: Orc 
  curses, Elvish musical expressions, Dwarvish military phrases, and so on.
  Brutal Critical Beginning at 9th level, you can roll 2 additional weapon 
  damage die when determining the extra damage for a critical hit with a 
  melee attack.
  Danger Sense At 2nd level, you gain an uncanny sense of when things 
  nearby aren’t as they should be, giving you an edge when you dodge away 
  from danger. You have advantage on Dexterity saving throws against 
  effects that you can see, such as traps and spells. To gain this benefit, you 
  can’t be blinded, deafened, or incapacitated.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Fast Movement Starting at 5th level, your speed increases by 10 feet 
  while you aren’t wearing heavy armor.
  Feral Instinct By 7th level, your instincts are so honed that you have 
  advantage on initiative rolls. Additionally, if you are surprised at the 
  beginning of combat and aren’t incapacitated, you can act normally on 
  your first turn, but only if you enter your rage before doing anything else 
  on that turn.
  Frenzy Starting when you choose this path at 3rd level, you can go into 
  a frenzy when you rage. If you do so, for the duration of your rage you 
  can make a single melee weapon attack as a bonus action on each of 
  your turns after this one. When your rage ends, you suffer one level of 
  exhaustion (as described in appendix A).
  Path of the Berserker For some barbarians, rage is a means to an end--that 
  end being violence. The Path of the Berserker is a path of untrammeled 
  fury, slick with blood. As you enter the berserker’s rage, you thrill in the 
  chaos of battle, heedless of your own health or well-being.
  Primal Path At 3rd level, you choose a path that shapes the nature of your 
  rage. Choose the Path of the Berserker or the Path of the Totem Warrior, 
  both detailed at the end of the class description. Your choice grants you 
  features at 3rd level and again at 6th, 10th, and 14th levels.
  Rage In battle, you fight with primal ferocity. On your turn, you can enter 
  a rage as a bonus action. While raging, you gain the following benefits if 
  you aren’t wearing heavy armor: You have advantage on Strength checks 
  and Strength saving throws. When you make a melee weapon attack 
  using Strength, you gain a bonus to the damage roll equal to 3. You have 
  resistance to bludgeoning, piercing, and slashing damage. If you are able 
  to cast spells, you can’t cast them or concentrate on them while raging. 
  Your rage lasts for 1 minute. It ends early if you are knocked unconscious 
  or if your turn ends and you haven’t attacked a hostile creature since your 
  last turn or taken damage since then. You can also end your rage on your 
  turn as a bonus action. Once you have raged the number of times equal 
  to 5, you must finish a long rest before you can rage again.
  Reckless Attack Starting at 2nd level, you can throw aside all concern 
  for defense to attack with fierce desperation. When you make your first 
  attack on your turn, you can decide to attack recklessly. Doing so gives 
  you advantage on melee weapon attack rolls using Strength during this 
  turn, but attack rolls against you have advantage until your next turn.
  Relentless Rage Starting at 11th level, your rage can keep you fighting 
  despite grievous wounds. If you drop to 0 hit points while you’re raging 
  and don’t die outright, you can make a DC 10 Constitution saving throw. 
  If you succeed, you drop to 1 hit point instead. Each time you use this 
  feature after the first, the DC increases by 5. When you finish a short or 
  long rest, the DC resets to 10.
  Retaliation Starting at 14th level, when you take damage from a creature 
  that is within 5 feet of you. you can use your reaction to make a melee 
  weapon attack against that creature.
  Unarmored Defense While you are not wearing any armor, your Armor 
  Class equals 10 + your Dexterity modifier + your Constitution modifier. 
  You can use a shield and still gain this benefit.
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Ability Score Increase, 
  Languages, Rage, 
  Unarmored Defense
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Danger Sense, 
  Extra Attack, Fast Movement, 
  Frenzy, Mindless Rage, Path 
  of the Berserker, Primal 
  Path, Rage, Reckless Attack, 
  Unarmored Defense 
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Brutal 
  Critical, Danger Sense, Extra 
  Attack, Fast Movement, 
  Feral Instinct, Frenzy, 
  Intimidating Presence, Path 
  of the Berserker, Primal 
  Path, Rage, Reckless Attack, 
  Unarmored Defense
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Brutal Critical, 
  Danger Sense, Extra Attack, 
  Fast Movement, Feral 
  Instinct, Frenzy, Path of the 
  Berserker, Primal Path, Rage, 
  Reckless Attack, Relentless 
  Rage, Retaliation, Unarmored 
  Defense
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Dagger; scale mail; 
  shield; heavy crossbow; 
  crossbow bolts (20x)
  +1 Dagger; +1 scale mail; 
  shield; heavy crossbow; 
  crossbow bolts (20x)
  +2 Dagger; +2 scale 
  mail; shield; heavy 
  crossbow; crossbow 
  bolts (20x)
  +3 Dagger; +3 scale mail; 
  shield; heavy crossbow; 
  crossbow bolts (20x)
  
  298
  Magic Items
  Scytheknife
    Scytheknife (weapon)
  Value:  
    9,400 gp / 
    26,000 gp /   
    49,000 gp / 
    71,000 gp
  Weight 1 lbs.; Materials steel; Nature magical; Aura 
  moderate necromancy; Slot weapon (simple, light, one-
  handed, thrown, melee)
  CL:  
     6th / 
    10th / 
    12th / 
    14th
  Base Weapon Profile:
    Weight 1 lb; Dmg 1d4 (1d3 S); Critical x2; Type 
  Piercing or Slashing; Class Simple, Light, One-Handed, 
  Thrown (Melee); Range 20’
  Effect Summary: 
    Treat as a +1 weapon in all respects; 
  +1d6 bleed damage; 
  +2d6 bleed damage on critical hit (1x/day); 
  treat as a returning weapon
    Treat as a +2 weapon in all respects; 
  +1d8 bleed damage; 
  +2d8 bleed damage on critical hit (3x/day); 
  treat as a returning weapon
    Treat as a +3 weapon in all respects; 
  +1d10 bleed damage; 
  +2d10 bleed damage on critical hit (5x/day); 
  treat as a returning weapon
    Treat as a +4 weapon in all respects; 
  +1d12 bleed damage; 
  +2d12 bleed damage on critical hit (5x/day); 
  treat as a returning weapon
  Description
  A split-tip, viciously serrated long dagger that causes 
  massive bleeding damage and persistent wounds in its 
  victims.
  Effect
  These weapons are all magical, enjoying an enhancement 
  bonus as noted.
  Every strike from a scytheknife inflicts additional Bleed 
  damage as noted.
  At the wielder’s option, a critical hit from this weapon 
  can inflict even further Bleed damage.  This requires no 
  additional action, but must be declared before rolling to 
  confirm a possible critical hit.  Only one attack per round 
  may be given this ability.  Using this ability is limited to a 
  certain number of times per day as noted.  This limitation 
  is weapon-based, not user-based; transferring a depleted 
  scytheknife to another person does not affect its remaining 
  charges.
  Many versions grant a bonus to confirm critical hits 
  inflicted with this weapon.  This bonus is automatic and 
  cannot be suppressed, and applies only to critical hits made 
  with the scytheknife.
  Some versions grant the benefit of one or more Feats.  A 
  wielder who has one or more of these Feats receives no 
  additional benefit from receiving them again as they do not 
  stack.
  Synergy & Sets
  None.  Scytheknives are standalone items, and do not gain 
  further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  These weapons are typically discovered on the bodies of 
  enemies, or in weapons caches. 
  Very rarely, they can be purchased in exotic weapons shops.
  The ability to inflict additional bleed damage on a critical hit 
  is activated via a nub on the hilt; it is possible to discover 
  this feature through trial and error.
    At the GM’s discretion, knowledge of how this device 
  functions can simply be assumed to be automatic.  
  This can streamline gameplay considerably and allow 
  the wielder to immediately gain the benefit of the 
  scytheknife’s capabilities.
  Ubiquity
  These weapons are uncommon.  They are less uncommon in 
  roguish circles.
  Notoriety
  From the perspective of a casual observer, these weapons are 
  
  299
  Magic Items
  clearly mastercrafted, and may likely be magical.
  Since the exact design of a scytheknife alters from blade 
  to blade, even those who know of these artifacts may not 
  recognize one immediately on sight.
  Quirks of Ownership
  None.
  History & Background
  Scytheknives were first made as a tool for hunting... or, more 
  specifically, for preparing meat in the aftermath of the actual 
  hunt.
  Bleeding a beast out has always been one of the least 
  desirable predecessors to the more valuable utilities of 
  skinning and carving.  
  To make this process quicker and less frustrating, the 
  scytheknife was invented by hunters in the arctic mountains 
  of the north.  
  Although the design was successful in its intended purpose, 
  it wasn’t long before the combat value of the blade was 
  realized.  Soon, military commanders had commissioned the 
  production of the weapons en masse.
  Owing to the weapon’s utility for rogues, necromancers, and 
  even wealthy but vicious merchants, military blades became 
  valuable black-market currency, and the weapons spread 
  greatly.
  Rumors & Lore
  The following snippets of conversation, convoluted retelling, 
  misunderstanding, urban myth, hearsay, and outright lie 
  are usable as additional incentives for the PCs to uncover 
  mysteries about the town.
  There are two ways to use this FlexTable:
  First, if the PCs are actively searching for information, you 
  can make a 
    Skill Check and look up the result.  If you 
  come to a result that has already been discovered by the PCs, 
  at the GM’s discretion, you may pick a result with a lower DC 
  and read that instead.  
  The party may use 
    Knowledge (Local) or Diplomacy in 
  this manner; the DC listed applies equally to either of these 
  skills.  Alternately, a PC may use Knowledge (History), but 
  with a -4 circumstance penalty (as knowledge of general 
  history will apply in only a limited basis to any immediate 
  vicinity, and scytheknives are not really location-bound or 
  related).
  Alternately, if a specific quest explicitly rewards the PCs 
  with a piece of lore, you may simply roll on the appropriate 
  Context and read the result.  In such a circumstance, a Skill 
  Check is not required.
  Generally speaking, the information in this FlexTable may be 
  inserted into your campaign as foreshadowing for eventually 
  revealing a scytheknife, or as a means of introducing a plot 
  hook into the Quests listed herein.
  • 
    Use Context A: 
  As a default, or if no other context specifically applies to 
  the circumstances.
  • 
    Use Context B: 
  If the party is attempting to gather information from 
  a Key NPC.  Any named NPC is a “key” NPC for these 
  purposes.
  • 
    Use Context C: 
  If the party is gathering information from generic 
  townsfolk, or NPCs without specific names.  For example, 
  Townsfolk.
  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  unstructured manner.
  Hooks & Integration
  If you’re looking for an excuse to introduce a scytheknife 
  into your gaming sessions beyond simply “the necromancers 
  before you draw vicious-looking blades”, here are some 
  ideas.  
  Of course, as a GM, you are by no means bound to selecting 
  from among these… but it’s always useful to have some 
  inspiration or something to get started quickly.
  Class-Based Hooks
  These connections and motivations are based on the 
  presence of one or more characters in the party who have at 
  least one level in a particular class.  
  As GM, you may judge that only one of these is a sufficient 
  motivator; alternately, you can combine multiple class hooks 
  to provide the entire party a believable reason to pursue 
  someone who may be in the possession of a scytheknife.
  Table 48: Scytheknife Flavors
  Difficulty Band
  Prefix
  Enhancement Bonus
  Bleed Damage
  Critical Hit Bleed Damage
    Low
  Minor
  +1
  1d6
  2d6
    Moderate
  Lesser
  +2
  1d8
  2d8
    Advanced
  Greater
  +3
  1d10
  2d10
    Elite
  Elite
  +4
  1d12
  2d12
  
  300
  Magic Items
  Paladins & Clerics
  These classes can make good use of a dagger, but would 
  typically prefer to avoid the brutality of bleeding damage.  
  That said, the lethality of the weapon may overcome such 
  squeamishness.
  Rogues
  These classes, more than any other, would greatly love a 
  scytheknife.  Massive damage potential and concealability 
  are a potent combination, particularly in the hands of a 
  capable Rogue.
  Martial Characters
  Although these classes likely have access to greater damage 
  potential, the combination of effects granted by a scytheknife 
  make it a valuable backup option, or a potent offhand 
  weapon.
  Arcane Classes
  Although melee combat is not an arcanist’s first choice, 
  neither is being helpless when forced into melee.  
  A scytheknife, in addition to adding to the mystique of 
  sorcerers and necromancers, also grants something of 
  a formidable capability to otherwise hampered melee 
  combatants.
  Monks, Rangers, and Druids
  These classes are all nimble and versatile, and lethal with 
  a dagger... a scytheknife simply makes them tremendously 
  more so.
  General Hooks
  These hooks are not linked directly to any particular race, 
  class, or other party element, and can be deployed as the 
  GM sees fit as best matches the play style and existing 
  motivations of the party.
  Staunch the Flow
  The PCs hear wind of a magic dagger that causes unstoppable 
  bleeding.  Rumor is that it is to be used in a ritual in church 
  in a few days.
  The PCs must swap out the knife for an imposter forged to 
  resemble the deadly blade, lest dozens of faithful be slain.
  This scenario forms the basis of the Quest below.
  Collector
  “It belongs in a museum” is an easy sentiment to advocate.  
  Far more honest, however, is the Collector: someone who 
  more accurately states “it belongs in my museum”.
  A Collector, or group thereof, asks the PCs to retrieve a 
  scytheknife from its current wielder, and to return it so that 
  it might be stored among other valuables.
  This angle plays particularly well with Lawfully-aligned 
  classes, or PCs whose class, creed, Faction, or other 
  involvement would guide them toward a balance.
  Quests
  Another, more thorough, means of introducing a scytheknife 
  is via the following Quest.
    This Quest may be inserted into any campaign setting 
  or adventure, either as a “side quest”, or as a tie-in or 
  kickoff to a larger storyline.
    Quest: Staunch the Flow
    Summary: The PCs must replace a lethal magical dagger 
  with a facsimile to avoid dozens of unintended deaths.
    Rewards:   
    600 gp / 
    2,600 gp / 
    8,000 gp / 
    17,000 gp (promised); up to 
    2 Reward Stars; 
  scytheknife
    Locations: Any.
    Key NPCs: Any.
    Kickoff: Random Encounter.
    Description:
  A church in town has come by a magical dagger.  One wizard 
  recognizes the blade, and describes it as a scytheknife.  
  Church leadership has refused to listen to anyone, believing 
  that everyone wants this weapon they have found, and not 
  wanting to share the artifact.  While not necessarily evil by 
  nature, they nevertheless take part in blood rituals, mostly 
  where they simply bloodlet each of their flock a little bit so 
  as to form a collective pool of blood that is then fed to goats, 
  which are then sacrificed.
  The knowledgable wizard warns that if this dagger is used 
  on the upcoming ceremony day, each person touched with it 
  shall suffer massive wounds, and likely die, as a result of the 
  weapon’s power.
  Because the church has refused to listen to the warnings, a 
  blacksmith has forged a reasonable, yet mundane, duplicate 
  of the weapon (treat as a normal dagger).  
  The PCs are to sneak into the church, swap the scytheknife 
  out for the fake, and escape with no one the wiser.
  Since the church believes the weapon to simply be a wicked-
  looking blade, and not magical, they will never know the 
  difference, and dozens of lives will be saved.
  The party is offered a monetary reward if they assist.
    If the PCs ignore or refuse, the authorities will attempt 
  to enlist help elsewhere, but will fail; the ceremony will 
  go through with the lethal blade, and 64 people will die.  
  This blood is on the PCs’ hands, to the extent to which 
  any are Good in alignment.
    To succeed in the task, the PCs will have to best multiple 
    skill checks (Stealth, Sleight of Hand).  The exact 
  nature is left flexible so as to fit into your campaign 
  setting and its factions and churches.   
   
  Success means that the party performs the swap; they 
  will return to the money and 
    2 Reward Stars.  
  The authorities also offer that the PCs may keep the 
  scytheknife.
    If the PCs succeed in taking the scytheknife, but are 
  discovered, they may still escape, and may keep the 
  weapon, but are out the money, as the authorities will 
  have to use it to make good with the church that was 
  offended.  The party also only receives 
    1 Reward Star 
  
  301
  Magic Items
  FlexTable 42: Scytheknife Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  A certain magical dagger was 
  forged to bloodlet animals to 
  prepare their carcasses for 
  carving and skinning.
    True.  Grisly, but accurate, origins 
  of this weapon.
  15-29
  15-30
  15-30
  01-30
  13
  Long ago, arctic hunters forged 
  a small blade intended to 
  assist in hunting, but it was 
  so lethal that they turned it to 
  military use.
    True.  This describes the intent, 
  success, and eventual repurposing of 
  the weapon.
  30-44
  31-45
  31-45
  31-39
  14
  Scytheknives grant combat 
  bonuses and cause bleeding 
  wounds.
    True.  This accurately summarizes 
  the weapon’s abilities.
  45-59
  46-60
  46-60
  40-49
  15
  Scytheknives are daggers that 
  cut deeply, and may grant the 
  wielder additional skill.
    True.  This refers to the Feat 
  effects.
  60-74
  60-69
  60-69
  50-59
  17
  Scytheknives are magical 
  daggers that make critical 
  strikes more likely and more 
  lethal.
    True.  This refers to the critical 
  confirmation and additional critical 
  damage effects.
  75-89
  70-97
  70-94
  60-69
  11
  Scytheknives are medical 
  implements used for surgeries.
    False.  This would be a disaster, as 
  the blade’s magic would cause massive 
  internal bleeding.
  90-00
  98-00
  95-00
  70-00
  13
  Scytheknives are tiny daggers 
  that magically grow to full-
  sized scythes with the flick of 
  a switch on the hilt.
    False.  This is not how the weapon 
  works.
  in this scenario.
  
  302
  Magic Items
  Scytheknife Wielder
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Fighter 1
  Fighter 6
  Fighter 10
  Fighter 14
  Size / Aln
  Medium NE 
  Half-Orc
  Medium NE 
  Half-Orc
  Medium NE 
  Half-Orc
  Medium NE 
  Half-Orc
  HP
  11
  63
  95
  147
  Armor 
  Class
  18
  19
  20
  21
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  15 (+4) 
  DEX  20 (+5) 
  CON  13 (+3) 
  INT  9 (-1) 
  WIS  7 (-2) 
  CHA  13 (+1)
  STR  19 (+7) 
  DEX  20 (+5) 
  CON  13 (+4) 
  INT  9 (-1) 
  WIS  7 (-2) 
  CHA  13 (+1)
  STR  20 (+9) 
  DEX  20 (+5) 
  CON  14 (+6) 
  INT  9 (-1) 
  WIS  7 (-2) 
  CHA  13 (+1)
  STR  20 (+10) 
  DEX  20 (+5) 
  CON  18 (+9) 
  INT  9 (-1) 
  WIS  7 (-2) 
  CHA  13 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 8
  Passive Perception 8
  Passive Perception 8
  Passive Perception 8
  Languages Common, Orc
  Attacks
  Melee Dagger +7 (1d4+5)
  Ranged Dagger (Thrown) 20 
  ft.’: +7 (1d4+5); 60 ft.’: +7 
  (1d4+5)
  Melee +1 Dagger +9/+9 
  (1d4+6)
  Ranged +1 Dagger (Thrown) 
  20 ft.’: +9/+9 (1d4+6); 60 
  ft.’: +9/+9 (1d4+6)
  Melee +2 Dagger +11/+11 
  (1d4+7)
  Ranged +2 Dagger 
  (Thrown) 20 ft.’: +11/+11 
  (1d4+7); 60 ft.’: +11/+11 
  (1d4+7)
  Melee +3 Dagger 
  +13/+13/+13 (1d4+8)
  Ranged +3 Dagger (Thrown) 
  20 ft.’: +13/+13/+13 
  (1d4+8); 60 ft.’: 
  +13/+13/+13 (1d4+8)
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  NE; Medium Humanoid (Half-Orc)
  
  303
  Magic Items
  Special Abilities
  Ability Score Increase Your Strength score increases by 2, and your 
  Constitution score increases by 1.
  Darkvision Thanks to your orc blood, you have superior vision in dark and 
  dim conditions. You can see in dim light within 60 feet of you as if it were 
  bright light, and in darkness as if it were dim light. You can’t discern color 
  in darkness, only shades of gray.
  Languages You can speak, read, and write Common and Orc. Orc is a 
  harsh, grating language with hard consonants. It has no script of its own 
  but is written in the Dwarvish script.
  Menacing You gain proficiency in the Intimidation skill.
  Relentless Endurance When you are reduced to 0 hit points but not killed 
  outright, you can drop to 1 hit point instead. You can’t use this feature 
  again until you finish a long rest.
  Savage Attacks When you score a critical hit with a melee weapon attack, 
  you can roll one of the weapon’s damage dice one additional time and add 
  it to the extra damage of the critical hit.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 1 time(s) before a rest, but only once 
  on the same turn.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that 
  you fail. If you do so, you must use the new roll, and you can’t use this 
  feature again until you finish a long rest. You can use this feature 2 time(s) 
  between long rests.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +5.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Defense While you are wearing armor, you gain a +1 bonus to AC.
  Protection When a creature you can see attacks a target other than 
  you that is within 5 feet of you, you can use your reaction to impose 
  disadvantage on the attack roll. You must be wielding a shield.
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Ability Score Increase, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Fighting Style, Second 
  Wind, Defense
   Ability Score Increase, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Action Surge, Champion, 
  Extra Attack, Fighting Style, 
  Improved Critical, Martial 
  Archetype, Second Wind, 
  Defense
  Ability Score Increase, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Action Surge, Additional 
  Fighting Style, Champion, 
  Extra Attack, Fighting 
  Style, Improved Critical, 
  Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Defense, Protection
  Ability Score Increase, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Action Surge, Additional 
  Fighting Style, Champion, 
  Extra Attack, Fighting 
  Style, Improved Critical, 
  Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Defense, Protection
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Dagger; studded leather 
  armor
  +1 Dagger; +1 studded 
  leather armor
  +2 Dagger; +2 studded 
  leather armor
  +3 Dagger; +3 studded 
  leather armor
  
  304
  Magic Items
  
  305
  Magic Items
  Artifacts
  
  306
  Magic Items
  Ring of the Risen
    Ring of the Risen (artifact ring)
  Value:  
    120,000 gp / 
    320,000 gp /  
    1.4M gp / 
    2M gp
  Weight 1 lb.; Materials bone, crystal; Nature magical; Aura 
  strong necromancy (haunted) [curse, emotion, fear, mind-
  affecting, death, evil], illusion (glamer); Slot ring
  CL:  
    8th / 
    12th / 
    14th / 
    16th
  Effect Summary: 
    detect undead at will; persistent cause fear effect
    animate dead 1x/day; false life 1x/day
    animate dead 3x/day; false life 1x/day; create undead 1x/
  day; speak with dead at will 
  wearer suffers -1d8 to max HP per month worn
    animate dead 5x/day; false life 3x/day; create undead 3x/
  day; speak with dead at will; raise dead 1x/week; wearer 
  suffers -1d8 to max HP per week worn
    animate dead at will; false life at will; create undead 
  at will; speak with dead at will; raise dead 1x/day; 
  resurrection 1x/day; wearer suffers -1d8 to max HP per 
  day worn
  Description
  A bonelike loop with macabre carvings all around, this ring 
  culminates in a darkly glowing purple crystal laced with 
  black and white veins of pulsing light, surrounded by an 
  elongated skull relief that seems to be swallowing the gem 
  whole.
  Gazing within the gemstone for more than a round may 
  hypnotize the onlooker. 
  One of the most potent necromantic artifacts in existence, 
  the ring of the risen is a dark and vile gift that grants the 
  wearer numerous powers over the undead.
  Effect
  All rings of the risen can cast detect undead at will; this 
  requires a standard action to activate or suppress.  
  Furthermore, each ring of the risen acts as a constant cause 
  fear, centered on the ring itself.  This effect cannot be 
  suppressed while the ring is worn.  
  Most versions of the ring inflict negative levels upon the 
  wearer: this happens at a different frequency based on the 
  potency of the artifact as noted.
  Removing the ring will deactivate the cause fear effect.  
  Keeping the ring off will eventually restore the negative 
  levels it has inflicted; the wearer shakes off negative levels 
  at the same rate s/he gained them while wearing the ring.  
  Negative levels suffered from other sources cannot be 
  removed simply by taking the ring of the risen off.
  Beyond the above effects, each ring of the risen allows the 
  wearer to activate a number of spell-like effects as noted.  
  Each has its own limitation and frequency.  These limitations 
  are ring-based, not user-based; a depleted ring of the risen 
  given to another does not affect its charges.  The limitations 
  for a given ability will reset in full after the listed duration, 
  starting from when that ability was first used from a “full 
  charge” of that ability.
  Synergy & Sets
  None.  Rings of the risen are standalone items, and do not 
  gain further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  The ring of the risen is a unique artifact ring.  Its discovery 
  cannot be accidental, or if it is, it should be a part of a much 
  greater storyline.
  Its abilities, both helpful and negative, are not intuitive; to 
  understand the artifact requires a great deal of research or 
  an informed handoff from a knowledgable existing owner.
  Activating an effect of the ring is a mental activity.
    At the GM’s discretion, knowledge of how this device 
  functions can simply be assumed to be automatic.  This 
  can streamline gameplay considerably and allow the 
  wielder to immediately gain the benefit of the ring’s 
  capabilities.
  Ubiquity
  The ring of the risen is a unique artifact.
  
  307
  Magic Items
  Notoriety
  The ring exudes evil and death, even for those who lack 
  special abilities to detect such auras.  It is clearly evil, and its 
  composition speaks to a great and terrible power.
  Anyone seeing this ring knows the bearer is a force with 
  which to be reckoned. 
  Quirks of Ownership
  Other than the negative levels suffered, the persistent cause 
  fear effect, and the notoriety noted above, none.
  History & Background
  The ring of the risen was intended as a holy artifact, meant 
  to bring dead loved ones back to life.
  Forged by well-meaning and devoted clerics, the ring was 
  not meant to be unique.  Following the presumed success 
  of the initial ring, others would be forged, and one given to 
  each church of the faith that created it.
  These rings would be used in the most dire of circumstances, 
  or when great sacrifice was made, or a great debt was owed 
  by the church.  
  Full and complete resurrection of the dearly departed is an 
  immense, formidable power.  To fuel and balance this effect, 
  the ring was designed with a penalty: the wearer, to invoke 
  the resurrection, would sacrifice a year of his or her own 
  life.  
  Furthermore, wearing the ring—for any length of time at all, 
  even a brief second—would prevent the wearer from being 
  resurrected, in any form, at any time, under any conditions.  
  In addition to being a powerful balance to the energies 
  invovled, it seemed a well-suited consideration, for the 
  preacher or cleric to perform this act to give of themselves 
  as part of the bargain.
  The mixture of holy and unholy magicks, of life power and 
  death power to fuel it, proved unstable at best.
  The first attempt at forging the ring of the risen took twelve 
  high-level clerics an entire year, toiling endlessly, day and 
  night, sacrificing sleep, social interaction, and all other 
  aspects of life.  Each man and woman became shells, husks 
  of what they had been at the start of the initiative, losing 
  half their body weight in some cases.  They appeared aged a 
  decade or more longer than the year it had been.
  On the night of what was meant to be the final, finishing 
  ceremony, the twelve gathered to cast their final rituals.
  In an explosion of malevolent, dark energy, all twelve were 
  incinerated where they stood.  The explosion and sound 
  deafened dozens in the church, and the dozen staff who had 
  been standing guard outside the chamber were rendered 
  blind as well.  
  An unhallowed haze of fickle greenish light lay atop the 
  scene of the catastrophe for a hundred years after.
  The ring itself also lay there, in the center.  What had been 
  crafted as a delicate, finely-carved loop of ivory was now a 
  dark bone.  What had been a flourescent opal of the highest 
  quality was now the brutish, haunting purple.
  Stationary, it pulsed.  Alone, it called.  Within days, the 
  ring had gathered to it an assemblage of dark priests, 
  necromancers, and undead.  
  The twelve clerics who had hoped to forge new life rose as 
  mohrgs and worse, and took up their place in the ceremony 
  of completing a ritual that represented the opposite of what 
  they had sought to accomplish in life.
  While a vile coterie of undead stood guard outside, those 
  with magic focused their abilities within.  For a further year, 
  they toiled, much as the priests had before them, but to 
  darker, more definite, and more sinister purpose.
  The ceremony that capped off the second year of tireless 
  labor ended much the same as the first: an explosion of 
  dank, rending energy tore apart everyone present.  Those 
  who had given of their time and sweat now gave of their very 
  souls, for the ring sucked life forge and energy from every 
  being present in the now-cause feard church, both living and 
  undead.
  In the wake of the explosion of dark energies, not a single 
  creature, living or undead, could be seen.  They had all—
  more than a hundred beings—been disintegrated, their 
  essence funneled into what was now one of the most 
  formidable objects of the age.
  The ring of the risen.
  Rumors & Lore
  The following snippets of conversation, convoluted retelling, 
  misunderstanding, urban myth, hearsay, and outright lie 
  are usable as additional incentives for the PCs to uncover 
  mysteries about the town.
  Table 49: Ring of the Risen Flavors
  Difficulty 
  Band
  Prefix
  Max HP Reduction Inflicted
  Spell-Like Effects
    Low
  Minor
  -
  animate dead 1x/day; false life 1x/day
    Moderate
  Lesser
  -1d8/month worn
  animate dead 3x/day; false life 1x/day; create undead 1x/day; 
  speak with dead at will
    Advanced
  Greater
  -1d8/week worn
  animate dead 5x/day; false life 3x/day; create undead 3x/day; 
  speak with dead at will; raise dead 1x/week
    Elite
  Elite
  -1d8/day worn
  animate dead at will; false life at will; create undead at will; speak 
  with dead at will; raise dead 1x/day; resurrection 1x/day
  
  308
  Magic Items
  There are two ways to use this FlexTable:
  First, if the PCs are actively searching for information, you 
  can make a 
    Skill Check and look up the result.  If you 
  come to a result that has already been discovered by the PCs, 
  at the GM’s discretion, you may pick a result with a lower DC 
  and read that instead.  
  The party may use 
    Knowledge (Local) or Diplomacy in 
  this manner; the DC listed applies equally to either of these 
  skills.  Alternately, a PC may use Knowledge (History), but 
  with a -4 circumstance penalty (as knowledge of general 
  history will apply in only a limited basis to any immediate 
  vicinity, and the ring of the risen is not really location-bound 
  or related).
  Alternately, if a specific quest explicitly rewards the PCs 
  with a piece of lore, you may simply roll on the appropriate 
  Context and read the result.  In such a circumstance, a Skill 
  Check is not required.
  Generally speaking, the information in this FlexTable may be 
  inserted into your campaign as foreshadowing for eventually 
  revealing the ring of the risen, or as a means of introducing a 
  plot hook into the Quests listed herein.
  • 
    Use Context A: 
  As a default, or if no other context specifically applies to 
  the circumstances.
  • 
    Use Context B: 
  If the party is attempting to gather information from 
  a Key NPC.  Any named NPC is a “key” NPC for these 
  purposes.
  • 
    Use Context C: 
  If the party is gathering information from generic 
  townsfolk, or NPCs without specific names.  For example, 
  Townsfolk.
  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  unstructured manner.
  Hooks & Integration
  If you’re looking for an excuse to introduce the ring of the 
  risen into your gaming sessions beyond simply “amidst the 
  pile of corpses is a particularly evil-looking ring”, here are 
  some ideas.  
  Of course, as a GM, you are by no means bound to selecting 
  from among these… but it’s always useful to have some 
  inspiration or something to get started quickly.
  Class-Based Hooks
  These connections and motivations are based on the 
  presence of one or more characters in the party who have at 
  least one level in a particular class.  
  As GM, you may judge that only one of these is a sufficient 
  motivator; alternately, you can combine multiple class hooks 
  to provide the entire party a believable reason to pursue 
  someone who may be in the possession of the ring of the 
  risen.
  Paladins & Clerics
  A Paladin’s, or non-Evil Cleric’s, entire backstory might 
  be related to the ring: their family may have been slain to 
  power it, it might have been used to raise their dead loved 
  one as a monster.
  Or it might be simply that the church or Faction to which the 
  PC belongs has learned of the vile artifact, and has embarked 
  on a crusade to destroy it.
  Rogues
  Rogues aren’t likely to raise the dead, and the abilities it 
  grants them are unlikely to mesh well with their talents.
  Martial Characters
  Fighters and Barbarians are unlikely to be necromancers... 
  martial characters would be involved in the quest to retrieve 
  or destroy the ring, but not to make use of it.
  Arcane Classes
  Necromancers are clearly the preferred users of the ring, but 
  in truth, nearly all evil wizards or sorcerers would want to 
  acquire a weapon of this potency.
  Monks, Rangers, and Druids
  These classes may dabble in dark magics on occasion, but 
  they are not true necromancers.  All, however, may have 
  a concerted interest in maintaining the balance of life and 
  death.
  Quests
  Another means of introducing the ring of the risen is via the 
  following Quest.
    This Quest may be inserted into any campaign setting 
  or adventure, either as a “side quest”, or as a tie-in or 
  kickoff to a larger storyline.
    Quest: Ashes to Ashes
    Summary: An entire village is razed to the ground.  The 
  PCs are asked to investigate.
    Rewards:  Up to 
    4 Reward Stars; ring of the risen
    Locations: Any.
    Key NPCs: Any.
    Kickoff: Random Encounter.
    Description:
  A nearby town of about 100-200 people has been utterly 
  destroyed.  No bodies can be found in the aftermath.
  The PCs are asked by the local political, military, and 
  religious authorities to investigate what might have 
  happened.
  The fear of course is that whatever brought disaster to the 
  smaller village will eventually invade the larger city.
    The PCs can ignore the request, though it’s fairly clear 
  that things will continue to progress until the party’s 
  home city is destroyed.
  Investigating, the PCs discover blood, discarded weapons and 
  armor, and valuables strewn everywhere.  
  
  309
  Magic Items
  FlexTable 43: Ring of the Risen Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  15
  An artifact ring grants immense power 
  over the undead.
    True.  This is very 
  general, however.
  15-29
  15-30
  15-30
  01-30
  18
  Long ago, clerics sought to imbue a ring 
  with the power to restore life to the 
  fallen.
    True.  This speaks to the 
  origins of the ring.
  30-44
  31-45
  31-45
  31-39
  20
  Eons past, holy magicks were worked 
  into a ring meant to resurrect the dead.  
  However, to balance out this gift, a price 
  had to be exacted from she who wore the 
  ring.
    True.  This evolves the 
  story of the ring’s origins 
  a bit.
  45-59
  46-60
  46-60
  40-49
  22
  A balance of life and death, the ring of 
  the risen was meant to restore life to the 
  holy, but those involved in its forging 
  were slain in a horrid accident, only to 
  rise again as a perversion of the life they 
  sought to control.
    True.  This names the 
  artifact, and further tells of 
  the tragedy of its origins.
  60-74
  60-69
  60-69
  50-59
  24
  The ring of the risen was forged by a 
  group of twelve good clerics for a year, 
  who were all slain in a massive explosion 
  of necrotic energy.  A year later, another 
  group of twelve, these evil, clerics, forged 
  the ring anew, as a powerful artifact 
  granting control over undead.
    True.  This is a complete 
  summary of the item’s 
  backstory.
  75-89
  70-97
  70-94
  60-69
  25
  The ring of the risen grants its wearer 
  immense spell-like powers over the 
  undead: controlling, enhancing, and
    True.  This speaks to the 
  spell-like effects the ring 
  enables.
  90-00
  98-00
  95-00
  70-00
  26
  A ring of the risen will eventually destroy 
  the wearer if they do not take it off.
    True.  This refers to the 
  negative level effects.
  Whatever did this left no corpses, and did not seem 
  interested in looting.
    Searching the remains will increasingly give the PCs the 
  impression that whomever did this either wanted the 
  town destroyed, and/or was interested in accumulating 
  bodies.  Bits of diseased and rotted flesh here and there 
  at sites of conflict suggest that undead were heavily 
  represented in the fighting.   
   
  A trail of blood, debris, and hundreds of shuffling feet 
  lead away from the site of the calamity, back toward the 
  mountains.
    The PCs can follow the trail.  They will discover a 
  massive enclave of undead, and dozens of still-living 
  prisoners taken from the village.  At their lead is a 
  necromancer who bears the ring of the risen; he appears 
  wizened and near death himself, owing to the power of 
  the ring and the toll it takes on his spirit. 
    Watching from afar to stake out the situation, the PCs 
  will note that the leader dresses in wizards robes, but 
  appears quite capable in many different forms of combat 
  and ability.  They see him cast spells to raise undead from 
  the corpses of citizens, and to augment and strengthen 
  existing undead in his retinue.   
   
  The PCs will notice that many of the undead here appear 
  to be skeleton crew from the sea.  They all wear nautical 
  gear and seem fresh from a ghost ship.  
    A successful frontal assault, alone as a group of 
  adventurers, is likely beyond the capabilities of the party.  
  Going back to town, they may rally dozens of capable 
  fighters to their cause, taken from the military forces and 
  rank-and-file citizenry.   
   
  Returning with such a force grants a much more assured 
  victory against the necromancer leader. 
   
  No matter how they achieve their victory, the PCs will 
  benefit from 
    4 Reward Stars.  If they are the ones 
  who deliver the killing blow to the necromancer leader, 
  they may also keep the ring of the risen.  If citizens or 
  soldiers kill Figaro, however, the ring will be taken by 
  authorities.
  
  310
  Magic Items
  Figaro
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Cleric 1
  Cleric 6
  Cleric 10
  Cleric 14
  Size / Aln
  Medium NE 
  Half-Orc
  Medium NE 
  Half-Orc
  Medium NE 
  Half-Orc
  Medium NE 
  Half-Orc
  HP
  7
  24
  41
  63
  Armor 
  Class
  16
  17
  18
  19
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  10 (+0) 
  DEX  13 (+1) 
  CON  8 (-1) 
  INT  18 (+4) 
  WIS  20 (+7) 
  CHA  16 (+5)
  STR  10 (+0) 
  DEX  15 (+2) 
  CON  8 (-1) 
  INT  18 (+4) 
  WIS  20 (+8) 
  CHA  16 (+6)
  STR  12 (+1) 
  DEX  15 (+2) 
  CON  8 (-1) 
  INT  18 (+4) 
  WIS  20 (+8) 
  CHA  16 (+7)
  STR  12 (+1) 
  DEX  15 (+2) 
  CON  10 (+0) 
  INT  18 (+4) 
  WIS  20 (+10) 
  CHA  16 (+8)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  NE; Medium Humanoid (Half-Orc)
    Combat Tactics
  Figaro is an immensely powerful necromancer, made the 
  moer so by his artifact prize.  But he is keenly aware of his 
  limitations, and will react with careful tactics, placing self-
  preservation first and all other priorities second.
    Description
  It’s important to note this isn’t some crazed necromancer. 
  While he isn’t good, he uses his abilities to mostly fight other 
  evil necromancers or to stop undead menaces by giving 
  them the option to join under him rather than eventually be 
  killed by some adventuring party. He is also a follower of 
  Pharasma. 
    Appearance
  He is usually seen in wizards robes (we don’t know why). 
  He currently is a captain of a bone ship crewed by skeletons 
  located in the shackles.
  
  311
  Magic Items
    Low
    Moderate
    Advanced
    Elite
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 15 
  Armor - Disadvantage on 
  Stealth
  Passive Perception 15 
  Armor - Disadvantage on 
  Stealth
  Passive Perception 15 
  Armor - Disadvantage on 
  Stealth
  Passive Perception 15 
  Armor - Disadvantage on 
  Stealth
  Languages Common, Orc
  Attacks
  Ranged Crossbow, Light ) 
  --> 80 ft.’: -7 (1d8+1); 320 
  ft.’: -7 (1d8+1)
  Melee +1 Vicious Spear +4 
  (1d6+2)
  Melee +1 Vicious Spear 20 
  ft.’: +4 (1d6+2); 60 ft.’: +4 
  (1d6+2)
  Melee Dagger +3 (1d4+1)
  Ranged Dagger (Thrown) 20 
  ft.’: +3 (1d4+1); 60 ft.’: +3 
  (1d4+1)
  Ranged Crossbow, Light ) --> 
  80 ft.’: -5 (1d8+2); 320 ft.’: 
  -5 (1d8+2)
  Melee +2 Vicious Spear +7 
  (1d6+4)
  Melee +2 Vicious Spear 20 
  ft.’: +7 (1d6+4); 60 ft.’: +7 
  (1d6+4)
  Melee Dagger +5 (1d4+2)
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+2); 60 ft.’: +5 
  (1d4+2)
  Ranged Crossbow, Light ) 
  --> 80 ft.’: -4 (1d8+2); 320 
  ft.’: -4 (1d8+2)
  Melee +3 Vicious Spear +9 
  (1d6+5)
  Melee +3 Vicious Spear 20 
  ft.’: +9 (1d6+5); 60 ft.’: +9 
  (1d6+5)
  Melee Dagger +6 (1d4+2)
  Ranged Dagger (Thrown) 
  20 ft.’: +6 (1d4+2); 60 ft.’: 
  +6 (1d4+2)
  Ranged Crossbow, Light ) --> 
  80 ft.’: -3 (1d8+2); 320 ft.’: 
  -3 (1d8+2)
  Melee +3 Vicious Spear +10 
  (1d6+5)
  Melee +3 Vicious Spear 20 
  ft.’: +10 (1d6+5); 60 ft.’: 
  +10 (1d6+5)
  Melee Dagger +7 (1d4+2)
  Ranged Dagger (Thrown) 20 
  ft.’: +7 (1d4+2); 60 ft.’: +7 
  (1d4+2)
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Mace, Quarterstaff, Shortbow, Sickle, 
  Sling, Spear, Unarmed Strike
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Bonus Proficiency, Cantrips, 
  Disciple of Life, Divine 
  Domain, Spellcasting Ability
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Blessed Healer, Bonus 
  Proficiency, Cantrips, 
  Channel Divinity, Channel 
  Divinity: Preserve Life, 
  Channel Divinity: Turn 
  Undead, Destroy Undead (CR 
  1/2), Disciple of Life, Divine 
  Domain, Spellcasting Ability
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Blessed Healer, Bonus 
  Proficiency, Cantrips, 
  Channel Divinity, Channel 
  Divinity: Preserve Life, 
  Channel Divinity: Turn 
  Undead, Destroy Undead 
  (CR 1), Disciple of Life, 
  Divine Domain, Divine 
  Intervention, Divine Strike, 
  Spellcasting Ability
  Spellcaster Spell Slots, Ability 
  Score Increase, Darkvision, 
  Languages, Menacing, 
  Relentless Endurance, 
  Savage Attacks, Ability 
  Score Improvement, Blessed 
  Healer, Bonus Proficiency, 
  Cantrips, Channel Divinity, 
  Channel Divinity: Preserve 
  Life, Channel Divinity: Turn 
  Undead, Destroy Undead (CR 
  3), Disciple of Life, Divine 
  Domain, Divine Intervention, 
  Divine Strike, Spellcasting 
  Ability
  Spell-
  casting
  Save DC 15; Spell Atk +7
  1st: cure wounds; inflict 
  wounds
  Save DC 16; Spell Atk +8
  3rd: animate dead; glyph of 
  warding; speak with dead
  2nd: augury; gentle repose; 
  lesser restoration
  1st: cure wounds; inflict 
  wounds; protection from evil 
  and good; sanctuary
  Save DC 17; Spell Atk +9
  5th: greater restoration; 
  raise dead
  4th: death ward; locate 
  creature; stone shape
  3rd: animate dead; glyph of 
  warding; speak with dead
  2nd: augury; gentle repose; 
  lesser restoration
  1st: cure wounds; inflict 
  wounds; protection from 
  evil and good; sanctuary
  Save DC 18; Spell Atk +10
  7th: resurrection
  6th: create undead
  5th: greater restoration; raise 
  dead
  4th: death ward; locate 
  creature; stone shape
  3rd: animate dead; glyph of 
  warding; speak with dead
  2nd: augury; gentle repose; 
  lesser restoration
  1st: cure wounds; inflict 
  wounds; protection from evil 
  and good; sanctuary
  Equipment
  Light crossbow; 
  crossbow bolts (10x); 
  +1 Vicious Spear; chain 
  mail; dagger
  Light crossbow; crossbow 
  bolts (10x); +2 Vicious 
  Spear; +1 chain mail; 
  dagger
  Light crossbow; 
  crossbow bolts (10x); +3 
  Vicious Spear; +2 chain 
  mail; dagger
  Light crossbow; crossbow 
  bolts (10x); +3 Vicious 
  Spear; +3 chain mail; 
  dagger
  
  312
  Magic Items
  Special Abilities
  Ability Score Increase Your Strength score increases by 2, and your 
  Constitution score increases by 1.
  Darkvision Thanks to your orc blood, you have superior vision in dark and 
  dim conditions. You can see in dim light within 60 feet of you as if it were 
  bright light, and in darkness as if it were dim light. You can’t discern color 
  in darkness, only shades of gray.
  Languages You can speak, read, and write Common and Orc. Orc is a 
  harsh, grating language with hard consonants. It has no script of its own 
  but is written in the Dwarvish script.
  Menacing You gain proficiency in the Intimidation skill.
  Relentless Endurance When you are reduced to 0 hit points but not killed 
  outright, you can drop to 1 hit point instead. You can’t use this feature 
  again until you finish a long rest.
  Savage Attacks When you score a critical hit with a melee weapon attack, 
  you can roll one of the weapon’s damage dice one additional time and add 
  it to the extra damage of the critical hit.
  Blessed Healer Beginning at 6th level, the healing spells you cast on 
  others heal you as well. When you cast a spell of 1st level or higher that 
  restores hit points to a creature other than you, you regain hit points equal 
  to 2 + the spell’s level.
  Bonus Proficiency When you choose this domain at 1st level, you gain 
  proficiency with heavy armor.
  Channel Divinity At 2nd level, you gain the ability to channel divine energy 
  directly from your deity, using that energy to fuel magical effects. You 
  start with two such effects: Turn Undead and an effect determined by 
  your domain. Some domains grant you additional effects as you advance 
  in levels, as noted in the domain description. When you use your Channel 
  Divinity, you choose which effect to create. You must then finish a short 
  or long rest to use your Channel Divinity again. Some Channel Divinity 
  effects require saving throws. When you use such an effect from this 
  class, the DC equals your cleric spell save DC. You can use your Channel 
  Divinity 2 times between rests. When you finish a short or long rest, you 
  regain your expended uses.
  Channel Divinity: Preserve Life Starting at 2nd level, you can use your 
  Channel Divinity to heal the badly injured. As an action, you present your 
  holy symbol and evoke healing energy that can restore a number of hit 
  points equal to 70. Choose any creatures within 30 feet of you, and divide 
  those hit points among them. This feature can restore a creature to no 
  more than half of its hit point maximum. You can’t use this feature on an 
  undead or a construct.
  Channel Divinity: Turn Undead As an action, you present your holy symbol 
  and speak a prayer censuring the undead. Each undead that can see or 
  hear you within 30 feet of you must make a Wisdom saving throw. If the 
  creature fails its saving throw, it is turned for 1 minute or until it takes 
  any damage. A turned creature must spend its turns trying to move as far 
  away from you as it can, and it can’t willingly move to a space within 30 
  feet of you. It also can’t take reactions. For its action, it can use only the 
  Dash action or try to escape from an effect that prevents it from moving. 
  If there’s nowhere to move, the creature can use the Dodge action.
  Destroy Undead (CR 3) Starting at 5th level, when an undead fails its 
  saving throw against your Turn Undead feature, the creature is instantly 
  destroyed if its challenge rating is at or below a certain threshold, as 
  shown in the Destroy Undead table.
  Disciple of Life Also starting at 1st level, your healing spells are more 
  effective. Whenever you use a spell of 1st level or higher to restore hit 
  points to a creature, the creature regains additional hit points equal to 2 + 
  the spell’s level.
  Divine Domain Choose one domain related to your deity: Knowledge, Life, 
  Light, Nature, Tempest, Trickery, or War. The Life domain is detailed at the 
  end of the class description and provides examples of gods associated 
  with it. See the Player’s Handbook for details on all the domains. Your 
  choice grants you domain spells and other features when you choose it at 
  1st level. It also grants you additional ways to use Channel Divinity when 
  you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 
  17th levels.
  Divine Intervention Beginning at 10th level, you can call on your deity to 
  intervene on your behalf when your need is great. Imploring your deity’s 
  aid requires you to use your action. Describe the assistance you seek, and 
  roll percentile dice. If you roll a number equal to or lower than 14, then 
  your deity intervenes. The DM chooses the nature of the intervention; 
  the effect of any cleric spell or cleric domain spell would be appropriate. 
  If your deity intervenes, you can’t use this feature again for 7 days. 
  Otherwise, you can use it again after you finish a long rest. At 20th level, 
  your call for intervention succeeds automatically, no roll required.
  Divine Strike At 8th level, you gain the ability to infuse your weapon 
  strikes with divine energy. Once on each of your turns when you hit a 
  creature with a weapon attack, you can cause the attack to deal an extra 
  2d8 radiant damage to the target.
  
  313
  Magic Items
  Ring of Darkstorms
    Ring of Darkstorms (artifact ring)
  Value:  
    7.5M gp *
  Weight 0 lbs.; Materials coral, jade; Nature magical; Aura 
  strong evocation; Slot ring
  CL:  
    12th / 
    14th / 
    16th / 
    18th
  Effect Summary: 
    weather effects generated when spells are cast 
  from ring (see below)
    (Wizard class levels 1-4) spell storing slots:  
  3x 1st-level,  
  3x 2nd-level (unlocks at Wizard level 3)
    (Wizard class levels 5-10) spell storing slots:  
  3x 1st-level, 3x 2nd-level; 3x 3rd-level;  
  3x 4th-level (unlocks at Wizard level 7);  
  3x 5th-level (unlocks at Wizard level 9)
    (Wizard class levels 11-14) spell storing slots:  
  3x 1st-level, 3x 2nd-level; 3x 3rd-level; 3x 4th-level;  
  3x 5th-level; 3x 6th-level;  
  3x 7th-level (unlocks at Wizard level 13)
    (Wizard class levels 15+) spell storing slots:  
  3x 1st-level, 3x 2nd-level; 3x 3rd-level; 3x 4th-level;  
  3x 5th-level; 3x 6th-level; 3x 7th-level; 3x 8th-level; 
  3x 9th-level (unlocks at Wizard level 17)
    * Regarding value and construction costs: this artifact is 
  unique, both in the sense of being singular in existence, 
  as well as that it behaves unusually.   
   
  When discovered, it is actually less useful to its wearer 
  than a regular ring of spell storing, but by degrees, it 
  will eventually become more potent than virtually any 
  magical artifact imaginable.   
   
  As a result, assigning a monetary value to the ring is 
  nearly impossible, and perhaps ultimately meaningless.  
  These values have nevertheless been provided as guides.
  Description
  The ring looks like clouds bound together when in use by an 
  attuned individual.
  Prior to that, it appears to be an exceptionally well-crafted 
  ring, engraved with iconography depicting storms, clouds, 
  and weather effects.
  Effect: Spell Slots
  The ring may only be discovered by a first-level wizard. 
    At the GM’s discretion, this requirement may be 
  generalized to be any first-level character who is 
  currently able to cast arcane spells.
  The ring of darkstorms is essentially a very complex ring of 
  spell storing, with additional abilities and quirks.
  As the owner gains in experience and power, so too do 
  aspects of the ring unlock.  Unlike all other magical items 
  described in Artifacts & Artifice books, there is but a single 
  version of this ring: however, as it unlocks abilities, it 
  behaves like four different, increasingly powerful artifacts.
  The ring of darkstorms is therefore a potentially massively 
  potent magical artifact, but as it only unlocks abilities as it 
  is worn, and can only be discovered and put on by a novice 
  wizard, it is typically a great deal of time until the ring is 
  fully potent.
  At its core, the ring of darkstorms stores spells.  The ring 
  magically conveys to its wearer which spells it contains, and 
  what spell level slots are available/empty.
  Casting any stored spell requires the same activation time 
  as the spell itself did, with a minimum of 1 standard action 
  required.
  Any spellcaster, including the wearer, may cast spells into 
  the ring to be stored, with the wearer’s permission.  For a 
  new spell to be cast into the ring and stored, there must be 
  an empty spell slot of the same level as the spell being cast.  
  Spells augmented with metamagic feats may be cast into 
  the ring; they take up a spell slot of the same level the 
  metamagic feat(s) modify the spell into.
  A spell cannot be cast into the ring into a higher level slot 
  than the spell requires.  For example, you cannot cast a 3rd-
  level spell into the ring and have it consume a 4th-level spell 
  slot.
  Trying to cast a spell into the ring when there is not an 
  available spell slot of the required level causes the spell to 
  fizzle with no effect.  No spell is stored, and the spell still 
  counts as cast.
  
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  A newly-discovered ring of darkstorms contains three 1st-
  level spell slots.  
  Generally speaking, each time the wearer increases in level, 
  and gains access to spell slots at a new spell level, the ring of 
  darkstorms unlocks three spell-storing slots at that newly-
  accessed spell level.  
  For example, a wearer who gains a third Wizard class level 
  will unlock three 2nd-level slots in the ring when she does 
  so.
  Spells of a level that is “new” to the ring wearer that are 
  unlocked as a consequence of having bonus spells due to a 
  high Ability Score do count in terms of when the ring unlocks 
  additional spell slots.
  When new spell slots are unlocked in this manner, they are 
  empty by default, and must be filled.
  Thus, the ring’s capabilities are fully unlocked only when a 
  wearer achieves Wizard level 17, when s/he unlocks 9th-level 
  spellcasting capabilities.
  A ring of darkstorms fully unlocked in this manner contains 
  27 spell slots: three for each spell level 1st through 9th.
  Spells Learned
  Each time the wearer levels up, and gains access to spell 
  slots of a spell level new to them, the ring of darkstorms 
  not only unlocks spell slots for that level, but automatically 
  “teaches” the wearer of new spells.
  The following table advises as to which spells are learned at 
  which spell levels.
  If somehow the wearer already knows one or more of the 
  spells indicated already upon learning them from the ring, 
  there is no further effect or benefit from learning it twice.
  Note that upon putting on the ring for the first time, the 
  wearer automatically learns from the ring all spells listed 
  that are of Arcane spell levels that s/he can cast.
  For example, most commonly, a 1st-level Wizard will don the 
  ring; doing so automatically teaches them obscuring mist.
  If somehow the ring is put on the finger of a 5th-level 
  Wizard, s/he immediately learns obscuring mist, whispering 
  wind; alter winds; fog cloud; aggressive thundercloud; gust of 
  wind; call lightning; ash storm; and wind wall.  Note that the 
  only scenario in which this could possibly occur is if a 1st-
  level Wizard discovers the ring, but they do not put it on at 
  first, and meticulously care for and ensure the locaiton of the 
  ring at all times as they level up to level 5, and then and only 
  then put it on... an exceptionally unlikely scenario!
  Any time that the ring teaches the wearer more than one 
  new spell at a time, it takes the wearer some time to absorb 
  the knowledge.  Only one of the newly-learned spells is 
  immediately usable in this scenario.  Each day after putting 
  the ring on and learning multiple spells, another of the 
  newly-learned spells becomes usable.  
  Assuming a first-level Wizard knows none of the imparted 
  spells, putting on the ring of darkstorms for the first time 
  will teach him three new spells, only one of which is 
  immediately usable.  The next day, a second of the three 
  learned spells (his choice) is accessible.  The day after that, 
  all three are accessible.
  Table 50: Ring of Darkstorms New Spells Learned
  Spell Slot 
  Level 
  Unlocked
  Spell(s) Learned
  1st
  obscuring mist; whispering wind; alter winds
  2nd
  fog cloud; aggressive thundercloud; gust of 
  wind
  3rd
  call lightning; ash storm; wind wall
  4th
  sleet storm; ball lightning
  5th
  ice storm; lightning arc; fickle winds
  6th
  control winds; chain lightning; wind walk
  7th
  control weather; scouring winds
  8th
  whirlwind; stormbolts
  9th
  storm of vengeance; ride the lightning
  Weather Effects
  Each time the ring is used to cast a spell stored within, it 
  may generate an additional weather effect.
  Roll 
    1d20 to determine whether there is a weather effect.  
  The likelihood depends on the level of spell cast:
  Table 51: Ring of Darkstorms Weather Effect Generation
  Spell Level Cast
  1d20 Roll Resulting in Effect
  1st
  20
  Table 53: Ring of Darkstorms Flavors
  Difficulty Band
  Prefix
  Spell Storing Slots
    Low
  Minor
  3x 1st-level, 3x 2nd-level (at Wizard 3)
    Moderate
  Lesser
  3x 1st-level, 3x 2nd-level; 3x 3rd-level; 3x 4th-level (at Wizard 7);  
  3x 5th-level (at Wizard 9)
    Advanced
  Greater
  3x 1st-level, 3x 2nd-level; 3x 3rd-level; 3x 4th-level; 3x 5th-level; 3x 6th-level;  
  3x 7th-level (unlocks at Wizard level 13)
    Elite
  Elite
  3x 1st-level, 3x 2nd-level; 3x 3rd-level; 3x 4th-level;  
  3x 5th-level; 3x 6th-level; 3x 7th-level; 3x 8th-level; 
  3x 9th-level (at Wizard 17)
  
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  Spell Level Cast
  1d20 Roll Resulting in Effect
  2nd
  19-20
  3rd
  18-20
  4th
  17-20
  5th
  16-20
  6th
  15-20
  7th
  14-20
  8th
  13-20
  9th
  12-20
  If a weather effect is generated per the above roll, the effects 
  generated depend on the Difficulty Band to which the ring 
  has been unlocked.  
  Use the table below to assess the types of weather effects 
  that are generated.
  Table 52: Ring of Darkstorms Weather Effects Generated
  Difficulty 
  Band
  Weather Effect(s) Generated
    Low
  Temperature fluctuations; 
  gust of wind; ash storm; 
  clouds changing formation / shape
    Moderate
  sleet storm; wind wall; volcanic storm; ice 
  storm
    Advanced
  chain lightning; scouring winds; sirocco
    Elite
  whirlwind; vortex; fire storm
  These auxiliary weather effects are tough for the wearer to 
  control... but, with time and skill, a formidable wearer may 
  wrest them into intent.
  Formally, this means that a ring unlocked to a given 
  difficulty band, that triggers a weather effect, will 
  automatically generate that effect uncontrollably.  The GM 
  is encouraged to select both the effect(s) generated, and the 
  location and/or targets of the effects.
    The intent of random weather effects triggering is to 
  represent the chaotic and random nature of weather, and 
  of the ring itself.  It is not meant strictly to “punish” the 
  wearer, though some balance is intended. 
   
  As a result, it is recommended that damaging weather 
  effects only occasionally target, or include in their area 
  of effect, the PCs.  The ring of darkstorms should be 
  viewed with caution, with awe, and with respect, but the 
  potential for damage should never completely overwhelm 
  the wearer’s decision to make use of their artifact!
  Once the ring has been unlocked to a higher difficulty band, 
  the wearer may choose whether to trigger any or all of the 
  listed effects for all difficulty bands lower than the one to 
  which the ring has been unlocked.  S/he may also choose any 
  targets or areas of effect for the triggered effect(s).
  For example: a level 10 Wizard wearing a ring of darkstorms 
  means that the ring has been unlocked to the 
    Moderate 
  difficulty band.  Casting a spell that triggers a weather 
  effect, this wizard may choose whether to invoke any or 
  all of the effects listed in the 
    Low difficulty band; in 
  addition, the GM may also choose to invoke one or more 
  effects from the 
    Moderate difficulty band.
  The effects listed under the 
    Elite difficulty band in the 
  table above can never fully be mastered by the ring wearer, 
  no matter how powerful they grow in the arcane arts.
  Synergy & Sets
  None.  The ring of darkstorms is a standalone item, and does 
  not gain further benefit or effects from use alongside any 
  other specific equipment.
  Discovery
  Only a creature with only one class level of Wizard can 
  discover the ring of darkstorms.  Note that multiclassed 
  creatures can still discover the ring; they must only have a 
  single level of Wizard, however, regardless of levels of other 
  classes.  
  For the purposes of this requirement, any classes (e.g., 
  prestige classes) that grant arcane spellcasting power, 
  caster level augmentations to Wizard, or other “Wizard-like 
  classes” do count as Wizard class levels, and would therefore 
  prohibit a creature from discovering the ring if they were 
  present more than singly.  
  A ring of darkstorms given from one creature to another 
  immediately disappears, and reverts to pending discovery 
  status (see below), unless the new recipient is a 1st-level 
  Wizard.
    At the GM’s option, the ring may seem to be fine and 
  normal for a time... but suddenly disappears in the night 
  while the new bearer is sleeping! 
   
  Regardless of the mechanics involved, a ring of 
  darkstorms donned by anything but a first-level Wizard 
  does not confer any learned spells or other benefits. 
   
  Note, too, that the intent is for the ring to be discovered 
  by first-level Wizards, not to have it given to them... 
  however, if an apprentice were to receive the gift from a 
  mentor...
  At any given moment, the ring of darkstorms is in one of 
  three states: actively used, pending discovery, or absent.
  Actively used rings are, well, being actively used, worn 
  constantly (or nearly so) by their current owner.  There is a 
  chance that such a ring might become lost (see above), and 
  a ring worn by wearers of certain power will call out to rival 
  wizards (see above).  
  A ring that becomes lost transitions immediately to absent 
  status.  Absent rings are adrift in between planes, or at the 
  very least, not within a discoverable region of terrain on this 
  plane.  A ring of darkstorms may be absent for an hour, or 
  for a generation, until it surfaces again.
  At the whim of the GM, an absent ring will transition 
  suddenly to pending discovery status.  Such rings are here, 
  physically present, in the material plane, within the Realm of 
  your campaign setting.
  A pending discovery ring may only ever be discovered by a 
  
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  FlexTable 44: Ring of Darkstorms Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  16
  Long ago, a powerful 
  stormcaller had a mental 
  condition that caused her pain 
  and grief.
    True.  This is the origin of the ring.
  15-29
  15-30
  15-30
  01-30
  18
  Eons ago, a very powerful and 
  revered wizard was guided 
  toward peace by her hundreds 
  of students.
    True.  This doesn’t speak to the 
  method of that peace, however.
  30-44
  31-45
  31-45
  31-39
  21
  Concerned for her troubled 
  spirit, hundreds of students 
  of a respected wizard 
  concentrated for three 
  generations to imbue her soul 
  into a magical artifact ring.
    True.  This speaks to the ring of 
  darkstorms and how it came to be.
  45-59
  46-60
  46-60
  40-49
  23
  The ring of darkstorms grants 
  the wearer knowledge of 
  powerful, weather-related 
  spellcraft.
    True.  This refers to the automatic 
  learning effect.
  60-74
  60-69
  60-69
  50-59
  25
  A ring of darkstorms stores 
  spells of any power, in direct 
  proportion to the magical 
  knowledge and power of the 
  wearer.
    True.  This speaks to how the spell 
  slots unlock as the wearer grows in 
  experience.
  75-89
  70-97
  70-94
  60-69
  27
  The ring of darkstorms is 
  often lost, and can only be 
  discovered by a neophyte 
  wizard.
    True.  This refers to the conditions 
  under which a pending discovery ring 
  can be discovered.
  90-00
  98-00
  95-00
  70-00
  17
  A ring of darkstorms 
  causes mental illness and 
  derangement in proportion 
  to the power of the ring 
  discovered.
    False.  This is a misunderstood 
  perversion of the scalable spell 
  slots effect, and the condition of the 
  stormcaller from whom the ring came.
  first-level Wizard (or, at the GM’s discretion, a a first-level 
  character of any class that can cast first-level Arcane spells; 
  see above for other qualifiers).
  A ring of darkstorms that is pending discovery can be found 
  in virtually any place—a long-unlocked cabinet, a curio shop, 
  or in a treasure hoard.
  Although the ring automatically conveys to its wearer 
  information about what spells are stored within, and what 
  slots are empty, the full implications and effects of the ring 
  are beyond a new owner’s knowledge.
    To speed gameplay and to reduce frustration, most magic 
  items contain an option at this point that allows the GM 
  to simply tell the PC what the artifact does. 
   
  Given the power, and the interesting potential for 
  gameplay and story that the ring’s evolution makes 
  possible, it is in fact strongly recommended that the GM 
  not tell the PC what the ring does when it is picked up.
  Ubiquity
  The ring of darkstorms is a unique and potent magical 
  artifact.
  Notoriety
  Every arcanist of any stripe or power or discipline craves the 
  ring of darkstorms.
  In particular, it’s noteworthy that throughout history, the 
  artifact is occasionally lost.  Add to that the fact that it can 
  only be found by a fledgling wizard, and the net effect is 
  that anyone aware of the ring’s current existence will stop at 
  nothing to obtain it.
  Furthermore, the ring “calls” to wizards of power, in 
  direct proportion to the arcane talents of the wearer.  The 
  mechanical effect of this in game terms is flexible.  Generally 
  speaking, the wearer should be subtle about the artifact, 
  and not flaunt it.  It is also suggested that around Wizard 
  level 10, the owner will start to become the target of rival 
  wizards, seeking the ring they sense in their bones.
  Quirks of Ownership
  If ever the ring becomes lost to its current owner, it is gone 
  from their grasp forever.  This applies even if the owner 
  misplaces it temporarily!  
  Once lost, it vanishes briefly from this plane, to reappear a 
  day or a generation later, in a random location somewhere in 
  
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  the Realm, to be discovered only by a 1st-level Wizard.
  Additionally, there’s really no better way to say it: the ring of 
  darkstorms hates towns.
  An artifact of nature, of the storm, and of air and wind and 
  free space, the ring craves outdoor spaces and freedom.  
  Each consecutive week spent in a town causes a greater 
  chance of the ring becoming lost.
  Like other, more sentient, and perhaps evil, artifact rings, 
  the ring of darkstorms has some ability to “become lost” 
  should it wish to do so.
  History & Background
  The ring of darkstorms was crafted lovingly and carefully 
  over three generations, as a means of paying respect and 
  giving peace to a troubled weather wizard.
  A great arcanist, a towering talent, and a formidable foe was 
  born into the Realm an eon ago.  Her aptitude was large, 
  and her ambition moreso; even at a young age, she quickly 
  outstripped the wizard to whom she had been apprenticed, 
  setting out on her own soon thereafter.
  Through her long and storied life, she aided farms, armies, 
  cities, and adventurers in quests both humble and noble.  She 
  grew potent, and rich, and lived a comfortable, able, and 
  satisfying life.
  But all was not peaceful within this gifted mind.  For 
  although she could command the elements, on rare occasion, 
  she was prone to seizures, visions, and a generally troubled 
  mind.  These effects increased in frequency with age, and as 
  she grew venerable, they began to afflict her more often than 
  not.
  Her notable coterie of apprentices of her own numbered 
  in the dozens, and the extended reach of her tutelage and 
  wisdom in the hundreds.  That her condition had worsened 
  escaped the recognition of none of them, for all had loved 
  the formidable woman with a grasp of magic of which most 
  could only dream.
  They began to care for her during her “dark spells”, rotating 
  in and out of her home in an endless, loving watchfulness.  
  Within a few years, the stormcalling wizard with once-in-a-
  generation talents had been laid low by her woes.  She saw 
  more visions than reality, and had begun to use her magic to 
  fight back against the hallucinations.
  At first, it took four watchful wizards at a time to shield and 
  suppress the stormcaller’s seizure-induced magicks.  A year 
  later, it required eight.  Months after that, a dozen sufficed.  
  Things kept getting worse, and none knew of a good solution.  
  Seers, chuirgeons, doctors, medics, clerics, wizards, and 
  more came and went, and although some had prescriptions, 
  none could devise a cure; this malady was beyond mortal 
  means to resolve.
  As things grew truly dire, and even twenty of her students at 
  a time were straining to keep her from raining lava and ice 
  down upon the Realm, a solution was proposed by one of her 
  oldest students.
  It was a drastic, dramatic, and terrifying solution.  But it was 
  meant from the heart: to immortalize the stormcaller, and 
  give her peace.
  A hundred wizards labored for months to craft an artifact 
  into which would be conveyed the stormcaller’s spirit.  
  Design after design was proposed, and research conducted at 
  the farthest-flung reaches of the Realm, to devise a means of 
  doing so without risk to the tormented woman’s soul.
  The solution that was devised was a dedicated one: three 
  generations of wizards must pour their magicks into the ring 
  in an efCon to separate the malady from the spirit, and to 
  finish encoding the soul into the artifact intact.
  The result is the ring of darkstorms that a choice few in the 
  Realm know of today.  For a thousand years, it has traveled 
  the Realm, in service to hundreds of wizards both lowly and 
  grand.  As she serves, and as the long-term magicks worked 
  into the ring function, her spirit grows ever stronger, ever 
  more vital.
  In another generation, she shall emerge fully from the 
  malady that kept her from peace.  None, not even those who 
  designed and dedicated their entire lives to the artifact, truly  
  know what will take place when this occurs.
  Rumors & Lore
  The following snippets of conversation, convoluted retelling, 
  misunderstanding, urban myth, hearsay, and outright lie 
  are usable as additional incentives for the PCs to uncover 
  mysteries about the town.
  There are two ways to use this FlexTable:
  First, if the PCs are actively searching for information, you 
  can make a 
    Skill Check and look up the result.  If you 
  come to a result that has already been discovered by the PCs, 
  at the GM’s discretion, you may pick a result with a lower DC 
  and read that instead.  
  The party may use 
    Knowledge (Local) or Diplomacy in 
  this manner; the DC listed applies equally to either of these 
  skills.  Alternately, a PC may use Knowledge (History), but 
  with a -4 circumstance penalty (as knowledge of general 
  history will apply in only a limited basis to any immediate 
  vicinity, and the ring of darkstorms is not really location-
  bound or related).
  Alternately, if a specific quest explicitly rewards the PCs 
  with a piece of lore, you may simply roll on the appropriate 
  Context and read the result.  In such a circumstance, a Skill 
  Check is not required.
  Generally speaking, the information in this FlexTable 
  may be inserted into your campaign as foreshadowing for 
  eventually revealing the ring of darkstorms, or as a means of 
  introducing a plot hook into the Quests listed herein.
  • 
    Use Context A: 
  As a default, or if no other context specifically applies to 
  the circumstances.
  • 
    Use Context B: 
  If the party is attempting to gather information from 
  a Key NPC.  Any named NPC is a “key” NPC for these 
  purposes.
  • 
    Use Context C: 
  If the party is gathering information from generic 
  townsfolk, or NPCs without specific names.  For example, 
  Townsfolk.
  
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  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  unstructured manner.
  Hooks & Integration
  If you’re looking for an excuse to introduce the ring of 
  darkstorms into your gaming sessions beyond simply “you 
  find a curious little ring in a cabinet”, here are some ideas.  
  Of course, as a GM, you are by no means bound to selecting 
  from among these… but it’s always useful to have some 
  inspiration or something to get started quickly.
  Class-Based Hooks
  These connections and motivations are based on the 
  presence of one or more characters in the party who have at 
  least one level in a particular class.  
  As GM, you may judge that only one of these is a sufficient 
  motivator; alternately, you can combine multiple class 
  hooks to provide the entire party a believable reason to 
  pursue someone who may be in the possession of the ring of 
  darkstorms.
  Paladins & Clerics
  These classes would love the backstory, and the history, of 
  the ring of darkstorms, and would likely seek to ensure the 
  ring found a home where it could advance toward its goal of 
  providing the stormcaller’s spirit peace.
  Rogues
  Rogues would likely be involved with the ring to steal it from 
  an existing owner, if it is determined that their course is 
  misuing the artifact.
  Martial Characters
  These characters would be essential in defending the ring, 
  or in obtaining it from an existing owner, but may have little 
  use for the device themselves.
  Arcane Classes
  Wizards, obviously, are the target user of this artifact, and 
  indeed are the only ones who can discover it if it is pending 
  discovery (see above).  At the GM’s discretion, however, 
  other arcanists may play a role in finding and using the ring.
  Ultimately, wizards or arcanists in general are the ones who 
  must act as stewars of the ring along its course.
  Monks, Rangers, and Druids
  These classes may have a vested interest in the weather-
  related effects of the ring, either intentional or accidental.
  General Hooks
  These hooks are not linked directly to any particular race, 
  class, or other party element, and can be deployed as the 
  GM sees fit as best matches the play style and existing 
  motivations of the party.
  Discovery
  The simplest of scenarios: the PCs discover the ring of 
  darkstorms.
  This, perhaps obviously, requires that the party contain a 
  1st-level Wizard.
  After acquiring the ring, the new PC wielder will of course 
  find occasion to use it to cast spells.  This will result in odd 
  weather effects.
  The Quest element here is that local superstition arises that 
  the PCs are cursed, as odd weather seems to follow them.  
  They are exiled from the town, and farmers, tavernkeepers, 
  and the like all make superstitions signs with their hands 
  when they see the party.
  The solution is for the PCs to discover the pattern of using 
  the ring, and seeing impact, and trying not to use the ring 
  while in front of those who might conclude things.
  Learned Loop
  The PCs discover, or already have, the ring of darkstorms.  A 
  member of an ancient church or temple contacts them.
  They learn from this church about the history of the ring, 
  and its legacy.  There is no follow-up or tack-on effect, and 
  the church asks nothing, for they believe the will of the ring 
  is infallible, and if the ring has chosen the PCs, there must be 
  some valid reason why.
  They wish only to spread the lore of the ring, and to impress 
  upon the party their desire to see the ring used safely, that 
  the spirit of its occupant be allowed to progress toward final 
  peace.
  This is an effective, yet story-based, means of educating the 
  party about the ring of darkstorms.
  Quests
  Another, more thorough, means of introducing the ring of 
  darkstorms is via the following Quest.
    This Quest may be inserted into any campaign setting 
  or adventure, either as a “side quest”, or as a tie-in or 
  kickoff to a larger storyline.
    Quest: Formidable Farmhands
    Summary: The party discovers a ring of darkstorms, and 
  is called upon to use it for a seemingly mundane purpose.
    Rewards:   
    100 gp / 
    1,250 gp / 
    4,500 gp / 
    
  9,800 gp (promised); up to 
    3 Reward Stars; ring of 
  darkstorms
    Locations: Any.
    Key NPCs: Any.
    Kickoff: Random Encounter; requires that the party 
  contain a PC with one class level of Wizard
    Description:
  The PCs find a ring of darkstorms.  This can be via virutally 
  any mechanism whatsoever: in a cabinet, in a treasure cache, 
  etc.  It cannot be on the body of a deceased opponent, or for 
  sale or trade, but it can be on a long-dead corpse or skeleton, 
  even an undead foe.
  No matter the means, the ring must be found by the party’s 
  first-level Wizard.
  
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  Magic Items
  Shortly after discovering the ring, and after a number of 
  days necessary for the ring wearer to have absorbed the 
  knowledge of having learned the new spells it contains, the 
  PCs are set upon by a group of farmers.
  They have noticed the wizard’s robes, appearance, staff, 
  demeanor, or other telltale signs of wizardry, and have come 
  to ask the party’s help in controlling the weather to help 
  their crops.
    As Quests go, this is a fairly tame one, particularly in 
  contrast to the enormity of the power of the artifact 
  that is central to resolving it.  However, it’s a perfect 
  opportunity to gradually, casually almost, introduce the 
  ring in an accessible context.
    The PCs can ignore the request.  Doing so should 
  automatically trigger a weather effect from the ring, and 
  should target or include the PCs in the most frustrating 
  and/or damaging way possible.
    Accepting the task, all the PCs have to do is something 
  related to weather, rain, or ice.  Any spell or magical 
  effect will do the trick, though of course it would be 
  appropriate for the ring of darkstorms to be the source of 
  the power. 
   
  Aiding in any manner automatically triggers a 
  combination of weather effects from the ring, but these 
  should be in the most favorable manner possible, and the 
  most beneficial to the farmers and the party. 
   
  Successfully helping the farmers grants the PCs a 
  monetary token of their appreciation, and 
    1 Reward 
  Star.   
   
  If the PCs refuse the money, recognizing that the farmers 
  cannot truly afford it, they receive a second 
    Reward 
  Star. 
   
  Finally, if the PCs used a spell cast from the ring of 
  darkstorms to effect a solution to the farmers’ plight, 
  they receive a third 
    Reward Star.
  
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    Combat Tactics
  Wyzakkap is a bit of an anomaly tactics-wise.  As a fighter, 
  he is adept in melee combat, and can hold his own quite well.  
  As a wizard, however, he’s conscious of his limitations in this 
  regard.
  Versatile on the battlefield, Wyzakkap will play to his 
  strengths if given the opportunity.  Specifically, he will use 
  his ring of darkstorms and native spellcasting talents at 
  range and against masses.  In a one-on-one confrontation, he 
  will wade into melee only if there is space to do so, and there 
  are no other friendly combatants more capable than he.
    Description
  Wyzakkap is a fighter and a wizard, a hybrid of two powerful 
  occupations with a penchant for shifting between the two. 
    Appearance
  Tall, swarthy, and bearded, Wyzakkap also bears glasses.  His 
  garb is a bit piratical, but also touched with whimsy.
  Wyzakkap (Ring of 
  Darkstorms wielder)
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Wizard 1
  Wizard 6
  Wizard 10
  Wizard 14
  Size / Aln
  Medium CN 
  Human
  Medium CN 
  Human
  Medium CN 
  Human
  Medium CN 
  Human
  HP
  12
  31
  43
  62
  Armor 
  Class
  17
  19
  20
  21
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  10 (+0) 
  DEX  13 (+1) 
  CON  10 (+0) 
  INT  20 (+7) 
  WIS  9 (+1) 
  CHA  13 (+1)
  STR  10 (+0) 
  DEX  15 (+2) 
  CON  10 (+0) 
  INT  20 (+8) 
  WIS  9 (+2) 
  CHA  13 (+1)
  STR  10 (+0) 
  DEX  17 (+3) 
  CON  10 (+0) 
  INT  20 (+9) 
  WIS  9 (+3) 
  CHA  13 (+1)
  STR  10 (+0) 
  DEX  19 (+4) 
  CON  10 (+0) 
  INT  20 (+10) 
  WIS  9 (+4) 
  CHA  13 (+1)
  CN; Medium Humanoid (Human)
  
  321
  Magic Items
    Low
    Moderate
    Advanced
    Elite
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 9
  Passive Perception 9
  Passive Perception 9
  Passive Perception 9
  Languages Common, Elvish
  Attacks
  Ranged Crossbow, Light ) 
  --> 80 ft.’: -7 (1d8+1); 320 
  ft.’: -7 (1d8+1)
  Melee Longsword +2 (1d8)
  Melee Dagger +3 (1d4+1)
  Ranged Dagger (Thrown) 20 
  ft.’: +3 (1d4+1); 60 ft.’: +3 
  (1d4+1)
  Ranged Crossbow, Light ) --> 
  80 ft.’: -5 (1d8+2); 320 ft.’: 
  -5 (1d8+2)
  Melee +1 Longsword +4 
  (1d8+1)
  Melee Dagger +5 (1d4+2)
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+2); 60 ft.’: +5 
  (1d4+2)
  Ranged Crossbow, Light ) 
  --> 80 ft.’: -3 (1d8+3); 320 
  ft.’: -3 (1d8+3)
  Melee +2 Longsword +6 
  (1d8+2)
  Melee Dagger +7 (1d4+3)
  Ranged Dagger (Thrown) 
  20 ft.’: +7 (1d4+3); 60 ft.’: 
  +7 (1d4+3)
  Ranged Crossbow, Light ) --> 
  80 ft.’: -1 (1d8+4); 320 ft.’: 
  -1 (1d8+4)
  Melee +3 Longsword +8 
  (1d8+3)
  Melee Dagger +9 (1d4+4)
  Ranged Dagger (Thrown) 20 
  ft.’: +9 (1d4+4); 60 ft.’: +9 
  (1d4+4)
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Languages, Arcane 
  Recovery, Cantrips, Fighting 
  Style, Preparing and Casting 
  Spells, Ritual Casting, 
  Second Wind, Spellcasting, 
  Dueling
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Evocation Savant, 
  Fighting Style, Potent 
  Cantrip, Preparing and 
  Casting Spells, Ritual 
  Casting, School of Evocation, 
  Sculpt Spells, Second Wind, 
  Spellcasting, Dueling
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Empowered 
  Evocation, Evocation 
  Savant, Fighting Style, 
  Potent Cantrip, Preparing 
  and Casting Spells, 
  Ritual Casting, School of 
  Evocation, Sculpt Spells, 
  Second Wind, Spellcasting, 
  Dueling
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Empowered 
  Evocation, Evocation Savant, 
  Fighting Style, Overchannel, 
  Potent Cantrip, Preparing 
  and Casting Spells, Ritual 
  Casting, School of Evocation, 
  Sculpt Spells, Second Wind, 
  Spellcasting, Dueling 
  Spell-
  casting
  Save DC 15; Spell Atk +7
  1st: feather fall; jump
  Save DC 16; Spell Atk +8
  3rd: lightning bolt; sleet 
  storm; stinking cloud
  2nd: gust of wind; levitate; 
  web
  1st: feather fall; jump; mage 
  armor; sleep
  Save DC 17; Spell Atk +9
  5th: cloudkill; wall of stone
  4th: control water; 
  hallucinatory terrain; wall 
  of fire
  3rd: lightning bolt; sleet 
  storm; stinking cloud
  2nd: gust of wind; levitate; 
  web
  1st: feather fall; jump; mage 
  armor; sleep
  Save DC 18; Spell Atk +10
  7th: reverse gravity
  6th: move earth
  5th: cloudkill; wall of stone
  4th: control water; 
  hallucinatory terrain; wall of 
  fire
  3rd: lightning bolt; sleet 
  storm; stinking cloud
  2nd: gust of wind; levitate; 
  web
  1st: feather fall; jump; mage 
  armor; sleep
  Equipment
  Light crossbow; 
  longsword; chain shirt; 
  crossbow bolts (10x); 
  dagger
  Light crossbow; +1 
  longsword; +1 chain shirt; 
  crossbow bolts (10x); 
  dagger
  Light crossbow; +2 
  longsword; +2 chain 
  shirt; crossbow bolts 
  (10x); dagger
  Light crossbow; +3 
  longsword; +3 chain shirt; 
  crossbow bolts (10x); 
  dagger
  
  322
  Magic Items
  Special Abilities
  Ability Score Increase Your ability scores each increase by 1.
  Arcane Recovery You have learned to regain some of your magical energy 
  by studying your spellbook. Once per day when you finish a short rest, 
  you can choose expended spell slots to recover. The spell slots can have 
  a combined level that is equal to or less than 7, and none of the slots can 
  be 6th level or higher. For example, if you’re a 4th-level wizard, you can 
  recover up to two levels worth of spell slots. You can recover either a 2nd-
  level spell slot or two 1st-level spell slots.
  Arcane Tradition When you reach 2nd level, you choose an arcane 
  tradition, shaping your practice of magic through one of eight schools: 
  Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, 
  Necromancy, or Transmutation. The school of Evocation is detailed at the 
  end of the class description; see the Player’s Handbook for information 
  on the other schools. Your choice grants you features at 2nd level and 
  again at 6th, 10th, and 14th level.
  Empowered Evocation Beginning at 10th level, you can add +5 to the 
  damage roll of any wizard evocation spell you cast. The damage bonus 
  applies to one damage roll of a spell, not multiple rolls.
  Evocation Savant Beginning when you select this school at 2nd level, 
  the gold and time you must spend to copy an evocation spell into your 
  spellbook is halved.
  Overchannel Starting at 14th level, you can increase the power of your 
  simpler spells. When you cast a wizard spell of 5th level or lower that 
  deals damage, you can deal maximum damage with that spell. The first 
  time you do so, you suffer no adverse effect. If you use this feature again 
  before you finish a long rest, you take 2d12 necrotic damage for each 
  level of the spell, immediately after you cast it. Each time you use this 
  feature again before finishing a long rest, the necrotic damage per spell 
  level increases by 1d12. This damage ignores resistance and immunity. 
  The feature doesn’t benefit cantrips.
  Potent Cantrip Starting at 6th level, your damaging cantrips affect even 
  creatures that avoid the brunt of the effect. When a creature succeeds on 
  a saving throw against your cantrip, the creature takes half the cantrip’s 
  damage (if any) but suffers no additional effect from the cantrip.
  Ritual Casting You can cast a wizard spell as a ritual if that spell has the 
  ritual tag and you have the spell in your spellbook. You don’t need to have 
  the spell prepared.
  School of Evocation You focus your study on magic that creates powerful 
  elemental effects such as bitter cold, searing flame, rolling thunder, 
  crackling lightning, and burning acid. Some evokers find employment in 
  military forces, serving as artillery to blast enemy armies from afar. Others 
  use their spectacular power to protect the weak, while some seek their 
  own gain as bandits, adventurers, or aspiring tyrants.
  Sculpt Spells Beginning at 2nd level, you can create pockets of relative 
  safety within the effects of your evocation spells. When you cast an 
  evocation spell that affects other creatures that you can see, you can 
  choose a number of them equal to 1 + the spell’s level. The chosen 
  creatures automatically succeed on their saving throws against the spell, 
  and they take no damage if they would normally take half damage on a 
  successful save.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Dueling When you are wielding a melee weapon in one hand and no other 
  weapons, you gain a +2 bonus to damage rolls with that weapon.
  
  323
  Magic Items
  Instant Seeds
    Instant Seeds (usable item)
  Value:  
    32,000 gp / 
    71,000 gp /   
    168,000 gp / 
    230,000 gp
  Weight 1 lb.; Materials seedpod; Nature magical; Aura 
  strong transmutation, slight divination, 
    moderate 
  conjuration (teleportation), moderate transmutation 
  (polymorph); Slot usable item
  CL:  
    8th / 
    12th / 
    16th / 
    18th
  Effect Summary: 
    generates plants when planted or tossed on the 
  ground
    plant effect: 5’ x 5’;  
  plant growth 1x/day; blight 1x/day;  
  detect animals or plants at will
    plant effect: 10’ x 10’;  
  plant growth 2x/day; blight 2x/day;  
  detect animals or plants at will; speak with plants at will; 
  plant shape I 1x/day
    plant effect: 20’ x 20’;  
  plant growth 3x/day; blight 3x/day;  
  detect animals or plants at will; speak with plants at will; 
  transport via plants 1x/day;  
  plant shape II 2x/day; animate plants 1x/day
    plant effect: 30’ x 30’;  
  plant growth 3x/day; blight 3x/day;  
  detect animals or plants at will; speak with plants at will; 
  transport via plants 1x/day;  
  plant shape III 2x/day; animate plants 2x/day;  
  control plants 3x/day
  Description
  These are innocuous artifacts, resembling seed bulbs or 
  clumps.  They are often found in a small canvas or hemp 
  sack.  Looking at them, it’s difficult to tell if they are fresh, 
  or a hundred years old... and in fairness, either could be 
  accurate.
  Effect
  Touching instant seeds to the ground automatically activates 
  the artifact’s primary effect: plant growth, in an area as 
  defined.  Before planting or tossing the seeds to the ground, 
  the user can mentally command the seeds as to the shape s/
  he wishes them to take; this can be any contiguous patch of 
  space up to the total area listed.  For example, 
    moderate 
  instant seeds can create up to 4 squares (each 5’ x 5’) of 
  foliage.
  The plants grown can be any kind the user wishes; by 
  default, they will automatically resemble any vegetation 
  within view.  Their size is user-selected via mental 
  command, and can be anywhere from thin grass to 10’ tall.   
  The user also picks whether they should count as difficult 
  terrain; by default, they do not.
  The plants that result are normal in every way; they bear 
  fruit if appropriate.  Once grown, they are indistinguishable 
  from plants of the same type.  This means that if grown next 
  to existing foliage, there is no visual difference between the 
  artifact and its surroundings.
  Touching the generated foliage, anyone may command the 
  plants to diminish back to their seed form, which takes a 
  full round.  If the user who planted the seeds wishes, s/he 
  may take a free action to prevent this diminishing if it is 
  attemtped by another creature; to do this, the planting user 
  must be within visual range of the instant seeds foliage.
  The plants remain in effect until they are diminished 
  intentionally.
  Foliage generated by the instant seeds may be damaged, 
  or even destroyed; in this manner they behave precisely 
  like whatever plant they emulate.  So long as at least one 
  5’ x 5’ square of the plants remain, however, the instant 
  seeds themselves remain viable.  If all squares of an instant 
  seeds-generated plant zone are destroyed, so are the seeds 
  themselves.  Foliage generated via instant seeds does not 
  regenerate automatically, though the next time they are 
  activated, they produce a full zone of plants as normal.
  If the plants are damaged, it takes 1 additional minute per 
  square damaged or destroyed for the plants to diminish 
  back into seed form when requested.  Thus a zone of instant 
  seeds-generated plants that suffers damage to 5 squares will 
  take 5 minutes to diminish back to seed form.
  As a secondary effect, while holding the seeds, the bearer 
  can generate a number of spell-like effects as noted.  
  This requires a standard action in all cases; only one 
  spell-like effect may be triggered in a round.  Most have 
  limitations per day; these are artifact-based, not user-based; 
  transferring depleted instant seeds to another creature does 
  not affect its remaining uses.  These counts restore to full 24 
  hours after the first use of a given ability from a full charge.
  
  324
  Magic Items
  The plant growth and blight effects may be applied to 
  other plants as desired.  However, the acts of “growing” 
  the seeds or reducing them back to seed form consumes a 
  corresponding usage of these effects.
  Synergy & Sets
  None.  Instant seeds are standalone items, and do not gain 
  further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  Instant seeds can be stored in the open with no one the 
  wiser, owing to their appearance.  As a result, herbalists, 
  druids, and rangers will sometimes store them in their 
  gardens, ready to use when necessary.
  On occasion, one might discover a “grown” or “deployed” set 
  of instant seeds in foliage form.  Discovering the true nature 
  of these plants would require a detect spell to identify the 
  aura, and/or other magical insight.
  The growth and diminishment capabilities of the seeds are 
  automatically conveyed to the holder.  
  The other, spell-like effect abilities require research or a 
  knowledgable handoff from an informed current owner.
    At the GM’s discretion, knowledge of how this device 
  functions can simply be assumed to be automatic.  This 
  can streamline gameplay considerably and allow the 
  wielder to immediately gain the benefit of the instant 
  seeds’ capabilities.
  Ubiquity
  Instant seeds are uncommon, but much more frequently 
  found among rangers, druids, and herbalists of all stripes.
  Notoriety
  As it’s virtually impossible to differentiate these artifacts 
  from their natural brethren without magic, there is no 
  additional attention to be had from owning these items.
  Quirks of Ownership
  None.
  History & Background
  Instant seeds hail from a noble purpose: end hunger and 
  poverty.
  A few generations ago, an herbalist grew in power and 
  influence.  Well-regarded, she toiled with equal will and 
  strength toward two goals: one, to enhance her abilities 
  and profit by them; and two, to cater to the poor and those 
  unable to pay.
  She was talented enough to succeed in the first goal, 
  and kindhearted enough to devote the necessary time 
  to the second.  However as her years advanced, and she 
  contemplated a retirement she had always dreamed of, she 
  felt incomplete, as though her task was half-finished.
  And indeed it was, for poverty and famine were as rampant 
  as they had been in her youth.  Her endless dedication 
  to these problems had perhaps addressed things on 
  an individual level, but writ large, these concerns lay 
  unaddressed.
  At its core, she reasoned, much of crime and poverty was 
  due to lack of food and resources.  What if, she thought, one 
  could solve the root issue of food supply?  What if she were 
  able to produce magical seeds that grew a limitless amount 
  of crop?
  She dedicated a full year to crafting something to meet this 
  goal.  Her results were impressive, but ultimately fell quite 
  short of the lofty goal.
  Hunger wasn’t ended via her efforts, and indeed instant 
  seeds as we know them today aren’t even truly helpful 
  toward that goal.  However, she realized the utility of her 
  invention and was able to sell them quite cheaply toward a 
  retirement she spent giving free care to the poor.
  Rumors & Lore
  The following snippets of conversation, convoluted retelling, 
  misunderstanding, urban myth, hearsay, and outright lie 
  are usable as additional incentives for the PCs to uncover 
  Table 54: Instant Seeds Flavors
  Difficulty Band
  Prefix
  Foliage Size
  Spell-Like Effects
    Low
  Minor
  5’ x 5’
  plant growth 1x/day; blight 1x/day;  
  detect animals or plants at will
    Moderate
  Lesser
  10’ x 10’
  plant growth 2x/day; blight 2x/day;  
  detect animals or plants at will; speak with plants at will; 
  plant shape I 1x/day
    Advanced
  Greater
  20’ x 10’
  plant growth 3x/day; blight 3x/day;  
  detect animals or plants at will; speak with plants at will; 
  transport via plants 1x/day;  
  plant shape II 2x/day; animate plants 1x/day
    Elite
  Elite
  30’ x 30’
  plant growth 3x/day; blight 3x/day;  
  detect animals or plants at will; speak with plants at will; 
  transport via plants 1x/day;  
  plant shape III 2x/day; animate plants 2x/day;  
  control plants 3x/day
  
  325
  Magic Items
  mysteries about the town.
  There are two ways to use this FlexTable:
  First, if the PCs are actively searching for information, you 
  can make a 
    Skill Check and look up the result.  If you 
  come to a result that has already been discovered by the PCs, 
  at the GM’s discretion, you may pick a result with a lower DC 
  and read that instead.  
  The party may use 
    Knowledge (Local) or Diplomacy in 
  this manner; the DC listed applies equally to either of these 
  skills.  Alternately, a PC may use Knowledge (History), but 
  with a -4 circumstance penalty (as knowledge of general 
  history will apply in only a limited basis to any immediate 
  vicinity, and instant seeds are not really location-bound or 
  related).
  Alternately, if a specific quest explicitly rewards the PCs 
  with a piece of lore, you may simply roll on the appropriate 
  Context and read the result.  In such a circumstance, a Skill 
  Check is not required.
  Generally speaking, the information in this FlexTable may be 
  inserted into your campaign as foreshadowing for eventually 
  revealing instant seeds, or as a means of introducing a plot 
  hook into the Quests listed herein.
  • 
    Use Context A: 
  As a default, or if no other context specifically applies to 
  the circumstances.
  • 
    Use Context B: 
  If the party is attempting to gather information from 
  a Key NPC.  Any named NPC is a “key” NPC for these 
  purposes.
  • 
    Use Context C: 
  If the party is gathering information from generic 
  townsfolk, or NPCs without specific names.  For example, 
  Townsfolk.
  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  unstructured manner.
  Hooks & Integration
  If you’re looking for an excuse to introduce instant seeds into 
  your gaming sessions beyond simply “the herbalist produces 
  a handful of ordinary-looking seeds from his pouch”, here are 
  some ideas.  
  Of course, as a GM, you are by no means bound to selecting 
  from among these… but it’s always useful to have some 
  inspiration or something to get started quickly.
  Class-Based Hooks
  These connections and motivations are based on the 
  presence of one or more characters in the party who have at 
  least one level in a particular class.  
  As GM, you may judge that only one of these is a sufficient 
  motivator; alternately, you can combine multiple class hooks 
  to provide the entire party a believable reason to pursue 
  someone who may be in the possession of instant seeds.
  Paladins & Clerics
  Most Clerics, and certainly all Paladins, would flock to the 
  central tenets of the original goal of these items.  
  That said, their use in helping others is somewhat limited; 
  they remain a useful tool in combat and to aid with 
  obfuscation, however.
  Rogues
  What escaping or lurking Rogue hasn’t wished for a chest-
  high hedge maze at just the right time?  Certainly, instant 
  seeds could form a very useful tool in the tactics toolbox of 
  virtually all Rogues.
  Martial Characters
  These classes may not have much direct use for the artifact.  
  However, instant seeds may be useful in cordoning off pieces 
  of the battlefield.  
  Arcane Classes
  Herbalists, apothecaries, and crafters might long for instant 
  seeds: one potential use that may not occur to other classes 
  is that the seeds gives arcanists the ability to produce 
  virtually any non-magical plant, berry, or fruit.
  Monks, Rangers, and Druids
  These classes are all nature-based to varying degrees; the 
  ability to produce more plant life, and manipulate existing 
  plant life to greater effect, can only be a great boon to them.
  General Hooks
  These hooks are not linked directly to any particular race, 
  class, or other party element, and can be deployed as the 
  GM sees fit as best matches the play style and existing 
  motivations of the party.
  The Curious Case of the Regenerating 
  Hedgemaze
  A group of children has been playing in the gardens of a 
  noble, sneaking in under a wall meant to keep their like out.
  They’ve noticed something curious: a certain wall of 
  hedgemaze was damaged a month ago during their play.  The 
  next day, they returned to find it completely restored, as 
  though the damage had never happened.
  The PCs have the opportunity of investigating to see if there 
  is more to this schoolyard tale than meets the eye.
  This scenario forms the basis of the Quest below.
  Collector
  “It belongs in a museum” is an easy sentiment to advocate.  
  Far more honest, however, is the Collector: someone who 
  more accurately states “it belongs in my museum”.
  A Collector, or group thereof, asks the PCs to retrieve instant 
  seeds from their current owner, and to return it so that it 
  might be stored among other valuables.
  This angle plays particularly well with Lawfully-aligned 
  classes, or PCs whose class, creed, Faction, or other 
  involvement would guide them toward a balance.
  Quests
  Another, more thorough, means of introducing instant seeds 
  is via the following Quest.
  
  326
  Magic Items
  FlexTable 45: Instant Seeds Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  Long ago, an herbalist wished 
  to sovle hunger via a magical 
  artifact.
    True.  This was the genesis of the 
  project.
  15-29
  15-30
  15-30
  01-30
  14
  Magical seeds can be made to 
  grow into virtually any person-
  height plant at command.
    True.  This is the primary function 
  of instant seeds.
  30-44
  31-45
  31-45
  31-39
  16
  Using magical seeds, one can 
  create rows of plants, and then 
  revert those plants back into 
  seed form at a whim.
    True.  This refers to both primary 
  features of the seeds.
  45-59
  46-60
  46-60
  40-49
  18
  Instant seeds can enable the 
  holder to speak with plants 
  and grow or diminish existing 
  foliage.
    True.  This explains some of the 
  spell-like effects of the seeds.
  60-74
  60-69
  60-69
  50-59
  20
  Some instant seeds can allow 
  grand plant-related powers to 
  those who hold them.
    True.  This refers to the more 
  advanced spell-like effects granted by 
  the seeds.
  75-89
  70-97
  70-94
  60-69
  14
  Instant seeds is a magical 
  pouch that can produce seeds 
  of any plant.
    False.  This is not what the artifact 
  is or how it works.
  90-00
  98-00
  95-00
  70-00
  15
  Instant seeds can revert any 
  plant back into seed form.
    False.  They can do this, but only 
  to foliage into which they themselves 
  transform.
    This Quest may be inserted into any campaign setting 
  or adventure, either as a “side quest”, or as a tie-in or 
  kickoff to a larger storyline.
    Quest: The Curious Case of the 
  Regenerating Hedgemaze
    Summary: The PCs may investigate an odd case of plants 
  recovering unusually fast from damage.
    Rewards:  Up to 
    1 Reward Star; 
    2d6+2 instant 
  seeds
    Locations: Any.
    Key NPCs: Any.
    Kickoff: Random Encounter.
    Description:
  The PCs hear a bunch of children bragging about sneaking 
  into a nearby nobleman’s garden.  More specifically, they tell 
  a tale of a mysteriously regenerating hedge.
  Talking with them further reveals that they themselves 
  damaged the hedge one day about a month ago.  Scared, 
  they fled immediately, lest they be discovered.  A day later, 
  they returned, to discover that the hedge had been restored 
  completely, as though nothing had ever happened.
  Although the nobleman is widely rumored to be anti-magic 
  as a general rule, magic seems the most likely explanation.  
  It could also be a type of plant that is simply about to 
  regenerate much, much more quickly than typical foliage.
  The PCs can investigate further if they wish, but it will 
  almost unavoidably involve breaking into the estate.  
    The PCs can ignore the request.  There are no further 
  consequences, excepting that the children no longer think 
  of the party as “cool”.
    The only Lawful means of investigating is to approach 
  the nobleman and request a tour of the grounds, likely 
  under some pretense.  
    Sneaking in seems a straightforward affair: after all, the 
  kids do it several times a week, with no consequences 
  as of yet.  A quick 
    Disable Device check for the 
  jury-rigged fence should do the trick to get inside; 
  thereafter, periodic 
    Stealth checks should keep the 
  PCs concealed. 
   
  Once inside, the PCs are able to quickly identify which 
  patch of plants in the hedgemaze are of concern.  As the 
  bushes behave normally, only magical investigation will 
  produce any results or valuable information.
    If the party is caught, they can talk their way out of 
  things, or inform on the children.  In wany event, the 
  noble wants everyone to love and desire his garden, 
  so that the occasional passerby sneaks in is not a huge 
  concern to him.
    If the party successfully figures out the ture nature of 
  the hedgemaze—that it is composed of instant seeds, in 
  quantity as listed as a possible reward—they can diminish 
  that many sections and take them.   
   
  
  327
  Magic Items
  Figuring out not only that the “regenerating” foliage is 
  actually a magical artifact, but that the hedgemaze is 
  comprised of multiple iterations of that artifact, is worth 
  an additional reward of  
    1 Reward Star.
  
  328
  Magic Items
  Jhaane (Instant Seeds owner)
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Druid 1
  Druid 6
  Druid 10
  Druid 14
  Size / Aln
  Small TN 
  Gnome (Rock)
  Small TN 
  Gnome (Rock)
  Small TN 
  Gnome (Rock)
  Small TN 
  Gnome (Rock)
  HP
  8
  26
  41
  62
  Armor 
  Class
  14
  15
  17
  18
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  TN; Small Humanoid (Gnome)
    Combat Tactics
  Jhaane is a cautious observer, and recorder, of activities.  He 
  will engage only when absolutely essential, either for his 
  own survival, or that of his comrades.  When doing so, he 
  will favor ranged spells that neutralize enemies and threat; 
  secondly, he will rely upon those actions that provide escape 
  or distraction.
    Description
  Jhaane is an unassuming gnome, a roving apothecary and 
  herbalist.  He very much fits the mold of a robed naturalist, 
  friend to plant and animal alike, one who is attuned to 
  nature and who strives to live in harmony with it.
    Appearance
  Robes, a beard, a pipe, a staff: these are the typical trappings 
  of a woodland gnome of a background mixed between arcane 
  and divine magicks.  Owing to his experience with instant 
  seeds, Jhaane can often be found with trimmings, fruits, 
  seeds, and leaves dangling—one might say exploding—from 
  pouches and pockets aplenty.
  
  329
  Magic Items
    Low
    Moderate
    Advanced
    Elite
  Ability 
  Scores / 
  Saves
  STR  10 (+0) 
  DEX  13 (+1) 
  CON  11 (+0) 
  INT  17 (+5) 
  WIS  18 (+6) 
  CHA  11 (+0)
  STR  10 (+0) 
  DEX  13 (+1) 
  CON  11 (+0) 
  INT  17 (+6) 
  WIS  20 (+8) 
  CHA  11 (+0)
  STR  10 (+0) 
  DEX  15 (+2) 
  CON  11 (+0) 
  INT  17 (+7) 
  WIS  20 (+9) 
  CHA  11 (+0)
  STR  10 (+0) 
  DEX  17 (+3) 
  CON  11 (+0) 
  INT  17 (+8) 
  WIS  20 (+10) 
  CHA  11 (+0)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 14 
  +2 Herbalism Kit
  Passive Perception 15 
  +3 Herbalism Kit
  Passive Perception 15 
  +4 Herbalism Kit
  Passive Perception 15 
  +5 Herbalism Kit
  Languages Common, Druidic, Gnomish
  Attacks
  Melee Quarterstaff (Small) 
  +2 (1d6)
  Ranged Sling (Small) ) --> 
  30 ft.’: -7 (1d4+1); 120 ft.’: 
  -7 (1d4+1)
  Melee Dagger (Small) +3 
  (1d4+1)
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +3 
  (1d4+1); 60 ft.’: +3 
  (1d4+1)
  Melee +1 Quarterstaff 
  (Small) +4 (1d6+1)
  Ranged Sling (Small) ) --> 30 
  ft.’: -6 (1d4+1); 120 ft.’: -6 
  (1d4+1)
  Melee Dagger (Small) +4 
  (1d4+1)
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +4 (1d4+1); 
  60 ft.’: +4 (1d4+1)
  Melee +2 Quarterstaff 
  (Small) +6 (1d6+2)
  Ranged Sling (Small) ) --> 
  30 ft.’: -4 (1d4+2); 120 ft.’: 
  -4 (1d4+2)
  Melee Dagger (Small) +6 
  (1d4+2)
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +6 
  (1d4+2); 60 ft.’: +6 
  (1d4+2)
  Melee +3 Quarterstaff 
  (Small) +8 (1d6+3)
  Ranged Sling (Small) ) --> 30 
  ft.’: -2 (1d4+3); 120 ft.’: -2 
  (1d4+3)
  Melee Dagger (Small) +8 
  (1d4+3)
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +8 (1d4+3); 
  60 ft.’: +8 (1d4+3)
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, 
  Cantrips, Druidic, Ritual 
  Casting, Spellcasting, 
  Spellcasting Focus
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, Ability 
  Score Improvement, Bonus 
  Cantrip, Cantrips, Circle 
  Spells, Druid Circle, Druidic, 
  Land’s Stride, Natural 
  Recovery, Ritual Casting, 
  Spellcasting, Spellcasting 
  Focus, Wild Shape, Circle of 
  the Land
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, 
  Languages, Tinker, Tinker’s 
  Tools, Ability Score 
  Improvement, Bonus 
  Cantrip, Cantrips, Circle 
  Spells, Druid Circle, Druidic, 
  Land’s Stride, Natural 
  Recovery, Nature’s Ward, 
  Ritual Casting, Spellcasting, 
  Spellcasting Focus, Wild 
  Shape, Circle of the Land
  Spellcaster Spell Slots, Ability 
  Score Increase, Artificer’s 
  Lore, Darkvision, Gnome 
  Cunning, Languages, Tinker, 
  Tinker’s Tools, Ability Score 
  Improvement, Bonus Cantrip, 
  Cantrips, Circle Spells, Druid 
  Circle, Druidic, Land’s Stride, 
  Natural Recovery, Nature’s 
  Sanctuary, Nature’s Ward, 
  Ritual Casting, Spellcasting, 
  Spellcasting Focus, Wild 
  Shape, Circle of the Land
  
  330
  Magic Items
  Special Abilities
  Ability Score Increase Your Intelligence score increases by 2.
  Artificer’s Lore Whenever you make a History check related to magic 
  items, alchemical objects, ar technological devices, you can add twice 
  your proficiency bonus (10), instead of any proficiency bonus you 
  normally appIy.
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it w ere bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Gnome Cunning You have advantage on all Intelligence, Wisdom, and 
  Charisma saving throws against magic.
  Languages You can speak, read, and write Common and Gnomish. The 
  Gnomish language, which uses the Dwarvish script, is renowned for its 
  technical treatises and its catalogs of knowledge about the natural world.
  Tinker You have proficiency with tinker’s tools. Using those tools, you can 
  spend 1 hour and 10 gp worth of materiaIs to construct a Tiny clockwork 
  device (AC 5, 1 hp). The device ceases to function after 24 hours. (unless 
  you spend 1 hour repairing it to keep the device functioning), or when 
  you use your action to dismantle it; at that time, you can reclaim the 
  materiaIs used to create it. You can have up to three such devices active 
  at a time. When you create a device, choose one of the following options: 
  Clockwork Toy: This toy is a clockwork animal or person, such as a frog, 
  mouse, bird, or soldier. When placed on the ground, the toy moves 5 feet 
  across the ground on each of your turns in a random direction. It makes 
  noises as appropriate to the creature it represents. Fire Starter: The device 
  produces a miniature flame, which you can use to light something like a 
  candle, torch, or campfire. Using the device requires your action. Music 
  Box: When opened, this music box plays a single song at a moderate 
  volume. The box stops playing when it reaches the song’s end or when it 
  is closed.
  Druidic You know Druidic, the secret language of druids. You can speak 
  the language and use it to leave hidden messages. You and others who 
  know this language automatically spot such a message. Others spot the 
  message’s presence with a successful DC 15 Wisdom (Perception) check 
  but can’t decipher it without magic.
  Land’s Stride Starting at 6th level, moving through nonmagical difficult 
  terrain costs you no extra movement. You can also pass through 
  nonmagical plants without being slowed by them and without taking 
  damage from them if they have thorns, spines, or a similar hazard. In 
  addition, you have advantage on saving throws against plants that are 
  magically created or manipulated to impede movement, such those 
  created by the entangle spell.
  Natural Recovery Starting at 2nd level, you can regain some of your 
  magical energy by sitting in meditation and communing with nature. 
  During a short rest, you choose expended spell slots to recover. The spell 
  slots can have a combined level that is equal to or less than 7, and none 
  of the slots can be 6th level or higher. You can’t use this feature again 
  until you finish a long rest For example, when you are a 4th-level druid, 
  you can recover up to two levels worth of spell slots. You can recover 
  either a 2nd-level slot or two 1st-level slots.
  Nature’s Sanctuary When you reach 14th level, creatures of the natural 
  world sense your connection to nature and become hesitant to attack 
  you. When a beast or plant creature attacks you, that creature must 
  make a Wisdom saving throw against your druid spell save DC: 18. On 
  a failed save, the creature must choose a different target, or the attack 
  automatically misses. On a successful save, the creature is immune to 
  this effect for 24 hours. The creature is aware of this effect before it 
  makes its attack against you.
  Nature’s Ward When you reach 10th level, you can’t be charmed or 
  frightened by elementals or fey, and you are immune to poison and 
  disease.
  Ritual Casting You can cast a druid spell as a ritual if that spell has the 
  ritual tag and you have the spell prepared.
  Wild Shape Starting at 2nd level, you can use your action to magically 
  assume the shape of a beast that you have seen before. You can use 
  this feature twice. You regain expended uses when you finish a short or 
  long rest. Your druid level determines the beasts you can transform into. 
  At 2nd level, for example, you can transform into any beast that has a 
  challenge rating of 1/4 or lower that doesn’t have a flying or swimming 
  speed. You can stay in a beast shape for a number of hours equal to 7. 
  You then revert to your normal form unless you expend another use of 
  this feature. You can revert to your normal form earlier by using a bonus 
  action on your turn. You automatically revert if you fall unconscious, drop 
  to 0 hit points, or die. While you are transformed, the following rules 
  apply: Your game statistics are replaced by the statistics of the beast, 
  but you retain your alignment, personality, and Intelligence, Wisdom, 
  and Charisma scores. You also retain all of your skill and saving throw 
  proficiencies, in addition to gaining those of the creature. If the creature 
  has the same proficiency as you and the bonus in its stat block is higher 
    Low
    Moderate
    Advanced
    Elite
  Spell-
  casting
  Save DC 14; Spell Atk +6
  1st: create or destroy water; 
  entangle
  Save DC 16; Spell Atk +8
  3rd: conjure animals; meld 
  into stone; plant growth
  2nd: barkskin; lesser 
  restoration; protection from 
  poison
  1st: create or destroy water; 
  entangle; goodberry; healing 
  word
  Save DC 17; Spell Atk +9
  5th: awaken; greater 
  restoration
  4th: conjure minor 
  elementals; giant insect; 
  locate creature
  3rd: conjure animals; meld 
  into stone; plant growth
  2nd: barkskin; lesser 
  restoration; protection from 
  poison
  1st: create or destroy 
  water; entangle; goodberry; 
  healing word
  Save DC 18; Spell Atk +10
  7th: regenerate
  6th: conjure fey
  5th: awaken; greater 
  restoration
  4th: conjure minor 
  elementals; giant insect; 
  locate creature
  3rd: conjure animals; meld 
  into stone; plant growth
  2nd: barkskin; lesser 
  restoration; protection from 
  poison
  1st: create or destroy water; 
  entangle; goodberry; healing 
  word
  Equipment
  Quarterstaff (small); 
  sling (small); sling bullets 
  (20x); elven chain; 
  dagger (small)
  +1 Quarterstaff (small); 
  sling (small); sling bullets 
  (20x); +1 elven chain; 
  dagger (small)
  +2 Quarterstaff (small); 
  sling (small); sling bullets 
  (20x); +2 elven chain; 
  dagger (small)
  +3 Quarterstaff (small); 
  sling (small); sling bullets 
  (20x); +3 elven chain; 
  dagger (small)
  
  331
  Magic Items
  than yours, use the creature’s bonus instead of yours. If the creature has 
  any legendary or lair actions, you can’t use them. When you transform, 
  you assume the beast’s hit points and Hit Dice. When you revert to your 
  normal form, you return to the number of hit points you had before 
  you transformed. However, if you revert as a result of dropping to 0 hit 
  points, any excess damage carries over to your normal form. For example, 
  if you take 10 damage in animal form and have only 1 hit point left, you 
  revert and take 9 damage. As long as the excess damage doesn’t reduce 
  your normal form to 0 hit points, you aren’t knocked unconscious. You 
  can’t cast spells, and your ability to speak or take any action that requires 
  hands is limited to the capabilities of your beast form. Transforming 
  doesn’t break your concentration on a spell you’ve already cast, however, 
  or prevent you from taking actions that are part of a spell, such as call 
  lightning, that you’ve already cast. You retain the benefit of any features 
  from your class, race, or other source and can use them if the new form is 
  physically capable of doing so. However, you can’t use any of your special 
  senses, such as darkvision, unless your new form also has that sense. 
  You choose whether your equipment falls to the ground in your space, 
  merges into your new form, or is worn by it. Worn equipment functions 
  as normal, but the DM decides whether it is practical for the new form to 
  wear a piece of equipment, based on the creature’s shape and size. Your 
  equipment doesn’t change size or shape to match the new form, and any 
  equipment that the new form can’t w ear must either fall to the ground or 
  merge with it. Equipment that merges with the form has no effect until 
  you leave the form.
  Circle of the Land The Circle of the Land is made up of mystics and sages 
  who safeguard ancient knowledge and rites through a vast oral tradition. 
  These druids meet within sacred circles of trees or standing stones to 
  whisper primal secrets in Druidic. The circle’s wisest members preside 
  as the chief priests of communities that hold to the Old Faith and serve 
  as advisors to the rulers of those folk. As a member of this circle, your 
  magic is influenced by the land where you were initiated into the circle’s 
  mysterious rites.
  
  332
  Magic Items
  Stubborn Rod
    Stubborn Rod (rod / misc)
  Value:  
    31,000 gp / 
    92,000 gp /   
    165,000 gp / 
    480,000 gp
  Weight 1 lb.; Materials obsidian, titanium alloy; Nature 
  magical; Aura strong enchantment (compulsion) [mind-
  affecting], moderate abjuration [good], strong conjuration 
  (creation) [earth], moderate evocation [force]; Slot rod/
  wand
  CL:  
    8th / 
    12th / 
    14th / 
    16th
  Effect Summary: 
    called (as a dagger of that ability) 
    immovable 30 minutes / day total duration  
  (Str DC 30, 8,000 lbs);  
  hold person (touched creature only, 3x/day);  
  hold portal (touched portal only, 5x/day)
    immovable 60 minutes / day total duration  
  (Str DC 32, 10,000 lbs);  
  hold person (touched creature only, 5x/day);  
  hold portal (touched portal only, at will); 
  hold monster (touched creature only, 3x/day); 
  wall of stone 1x/day
    immovable 4 hours / day total duration  
  (Str DC 34, 12,000 lbs);  
  hold person (touched creature only, at will);  
  hold portal (touched portal only, at will); 
  hold monster (touched creature only, 5x/day); 
  wall of stone 3x/day; wall of force 1x/day
    immovable (no daily limit, Str DC 36, 15,000 lbs);  
  hold person (touched creature only, at will);  
  hold portal (touched portal only, at will); 
  hold monster (touched creature only, at will); 
  wall of stone 5x/day; wall of force 3x/day;  
  prismatic wall 1x/day
  Description
  These simple-looking rods come in many forms.  Often, they 
  take the appearance of a branch or stick, with knobs and 
  ridges as though taken fresh from a tree.  Other times, they 
  more resemble the hilt and pommel or a sword.  
  Typically, they have at least one stud, button, or switch, 
  usually on one end of the rod, to toggle the immovable effect 
  (see below).
  Effect
  All stubborn rods count as immovable rods.  However, most 
  of them are limited in effect to a certain duration per day.  
  Toggling the “immovability” on or off requires a standard 
  action.  The total duration per day that is allowed resets in 
  full 24 hours after the device’s first use from a full charge.
  Stubborn rods have different weight limits and 
    Strength 
  check DCs based on their potency as noted.
  Secondly, each stubborn rod may generate a variety of spell-
  like effects.  Most of these have a limitation on the number 
  of times per day they are allowed; these limitations are item-
  based, not user-based.  Transferring a depleted stubborn rod 
  to another person does not affect its charges or remaining 
  uses.
  The listed spell-like effects function exactly as the spells of 
  their name, with one exception: targets and range.  
  Any spell-like effects that require one or more targets (e.g., 
  hold person requires a target creature) can only and must 
  target creature(s) physically touched with the rod (for 
  unwilling targets, use a touch attack to confirm).
  Other spell-like effects (i.e., wall-based spells) are generated 
  by placing the stubborn rod on the ground; the wall effect 
  is then generated however the wielder wishes, but the wall 
  that springs forth must touch the rod at some point.  Wall 
  effects generated need not be centered on the rod.
  Finally, all stubborn rods may be called back to their most 
  recent wielder.  The range of this ability is 1,000 feet.
  Synergy & Sets
  None.  Stubborn rods are standalone items, and do not gain 
  further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  Stubborn rods are typically discovered in treasure caches.  
  On very rare occasions, they might be for sale in magic-item 
  shops.
  These items do contain a single, obvious button as described; 
  a simple trial-and-error will divulge the mechanics of this 
  feature quite quickly.
  The spell-like effects of the rod require a mental command; 
  this requires research or a knowledgable handoff from an 
  informed current owner.
    At the GM’s discretion, knowledge of how this device 
  functions can simply be assumed to be automatic.  This 
  can streamline gameplay considerably and allow the 
  wielder to immediately gain the benefit of the stubborn 
  rod’s capabilities.
  Ubiquity
  Stubborn rods are incredibly rare.
  Notoriety
  These artifacts are quite ordinary in appearance, and 
  therefore are unlikely to bring about any attention.
  Quirks of Ownership
  None.
  History & Background
  The stubborn rod was invented by a mountain-climbing 
  
  333
  Magic Items
  afficionado as a vital tool for her scaling.
  Already a very versatile and useful item for climbing, an 
  immovable rod was part of the climber’s toolkit for years.  
  One day, she scaled up to a plateau which led to a cave.  It 
  turned out that the cave was crawling with monsters... and 
  although she had prepared for combat, they were too many 
  for her.  
  Complicating matters greatly was the fact that it was 
  impossible to scale back down while monsters still pursued 
  her.
  She barely made it home alive.
  Once back and recovered, she took an immovable rod, and 
  modified it to be able to generate wall effects.  This way, she 
  could put a portable wall into place wherever she needed it.
  In discourse with fellow adventurers over the coming 
  month, she quickly realized the broader applicability of her 
  invention.  Within the year, she had hung up her pitons for 
  anything but entertainment, and produced and sold stubborn 
  rods full-time.
  Rumors & Lore
  The following snippets of conversation, convoluted retelling, 
  misunderstanding, urban myth, hearsay, and outright lie 
  are usable as additional incentives for the PCs to uncover 
  mysteries about the town.
  There are two ways to use this FlexTable:
  First, if the PCs are actively searching for information, you 
  can make a 
    Skill Check and look up the result.  If you 
  come to a result that has already been discovered by the PCs, 
  at the GM’s discretion, you may pick a result with a lower DC 
  and read that instead.  
  The party may use 
    Knowledge (Local) or Diplomacy in 
  this manner; the DC listed applies equally to either of these 
  skills.  Alternately, a PC may use Knowledge (History), but 
  with a -4 circumstance penalty (as knowledge of general 
  history will apply in only a limited basis to any immediate 
  vicinity, and a stubborn rod is not really location-bound or 
  related).
  Alternately, if a specific quest explicitly rewards the PCs 
  with a piece of lore, you may simply roll on the appropriate 
  Context and read the result.  In such a circumstance, a Skill 
  Check is not required.
  Generally speaking, the information in this FlexTable may be 
  inserted into your campaign as foreshadowing for eventually 
  revealing a stubborn rod, or as a means of introducing a plot 
  hook into the Quests listed herein.
  • 
    Use Context A: 
  As a default, or if no other context specifically applies to 
  the circumstances.
  • 
    Use Context B: 
  If the party is attempting to gather information from 
  a Key NPC.  Any named NPC is a “key” NPC for these 
  purposes.
  • 
    Use Context C: 
  If the party is gathering information from generic 
  townsfolk, or NPCs without specific names.  For example, 
  Townsfolk.
  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  unstructured manner.
  Hooks & Integration
  If you’re looking for an excuse to introduce a stubborn rod 
  into your gaming sessions beyond simply “the mountaineer 
  pockets a plain-looking rod”, here are some ideas.  
  Of course, as a GM, you are by no means bound to selecting 
  from among these… but it’s always useful to have some 
  inspiration or something to get started quickly.
  Class-Based Hooks
  These connections and motivations are based on the 
  presence of one or more characters in the party who have at 
  least one level in a particular class.  
  As GM, you may judge that only one of these is a sufficient 
  motivator; alternately, you can combine multiple class hooks 
  to provide the entire party a believable reason to pursue 
  someone who may be in the possession of a stubborn rod.
  Paladins & Clerics
  These classes might look upon the protective capabilities of 
  the rod as a useful means of partitioning threats.
  Rogues
  Rogues might combine the wall effects with the called nature 
  Table 55: Stubborn Rod Flavors
  Difficulty 
  Band
  Prefix
  Immovable 
  Daily Duration
  Immmovable 
  Strength Check
  Immovable 
  Max Weight
  Spell-Like Effects
    Low
  Minor
  30 min
  DC 30
  8,000 lbs.
  hold person 3x/day; hold portal 5x/day
    Moderate
  Lesser
  60 min
  DC 32
  10,000 lbs
  hold person 5x/day; hold portal at will;  
  hold monster 3x/day; wall of stone 1x/day
    Advanced
  Greater
  4 hours
  DC 34
  12,000 lbs
  hold person at will; hold portal at will;  
  hold monster 5x/day; wall of stone 3x/day; 
  wall of force 1x/day
    Elite
  Elite
  unlimited
  DC 36
  15,000 lbs
  hold person at will; hold portal at will;  
  hold monster at will; wall of stone 5x/day; 
  wall of force 3x/day; prismatic wall 1x/day
  
  334
  Magic Items
  to effect a more capable getaway.
  Martial Characters
  Tactics on the battlefield can spell the difference between 
  success and death.  A handheld device that can generate a 
  wall at will is an enormously helpful tool in this regard.
  Arcane Classes
  Defensively, stubborn rods are an arcanist’s best friend; 
  simply toss down a wall on demand when threatened.
  Monks, Rangers, and Druids
  These classes all rely upon tactics, mobility, and positioning 
  for their combat aims, no matter what their particular 
  approach.  The ability to form a wall on demand is a greatly 
  beneficial tool for these classes.
  General Hooks
  These hooks are not linked directly to any particular race, 
  class, or other party element, and can be deployed as the 
  GM sees fit as best matches the play style and existing 
  motivations of the party.
  Summit Scale
  The PCs have the opportunity to engage in a local challenge: 
  climb to the top of a nearby mountain peak.  The twist is that 
  one may only pack a small assortment of equipment: four 
  items, and clothing counts as one.
  One or more stubborn rods will help not only with climbing, 
  but with preventing other competitors from interfering with 
  one’s own progress.
  This scenario forms the basis for the Quest below.
  Collector
  “It belongs in a museum” is an easy sentiment to advocate.  
  Far more honest, however, is the Collector: someone who 
  more accurately states “it belongs in my museum”.
  A Collector, or group thereof, asks the PCs to retrieve a 
  stubborn rod from its current wielder, and to return it so that 
  it might be stored among other valuables.
  This angle plays particularly well with Lawfully-aligned 
  classes, or PCs whose class, creed, Faction, or other 
  involvement would guide them toward a balance.
  Quests
  Another, more thorough, means of introducing a stubborn 
  rod is via the following Quest.
    This Quest may be inserted into any campaign setting 
  or adventure, either as a “side quest”, or as a tie-in or 
  kickoff to a larger storyline.
    Quest: Summit Scale
    Summary: The PCs can participate in a challenge to scale 
  a mountain with limited equipment.
    Rewards:   
    1,000 gp / 
    5,000 gp / 
    10,000 gp 
  / 
    20,000 gp (promised); up to 
    1 Reward Star; 
  stubborn rod
    Locations: Any.
    Key NPCs: Any.
    Kickoff: Random Encounter.
    Description:
  The PCs hear of a local competition.  Participants throw in an 
  anti to compete (
    100 gp / 
    500 gp / 
    1,000 gp / 
    
  2,000 gp); winner gets the monetary prize noted above.
  The objective is to scale to the top of a local mountain 
  peak.  It’s not too tall, but it requires decent equipment and 
  determination to mount.
  Although the contest is nominally about skill and climbing 
  ability, in practice, past a certain assumed level of talent, it 
  becomes a combat exercise, where climbers war with each 
  other to fling each other off the mountain and scramble for 
  position.
  A stubborn rod, singly or in quantity, is a nearly-ideal tool for 
  this contest: facilitating ascent, and combat, simultaneously.
  The PCs can obtain one as part of the Quest, or separately, 
  via separate adventure or as a purchase.
  To successfully scale to the peak, the PCs will have to defeat 
  at least a handful of competitors.
    If the PCs are the first to the summit, they will be given 
  the full gold reward listed above, as well as 
    1 Reward 
  Star.
    Attaining the peak after another competitor does grants 
  the party 1/3 the gold-piece reward, rounded down.
    Failing to reach the summit grants the PCs no reward.
  
  335
  Magic Items
  FlexTable 46: Stubborn Rod Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  A mountain climber invented a 
  new form of immovable rod for 
  use in climbing.
    True.  This refers to the device’s 
  etymology.
  15-29
  15-30
  15-30
  01-30
  13
  Stubborn rods are like 
  immovable rods, but with extra 
  powers.
    True.  This is a perfect summary of 
  the device.
  30-44
  31-45
  31-45
  31-39
  15
  Stubborn rods may be used to 
  generate wall-like effects.
    True.  This refers to the device’s 
  spell-like effects.
  45-59
  46-60
  46-60
  40-49
  17
  A stubborn rod may be used 
  like an immovable rod, but 
  usually not quite as often as 
  that device.
    True.  This refers to the time 
  limitation that most types of stubborn 
  rod have in this funciton.
  60-74
  60-69
  60-69
  50-59
  19
  Stubborn rods can generate 
  a variety of spell-like wall 
  effects, and can restrain 
  creatures, but these effects 
  must be touching or sourced 
  from the rod’s physical 
  location.
    True.  This refers to the nature and 
  limitations of the spell-like effects of 
  the device.
  75-89
  70-97
  70-94
  60-69
  12
  Stubborn rods cannot be 
  moved from where they are 
  found, and are therefore 
  useless.
    False.  Though this would indeed 
  make them useless if it were true.
  90-00
  98-00
  95-00
  70-00
  14
  Stubborn rods grant the holder 
  a nearly impossibly high 
  level of willpower against all 
  manner of effects.
    False.  This is not at all part of the 
  effects of the artifact.
  
  336
  Magic Items
  Jacarae Boucherier “The 
  Butcher”  
  (Stubborn Rod wielder)
    Combat Tactics
  Jacarae is an intelligent, seasoned combatant.  No stranger 
  to armed conflict, he is fully aware of his abilities and 
  limitations, and will not overextend himself unless on rare 
  occasion he gets caught up in the gallantry or panache 
  potential of a certain maneuver.
    Description
  Jacarae Boucherier, the son of a sixth-generation butcher, 
  left his family to become an entertainer when a traveling 
  circus came to town. After years of tutelage he became an 
  accomplished bard and performed in some of the acts by the 
  road show. 
  Jacarae was a traveling entertainer when he was shanghaied. 
  Now a pirate, he traveled the sea with the crew of the pirate 
  ship.
  Jacarae and some fellow crew mates were betrayed by the 
  first mate who tried to have us all killed, but was instead 
  killed himself. 
  Having taken the ship we elected one of our own to become 
  the new captain. Renaming the ship Besmara’s Wrath.
  After many adventures and successful raids on ship we were 
  nearly defeated and Jacarae and the captain were killed along 
  with several other crewman. 
  Finding myself before Besmara herself onboard her ship, I 
  eloquently explained that no other Deity had ever shone any 
  interest in him and swore to spread her fame throughout 
  the world and give her an officers share of any booty taken 
  by Besmara’s Wrath if I was allowed to return to the mortal 
  world. 
  Jacarae awoke to find himself about to be buried at sea and 
  thus became know as a gallows jumper and quickly voted as 
  the new captain of Besmara’s Wrath.
  A devout worshiper of Besmara, Jacarae and Besmara’s wrath 
  sail the sea looking for booty, striking fear in the hearts of 
  all who hear the name Besmara’s wrath captained by ‘The 
  Butcher’, in name only as Jacarae is a kind person who looks 
  out for his crew. The unwilling pirate now embraces the life 
  and it’s now a pirates life for me.
    Appearance
  Jacarae wears his breastplate boldly, often topping it 
  with a colorful vest and using a loose tunic or blouse as 
  an undergarment.  He’s rarely without a spyglass and his 
  custom-made rapier, “Singer”.
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Bard 1
  Bard 6
  Bard 10
  Bard 14
  CN; Medium Humanoid (Human)
  
  337
  Magic Items
    Low
    Moderate
    Advanced
    Elite
  Size / Aln
  Medium CN 
  Human
  Medium CN 
  Human
  Medium CN 
  Human
  Medium CN 
  Human
  HP
  10
  46
  75
  113
  Armor 
  Class
  16
  17
  19
  20
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  14 (+2) 
  DEX  18 (+6) 
  CON  15 (+2) 
  INT  15 (+2) 
  WIS  14 (+2) 
  CHA  17 (+5)
  STR  14 (+2) 
  DEX  18 (+7) 
  CON  15 (+2) 
  INT  15 (+2) 
  WIS  14 (+2) 
  CHA  19 (+7)
  STR  14 (+2) 
  DEX  20 (+9) 
  CON  15 (+2) 
  INT  15 (+2) 
  WIS  14 (+2) 
  CHA  19 (+8)
  STR  14 (+2) 
  DEX  20 (+10) 
  CON  17 (+3) 
  INT  15 (+2) 
  WIS  14 (+2) 
  CHA  19 (+9)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 12 
  +2 Lute, Lyre, Viol
  Passive Perception 12 
  +3 Lute, Lyre, Viol
  Passive Perception 12 
  +4 Lute, Lyre, Viol
  Passive Perception 12 
  +5 Lute, Lyre, Viol
  Languages Common, Elvish
  Attacks
  Ranged Crossbow, Hand ) 
  --> 30 ft.’: -4 (1d6+4); 120 
  ft.’: -4 (1d6+4)
  Melee Rapier +6 (1d8+4)
  Melee Dagger +6 (1d4+4)
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+4); 60 ft.’: +6 
  (1d4+4)
  Ranged Crossbow, Hand ) 
  --> 30 ft.’: -3 (1d6+4); 120 
  ft.’: -3 (1d6+4)
  Melee +1 Rapier +8 (1d8+5)
  Melee Dagger +7 (1d4+4)
  Ranged Dagger (Thrown) 20 
  ft.’: +7 (1d4+4); 60 ft.’: +7 
  (1d4+4)
  Ranged Crossbow, Hand ) 
  --> 30 ft.’: -1 (1d6+5); 120 
  ft.’: -1 (1d6+5)
  Melee +2 Rapier +11 
  (1d8+7)
  Melee Dagger +9 (1d4+5)
  Ranged Dagger (Thrown) 
  20 ft.’: +9 (1d4+5); 60 ft.’: 
  +9 (1d4+5)
  Ranged Crossbow, Hand ) --> 
  30 ft.’: +0 (1d6+5); 120 ft.’: 
  +0 (1d6+5)
  Melee +3 Rapier +13 
  (1d8+8)
  Melee Dagger +10 (1d4+5)
  Ranged Dagger (Thrown) 20 
  ft.’: +10 (1d4+5); 60 ft.’: 
  +10 (1d4+5)
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Languages, Bardic 
  Inspiration, Cantrips, 
  Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Additional 
  Magical Secrets, Bard 
  College, Bardic Inspiration, 
  Bonus Proficiencies, 
  Cantrips, College of Lore, 
  Countercharm, Cutting 
  Words, Expertise, Font 
  of Inspiration, Jack of 
  All Trades, Song of Rest, 
  Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Additional 
  Magical Secrets, Bard 
  College, Bardic Inspiration, 
  Bonus Proficiencies, 
  Cantrips, College of Lore, 
  Countercharm, Cutting 
  Words, Expertise, Font 
  of Inspiration, Jack of All 
  Trades, Magical Secrets, 
  Song of Rest, Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Additional 
  Magical Secrets, Bard 
  College, Bardic Inspiration, 
  Bonus Proficiencies, 
  Cantrips, College of Lore, 
  Countercharm, Cutting 
  Words, Expertise, Font 
  of Inspiration, Jack of All 
  Trades, Magical Secrets, 
  Peerless Skill, Song of Rest, 
  Spellcasting
  
  338
  Magic Items
  Special Abilities
  Ability Score Increase Your ability scores each increase by 1.
  Languages You can speak, read, and write Common and one extra 
  language of your choice. Humans typically learn the languages of other 
  peoples they deal with, including obscure dialects. They are fond of 
  sprinkling their speech with words borrowed from other tongues: Orc 
  curses, Elvish musical expressions, Dwarvish military phrases, and so on.
  Bardic Inspiration You can inspire others through stirring words or music. 
  To do so, you use a bonus action on your turn to choose one creature 
  other than yourself within 60 feet of you who can hear you. That creature 
  gains one Bardic Inspiration die, a d10. Once within the next 10 minutes, 
  the creature can roll the die and add the number rolled to one ability 
  check, attack roll, or saving throw it makes. The creature can wait until 
  after it rolls the d20 before deciding to use the Bardic Inspiration die, 
  but must decide before the DM says whether the roll succeeds or fails. 
  Once the Bardic Inspiration die is rolled, it is lost. A creature can have only 
  one Bardic Inspiration die at a time. You can use this feature a number of 
  times equal to 4. You regain any expended uses when you finish a long 
  rest.
  College of Lore Bards of the College of Lore know something about 
  most things, collecting bits of knowledge from sources as diverse as 
  scholarly tomes and peasant tales. Whether singing folk ballads in taverns 
  or elaborate compositions in royal courts, these bards use their gifts to 
  hold audiences spellbound. When the applause dies down, the audience 
  members might find themselves questioning everything they held to 
  be true, from their faith in the priesthood of the local temple to their 
  loyalty to the king. The loyalty of these bards lies in the pursuit of beauty 
  and truth, not in fealty to a monarch or following the tenets of a deity. A 
  noble who keeps such a bard as a herald or advisor knows that the bard 
  would rather be honest than politic. The college’s members gather in 
  libraries and sometimes in actual colleges, complete with classrooms 
  and dormitories, to share their lore with one another. They also meet at 
  festivals or affairs of state, where they can expose corruption, unravel lies, 
  and poke fun at selfimportant figures of authority.
  Countercharm At 6th level, you gain the ability to use musical notes or 
  words of power to disrupt mind-influencing effects. As an action, you can 
  start a performance that lasts until the end of your next turn. During that 
  time, you and any friendly creatures within 30 feet of you have advantage 
  on saving throws against being frightened or charmed. A creature must be 
  able to hear you to gain this benefit. The performance ends early if you are 
  incapacitated or silenced or if you voluntarily end it (no action required).
  Cutting Words Also at 3rd level, you learn how to use your wit to distract, 
  confuse, and otherwise sap the confidence and competence of others. 
  When a creature that you can see within 60 feet of you makes an attack 
  roll, an ability check, or a damage roll, you can use your reaction to 
  expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration 
  die and subtracting the number rolled from the creature’s roll. You can 
  choose to use this feature after the creature makes its roll, but before the 
  DM determines whether the attack roll or ability check succeeds or fails, 
  or before the creature deals its damage. The creature is immune if it can’t 
  hear you or if it’s immune to being charmed.
  Font of Inspiration Beginning when you reach 5th level, you regain all of 
  your expended uses of Bardic Inspiration when you finish a short or long 
  rest.
  Jack of All Trades Starting at 2nd level, you can add half your proficiency 
  bonus, rounded down, to any ability check you make that doesn’t already 
  include your proficiency bonus.
  Peerless Skill Starting at 14th level, when you make an ability check, you 
  can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die 
  and add the number rolled to your ability check. You can choose to do 
  so after you roil the die for the ability check, but before the DM tells you 
  whether you succeed or fail.
  Song of Rest Beginning at 2nd level, you can use soothing music or 
  oration to help revitalize your wounded allies during a short rest. If you or 
  any friendly creatures who can hear your performance regain hit points at 
  the end of the short rest, each of those creatures regains an extra 1d10 
  hit points. A creature regains the extra hit points only if it spends one or 
  more Hit Dice at the end of the short rest.
    Low
    Moderate
    Advanced
    Elite
  Spell-
  casting
  Save DC 13; Spell Atk +5
  1st: charm person; sleep
  Save DC 15; Spell Atk +7
  3rd: dispel magic; hypnotic 
  pattern; tongues
  2nd: calm emotions; 
  enthrall; hold person
  1st: charm person; disguise 
  self; heroism; sleep
  Save DC 16; Spell Atk +8
  5th: dominate person; 
  scrying
  4th: compulsion; 
  dimension door; greater 
  invisibility
  3rd: dispel magic; hypnotic 
  pattern; tongues
  2nd: calm emotions; 
  enthrall; hold person
  1st: charm person; disguise 
  self; heroism; sleep
  Save DC 17; Spell Atk +9
  7th: teleport
  6th: mass suggestion
  5th: dominate person; 
  scrying
  4th: compulsion; dimension 
  door; greater invisibility
  3rd: dispel magic; hypnotic 
  pattern; tongues
  2nd: calm emotions; enthrall; 
  hold person
  1st: charm person; disguise 
  self; heroism; sleep
  Equipment
  Hand crossbow; 
  crossbow bolts (10x); 
  rapier; studded leather 
  armor; dagger
  Hand crossbow; 
  crossbow bolts (10x); +1 
  rapier; +1 studded leather 
  armor; dagger
  Hand crossbow; 
  crossbow bolts (10x); 
  +2 rapier; +2 studded 
  leather armor; dagger
  Hand crossbow; crossbow 
  bolts (10x); +3 rapier; +3 
  studded leather armor; 
  dagger
  
  339
  Appendices
  Open Gaming License (OGL)
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  mechanics of this Paizo Publishing game product are Open Game Content, as defined in 
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  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; 
  Author: Jason Bulmahn
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim 
  Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. 
  Stephens, Todd Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Monster Codex. © 2014, Paizo Inc.; Authors: Dennis Baker, 
  Jesse Benner, Logan Bonner, Jason Bulmahn, Ross Byers, John Compton, Robert N. Emerson, 
  Jonathan H. Keith, Dale C. McCoy, Jr., Mark Moreland, Tom Phillips, Stephen Radney-
  MacFarland, Sean K Reynolds, Thomas M. Reid, Patrick Renie, Mark Seifter, Tork Shaw, Neil 
  Spicer, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Publishing, LLC; Authors: 
  Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, Jesse Benner, 
  Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson, Tom 
  Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and Ray 
  Vallese.
  Pathfinder Roleplaying Game NPC Codex. © 2012, Paizo Publishing, LLC; Authors: Jesse 
  Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, 
  Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Occult Adventures. © 2015, Paizo Inc.; Authors: John 
  Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam 
  Daigle, Jim Groves, Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik 
  Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, 
  Robert Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend.
  Pathfinder Roleplaying Game Pathfinder Unchained. © 2015, Paizo Inc.; Authors: Dennis 
  Baker, Jesse Benner, Ross Byers, Logan Bonner, Jason Bulmahn, Robert Emerson, Tim 
  Hitchcock, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Robert 
  Schwalb, Mark Seifter, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: 
  Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen 
  Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Campaign. © 2013, Paizo Publishing, LLC; Authors: 
  Jesse Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Matt Goetz, Tim 
  Hitchcock, James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen 
  Radney-MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, 
  Russ Taylor, and Stephen Townshend.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: 
  Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, 
  Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, 
  Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan 
  Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. 
  Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ 
  Taylor. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Infinium Game Studios/Artifacts & Artifice - Volume 2.pdf