TEXT: 1
  
  2
  Introduction
  Authors
  J. Evans Payne & Bernie McCormick
  Item Art
  Jack Kaiser, Kin van Deun, & Augustinas Raginskis
  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.
  And to Bernie McCormick, whose collaboration, creativity, 
  and ability to see something simple and look deep within the 
  realm of possibility has been a tremendous inspiration for a 
  work like this.
  Special Thanks: Kickstarter Backers
  Thank you for believing in us, when all we had to prove 
  myself was an idea, a blurb, 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.  We 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
  Colophon
  
  3
  Introduction
  • J. David Porter
  • Kandy Dolan
  • 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
  
  4
  Introduction
  • Ryan Douglas Holleman
  • R. Boser
  • 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
  
  5
  Introduction
  • Neal Levin
  • Brother Tom
  • 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 1 © 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
  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 
  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 
  
  7
  Introduction
  Table of Contents
  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.  
  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!
  Colophon 
  2
  Foreward 
  6
  Fifth Edition Foreward 
  6
  Table of Contents 
  7
  About Infinium Game Studio 
  8
  FlexTale 
  9
  Introduction 
  11
  Alchemical Collar 
  20
  Alchemical Collar Wearer 
  24
  Bandicoot Sheath 
  27
  Bandicoot Sheath Wearer 
  31
  Bandolier of Options 
  34
  Bandolier of Options Wearer 
  38
  Belt of Dark Knives 
  41
  Belt of Dark Knives Wearer 
  45
  Diadem of Despair 
  47
  Diadem of Despair Wearer 
  52
  Ferngirdle 
  54
  Ferngirdle Wearer 
  58
  Gloomsheath 
  61
  Gloomsheath Wearer 
  65
  Grimcollar 
  67
  Grimcollar Wearer 
  72
  Mortal Pendant 
  75
  Mortal Pendant Wearer 
  79
  Potion Gorget 
  82
  Potion Gorget User 
  86
  Spellbinder Sheath 
  88
  Spellbinder Sheath Wearer 
  92
  Thighknife Garter 
  95
  Thighknife Garter Wearer 
  99
  Toolwebbing 
  102
  Toolwebbing Wearer 
  107
  Vorpal Scabbard 
  109
  Vorpal Scabbard Wearer 
  113
  Bleakmoth Mask 
  116
  Bleakmoth Mask Wearer 
  120
  Blink Greaves 
  123
  Blink Greaves Wearer 
  127
  Brittle Barding 
  129
  Brittle Barding Owner 
  134
  Corset of Last Resort 
  137
  Corset of Last Resort Wearer 
  142
  Corsetshield Armor 
  144
  Corsetshield Armor Wearer 
  149
  Corvanni Shouldergarb 
  151
  Corvanni Shouldergarb Wearer 
  155
  Crimson Parade Armor 
  158
  Crimson Parade Armor Wearer 
  163
  Dragshield 
  165
  Dragshield Wearer 
  170
  Dreadhawk Visor 
  172
  Dreadhawk Visor Wearer 
  176
  Dunnari Promise Choker 
  179
  Dunnari Promise Choker Wearer 
  183
  Dunnari Royal Headpiece 
  186
  Dunnari Royal Headpiece Wearer 
  190
  Dunnari Royal Leather 
  193
  Dunnari Royal Leather Wearer 
  197
  Dunnari Swiftguard Helm 
  200
  Dunnari Swiftguard Helm Wearer 
  204
  Headdress of the Fern Priestess 
  207
  Headdress of the Fern Priestess Wearer 
  212
  Hoodded Armorcoat 
  215
  Hooded Armorcoat Wearer 
  220
  Leatherweb Corset 
  222
  Leatherweb Corset Wearer 
  226
  Lychwing Crest 
  229
  Lychwing Crest Wearer 
  234
  Lyrehelm 
  237
  Lyrehelm Wearer 
  241
  Magekiller Helm 
  244
  Magekiller Helm Wearer 
  249
  Mistskin Suit 
  252
  Mistskin Suit Wearer 
  257
  Oaken Tiara 
  260
  Oaken Tiara Wearer 
  265
  Poisonous Pauldrons 
  268
  Poisonous Pauldrons Wearer 
  272
  Rampart Shield 
  274
  Rampart Shield Wearer 
  278
  Ravendown Helm 
  280
  Ravendown Helm Wearer 
  284
  Riftwoven Leather 
  287
  Riftwoven Leather Wearer 
  291
  Slavecrest 
  293
  Slavecrest Wearer 
  298
  Spyrecrest 
  300
  Spyrecrest Wearer 
  305
  Tonic Greaves 
  308
  Tonic Greaves Wearer 
  312
  Transient Tunic 
  315
  Transient Tunic Wearer 
  319
  Umbral Diadem 
  321
  Umbral Diadem Wearer 
  325
  Veneer of Tendrils 
  328
  Veneer of Tendrils Wearer 
  332
  Vorpal Bracers 
  335
  Vorpal Bracers Wearer 
  339
  Vyrral Crown 
  341
  Vyrral Crown Wearer 
  345
  Open Gaming License (OGL) 
  348
  
  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
  Accessory
  Alchemical Collar
  20
  05-09
  Accessory
  Bandicoot Sheath
  27
  10-13
  Accessory
  Bandolier of Options
  34
  14-16
  Accessory
  Belt of Dark Knives
  41
  17
  Accessory
  Diadem of Despair
  47
  18-19
  Accessory
  Ferngirdle
  54
  20
  Accessory
  Gloomsheath
  61
  21
  Accessory
  Grimcollar
  67
  22-23
  Accessory
  Mortal Pendant
  75
  24-25
  Accessory
  Potion Gorget
  82
  26-27
  Accessory
  Spellbinder Sheath
  88
  28-29
  Accessory
  Thighknife Garter
  95
  30-32
  Accessory
  Toolwebbing
  102
  33-34
  Accessory
  Vorpal Scabbard
  109
  35
  Clothing / Armor
  Bleakmoth Mask
  116
  36-38
  Clothing / Armor
  Blink Greaves
  123
  39
  Clothing / Armor
  Brittle Barding
  129
  40-41
  Clothing / Armor
  Corset of Last 
  Resort
  137
  42-43
  Clothing / Armor
  Corsetshield Armor
  144
  44-45
  Clothing / Armor
  Corvanni 
  Shouldergarb
  151
  46-47
  Clothing / Armor
  Crimson Parade 
  Armor
  158
  48-50
  Clothing / Armor
  Dragshield
  165
  51-52
  Clothing / Armor
  Dreadhawk Visor
  172
  53-54
  Clothing / Armor
  Dunnari Promise 
  Choker
  179
  55-56
  Clothing / Armor
  Dunnari Royal 
  Headpiece
  186
  57-58
  Clothing / Armor
  Dunnari Royal 
  Leather
  193
  59-60
  Clothing / Armor
  Dunnari Swiftguard 
  Helm
  200
  61-62
  Clothing / Armor
  Headdress of the 
  Fern Priestess
  207
  63-64
  Clothing / Armor
  Hooded Armorcoat
  215
  65-66
  Clothing / Armor
  Leatherweb Corset
  222
  67-68
  Clothing / Armor
  Lychwing Crest
  229
  
  17
  Magic Items
  D100
  Type
  Item
  Page
  69-70
  Clothing / Armor
  Lyrehelm
  237
  71-72
  Clothing / Armor
  Magekiller Helm
  244
  73-74
  Clothing / Armor
  Mistskin Suit
  252
  75-76
  Clothing / Armor
  Oaken Tiara
  260
  77-78
  Clothing / Armor
  Poisonous Pauldrons
  268
  79-80
  Clothing / Armor
  Rampart Shield
  274
  81-82
  Clothing / Armor
  Ravendown Helm
  280
  83-84
  Clothing / Armor
  Riftwoven Leather
  287
  85-86
  Clothing / Armor
  Slavecrest
  293
  87-88
  Clothing / Armor
  Spyrecrest
  300
  89-90
  Clothing / Armor
  Tonic Greaves
  308
  91-92
  Clothing / Armor
  Transient Tunic
  315
  93-94
  Clothing / Armor
  Umbral Diadem
  321
  95-96
  Clothing / Armor
  Veneer of Tendrils
  328
  97-98
  Clothing / Armor
  Vorpal Bracers
  335
  99-00
  Clothing / Armor
  Vyrral Crown
  341
  
  18
  Magic Items
  
  19
  Magic Items
  Accessories
  
  20
  Magic Items
  Alchemical Collar
    Alchemical Collar (neck)
  Value:  
    750 gp / 
    2,500 gp /  
    5,250 gp / 
    12,000 gp
  Weight 2 lbs.; Materials leather, steel; Nature mundane / 
  magical (see below); Aura none / moderate enchantment; 
  Slot neck
  CL:  
   
   
    n/a / 
    8th
  Effect Summary: 
    potion use is a standard or bonus action inflicting 1d4 
  damage; holds 1 dose
    potion use is a free action inflicting 1d4 damage; holds 1 
  dose
    potion use is a free action inflicting 1d2 damage; holds 2 
  doses; may be activated via mental command
    potion use is a free action inflicting 1d2 damage; holds 
  3 doses; may be activated via mental command or 
  automatically injected when unconscious
  Description
  Alchemical collars come in many visual presentations, 
  ranging from simple leather and cloth to steel rings or even 
  as the centerpeice to a set of ornamented pauldrons.
  In some variations, alchemical collars are in fact part of the 
  armor they top; typically this is seen in expensive or higher-
  end leather armors.
  Simply put, they make drinking potions easier, while focused 
  on other activities.  However, activating this effect requires a 
  small needle to pierce the neck of the wearer; this inflicts a 
  small amount of damage that is often negligible compared to 
  the desired effect of the potion that is to be applied.
  Effect
  To activate an alchemical collar, the wearer simply touches 
  their chin to a specific piece of metal or leather that acts as 
  a pressure on the armature of the device, injecting a single 
  dose of contained potion into the neck and having the same 
  effect as drinking the substance.
  Though some are indeed woven into the leather or 
  connective stitching of armor, treat all alchemical collars as 
  separate items that consume the neck slot on a wearer.
  Refilling an alchemical collar requires doses of the desired 
  potion and takes 4 full rounds.  
  Any liquid-based potion may be inserted into the device. 
  Although most potions are intended to be consumed orally, 
  for convenience, assume that all drinkable potions obtained 
  by the wearer of an alchemical collar may be injected to 
  identical effect without alteration.
  Versions of an alchemical collar which allow for multiple 
  doses may only be filled with a single type of potion.  For 
  example, an Elite alchemical collar may contain three doses 
  of potion of cure moderate wounds, but cannot contain one 
  dose of potion of cure moderate wounds and a separate dose 
  of potion of neutralize poison.
  Advanced and Elite versions of alchemical collars are 
  magical in nature, owing to the flexibility in how they may 
  be activated.  
    Advanced alchemical collars may be activated physically 
  as described.  They may instead be triggered via mental 
  command, which counts as a free action.  This has the 
  advantage of being usable while physically restrained or 
  otherwise unable to move about.
    Elite alchemical collars function as their advanced 
  brethren, but can also be set to inject automatically in 
  the event that the wearer loses consciousness.  Useful 
  to automatically recover from poison, disease, or other 
  anticipated effect, assuming that a dose of relevant 
  potion is used.
  Synergy & Sets
  None.  Alchemical collars are standalone items, and do not 
  gain further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  Typically, an alchemical collar will either be sold to a PC and 
  thus its function described thoroughly, or found worn on a 
  humanoid creature, perhaps even filled with a dose of potion 
  already.
  There is a 
    50% chance that, when discovered outside 
  the context of a vendor who is aware of its purpose, a given 
  alchemical collar will contain a single dose of potion; if so, 
  roll on the 
    Potions: Moderate FlexContent table.
  
  21
  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 alchemical 
  collar’s capabilities.
  Ubiquity
  Alchemical collars are somewhat common, particularly 
  lower-caliber iterations which are not even truly magical in 
  nature.
  Particularly in well-to-do, high-magic, or otherwise advanced 
  urban or trade-focused environments, they are at least as 
  common as low-level magical armor.
  It is not uncommon to find them in blacksmith shops, or 
  even among textiles.
  Notoriety
  As they are somewhat commonplace, alchemical collars 
  typically attract little attention, even when worn.
  Conversely, however, in rural areas or those without 
  much access to advanced technology or magic, wearing 
  an alchemical collar may seem strange; after all, it may be 
  unique from a fashion standpoint, in that it has a bizarre 
  straw floating about the face.
  In some circles, the injecting nature of the device makes 
  it unsavory, or even evil, in nature; many primitive or less 
  medically-inclined cultures view needles, injections, or truly 
  anything dealing with the interior of the body directly with 
  disgust.  See the 
    “Sting Like a Bee” Quest below.
  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.  
  History & Background
  One day, a leatherworker and amateur beekeeper was 
  walking the road to work, when she accidentally suffered the 
  sting of a wyvern.  
  Stricken with poison, she was able to stumble to safety, and 
  received a curative potion which was able to restore her 
  health.
  Her recovery was steeped in delerium; during one of her 
  sweaty visions, she wondered why pain could be delivered 
  via injection, but cure needed a drink.
  As soon as she felt able to, she set about creating a device 
  that would deliver curative potions via injection, and later 
  refined the design so that it would not even require hands to 
  trigger.
  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 Charisma 
  (Persuasion) 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 alchemical collar 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 alchemical collar, 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: 
  Table 4: Alchemical Collar Flavors
  Difficulty Band
  Prefix
  Doses
  Drink Speed(s)
  Damage
  Activation
    Low
  Minor
  1
  Standard or Bonus
  1d4
  Physical
    Moderate
  Lesser
  1
  Free
  1d4
  Physical
    Advanced
  Greater
  2
  Free
  1d2
  Mental
    Elite
  Elite
  3
  Free
  1d2
  Mental or automatic when unconscious
  
  22
  Magic Items
  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 alchemical 
  collar into your gaming sessions beyond simply “the dragon 
  drops a nifty-looking gorget”, 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 alchemical 
  collar.
  Paladins & Clerics
  Divine classes may wish to see for themselves what this 
  device is, and to ascertain the manner in which it applies 
  its benefit.  For although simple cultures may well be 
  apprehensive about its possible evil nature, evil lies 
  sometimes in common places, and it bears investigation to 
  verify that this device is as simple and beneficial as it might 
  be.
  Rogues
  It’s a device that allows one to drink any potion without 
  hands.  Of course a rogue is going to want one!
  Martial Characters
  Tank classes and those used to heavy melee might well 
  desire an alchemical collar more than any others, as it would 
  let them soak up damage, heal, and continue on with zero 
  interruption.
  Arcane Classes
  Although wizards and the like can usually ill afford 
  avoidable damage, and the resulting distraction from their 
  concentration, they may be the ones most likely to benefit 
  from the mental and contingency aspects of the more 
  advanced flavors of an alchemical collar.
  Monks, Rangers, and Druids
  The attractiveness of an alchemical collar to these classes 
  largely depends on what other classes they approach combat 
  similar to.
  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.
  Superstitious Sting
  The Quest below, “Sting Like a Bee”, offers but one riff on 
  the possibility that low-tech, low-medicene societies may not 
  like the fundamental concept of the alchemical collar.
  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 
  alchemical collar 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.
  Timed Shenanigans
  A bit of a stretch, but it could be that the party must 
  undertake a sequence of activities that must occur within 
  a certain time limit, making the act of drinking a potion 
  possibly too much to worry about and manage under the 
  controlled circumstances.  
  Seeking out this piece of equipment in preparation would 
  seem to be a reasonable first step.
  Quests
  Another, more thorough, means of introducing the alchemical 
  collar 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: Sting Like a Bee
    Summary: The party is asked to investigate a strange 
  man who wears an odd device about his neck.
    Rewards:  Up to 
    2 Reward Stars; alchemical collar; 
  positive favor in the village
    Locations: Any; preferably one with low technology and 
  magic.
    Key NPCs: Alchemical Collar wearer.
    Kickoff: Random Encounter.
    Description:
  Villagers, or a prominent NPC, approach the party.  They 
  describe an odd human who happens through the area 
  periodically.  He wears something around his neck that 
  seems to bear a scorpion’s tail hovering around his head.  
  The townsfolk have grown wary of the man, wondering if the 
  device is part of mind control by an evil force, or if the man 
  is in fact a necromancer or undead, whose ability to seem 
  alive and to talk normally is sustained by the scorpion-neck-
  thing.
  The party has no problem tracking this individual down, 
  as everyone in town, no matter their level of skepticism or 
  superstition, is at least a bit unsettled by the device and its 
  owner, and will gladly help them if asked.
  Assuming the party confronts the wearer in conversation, he 
  
  23
  Magic Items
  FlexTable 2: Alchemical Collar 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
  There is a piece of armor that 
  injects curatives automatically.
    True.  Though “automatically” only 
  applies to some variants.
  15-29
  15-30
  15-30
  01-30
  18
  A beekeeper, of all people, 
  devised a neckpiece that can 
  cure poison.
    Partially True.  It is indeed a 
  “neckpiece”, but it will only cure poison 
  if the right potion is used.
  30-44
  31-45
  31-45
  31-39
  14
  Whoever puts on a certain 
  leather neacklace will be 
  impervious to arrows.
    Partially True.  It’s a matter of 
  using the right potion, and timing, 
  but the full effect as described is a bit 
  beyond the collar’s abilities.
  45-59
  46-60
  46-60
  40-49
  15
  Some blacksmith shops sell a 
  leather choker that lets you 
  run at super-fast speed for a 
  time.
    Partially True.  If you use the right 
  potion, practically anything is possible.
  60-74
  60-69
  60-69
  50-59
  19
  A versatile gorget has been 
  constructed that lets its wearer 
  apply any potion they desire, 
  and they may do so without 
  even using their hands!
    True.  This is precisely the 
  description of the collar.
  75-89
  70-97
  70-94
  60-69
  16
  A friend of a friend of a friend 
  donned a leather neckpiece.  
  In combat, he was slain... only 
  to arise mere moments later, 
  freshly revitalized!  He credits 
  the neckpiece.
    True.  Elite versions triggered by 
  unconsciousness, loaded with curative 
  potions, can absolutely have this effect, 
  and indeed have.
  90-00
  98-00
  95-00
  70-00
  13
  Beware the curative promises 
  of enchanted pauldrons!  For 
  although they may grant new 
  life to the freshly-slain, they 
  do so at hideous cost, for the 
  revived rise as evil, necrotic 
  versions of their former selves.
    False.  Anyone revived via a 
  curative potion, who turns out to be 
  evil, was most likely evil before the 
  alchemical collar’s benefit!
  will describe the alchemical collar and its function.  He may 
  even offer to sell it to the PCs, as he recently has come across 
  a beneficial amulet which he cannot use in combination with 
  the collar.  
    If the PCs return to town and simply explain their 
  findings, the villagers will be skeptical, but satisfied—
  either that what the wearer, and the PCs, say is true, 
  or that the PCs have fallen under the evil spell of the 
  device’s wearer.
    Returning to the villagers with the device itself in hand, 
  and explaining and showing its function to the villagers, 
  will result in a modicum of comfort; the party benefits 
  from 
    1 Reward Star, though they receive no Attitude 
  benefit from the town.
    Returning to the villagers and describing a means by 
  which the device has been destroyed is accepted well.  
  The party benefits from 
    2 Reward Stars, and the 
  Attitude from townsfolk is improved by 1 level going 
  forward.  If the party did nothing to buy or steal the 
  collar from its wearer, this effect lasts only until the 
  next time the wearer comes around town again, at which 
  point the villagers’ Attitude will decline by 2 steps 
  toward the party for having lied.  Note that slaying the 
  wearer automatically grants the party the collar, and 
  allows them the ability to perpetually benefit from this 
  approach, but as the wearer is not in fact evil, their 
  actions must be balanced against their alignment and 
  natures.
  This Quest concludes only if the wearer is slain, or the collar 
  is obtained and then sold or destroyed.
  
  24
  Magic Items
  Alchemical Collar 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 Cleric 1
  Cleric 6
  Cleric 10
  Cleric 14
  Size / Aln
  Medium LN Human
  Medium LN Human
  Medium LN Human
  Medium LN Human
  HP
  10
  45
  70
  97
  Armor 
  Class
  16
  20
  22
  24
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  13 (+1) 
  DEX  13 (+1) 
  CON  14 (+2) 
  INT  10 (+0) 
  WIS  17 (+3) 
  CHA  9 (-1)
  STR  13 (+1) 
  DEX  13 (+1) 
  CON  14 (+2) 
  INT  10 (+0) 
  WIS  19 (+4) 
  CHA  9 (-1)
  STR  14 (+2) 
  DEX  13 (+1) 
  CON  14 (+2) 
  INT  10 (+0) 
  WIS  20 (+5) 
  CHA  9 (-1)
  STR  16 (+3) 
  DEX  13 (+1) 
  CON  14 (+2) 
  INT  10 (+0) 
  WIS  20 (+5) 
  CHA  9 (-1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 13
  Passive Perception 14
  Disadvantage on Stealth
  Passive Perception 15
  Disadvantage on Stealth
  Passive Perception 15
  Disadvantage on Stealth
  Languages Common, Dwarvish
  Attacks
  Melee Mace +3 (1d6+1 ) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +3 (1d8+1); 320 
  ft.’: +3 (1d8+1) 
  Melee +1 Mace +5 (1d6+2) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: +4 (1d8+1); 320 ft.’: 
  +4 (1d8+1)
  Melee +2 Mace +8 (1d6+4) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +5 (1d8+1); 320 
  ft.’: +5 (1d8+1)
  Melee +3 Mace +11 (1d6+6) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: +6 (1d8+1); 320 ft.’: 
  +6 (1d8+1)
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Mace, Quarterstaff, Shortbow, Sickle, 
  Sling, Spear, Unarmed Strike
  LN; Medium Humanoid (Human)
  
  25
  Magic Items
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Languages, Bonus 
  Proficiency, Cantrips, 
  Disciple of Life, Divine 
  Domain, Spellcasting Ability
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  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, 
  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, 
  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: bless; command
  Save DC 15; Spell Atk +7
  3rd: beacon of hope; 
  clairvoyance; dispel magic
  2nd: aid; find trapse; silence
  1st: bless; command; detect 
  magic; guiding bolt
  Save DC 17; Spell Atk +9
  5th: flame strike; scrying
  4th: control water; death 
  ward; divination
  3rd: beacon of hope; 
  clairvoyance; dispel magic
  2nd: aid; find trapse; 
  silence
  1st: bless; command; 
  detect magic; guiding bolt
  Save DC 18; Spell Atk +10
  7th: fire storm
  6th: blade barrier
  5th: flame strike; scrying
  4th: control water; death 
  ward; divination
  3rd: beacon of hope; 
  clairvoyance; dispel magic
  2nd: aid; find trapse; silence
  1st: bless; command; detect 
  magic; guiding bolt
  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)
  Special Abilities
  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.
  Ability Score Improvement When you reach 4th level, and again at 8th, 
  12th, 16th, and 19th level, you can increase one ability score of your 
  choice by 2, or you can increase two ability scores of your choice by 1. As 
  normal, you can’t increase an ability score above 20 using this feature.
  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.
  Cantrips At 1st level, you know three cantrips of your choice from the 
  cleric spell list. You learn additional cleric cantrips of your choice at higher 
  levels, as shown in the Cantrips Known column of the Cleric table.
  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 
  
  26
  Magic Items
  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.
  
  27
  Magic Items
  Bandicoot Sheath
    Bandicoot Sheath (wrist)
  Value:  
    750 gp / 
    1,250 gp /  
    6,800 gp / 
    12,500 gp
  Weight 1 lbs.; Materials leather; Nature magical; Aura 
  moderate enchantment; Slot wrist
  CL:  
    1st / 
    4th / 
    8th / 
    12th
  Effect Summary: 
    store / retrieve one of up to 2 wands as standard or 
  bonus action
    store / retrieve one of up to 3 wands as standard or 
  bonus action
    store / retrieve one of up to 3 wands as standard or 
  bonus action; regain 1d4 charges for any one stored 
  wand 1x/day
    store / retrieve one of up to 4 wands a standard or bonus 
  action; regain 2d4 charges for any one stored wand 1x/
  day
  Description
  These seemingly simple forearm cuffs contain a series 
  of rolled-leather tubes, often on the top of the device but 
  sometimes in an equally-spaced ring around the perimeter.
  Bandicoot sheaths are imbued with a physically-triggered 
  mage hand cantrip, isolated to the leather tubes: in practice, 
  they allow you to store a held wand and retrieve a separate 
  wand in one rapid movement.
  Effect
  All flavors of bandicoot sheath allow the wearer to store a 
  number of wands in the leather tubes.  Although in practice, 
  wands vary greatly in size and design, mechanically you 
  should allow any wand to be stored in the sheath.
  The wearer must physically trigger the action to swap or 
  draw a stored wand.  This consumes a standard or bonus 
  action, regardless of whether a held wand is re-chambered 
  or if a wand is simply drawn.
  In addition, Advanced and Elite bandicoot sheaths grant 
  additional benefit: any wands stored in them receive a 
  recharging effect for each day they are worn.
  Each full day a wand is stored in such a bandicoot sheath, 
  that wand’s charges remaining increment by the number 
  listed.  This benefit applies to all wands stored in the sheath, 
  but does not apply if that wand was drawn at all during that 
  day.  No wand may receive charges in excess of the maximum 
  for wands via this method, but it is possible for a wand to 
  gain charges in excess of its total when it was found.
  Synergy & Sets
  None.  Bandicoot sheaths are standalone items, and do not 
  gain further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  Any bandicoot sheaths found among treasure that contains 
  one or more wands will have those wands stored within it.
  Apart from that, a passive 
    Spellcraft or similar check at 
  DC 14 indicates quickly to any character that the tubes seem 
  designed to hold any manner of wand.
  The trigger that activates the swapping mechanism can be 
  discovered through trial and error; it is not so obfuscated 
  as a command word might be.  Assume that any character 
  wearing the item and spending a total number of minutes 
  equal to 20, minus their Intelligence score, figures the 
  mechanism out fully.
  Unless sold to the party by a knowledgable vendor, or 
  researched intently by someone via an identify spell or 
  similar inquisition, the recharging capabilities of Advanced 
  and Elite versions of the sheath are not obvious.
    At the GM’s discretion, such knowledge can simply be 
  assumed to be automatic.  This can streamline gameplay 
  considerably and allow the wielder to immediately gain 
  the benefit of the bandicoot sheath’s capabilities. 
   
  Gaming groups wishing to use this option may assume 
  the knowledge comes magically with picking up the 
  item.  Alternately, and for a bit of greater immersion 
  and roleplaying opportunity, instructions for using the 
  weapon might be discovered written down nearby, or 
  attached via twine.
  Ubiquity
  Bandicoot sheaths are rare, but lower-level versions can 
  
  28
  Magic Items
  be common in high-magic societies, particularly combat-
  intensive urban environments such as large cities.
  Advanced and Elite iterations are highly prized items in 
  arcane circles, for obvious reasons.
  Notoriety
  With wand tips sticking out of the tubes, a bandicoot sheath 
  is easy to spot for those familiar with the device.  
  Arcane users may pay a handsome sum to acquire the item... 
  or resort to somewhat extreme measures to get their hands 
  on it!
  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, a bandicoot sheath has no other quirks or 
  impacts.
  History & Background
  As with many other devices designed to speed up everyday 
  actions, the bandicoot sheath was inspired by its creator 
  watching others perform common activities easily.  
  A tinkering wizard was adventuring with his comrades, and 
  noticed that the party’s rogue was quite adept at drawing her 
  blade quickly.  Though the wizard had little cause to draw 
  weapons much of the time, she did often wield wands in 
  combat, either to aid her comrades or as part of the effort to 
  inflict damage or control enemies.
  It occured to the wizard that although several pieces of 
  equipment were designed to make quick-drawing weapons 
  possible, no such device was made to similar effect for 
  wands.  
  A few weeks of tinkering and leatherwork later, and the first 
  bandicoot sheath was forged.
  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 Charisma 
  (Persuasion) 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 bandicoot sheath 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 bandicoot sheath, 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 bandicoot 
  sheath into your gaming sessions beyond simply “the dragon 
  drops some nifty-looking bracers”, 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 5: Bandicoot Sheath Flavors
  Difficulty Band
  Prefix
  Max # Wands
  Recharge Effect
    Low
  Lesser
  2
  none
    Moderate
  Lesser
  3
  none
    Advanced
  Greater
  3
  regain 1d4 charges for any one stored wand 1x/day
    Elite
  Greater
  4
  regain 2d4 charges for any one stored wand 1x/day
  
  29
  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 bandicoot sheath.
  Paladins & Clerics
  These classes may have some use for multi-wielding wands, 
  and so might seek out a bandicoot sheath for their own use.  
  It could also be to retrieve a valuable item from the wrong 
  hands.
  Rogues
  Particularly the advanced versions of these items are quite 
  valuable for resale, and some enterprising rogues may find 
  deft use for the device themselves.
  Martial Characters
  Most martial classes rely on their own weapons for dealing 
  damage, and potions for curing.  The fact that a bandicoot 
  sheath still requires a hand to wield the drawn wand rules 
  out their use to most fighters and barbarians.
  Arcane Classes
  Certainly, nearly every arcane user would want a bandicoot 
  sheath.
  Monks, Rangers, and Druids
  These classes fall into the same camp as Paladins and Clerics, 
  above: possible personal use, possible story motivation for 
  retrieval.
  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.
  Versatile Mercenary
  A mercenary wizard approaches the party, offering to join 
  them for free if they can but acquire a certain magic item for 
  him that would boost his efficacy in combat.
  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 
  bandicoot sheath 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 the bandicoot 
  sheath 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: Arms All Aquiver
    Summary: The PCs discover a bandicoot sheath as part 
  of a treasure pile.  Little do they know, however, that it 
  was stolen, and its original owner soon gains wind of the 
  new owners. 
    Rewards:  Up to 
    1 Reward Stars; bandicoot sheath
    Locations: Any.
    Key NPCs: Bandicoot sheath wielder.
    Kickoff: PCs discover treasure.
    Description:
  This Quest can be queued up far in advance, or play out in 
  a single gaming session: as part of the treasure haul after a 
  dungeon dive or a difficult fight, the party comes across a 
  pair of bandicoot sheaths.
  The next time the party is walking through a village or other 
  social area, the former owner, from whom the sheaths were 
  stolen, sees the party with them.  A PC might be wearing the 
  devices, or they may simply take them out at a vendor to get 
  a price for resale; so long as the PCs show the item in public, 
  the former owner gets wind of it.
  He seeks the PCs out, and confronts them; if they do not find 
  a way to calm him down, he will attack them, no matter how 
  reckless this may seem.
  A 
    Charisma (Persuasion) or Intimidate check at DC 
  16 will calm the former owner down enough to engage in 
  negotiations.  He will accept payment in lieu of the item’s 
  return, but demands twice the retail value of his beloved 
  item.
    If the party pays the former owner off, they of course get 
  to keep the sheath, and they benefit from 
    1 Reward 
  Stars.
    If the party slays the man, they of course get to keep the 
  sheath.  They should benefit from 
    1 Reward Star only 
  if such a reaction is in keeping with their alignment and 
  characters.
  This Quest remains active until the party no longer 
  possesses the bandicoot sheath, or if they pay off or slay the 
  former owner.
  
  30
  Magic Items
  FlexTable 3: Bandicoot Sheath Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-17
  01-10
  01-12
  31-60
  10
  A wizard has forged leather 
  arm cuffs that turn one’s hands 
  into lightning bolts.
    False.  Although similar effect can 
  be achieved by loading the sheath with 
  wands of lightning bolt.
  18-34
  11-20
  13-34
  61-70
  14
  Leather bracers allow for 
  storing multiple wands like a 
  bag of holding.
    Partially true.  The sheath does 
  allow for storing multiple wands, but it 
  stores them simply and physically.
  35-52
  21-60
  35-65
  71-80
  16
  Magical bracers let the wearer 
  store and draw a number 
  of wands at the same time, 
  quickly.
    True.  This is precisely the 
  description of the bandicoot sheath and 
  its function.
  53-70
  61-70
  66-75
  81-90
  13
  Cursed armcuffs will rot the 
  forearms if the wearer is not 
  careful!
    False.  Likely a rumor started by 
  one who wished to keep his own sheath 
  to himself!
  71-88
  71-80
  76-85
  91-94
  15
  Highly advanced bracers 
  will grant wands stored in 
  the wearer’s sleeves greater 
  potency.
    Partially true.  Sheaths do not 
  grant additional effect to wands drawn 
  from them, but advanced versions do 
  recharge them.
  89-00
  81-00
  86-00
  95-00
  14
  An enchanter crafted magic 
  bracers so that she could wield 
  four wands at once, whose 
  powers never deplete.
    Partially true.  The creator was 
  indeed an enchantress, and the multi-
  wield aspect is accurate, and recharge 
  does somewhat grant extended use... 
  but not quite as worded.
  
  31
  Magic Items
  Bandicoot Sheath 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 Wizard 1
  Wizard 6
  Wizard 10
  Wizard 14
  Size / Aln
  Medium TN Half-Orc Medium TN Half-Orc
  Medium TN  
  Half-Orc
  Medium TN Half-Orc
  HP
  9
  43
  82
  125
  Armor 
  Class
  14
  14
  14
  14
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  12 (+1) 
  DEX  13 (+1) 
  CON  16 (+3) 
  INT  18 (+6) 
  WIS  8 (+1) 
  CHA  7 (-2)
  STR  12 (+1) 
  DEX  13 (+1) 
  CON  16 (+3) 
  INT  20 (+8) 
  WIS  8 (+2) 
  CHA  7 (-2)
  STR  12 (+1) 
  DEX  13 (+1) 
  CON  18 (+4) 
  INT  20 (+9) 
  WIS  8 (+3) 
  CHA  7 (-2)
  STR  12 (+1) 
  DEX  13 (+1) 
  CON  20 (+5) 
  INT  20 (+10) 
  WIS  8 (+4) 
  CHA  7 (-2)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 9
  Passive Perception 9
  Passive Perception 9
  Passive Perception 9
  Languages Common, Orc
  Attacks
  Ranged Crossbow, Light ) 
  --> 80 ft.’: -7 (1d8+1); 320 
  ft.’: -7 (1d8+1) 
  Melee Quarterstaff +3 
  (1d6+1 ) (1d8) 
  Melee Dagger +3 (1d4+1 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +3 (1d4+1); 60 ft.’: +3 
  (1d4+1) 
  Ranged +1 Crossbow, Light 
  ) --> 80 ft.’: -5 (1d8+2); 320 
  ft.’: -5 (1d8+2) 
  Melee Quarterstaff +4 
  (1d6+1 ) (1d8) 
  Melee Dagger +4 (1d4+1 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+1); 60 ft.’: +4 
  (1d4+1) 
  Ranged +2 Crossbow, Light 
  ) --> 80 ft.’: -3 (1d8+3); 
  320 ft.’: -3 (1d8+3) 
  Melee Quarterstaff +5 
  (1d6+1 ) (1d8) 
  Melee Dagger +5 (1d4+1 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +5 (1d4+1); 60 ft.’: 
  +5 (1d4+1) 
  Ranged +3 Crossbow, Light 
  ) --> 80 ft.’: -1 (1d8+4); 320 
  ft.’: -1 (1d8+4) 
  Melee Quarterstaff +6 
  (1d6+1 ) (1d8) 
  Melee Dagger +6 (1d4+1 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+1); 60 ft.’: +6 
  (1d4+1) 
  Special
  -
  -
  -
  -
  Proficiencies
  Crossbow (Light), Dagger, Dart, Quarterstaff, Sling
  TN; Medium Humanoid (Half-Orc)
  
  32
  Magic Items
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Arcane Recovery, Cantrips, 
  Preparing and Casting 
  Spells, Ritual Casting, 
  Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  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, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  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, Darkvision, 
  Languages, Menacing, 
  Relentless Endurance, 
  Savage Attacks, 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: burning hands; charm 
  person
  Save DC 16; Spell Atk +8
  3rd: fireball; fly; major image
  2nd: blur; hold person; 
  invisibility
  1st: burning hands; charm 
  person; floating disk; jump
  Save DC 17; Spell Atk +9
  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 18; Spell Atk +10
  7th: prismatic 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; 
  quarterstaff; crossbow 
  bolts (20x); dagger
  +1 Light crossbow; 
  quarterstaff; crossbow 
  bolts (20x); dagger
  +2 Light crossbow; 
  quarterstaff; crossbow 
  bolts (20x); dagger
  +3 Light crossbow; 
  quarterstaff; crossbow 
  bolts (20x); dagger
  Special Abilities
  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.
  Ability Score Improvement When you reach 4th level, and again at 8th, 
  12th, 16th, and 19th level, you can increase one ability score of your 
  choice by 2, or you can increase two ability scores of your choice by 1. As 
  normal, you can’t increase an ability score above 20 using this feature.
  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.
  Cantrips At 1st level, you know three cantrips of your choice from the 
  wizard spell list. You learn additional wizard cantrips of your choice at 
  higher levels, as shown in the Cantrips Known column of the Wizard 
  table.
  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 
  
  33
  Magic Items
  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.
  
  34
  Magic Items
  Bandolier of Options
    Bandolier of Options (belt)
  Value:  
    35 gp / 
    550 gp /  
    4,200 gp / 
    9,200 gp
  Weight 5 lbs.; Materials leather, steel; Nature magical; 
  Aura slight conjuration; Slot belt (must be worn over armor 
  to achieve benefits)
  CL:  
   1st / 
    4th / 
    8th / 
    12th
  Effect Summary: 
    store up to 50 lbs. of equipment, retrievable via standard 
  or bonus action
    store up to 100 lbs. of equipment, retrievable via 
  standard or bonus action
    store up to 300 lbs. of equipment, retrievable via 
  standard or bonus action; totals only 15 lbs.
    store up to 525 lbs. of equipment, retrievable via 
  standard or bonus action; totals only 25 lbs.
  Description
  A superhero’s utility belt for mundane equipment.  Pockets, 
  pouches, and slings of all manner contain some mundane 
  items naturally, but the wearer may also produce any of a 
  variety of items instantly.
  Effect
  These items have a number of pouches and clasps, into and 
  onto which may be affixed the listed weight of equipment.  
  For Low and Standard iterations, any additional equipment 
  still adds its own weight to the load of the wearer; Advanced 
  and Elite versions incorporate a bag of holding effect and 
  so the total device weighs only what is listed in the profile 
  above.
  The real magic is when the wearer speaks a command word, 
  the bandolier produces any single non-magical item weighing 
  10 lbs. or less.  
  For Advanced and Elite versions, there is no size restriction; 
  it’s possible for example to pull a ten-foot pole from a pouch 
  that appears to be two inches deep!
  Synergy & Sets
  None.  Bandoliers of options are standalone items, and do not 
  gain further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  If a bandolier of options is discovered in a treasure hoard 
  containing other items, those items will be attached to the 
  bandolier.
  If encountered on its own, the GM should add additional 
  mundane equipment onto it, up to half its capacity.
  The command word is often inscribed, carved, or 
  embroidered into the backing of the straps of the bandolier; 
  in any event, assume that careful examination requiring 
  minutes equal to 5 minus the wearer’s Intelligence modifier 
  will produce the word.
    At the GM’s discretion, such knowledge can simply be 
  assumed to be automatic.  This can streamline gameplay 
  considerably and allow the wielder to immediately gain 
  the benefit of the bandolier of options’ capabilities. 
   
  Gaming groups wishing to use this option may assume 
  the knowledge comes magically with picking up the item.  
  Ubiquity
  Bandoliers of options are uncommon.  
  However, given that lower-end versions are somewhat 
  mundane in nature, and that even the most advanced 
  iterations aren’t of enormous impact, they can be found and 
  traded without much incident in large-scale marketplaces.
  Notoriety
  None.  Bandoliers of options look like elaborate gear slings, 
  which in nonmagical form are commonplace, particularly 
  among rogues.
  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.  
  A bandolier of options has no other quirks or impacts.
  
  35
  Magic Items
  History & Background
  A rogue with wizard pals conceived of its device, at the 
  time designed to hold a great deal of looted items, but later 
  adapeted into simper design to serve more mundane and 
  legitimate pursuits.
  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 Charisma 
  (Persuasion) 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 bandolier of options 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 bandolier of options, 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 bandolier of 
  options into your gaming sessions beyond simply “the dragon 
  drops a nifty-looking gear sling”, 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 bandolier of 
  options.
  Paladins & Clerics
  Items are useful, sure, but ultimately, these classes will 
  likely just want to sell a bandolier.
  Rogues
  The sweet spot: nearly all rogues worth their salt would 
  benefit from this item.
  Martial Characters
  It’s always nice to have some help carrying equipment; why 
  not sling on an advanced bandolier of options to manage the 
  load?
  Arcane Classes
  Weight is ever against the arcane class; wizards might do 
  well to equip this funky-looking device atop their robes, 
  though doing so may well diminish their mystique!
  Monks, Rangers, and Druids
  As with rogues and fighters, Druids and Monks may benefit 
  from a few fewer pounds to carry.
  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 
  Table 6: Bandolier of Options Flavors
  Difficulty Band
  Prefix
  Storable Weight
  Total Weight of Bandolier
    Low
  Lesser
  15 lbs
  5 lbs + carried items
    Moderate
  Lesser
  25 lbs
  5 lbs + carried items
    Advanced
  Greater
  275 lbs
  15 lbs
    Elite
  Greater
  525 lbs
  25 lbs
  
  36
  Magic Items
  motivations of the party.
  Retrieve the Ore
  As part of a larger Quest that involves retrieving a volume of 
  items and bringing them back, perhaps the quest giver sells 
  or hands over to the party a bandolier of options to aid them 
  in their activities.  See Quest “Heft That Ore” below.
  Virtually any use of a bag of holding in other context might 
  be substituted for a bandolier of options.
  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 
  bandolier of options 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 the bandolier 
  of options 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: Heft That Ore
    Summary: A local blacksmith asks the party’s help in 
  retrieving a weighty ore from a faraway cave. 
    Rewards:  
    500 gp / 
    2,500 gp / 
    7,500 gp / 
    15,000 gp (promised); up to 
    2 Reward Stars; 
  bandolier of options
    Locations: Any.
    Key NPCs: Bandolier of options wearer.
    Kickoff: Urban encounter at a blacksmith’s.
    Description:
  The village blacksmith asks the party to help: there is a 
  somewhat uncommon ore a few miles away in a cave.  In 
  itself the ore is somewhat worthless, but it grants a lustre to 
  steel produced using it if mixed during the smelting process, 
  so it’s somewhat in demand.
  To aid the party in obtaining the ore, the blacksmith 
  loans the party his bandolier of options.  If the party is of 
  Advanced or Elite challenge level, he simply gives the item 
  to them as part advanced payment for ther task.
    If the party keeps the bandolier and ignores the ore, they 
  will of course lose favor with the blacksmith, who may 
  also seek the village authorities after a long enough time, 
  and will certainly confront the party if seen again.
    If the party retrieves the ore as promised, the reward 
  listed is paid as committed, and the party benefits from  
    1 Reward Star.
    If the party retrives the desired ore, and voluntarily 
  gives the bandolier of options back despite the offer 
  that they may keep it, they benefit from  
    2 Reward 
  Stars, though it means losing the bandolier of options.  Of 
  course, with their reward money, they coud simply buy it 
  back!
  
  37
  Magic Items
  FlexTable 4: Bandolier of Options Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-20
  01-40
  01-35
  31-40
  16
  A blacksmith has devised a 
  clever harness that makes 
  carrying equipment easier.
    True.  This is what the bandolier 
  offers.
  21-40
  41-70
  36-60
  41-50
  15
  There is a leather gear belt 
  that lets the wearer retrieve 
  any stored item, rapidly.
    True.  This is what the bandolier 
  offers.
  41-60
  71-75
  61-70
  51-70
  12
  Cursed leather webbing will 
  constrict the wearer, possibly 
  killing them, if the wrong 
  command word is spoken.
    False.  Although the bandolier does 
  rely upon a command word, it does not 
  produce a negative effect if the word is 
  flubbed.
  61-80
  76-80
  71-80
  71-90
  14
  An insane rogue sought to craft 
  a bottomless bag of holding, 
  built into a cloak.  Instead, 
  he ended up with a harness 
  of dread that will make the 
  wearer possessed by an evil 
  force over time
    False.  No.  Just... no.  Not at all.
  81-00
  81-00
  81-00
  91-00
  18
  Retrieving items is quick and 
  easy, and the load light, using 
  a certain bandolier that holds 
  far, far more than it seems 
  possible!
    True.  This is what the bandolier 
  offers.
  
  38
  Magic Items
  Bandolier of Options 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 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
  12
  62
  102
  143
  Armor 
  Class
  14
  17
  19
  20
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR  13 (+1) 
  DEX  17 (+5) 
  CON  17 (+3) 
  INT  13 (+3) 
  WIS  11 (+0) 
  CHA  7 (-2)
  STR  13 (+1) 
  DEX  19 (+7) 
  CON  17 (+3) 
  INT  13 (+4) 
  WIS  11 (+0) 
  CHA  7 (-2)
  STR  15 (+2) 
  DEX  20 (+9) 
  CON  17 (+4) 
  INT  13 (+5) 
  WIS  11 (+0) 
  CHA  7 (-2)
  STR  17 (+3) 
  DEX  20 (+10) 
  CON  18 (+4) 
  INT  13 (+6) 
  WIS  11 (+0) 
  CHA  7 (-2)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 10
  +4 Thieves’ Tools
  Passive Perception 10
  +6 Thieves’ Tools
  Passive Perception 10
  +8 Thieves’ Tools
  Passive Perception 10
  +10 Thieves’ Tools
  Languages Common, Dwarvish
  Attacks
  Melee Spear +5 (1d6+3)
  Ranged Spear (Thrown) 20 
  ft.’: +5 (1d6+3); 60 ft.’: +5 
  (1d6+3) 
  Ranged Shortbow ) --> 30 
  ft.’: -5 (1d6+3); 120 ft.’: -5 
  (1d6+3) 
  Melee Dagger +5 (1d4+3)
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+3); 60 ft.’: +5 
  (1d4+3) 
  Melee +1 Spear +8 (1d6+5)
  Ranged +1 Spear (Thrown) 
  20 ft.’: +8 (1d6+5); 60 ft.’: 
  +8 (1d6+5)
  Ranged Shortbow ) --> 30 
  ft.’: -3 (1d6+4); 120 ft.’: -3 
  (1d6+4)
  Melee Dagger +7 (1d4+4)
  Ranged Dagger (Thrown) 20 
  ft.’: +7 (1d4+4); 60 ft.’: +7 
  (1d4+4)
  Melee +2 Spear +11 
  (1d6+7)
  Ranged +2 Spear (Thrown) 
  20 ft.’: +11 (1d6+7); 60 
  ft.’: +11 (1d6+7)
  Ranged Shortbow ) --> 30 
  ft.’: -1 (1d6+5); 120 ft.’: -1 
  (1d6+5)
  Melee Dagger +9 (1d4+5)
  Ranged Dagger (Thrown) 
  20 ft.’: +9 (1d4+5); 60 ft.’: 
  +9 (1d4+5)
  Melee +3 Spear +13 (1d6+8)
  Ranged +3 Spear (Thrown) 
  20 ft.’: +13 (1d6+8); 60 ft.’: 
  +13 (1d6+8)
  Ranged Shortbow ) --> 30 
  ft.’: +0 (1d6+5); 120 ft.’: +0 
  (1d6+5)
  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)
  
  39
  Magic Items
  Special Abilities
  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.
  Ability Score Improvement When you reach 4th level, and again at 8th, 
  12th, 16th, and 19th level, you can increase one ability score of your 
  choice by 2, or you can increase two ability scores of your choice by 1. As 
  normal, you can’t increase an ability score above 20 using this feature.
  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.
  Expertise At 1st level, choose two of your skill proficiencies, or one of 
  your skill proficiencies and your proficiency with thieves’ tools. Your 
  proficiency bonus is doubled for any ability check you make that uses 
  either of the chosen proficiencies. At 6th level, you can choose two more 
  of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
  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.
    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
  Spear; shortbow; leather 
  armor; arrows (20x); 
  dagger
  +1 Spear; shortbow; +1 
  studded leather armor; 
  arrows (20x); dagger
  +2 Spear; shortbow; +2 
  studded leather armor; 
  arrows (20x); dagger
  +3 Spear; shortbow; +3 
  studded leather armor; 
  arrows (20x); dagger
  
  40
  Magic Items
  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.
  
  41
  Magic Items
  Belt of Dark Knives
    Belt of Dark Knives (accessory)
  Value:  
    1,800 gp / 
    4,200 gp / 
    8,950 gp / 
    12,500 gp
  Weight 8 lbs.; Materials leather, steel; Nature magical; 
  Aura moderate conjuration; Slot chest
  CL:  
    1st / 
    3rd / 
    5th/ 
    10th
  Effect Summary: 
    unlimited mundane daggers may be drawn as normal
    as Low, plus wearer may double range of thrown 
  weapons
    as Moderate, plus 5x/day a drawn knife may receive a +1 
  enhancement bonus for a single round of combat
    as High, plus 5x/day a drawn knife may receive a +2  
  enhancement bonus for a single round of combat
  Description
  The wearer of this device may draw any number of ordinary 
  throwing knives from it; they replenish automatically.  
  Advanced versions provide talent bonuses, and formidable 
  versions can produce a limited quantity of masterwork or 
  magical daggers.
  Effect
  This simple-seeming leather bandolier puts ten sheathed 
  knives at the ready, five on either side of the wearer’s chest.  
  The daggers themselves are simple and aerodynamic and 
  may be used as either melee or thrown weapons.
  The belt of dark knives automatically replenishes the stored 
  daggers at the rate of one per round while the device is 
  worn.  At a verbal command, this ability may be suspended 
  by the wearer, and re-activated using the same verbal 
  command.
  Moderate, High, and Elite iterations of the belt also grant the 
  wearer the Distance Thrower feat; wearers who have this 
  feat already gain no additional benefits from this effect.
  High and Elite versions possess a separate verbal command, 
  which may be used up to five times per day.  When activated, 
  the next drawn knife receives an enhancement bonus, but 
  only for a single combat round; once used in combat, either 
  as a melee or a thrown weapon, this effect fades and the 
  weapon reverts to a normal mundane dagger.
  Synergy & Sets
  None.  Belts of dark knives are standalone items, and do not 
  gain further benefit or effects from use alongside any other 
  specific equipment.
  Magical or other mundane daggers may be sheathed in the 
  device if desired.  These are unaffected by the magic of the 
  belt, and likewise their storage in the belt does not impact 
  the belt’s abilities.
  Discovery
  Belts of dark knives are typically encountered worn on a 
  humanoid combatant.  
  It is common for the command word(s) used to activate the 
  belt’s abilities to be stitched or embroidered into the inner 
  lining of the leather; typically such writing is inscribed in 
  Common.
    At the GM’s discretion, such knowledge can simply be 
  assumed to be automatic.  This can streamline gameplay 
  considerably and allow the wielder to immediately gain 
  the benefit of the belt’s capabilities. 
   
  Gaming groups wishing to use this option may assume 
  the knowledge comes magically with picking up the 
  item.  Alternately, and for a bit of greater immersion 
  and roleplaying opportunity, instructions for using the 
  weapon might be discovered written down nearby, or 
  attached via twine to the belt.
  Ubiquity
  Belts of dark knives are rare.  They are prized possessions 
  for rogues in particular, and few are ever sold or parted with 
  willingly.  
  Those offered for sale are often counterfeit, cursed, 
  ineffective, or otherwise not quite as advertised.
  There is a 
    30% chance that a belt of dark knives 
  
  42
  Magic Items
  encountered in a shop is damaged.  Damaged belts 
  malfunction 
    20% of the time they are used to draw a 
  knife.  
  Malfunctions are left to the discretion of the GM, but creative 
  mistakes are encouraged: for example, the drawn item may 
  be a spoon, or the knife may be replenished in reverse, so 
  that the wearer suffers 1d2 points of slashing damage to her 
  hand when attempting to draw a new knife.
  Notoriety
  These devices are sought after by all manner of rogues, 
  rangers, and martial classes, or those simply wishing to 
  make a quick gold piece by their sale.
  As a result, most owners attempt to conceal the true nature 
  of their prizes, even going so far as to use the suppression 
  verbal command unless absolutely necessary.
  Fortunately, the item appears for all intents and purposes 
  like a common, inexpensive bandolier, so unless one actually 
  witnesses its capabilities, it’s very difficult to discern.
    In game terms, owning a belt of dark knives could be a 
  lightning rod for subsequent Quests or plotlines.
  Quirks of Ownership
  As the device 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, a belt of dark knives has no other quirks or 
  impacts.
  History & Background
  The first belt of dark knives was actually created for a 
  traveling minstrel show: performers kept misplacing knives, 
  or getting drunk the night before and failing to prepare 
  sufficient weapons in their garb.  
  Magicians in the troupe soon started using the device, and 
  before long, word got around of the item’s special qualities.  
  Sadly, jealous thugs soon set upon the troupe en route 
  between cities, and stole the belt of dark knives, slaying 
  many of the company as they fought back.
  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 Charisma 
  (Persuasion) 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 belt of dark knives 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 revealming 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 a belt of dark 
  knives into your gaming sessions beyond simply “the dragon 
  drops a nifty-looking bandolier”, 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 7: Belt of Dark Knives Flavors
  Difficulty Band
  Prefix
  Ranged Attack Bonus
  Enhancement Bonus
    Low
  Lesser
  none
  none
    Moderate
  Lesser
  Double range
  none
    Advanced
  Greater
  Double range
  +1, up to 5x/day, lasts for 1 round of combat
    Elite
  Greater
  Double range
  +2, up to 5x/day, lasts for 1 round of combat
  
  43
  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 belt of dark 
  knives.
  Paladins & Clerics
  Aside from seeking to themselves benefit from its obvious 
  combat potential, divine classes may view the item as being 
  fueled from dark purpose, or as having sinister origins.  
  Such characters might wish to root out the corrupt item and 
  destroy it, or even explicitly be tasked to do so by their faith.
  Rogues
  Rogues want this item, plain and simple.  In its history, very 
  few belts of dark knives have ever been willingly surrendered 
  or sold by rogue characters, given their utility.
  Martial Characters
  Fighters and their ilk are just as likely to sell belts of dark 
  knives as they might be to use them themselves, depending 
  on their combat style and how useful a thrown dagger might 
  be in a fight.
  Arcane Classes
  Daggers are one of the few weapons allowed to arcane 
  classes; the light weight and endless replenishment can 
  make even the power intellectual arcanist view a belt of dark 
  knives favorably for their own use.
  Monks, Rangers, and Druids
  These classes may have the least use for a belt of dark knives, 
  but the device’s resale value and general utility still make it 
  an item of interest 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.
  Assassin
  This is the Quest described 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 the belt 
  of dark knives 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 the belt of 
  dark knives 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: Assassin of the Endless Blades
    Summary: The PCs gain wind of an assassin in town who 
  is rumored to be able to produce an endless supply of 
  daggers.  They may confront or kill her. 
    Rewards:  
    1,000 gp / 
    5,000 gp / 
    10,000 gp / 
    15,000 gp (promised); up to 
    1 Reward Star; belt 
  of dark knives
    Locations: Any village, town, or city.
    Key NPCs: None.
    Kickoff: Talking to village authorities.
    Description:
  A town militiaperson, the Mayor, or another similar 
  authority figure in the village tells the PCs of an assassin, a 
  rogue who has been stalking these parts.  She is said to have 
  a perfect record, killing over a dozen targets, typically for a 
  reasonable sum.  Whispers tell of a supernatural ability to 
  produce and throw an unlimited amount of daggers which 
  always find their mark; they speak of this killer as an agent 
  of Death herself.
  The town has cobbled together some money as a means of 
  rewarding those who would solve the problem.  The irony of 
  effectively putting a contract out on a contract killer is not 
  lost on the quest-giver; however, they see little other option 
  to restore peace and safety to the citizenry.
    The party may simply go their own way, and ignore the 
  Quest.  At the GM’s option, then, the next contract the 
  assassin takes may be one of the PCs, either for failing 
  to follow through, or related to another historical, 
  personality, or plot point.
    If the party seeks out the killer, they may find and 
  confront her.  Out of fear for her livelihood and out 
  of protection for her belt of dark knives, she will fight 
  back; if somehow the party is able to talk her out of her 
  profession, she will grudgingly accept exile from the 
  town, but will not give up either her profession or her 
  magical dagger vest.  If the party talks her out of town, 
  they will receive the monetary award and the  
    1 
  Reward Star, but of course not the belt.
    If the party slays the assassin, they benefit from the 
  money and the belt, but not the 
    Reward Star.
  This Quest is only terminated if the assassin is slain; even 
  if she leaves town, the PCs may encounter her again in the 
  future!
  
  44
  Magic Items
  FlexTable 5: Belt of Dark Knives Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-18
  01-40
  01-25
  31-35
  13
  Traveling circus performers 
  invented a bandolier that 
  produces infinite weapons.
    True.  This is the origin of the belt.
  19-37
  41-80
  26-45
  36-40
  16
  A bandolier exists that 
  generates daggers at the 
  wearer’s whim, and grants him 
  special powers to boot.
    True.  This ability refers to more 
  advanced versions of the belt.
  38-56
  81-89
  -46-70
  41-50
  14
  Although a certain chest 
  harness grants the wearer 
  the ability to throw weapons 
  over great distances, it is also 
  cursed to occasionally produce 
  blades that poison the thrower.
    Partially True.  The “curse” is 
  instead the propensity for damaged 
  iterations to malfunction.
  57-85
  90-93
  71-80
  51-65
  12
  Elves constructed a bandolier 
  of daggers so advanced, they 
  forbid themselves from its 
  use, lest dark powers consume 
  them.
    False.  No part of this story is 
  accurate.
  86-92
  94-97
  81-90
  66-85
  15
  Elderly mages concocted a 
  dagger sheath that replenishes 
  an endless supply of magically-
  enhanced knives.
    Partially True.  Greater belts of 
  dark knives can generate enhanced 
  weapons, but only in limited quantity, 
  and their enhancement wanes nearly 
  instantly.
  93-00
  98-00
  91-00
  86-00
  10
  The Realm’s better assassins 
  use bandoliers that grant them 
  the talent of killing with a 
  single tossed blade.
    False.  The belt of dark knives is far 
  less potent than what is described here.
  
  45
  Magic Items
  Belt of Dark Knives 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 Rogue 1
  Rogue 6
  Rogue 10
  Rogue 14
  Size / Aln
  Medium NE Half-Elf
  Medium NE Half-Elf
  Medium NE Half-Elf
  Medium NE Half-Elf
  HP
  10
  52
  79
  107
  Armor 
  Class
  15
  18
  19
  20
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  8 (-1) 
  DEX  19 (+6) 
  CON  15 (+2) 
  INT  14 (+4) 
  WIS  8 (-1) 
  CHA  11 (+0)
  STR  8 (-1) 
  DEX  20 (+8) 
  CON  16 (+3) 
  INT  14 (+5) 
  WIS  8 (-1) 
  CHA  11 (+0)
  STR  12 (+1) 
  DEX  20 (+9) 
  CON  16 (+3) 
  INT  14 (+6) 
  WIS  8 (-1) 
  CHA  11 (+0)
  STR  14 (+2) 
  DEX  20 (+10) 
  CON  16 (+3) 
  INT  14 (+7) 
  WIS  8 (-1) 
  CHA  11 (+0)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 11; 
  +4 Thieves’ Tools
  Passive Perception 12; 
  +6 Thieves’ Tools
  Passive Perception 13; 
  +8 Thieves’ Tools
  Passive Perception 14; 
  +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 Shortsword +6 
  (1d6+4)
  Melee Dagger +8 (1d4+5)
  Ranged Dagger (Thrown) 20 
  ft.’: +8 (1d4+5); 60 ft.’: +8 
  (1d4+5)
  Melee +1 Shortsword +9 
  (1d6+6)
  Melee Dagger +9 (1d4+5)
  Ranged Dagger (Thrown) 
  20 ft.’: +9 (1d4+5); 60 ft.’: 
  +9 (1d4+5)
  Melee +2 Shortsword +11 
  (1d6+7)
  Melee Dagger +10 (1d4+5)
  Ranged Dagger (Thrown) 20 
  ft.’: +10 (1d4+5); 60 ft.’: 
  +10 (1d4+5)
  Melee +3 Shortsword +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
  NE; Medium Humanoid (Half-Elf)
  
  46
  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; shortsword; 
  leather armor
  Dagger; +1 shortsword; 
  +1 studded leather armor
  Dagger; +2 shortsword; 
  +2 studded leather 
  armor
  Dagger; +3 shortsword; 
  +3 studded leather armor
  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.
  Skill Versatility You gain proficiency in two skills of your choice.
  Ability Score Improvement When you reach 4th level, and again at 8th, 
  12th, 16th, and 19th level, you can increase one ability score of your 
  choice by 2, or you can increase two ability scores of your choice by 1. As 
  normal, you can’t increase an ability score above 20 using this feature.
  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.
  Expertise At 1st level, choose two of your skill proficiencies, or one of 
  your skill proficiencies and your proficiency with thieves’ tools. Your 
  proficiency bonus is doubled for any ability check you make that uses 
  either of the chosen proficiencies. At 6th level, you can choose two more 
  of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
  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.
  
  47
  Magic Items
  Diadem of Despair
    Diadem of Despair (circlet, cursed)
  Value:  
    2,500 gp / 
    6,000 gp /  
    15,000 gp / 
    20,000 gp
  Weight 2 lbs.; Materials silver, gemstones; Nature magical; 
  Aura strong enchantment (compulsion) [mind-affecting]; 
  Slot head
  CL:  
   1st / 
    7th / 
    10th / 
    14th
  Effect Summary: 
  All versions of the diadem of despair require a remove curse 
  spell to remove the item from the wearer’s head.  Attempting 
  to remove the item without first quelling the curse causes 
  metal duress to the tune of ability damage as described 
  below.
  Those reduced to zero Charisma via the diadem’s ongoing 
  damage effect are effectively slain as sentient beings, 
  resulting in a mindless Revenant who will stalk anyone who 
  dons the jewelry.
    10% chance each round to suffer effects of confusion 
  spell; 15% chance each round to suffer effects of cause 
  fear spell; removal while curse is in effect inflicts 1d4 
  Intelligence and Wisdom damage; ongoing Charisma 
  damage at rate of 1 per month while worn; remove curse 
  DC 15
    as above, plus 20% chance each round to suffer effects 
  of crushing despair spell; removal while curse is in 
  effect inflicts 1d4 Intelligence, Wisdom, and Charisma 
  damage; ongoing Charisma damage at rate of 1 per 
  month while worn; remove curse DC 18
    as above, plus 5% chance each round to suffer effects of 
  feeblemind spell; removal while curse is in effect inflicts 
  1d6 Intelligence, Wisdom, and Charisma damage; 
  ongoing Charisma damage at rate of 1 per week while 
  worn; remove curse DC 22
    as above, except confusion effect is permanent per 
  insanity spell, plus at any time the diadem’s creator may 
  activate a dominate person effect in the wearer with 
  no saving throw permitted; removal while curse is in 
  effect inflicts 2d6 Intelligence, Wisdom, and Charisma 
  damage; ongoing Charisma damage at rate of 1 per we 
  while worn; remove curse DC 26
  Description
  This well-made tiara is a thing of beauty, with loops and 
  elegant waves of copper and electrum encircling the 
  occasional ruby and garnet.  
  It emits a faint magic aura, and appears to be a diadem of 
  positive energy.  When worn, however, it depresses the 
  bearer, casting everything they encounter into a negative 
  light.  
  Strong variants of this item have been known to cause 
  (or contribute to) the suicide (or attempted suicide) of 
  those hapless enough to don them; in particularly vile 
  circumstances, the spirit of the one who was self-slain is 
  bound in some capacity to the diadem, such that future 
  wearers of it are haunted by the departed and depressed 
  ghost.
  Effect
  These cursed and potent crowns are truly vile, and produce 
  a multitude of unpleasant and deadly effects in a hapless 
  wearer.
  Per-Round Effects
  While in combat, the wearer of a diadem of despair has a 
  chance of suffering certain negative effects as listed.  Note 
  that in a given round, a wearer may suffer multiple effects; 
  roll separately for each possibility, and roll anew each round.
  In game terms, there’s certainly no reason to roll every 
  single round if there is no combat involved; you can instead 
  account for the effects as assuming that for an overall 
  percentage of the wearer’s life, the listed effect applies.  For 
  example, about one day in ten, a Low-level diadem of despair 
  wearer will suffer confusion.
  Cursed Removal Penalty
  Each type of diadem has its own curse DC, against which 
  a remove curse spell must successfully compete in order to 
  remove the jewelry without further ill effect.
  If a successful remove curse effect is not applied to the 
  device prior to its removal, the wearer undergoes a horrid 
  psychoemotional suffering.  In game terms, this results in 
  ability damage as described.
  Domination
  Each Elite-level diadem of despair has within it a trigger, 
  
  48
  Magic Items
  able to be initiated by the crafter at the utterance of a 
  command word or thought.
  When activated, the wearer is instantly affected by a 
  dominate person effect, with no saving throw allowed.  This 
  effect is permanent, though the crafter may toggle it on or 
  off as is their whim at the repetition of the command trigger.
  Crafting Link
  The crafter of any diadem of despair is aware any time their 
  work is donned or removed.  They are also aware of the 
  rough direction of the wearer, and the approximate distance.
  In game terms, the crafter may know the wearer’s position 
  within 20 degrees of compass rotation and ten miles of 
  distance.
  Ongoing Suffering
  Finally, wearing a diadem of despair has long-term negative 
  effects.  Regardless of other circumstances, the listed damage 
  is suffered for each full month or week the item is worn.
  Mindless Husk
  Any wearer who has one or more ability scores reduced to 
  zero as a result of the diadem’s effects is effectively slain; 
  they are no longer a sentient creature.
  They are instead a Revenant, who immediately removes the 
  diadem, and whose sole purpose in life then becomes to stalk 
  and slay anyone who dons the diadem of despair which slew 
  them.
  Synergy & Sets
  None.  Diadems of despair are standalone items, and do not 
  gain further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  Diadems of despair are often given as gifts, either maliciously 
  in full awareness of the item’s cursed nature, or unwittingly 
  simply as a valuable piece of jewelry.
  Despite their cursed nature, diadems are valuable, and 
  potent magical items; the value listed applies whether or 
  not the buyer or seller is aware of the item’s true nature and 
  capabilities.
  Unless a diadem is introduced by talking directly to its 
  creator, it is extremely unlikely that the seller or giver is 
  aware of, or will share knowledge of, the item’s true nature.
    Introducing a diadem of despair can be a major disruptor 
  to any PC who inadvertently puts one on.  Consider 
  carefully the capabilities of the party, and the potential 
  impact on any overarching storyline in which they are 
  engaged, before introducing a diadem.
  Ubiquity
  Diadems of despair are exceptionally rare.  It’s unthinkable 
  that more than one would ever be encountered in one’s 
  lifetime, and any time one is come across, it has enormous 
  implications and impacts.
  Consider, too, that given the item’s inherent value, it’s 
  unlikely that anyone lowly or unimportant would ever 
  possess or give a diadem; thus, any introduction is likely to 
  have a story impact.
  Notoriety
  Consider that diadems of despair only function successfully 
  to their initial purpose if their true nature is protected.  Like 
  a sniper attacking multiple targets, a diadem cannot stay in 
  the same location long once others are aware of its presence.
    In game terms, owning a diadem of despair would paint 
  a “plot target” on anyone, even those who simply wish to 
  return it to a museum or to destroy it.
  Diadems generally only turn up if someone intentionally 
  obtains one or crafts one, and then sets about intentionally 
  giving it to someone.  Most diadems are lost or destroyed 
  soon after the mission for which they were created has 
  been carried out... typically, this means a slow, painful 
  assassination of the personality, livelihood, and eventually, 
  the life of the poor target.
  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.  
  Those who come across a diadem “in the wild”, that is, as 
  part of a random treasure hoard, are likely to be sought out, 
  Table 8: Diadem of Despair Flavors
  Difficulty 
  Band
  Prefix
  Remove 
  Curse 
  DC
  Per-Round Effects
  Cursed Removal Impact
  Ongoing Ability 
  Damage
    Low
  Lesser
  15
  10% confusion; 15% cause fear
  1d4 Intelligence and 
  Charisma
  1 Charisma per 
  month worn
    Moderate
  Lesser
  18
  as above, +20% crushing despair
  1d4 Intelligence, Widom, 
  and Charisma
  1 Charisma per 
  month worn
    Advanced
  Greater
  22
  as above, +5% feeblemind
  1d6 Intelligence, Widom, 
  and Charisma
  1 Charisma per 
  week worn
    Elite
  Greater
  26
  continual insanity; dominate person 
  possible
  2d6 Intelligence, Widom, 
  and Charisma
  1 Charisma per 
  month worn
  
  49
  Magic Items
  either by the crafter, or by the undead revenant husk of the 
  former owner.
  History & Background
  Diadems and similar devices have been created to topple 
  empires, as revenge against the spurned emotions by 
  the powerful against the lowly, and as agents of simple, 
  undirected chaos and evil.
  Almost every diadem, however, was created with a singular 
  purpose in mind, and a single intended wearer.  
    The introduction of a diadem of despair into your 
  campaign world should be a function of the story you 
  wish to tell, or the story in which you would like the PCs 
  to become involved.   
   
  That said, the item may be a very entertaining 
  introduction to particular gaming groups or character 
  parties: evil or chaotic ones, or those with a legitimate 
  grudge against one or more people in power.
  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 Charisma 
  (Persuasion) 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 diadem of despair 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 diadem of despair 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 diadem of 
  despair into your gaming sessions beyond simply “the dragon 
  drops a nifty-looking circlet”, 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 diadem of 
  despair.
  Paladins & Clerics
  Assuming they know not its true purpose, these classes may 
  wish to tithe the item as a valuable contribution to their 
  church or faction.  If the item’s true nature is known, all but 
  the most chaotic and/or evil divine classes, and certainly all 
  paladins, would wish a diadem of despair destroyed or locked 
  away forever; at the very least, they would turn such an item 
  in to proper authorities or church officials.  
  Rogues
  Rogues would likely want to get paid for the item’s value, no 
  matter their societal leanings.  If the party has a “proper” 
  use for a diadem of despair, it is almost certainly the rogue 
  or bard who would be in charge of planting or conveying the 
  item to the target.
  Martial Characters
  Fighters and barbarians have no true use of this item, except 
  for its value as a sellable trinket.
  Arcane Classes
  Aside from the respect a wizard might rightfully have for 
  whomever created such a wondrous and complex piece 
  of evil, arcane classes may already know or be aware of 
  the creator, and their purpose.  Perhaps they studied with 
  her, and always thought they were a bit off-kilter in their 
  approach to cursed items.
  Monks, Rangers, and Druids
  These classes would likely view diadems of despair as the evil 
  creations they are; they may even wish nothing to do with 
  the devices.
  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.
  
  50
  Magic Items
  FlexTable 6: Diadem of Despair Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-15
  01-35
  01-30
  31-35
  A deranged wizard has crafted cursed 
  jewelry that places horrible suffering 
  on any who don it.
    True.  Though the wizard 
  in question may challenge the 
  “deranged” bit.
  16-30
  36-50
  31-45
  36-40
  Out of vengeance, a spurned lover 
  contracted a necromancer to build a 
  circlet that brought insanity to his 
  would-be lover.  To keep things secret, 
  the man slew the necromancer.
    True.  This is one tale 
  associated with the creation 
  of a diadem, and a common 
  motive.
  31-45
  51-70
  46-60
  41-45
  Evil wizards commonly generate tiaras 
  that, when worn, have a chance to 
  destroy the minds of those hapless 
  enough to wear them.
    True.  This is completely 
  accurate.
  46-60
  71-90
  61-75
  46-50
  Jewelry exists that allows its creator 
  to enter the minds of those who wear 
  the gems, controlling their minds 
  and actions just as the tiara slowly 
  destroys their personalities.
    True.  This refers to the 
  dominate person effect of 
  certain iterations of diadem.
  61-80
  91-95
  76-84
  56-80
  Cursed jewelry has a chance of eroding 
  one’s mind, but may instead grant 
  strong power to the wearer.
    Partially True.  The 
  negative piece is accurate; 
  there is zero potential benefit 
  however.
  81-90
  96-98
  85-92
  81-90
  Lizardmen from the north have made 
  a gemstone that, when placed near the 
  head, grants great mental power, but 
  corrupts the soul.
    False.  While this scenario 
  may in fact be true, it in no 
  way applies to the diadem of 
  despair.
  91-00
  99-00
  93-00
  91-00
  A demented wizard once placed his 
  own soul in a gemstone, which he 
  set in a cursed circlet as a means of 
  inflicting insanity and idiocy in those 
  who don the jewelry.
    Partially True.  The diadem 
  does not contain anyone’s soul.
  Acting Strangely
  A princess, or a queen, or a mayor has been acting odd of 
  late, right around the time her romantic interest gifted 
  her with a curiously beautiful headpiece.  The PCs are 
  contacted by a clerk, or other functionary, who is growing 
  truly worried about the behavior and wishes their help in 
  understanding its possible cause.
  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 
  diadem of despair 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.
  A Thought for Revenge
  If the party has a legitimate grievance against one in power, 
  they may choose to obtain a diadem of despair and deploy it 
  against their target.  It’s a creative way to topple a despot, or 
  to strike back against a cruel and harsh military general.
  Quests
  Another, more thorough, means of introducing the diadem of 
  despair 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: My Mind is Going
    Summary: Desperate for help, a prominent official meets 
  with the party under disguise, seeking their help to 
  remove a cursed headpiece that is slowly destroying her.
    Rewards:  
    5,000 gp / 
    10,000 gp / 
    20,000 gp 
  / 
    40,000 gp (promised); up to 
    4 Reward Stars; 
  diadem of despair
    Locations: Any, though likely urban.
    Key NPCs: Any.
    Kickoff: Random Encounter.
    Description:
  In a tavern, guild hall, or even on the street, a stranger 
  
  51
  Magic Items
  garbed in a heavy cloak confronts the PCs.  It’s a prominent 
  figure of the town, perhaps a mayor, or a powerful merchant, 
  or leader of a guild.  She has gone to great, though obviously 
  amateurish, lengths to attempt a disguise, and she has 
  chosen thick and low-class robes and a cloak.  Her tone, 
  her bearing, however, betray her station; above all, the 
  formidable beauty and obvious value of the circlet about her 
  head speak of wealth and influence no matter how much dirt 
  she smudges into her cheeks.
  Occasionally grimacing and putting her hand to hear head, 
  and sometimes staring sadly into a great distance for up 
  to a minute without acknowledging others’ presence, she 
  nevertheless pulls herself together enough to speak.
  She lays her scenario out plainly: she has been cursed, and 
  knows not the culprit.  Trusting nobody, she is forced to seek 
  help from outsiders.  She reasons that those who know her 
  not and whom she herself does not know could never muster 
  the expense and energy to bring about such a horrid state of 
  affairs.
  The great lady is fairly certain the cause of her suffering: the 
  circlet, beautiful but terrible, for any time she even thinks 
  of taking it off, needles of mental anguish seem to pierce 
  her temple, and she cannot think straight at all for an hour 
  afterward.  Desperate, a few days ago she tried to bear the 
  pain and lift the device off her head; she passed out from the 
  torturous feeling that resulted and could barely do anything 
  but breathe in a rattling struggle for a full day afterward.
  She insists that their efforts be private.  Thus far, she has 
  been able to keep the true nature of her condition under 
  wraps; if word were to come out, she may lose her standing, 
  and/or the domain over which she holds power may fall into 
  chaos.
  In return for lifting the curse, the party is promised the 
  money described, and of course they may have the horrid 
  thing that has brought about all this suffering.
    The party can simply ignore the request.  This may have 
  other implications; perhaps the great lady dies as a 
  result, and her Revenant ghost haunts the party.
    To remove the curse, the party must either cast a 
  sufficiently-successful remove curse spell themselves, 
  or find someone capable of doing so.  This is easier said 
  than done, as not only is a suitably powerful caster 
  required, but the lady herself must be present for the 
  execution of the spell.  The mere mechanics and logistics 
  of contacting the great lady, and of getting her to show 
  up, may be quite challenging.  In addition to which, if the 
  procedure is unsuccessful, her wrath and ire will be total, 
  as she will have risked her position and exposure merely 
  by showing up.  If, however, the spell is successful, she 
  will follow through on her promise, and the party will 
  further benefit from 
    4 Reward Stars.
    At the GM’s option, the creator of the diadem of despair 
  may gain wind of the situation, and may throw obstacles 
  or assassins in the way of the party.  The crafter may 
  even confront the party, and offer them an even greater 
  reward to help him see the diadem remain on the great 
  lady until her demise.
  Regardless of how the party approaches the situation, this 
  Quest remains in effect until the diadem is removed, or until 
  its effects slay the great lady.
  
  52
  Magic Items
  Diadem of Despair 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 Wizard 1
  Wizard 6
  Wizard 10
  Wizard 14
  Size / Aln
  Medium LN Human
  Medium LN Human
  Medium LN Human
  Medium LN Human
  HP
  9
  43
  62
  83
  Armor 
  Class
  12
  14
  17
  18
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  10 (+0) 
  DEX  13 (+3) 
  CON  12 (+1) 
  INT  10 (+2) 
  WIS  7 (-2) 
  CHA  15 (+2)
  STR  10 (+0) 
  DEX  15 (+5) 
  CON  12 (+1) 
  INT  10 (+3) 
  WIS  7 (-2) 
  CHA  15 (+2)
  STR  10 (+0) 
  DEX  19 (+8) 
  CON  12 (+1) 
  INT  10 (+4) 
  WIS  7 (-2) 
  CHA  15 (+2)
  STR  10 (+0) 
  DEX  19 (+9) 
  CON  12 (+1) 
  INT  10 (+5) 
  WIS  7 (-2) 
  CHA  17 (+3)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 10 
  Armor - Disadvantage on 
  Stealth 
  +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 Longsword +2 (1d8)
  Melee Dagger +3 (1d4+1)
  Ranged Dagger (Thrown) 20 
  ft.’: +3 (1d4+1); 60 ft.’: +3 
  (1d4+1)
  Melee +1 Longsword +4 
  (1d8+1)
  Melee Dagger +5 (1d4+2)
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+2); 60 ft.’: +5 
  (1d4+2)
  Melee +2 Longsword +6 
  (1d8+2)
  Melee Dagger +8 (1d4+4)
  Ranged Dagger (Thrown) 
  20 ft.’: +8 (1d4+4); 60 ft.’: 
  +8 (1d4+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
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
  LN; Medium Humanoid (Human)
  
  53
  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.
  Ability Score Improvement When you reach 4th level, and again at 8th, 
  12th, 16th, and 19th level, you can increase one ability score of your 
  choice by 2, or you can increase two ability scores of your choice by 1. As 
  normal, you can’t increase an ability score above 20 using this feature.
  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.
  Expertise At 1st level, choose two of your skill proficiencies, or one of 
  your skill proficiencies and your proficiency with thieves’ tools. Your 
  proficiency bonus is doubled for any ability check you make that uses 
  either of the chosen proficiencies. At 6th level, you can choose two more 
  of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
  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 4.
  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
  Longsword; dagger; 
  padded armor
  +1 Longsword; dagger; 
  +1 leather armor
  +2 Longsword; dagger; 
  +2 studded leather 
  armor
  +3 Longsword; dagger; +3 
  studded leather armor
  
  54
  Magic Items
  Ferngirdle
    Ferngirdle (belt)
  Value:  
    1,000 gp / 
    5,000 gp /  
    7,500 gp / 
    11,000 gp
  Weight 5 lbs.; Materials leather; Nature magical; Aura 
  moderate enchantment; Slot belt
  CL:  
   1st / 
    5th / 
    10th / 
    14th
  Effect Summary: 
    +1 competency bonus to Intelligence (Nature) checks
    +2 competency bonus to Intelligence (Nature) checks; 
  +1 to DC for spells cast by wearer with the Plant or 
  Animal domains; cast 1st-level Druid spells without 
  material components
    +4 competency bonus to Intelligence (Nature) checks; 
  +2 to DC for spells cast by wearer with the Plant or 
  Animal domains; cast up to 2nd-level Druid spells 
  without material components
    +6 competency bonus to Intelligence (Nature) checks; 
  +3 to DC for spells cast by wearer with the Plant or 
  Animal domains; cast up to 4th-level Druid spells 
  without material components
  Description
  These waistwraps are typically used by Druids or Rangers, 
  and grant bonuses to Nature-related skill checks and 
  magical abilities.  Most also allow for easy access to potions, 
  reagents, and material spell components.  Many also allow 
  use during Wild Shape and similar transformational abilities.
  Variants for female creatures are also referred to as 
  ferncorsets.
  Effect
  First and foremost, ferngirdles grant competency bonuses to 
    Intelligence (Nature) skill checks as noted above.  These 
  bonuses apply so long as the owner is wearing the girdle, and 
  need not be activated explicitly.
  Second, for most versions of the item, those with spellcasting 
  abilities benefit from enhanced DC to spells cast belonging 
  to the Plant or Animal domains.  Note that a spell need not 
  explicitly consume a Domain spell slot in order to receive 
  the benefit; any spell cast by the wearer that qualifies as a 
  Domain spell in these domains receives the benefit.  This 
  bonus stacks with bonuses from feats such as Spell Focus.
  Advanced versions grant the qualities of Druidic Feats, as 
  listed.  If the wearer has one or more of these Feats already, 
  they receive no additional benefit from the ferngirdle’s 
  granting of that feat.
  Finally, for all but the weakest iterations, ferngirdles allow 
  the caster to eschew material components for spells they 
  cast.  Although there is no limit to the gp value of the 
  components eschewed, each version of the girdle does limit 
  the spell level for which this effect applies.
  Synergy & Sets
  None.  Ferngirdles are standalone items, and do not gain 
  further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  These items may be discovered either worn by a current 
  owner, or crafted andeither for sale or on display as a family 
  heirloom.  Many ferngirdles, particularly those won in fights 
  or those looted from rival tribes, are viewed as ceremonial 
  items, their true powers not really known to those who wear 
  them.
  As there are no command words or abilities to activate 
  inherent to the item, ferngirdles do not normally come 
  with any sort of instruction; one must either research the 
  qualities of the device, or receive education in their use from 
  the curren towner.
    At the GM’s discretion, such knowledge can simply be 
  assumed to be automatic.  This can streamline gameplay 
  considerably and allow the wielder to immediately gain 
  the benefit of the ferngirdle’s capabilities. 
   
  Gaming groups wishing to use this option may assume 
  the knowledge comes magically with picking up the 
  item.  Alternately, and for a bit of greater immersion 
  and roleplaying opportunity, instructions for using the 
  weapon might be discovered written down nearby, or 
  attached via twine to the ferngirdle.
  
  55
  Magic Items
  Ubiquity
  Ferngirdles are fairly rare in most areas, though in high-
  magic, druid-heavy regions, they can be much more common.  
  Notoriety
  Ferngirdles are obvious, expertly crafted, and quite 
  ostentatious outside of a forest community.  Those aware of 
  their existence can spot one quite easily.
  In a Druid-centric society, those who possess a ferngirdle are 
  almost always in positions of power, authority, or military 
  standing; those without a political, military, or social 
  position that merits the item’s use are likely to be challenged 
  as to how they came by it and what they use it for.
    In game terms, owning a ferngirdle could be a lightning 
  rod for subsequent Quests or plotlines involving Druid 
  societies, particularly if the PCs come by the girdle from 
  afar and journey to a forest zone.
  Quirks of Ownership
  As the device 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, a ferngirdle has no other quirks or impacts.
  History & Background
  Once, entire Druid leadership communities utilized varying 
  flavors of ferngirdles to exert their will and conduct the 
  affairs of the tribute.  As repositories of their magic, 
  ferngirdles allowed Druids to more easily and simply 
  use their talents, and as their construction is not unduly 
  challenging, it was straightforward to produce and equip en 
  masse.
  Sadly, the art of crafting these items has largely been lost, 
  although easy to understand in principle.
  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 Charisma 
  (Persuasion) 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 ferngirdle 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 ferngirdle 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 ferngirdle into 
  your gaming sessions beyond simply “the dragon drops a 
  nifty-looking waist sash”, 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.  
  Table 9: Ferngirdle Flavors
  Difficulty Band
  Prefix
  Intelligence (Nature) Bonus
  DC Bonus for Plant/Animal Domain Spells
    Low
  Lesser
  +1
  -
    Moderate
  Lesser
  +2
  +1
    Advanced
  Greater
  +4
  +2
    Elite
  Greater
  +6
  +3
  
  56
  Magic Items
  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 ferngirdle.
  Druids
  Druids of all walks of life would see immense utility in a 
  ferngirdle.
  All Other Classes
  Unless they possess at least one multiclass in Druid, nearly 
  all other characters would not see much immediate benefit 
  from a ferngirdle.  They would likely sell it as quickly as they 
  could if they came into possession of one.
  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 Dread Forest
  Druids of a particularly evil stance have been terrorizing 
  a village from their safe haven of a nearby forest.  These 
  druids in particular seem to have very powerful magic that 
  the villagers find challenging to resist.  
  This is 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 the 
  ferngirdle 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 the ferngirdle 
  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 Dread Forest
    Summary: The PCs are commissioned to defend a town 
  against evil Druids nearby, and in so doing, they come 
  across the true source of the Druids’ power.
    Rewards:  
    2,500 gp / 
    8,000 gp / 
    18,000 gp 
  / 
    24,000 gp (promised); up to 
    1 Reward Star; 
  ferngirdle
    Locations: Any village or town—small enough that they 
  would lack their own military or spellcasting defenses, 
  but large enough to have resources enough for the Druids 
  to care about attacking them.
    Key NPCs: None.
    Kickoff: Either the PCs are traveling through the town 
  and are hailed by the mayor or other town official, or the 
  PCs meet a functionary or citizen on the road, who begs 
  them to come to the town and meet with the authorities 
  on the matter.
    Description:
  After pleasantries, the mayor lays the situation out plainly: 
  the town is raided a few times a year by evil Druids who 
  live in the forest nearby.  Ordinarily, they could mount some 
  form of defense, but these Druids in particular seem to have 
  magic that penetrates most defenses.
  The town promises a sum of gold to the PCs if they can stop 
  the attacks, and any magic artifact that might be powering 
  the Druids’ attacks belongs to the PCs if they discover that to 
  be the case.
    If the PCs ignore the Quest and move on, it remains 
  active: the Druids will stop short of destroying the town, 
  as they want it to rebuild and gain more wealth so they 
  can ransack it again next year.
    The PCs can wait until the next attack, which is rumored 
  to be next week.  They should face a formidable, but 
  not overwhelming, force of Druids, many of whom 
  are equipped with ferngirdles.  Successfully defending 
  the town merits the promised reward, the spoils of 
  the corpses (which include several girdles), and  
    1 
  Reward Star.  Once defeated, the Druids will leave this 
  particular town alone, but they will simply seek out 
  another, meaning the PCs may be introduced to this 
  Quest again, only with a different village!
    Alternately, the PCs can opt to take the fight to the 
  Druids directly—their whereabouts are roughly well 
  known as being in the forest.  Taken before the Druid’s 
  elder, they are confronted.  The PCs may try and talk 
  their way out of the situation, fight in ritual combat, 
  or otherwise resolve things, but ultimately, there are 
  three possible outcomes: 1) the PCs can fail, and will be 
  allowed to leave alive, but having achieved nothing in the 
  way of a stand-down, the village will not reward them 
  and the attack takes place as planned.  2) the PCs can 
  convince the Druids not to attack the village any more; 
  they will benefit from the monetary reward and the  
    
  1 Reward Star.  Finally, all other efforts may fail, or the 
  PCs can enter the forest “guns blazing”; they will face 
  the full force of the Druid community, at least a dozen 
  strong.  If the PCs survive, they will have of course solved 
  the problem, albeit bloodily and with great danger; they 
  will receive all possible rewards and the spoils of many 
  enemies.
  This Quest remains active until the Druid menace is 
  resolved, one way or the other.
  
  57
  Magic Items
  FlexTable 7: Ferngirdle Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-17
  01-30
  01-25
  31-40
  11
  Powerful artifacts of woven 
  grass allow forest Druids to 
  wield terrible magicks.
    True.  Although the wording seems 
  a bit dramatic, this is in vague terms 
  what a ferngirdle is.
  18-33
  31-50
  26-40
  41-50
  12
  Politicians and warriors in 
  Druidic ranks stride into 
  meetings and battle with 
  waist sashes that grant them 
  additional power.
    True.  This is somewhat unspecific 
  in phrasing, but it’s accurate.
  34-50
  51-70
  41-65
  51-55
  14
  They say there are Druids who 
  need no material components 
  to weave their magic, a 
  potentcy granted them by 
  special belts.
    True.  A bit more specific, and 
  therefore accurate.
  51-67
  71-85
  66-75
  56-60
  16
  Long ago, tribes of Druids won 
  conquest over lesser tribes 
  thanks in part to magic girdles 
  which made their spells more 
  challenging to resist.
    True.  This is a very accurate 
  description of one of the benefits of a 
  ferngirdle.
  68-84
  86-93
  76-90
  61-80
  13
  Dark druids combine the blood 
  of enemies with the dried 
  sinew of bulls to weave an evil, 
  powerful relic that sits about 
  the waist.
    False.  Although this does sound 
  like an interesting artifact, it does not 
  describe the ferngirdle at all.
  85-00
  94-00
  91-00
  81-00
  15
  Powerful magic awaits those 
  who would don a magic 
  grass sash, but beware, for 
  prolonged use may turn one 
  into a tree!
    False.  There is no real risk to using 
  a ferngirdle.
  
  58
  Magic Items
  Ferngirdle 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 Ranger 1
  Ranger 6
  Ranger 10
  Ranger 14
  Size / Aln
  Medium TN  
  Elf (High)
  Medium TN  
  Elf (High)
  Medium TN  
  Elf (High)
  Medium TN  
  Elf (High)
  HP
  11
  47
  79
  115
  Armor 
  Class
  12
  13
  14
  16
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  15 (+4) 
  DEX  10 (+2) 
  CON  13 (+1) 
  INT  10 (+0) 
  WIS  17 (+3) 
  CHA  10 (+0)
  STR  15 (+5) 
  DEX  10 (+3) 
  CON  13 (+1) 
  INT  10 (+0) 
  WIS  19 (+4) 
  CHA  10 (+0)
  STR  15 (+6) 
  DEX  11 (+4) 
  CON  13 (+1) 
  INT  10 (+0) 
  WIS  20 (+5) 
  CHA  10 (+0)
  STR  15 (+7) 
  DEX  11 (+6) 
  CON  13 (+1) 
  INT  10 (+0) 
  WIS  20 (+5) 
  CHA  10 (+0)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 15
  Passive Perception 17
  Passive Perception 19
  Passive Perception 20
  Languages Common, Dwarvish, Elvish, Gnomish, Halfling, Sylvan
  Attacks
  Melee Greatclub +2 (1d8)
  Ranged Crossbow, Heavy ) 
  --> 100 ft.’: +2 (1d10); 400 
  ft.’: +2 (1d10)
  Melee +1 Greatclub +4 
  (1d8+1)
  Ranged Crossbow, Heavy ) 
  --> 100 ft.’: +3/+3 (1d10); 
  400 ft.’: +3/+3 (1d10)
  Melee +2 Greatclub +6 
  (1d8+2)
  Ranged Crossbow, Heavy ) 
  --> 100 ft.’: +4/+4 (1d10); 
  400 ft.’: +4/+4 (1d10)
  Melee +3 Greatclub +8 
  (1d8+3)
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +6/+6 
  (1d10+1); 400 ft.’: +6/+6 
  (1d10+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
  TN; Medium Humanoid (Elf)
  
  59
  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.
  Extra Language You can speak, read, and write one extra language of your 
  choice.
  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.
  Ability Score Improvement When you reach 4th level, and again at 8th, 
  12th, 16th, and 19th level, you can increase one ability score of your 
  choice by 2, or you can increase two ability scores of your choice by 1. As 
  normal, you can’t increase an ability score above 20 using this feature.
  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.
  Fighting Style At 2nd level, you adopt a particular style of fighting as your 
  specialty. Choose one of the following options. You can’t take a Fighting 
  Style option more than once, even if you later get to choose again.
  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 
    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, 
  Humanoids, Forest
  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, Giant 
  Killer, Hunter, Hunter’s 
  Prey, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Dueling, Giants, 
  Humanoids, Desert, Forest
  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, Giant Killer, Hide 
  in Plain Sight, Hunter, 
  Hunter’s Prey, Land’s 
  Stride, Natural Explorer, 
  Primeval Awareness, 
  Ranger Archetype, 
  Spellcasting, Spell Slots, 
  Steel Will, Dueling, Giants, 
  Humanoids, Desert, Forest, 
  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, Giant Killer, 
  Hide in Plain Sight, Hunter, 
  Hunter’s Prey, Land’s Stride, 
  Multiattack, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Steel Will, Vanish, 
  Whirlwind Attack, Dueling, 
  Beasts, Giants, Humanoids, 
  Desert, Forest, Mountain
  Spell-
  casting
  -
  Save DC 11; Spell Atk +3
  2nd: barkskin; pass without 
  trace
  1st: alarm; cure wounds; fog 
  cloud; jump
  Save DC 12; Spell Atk +4
  3rd: water breathing; wind 
  wall
  2nd: barkskin; pass without 
  trace; silence
  1st: alarm; cure wounds; 
  fog cloud; jump
  Save DC 13; Spell Atk +5
  4th: freedom of movement
  3rd: nondetection; water 
  breathing; wind wall
  2nd: barkskin; pass without 
  trace; silence
  1st: alarm; cure wounds; fog 
  cloud; jump
  Equipment
  Greatclub; hide armor; 
  heavy crossbow; 
  crossbow bolts (20x)
  +1 Greatclub; +1 hide 
  armor; heavy crossbow; 
  crossbow bolts (20x)
  +2 Greatclub; +2 hide 
  armor; heavy crossbow; 
  crossbow bolts (20x)
  +3 Greatclub; +3 hide 
  armor; heavy crossbow; 
  crossbow bolts (20x)
  
  60
  Magic Items
  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 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.
  Ranger Archetype At 3rd level, you choose an archetype that you strive 
  to emulate: Hunter or Beast Master, both detailed at the end of the class 
  description. Your choice grants you features at 3rd level and again at 7th, 
  11th, and 15th level.
  Spellcasting By the time you reach 2nd level, you have learned to use 
  the magical essence of nature to cast spells, much as a druid does. See 
  chapter 10 for the general rules of spellcasting and chapter 11 for the 
  ranger spell list. Spell save DC 18; Spell attack modifier +10
  Spell Slots The Ranger 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. You regain all expended spell 
  slots when you finish a long rest. For example, if you know the 1st-level 
  spell animal friendship and have a 1st-level and a 2nd-level spell slot 
  available, you can cast animal friendship using either slot. You know two 
  1st-level spells of your choice from the ranger spell list. The Spells Known 
  column of the Ranger table shows when you learn more ranger spells of 
  your choice. Each of these spells must be of a level for which you have
  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.
  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.
  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.
  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.
  
  61
  Magic Items
  Gloomsheath
    Gloomsheath (accessory)
  Value:  
    350 gp / 
    1,750 gp /  
    3,400 gp / 
    5,750 gp
  Weight 1 lb.; Materials leather, steel; Nature mundane / 
  magical; Aura moderate enchantment; Slot n/a (sheath for 
  bladed weapon only)
  CL:  
   1st / 
    4th / 
    8th / 
    10th
  Effect Summary: 
    stores 1 dose of poison; automatically applies to sheathed 
  weapon; 5% self-poison exposure for re-application; 
  natural 1 attack roll self-poisons
    stores 2 doses of poison; automatically applies to 
  sheathed weapon; 2% self-poison exposure for re-
  application; natural 1 attack roll self-poisons
    stores 3 doses of poison; automatically applies to 
  sheathed weapon; no chance of self-poison exposure for 
  re-application; no self-poison on natural 1 attack roll
    stores 5 doses of poison; automatically applies to 
  sheathed weapon; no chance of self-poison exposure for 
  re-application; no self-poison on natural 1 attack roll
  Description
  Reapplies a shadow poison each time the weapon is sheathed 
  without chance of self-posioning.  Most are black and 
  leather-wrapped, but gloomsheaths come in all manner of 
  sizes and styles.
  Effect
  A gloomsheath has a special inner chamber that acts as a 
  reservoir for poison.  It runs along the entire length of the 
  weapon, on both sides.
  In practice, tipping a dose of poison into the sheath takes 
  a few minutes, after which point any time an un-coated 
  weapon is placed fully into the device, it consumes one dose 
  of the stored poison by way of applying the substance to the 
  weapon.
  Lower-power iterations still present a chance of the wearer 
  accidentally poisoning themselves, and the weapon itself 
  still drops with the volatile substance, implying a possibility 
  for accidental self-poisoning during combat.  Higher-tier 
  versions remove these chances through tightened design.
  Note that the particular effects of poison vary from 
  substance to substance, depending on the whim of the 
  owner.  Poison must still be purchased and re-applied to the 
  gloomsheath itself.
  Synergy & Sets
  None.  Gloomsheaths are standalone items, and do not gain 
  further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  Typically, a gloomsheath will appear as just a particularly 
  ornate scabbard, the weapon itself often the centerpiece of 
  the transaction that sees it into the PCs’ hands.  Alternately, 
  the device can be seen in combat use, unusually in that the 
  wielder will intentionally sheath their sword during combat 
  only to whip it right back out, leading to possible suspicion 
  and investigation.
  Trial and error will quickly reveal the device’s peculiar 
  capabilities, particularly for those trained in poison use to 
  begin with.  
  Gloomsheaths are commonly found with 1-2 doses of poison 
  remaining in them.
  For characters untrained in poison use who are attempting to 
  discover the secrets of the gloomsheath, it is recommended 
  that they run the risk of accidentally posioning themselves!
    At the GM’s discretion, such knowledge can simply be 
  assumed to be automatic.  This can streamline gameplay 
  considerably and allow the wielder to immediately gain 
  the benefit of the gloomsheath’s capabilities. 
   
  Gaming groups wishing to use this option may assume 
  the knowledge comes magically with picking up the 
  item.  Alternately, and for a bit of greater immersion 
  and roleplaying opportunity, instructions for using the 
  weapon might be discovered written down nearby, or 
  attached via twine.
  Ubiquity
  Gloomsheaths are somewhat uncommon, though they are 
  
  62
  Magic Items
  relatively cheap to produce, and cater to a certain style of 
  combat.  
  Notoriety
  It’s hard to imagine a legitimate purpose for a gloomsheath.  
  Non-evil militaries and adventurers would likely shun them, 
  though assassins and rogues in general will see the merit.
    In game terms, merely owning a gloomsheath may attract 
  the attention of a town militia, particularly in lawfully-
  aligned regions.
  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, a gloomsheath has no other quirks or impacts.
  History & Background
  Assassin engineers conceived of, built, and used the early 
  iterations of these devices.  Later, during early retirement, 
  these same assassins turned full engineer, proucing 
  gloomsheaths in quantity and selling 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 Charisma 
  (Persuasion) 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 gloomsheath 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 gloomsheath, 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 gloomsheath 
  into your gaming sessions beyond simply “the dragon drops a 
  nifty-looking scabbard”, 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 gloomsheath.
  Paladins & Clerics
  Of all classes, these would probably have the most objection 
  to gloomsheaths... either in the context of the party holding 
  onto them, or the items even existing in the first place.  
  Paladins in particular might seek these items out merely to 
  destroy them, or to turn them over to the proper authorities.  
  Table 10: Gloomsheath Flavors
  Difficulty Band
  Prefix
  Poison Doses 
  Stored
  % Chance to Self-Poison When 
  Re-Applying
  Self-Poisons on Attack Roll of
    Low
  Lesser
  1
  5%
  1
    Moderate
  Lesser
  2
  2%
  1
    Advanced
  Greater
  3
  n/a
  n/a
    Elite
  Greater
  5
  n/a
  n/a
  
  63
  Magic Items
  Clerics’ attitudes toward the devices will likely have much to 
  do with the approach and conduct of their patron deity.
  Rogues
  All rogues who make use of bladed melee weapons would 
  likely benefit from a gloomsheath, either to sell, or to use 
  themselves.  In addition to commonly fitting the combat style 
  of a rogue, rogues are much more likely to hav ethe auxiliary 
  talents necessary to make safe use of the items.
  Martial Characters
  Even for combatants whose style does not typically involve 
  poison, a gloomsheath still has obvious melee utility, though 
  its risk of accidental self-application and the requirement to 
  re-sheath during combat to re-apply a dose of poison make 
  them far from ideal.
  Arcane Classes
  Except for daggers, most weapons with which arcanists are 
  familiar don’t even qualify to be sheathed in these devices.  
  Wizards and the like would ignore, or simpy resell, a 
  gloomsheath.
  Monks, Rangers, and Druids
  Druids of particular nature may use poison commonly; for 
  them and them alone, these items may be of interest.
  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.
  Assassinate
  Perhaps the PCs are contracted to murder someone, 
  and given a particular poison with which to do it.  The 
  gloomsheath would minimize the obviousness of this 
  approach; perhaps the hiring party gifts this item to the 
  party temporarily for the job.  
  This is 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 the 
  gloomsheath 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 the 
  gloomsheath 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: Deliver via Blade
    Summary: The PCs are contracted to assassinate an evil 
  functionary in a local town.  For political purposes, it’s 
  vital that the target die from the effects of a particular 
  poison.  To this end, the party receives the temporary 
  loan of a gloomsheath.
    Rewards:  
    4,500 gp / 
    18,000 gp / 
    42,000 gp / 
    81,000 gp (promised); up to 
    1 Reward Star.
    Locations: Any.
    Key NPCs: None specific.
    Kickoff: Random Encounter.
    Description:
  The PCs are hired, clandestinely, to assassinate an evil 
  town member.  Perhaps the local church has been abusing 
  its citizenry, or the constabulary taking avantage of a rich 
  widower of dubious mental acumen.
  What is important to the hiring party is not only that the 
  target die, but that the murder be pinned on the town’s 
  apothecary, with whom the hirer also has a grudge, quite 
  unrelated to the target themselves.
  Were the target to die from the effects of a particular poison, 
  one which only the apothecary possesses, then all suspicion 
  would fall on her.
  To facilitate the deed, the PCs are loaned a gloomsheath, 
  loaded with a single dose of the required poison: a device 
  that will coat a sword with poison for one stroke, thereafter 
  concealing the presence of poison on both blade and sheath.
  The party is promised a monetary reward only; the 
  expectation is that they will return the scabbard.
    If the party ignores the request and keeps the 
  scabbard, eventually the hiring party will wish the deed 
  accomplished and the item returned.  If the party refuses, 
  they may see themselves the target of the next contract!
    The most straightforward course of action is, of 
  course, to commit the murder with the weapon and 
  item provided.  The contractor will make good on the 
  monetary promise if the scabbard is returned to him.  
  Assuming the vileness of the target corresponds to the 
  alignment-allowable actions of the PCs, they benefit from 
    1 Reward Star.
    Finally, the PCs may wish to keep the gloomsheath 
  after the deed is done, or to purchase it from the hiring 
  party.  The hirer puts up a good show of declining, but 
  either through threats or exchange of gold, he’ll let the 
  item go... only to turn the PCs in to the authorities via 
  anonymous tip immediately thereafter.
  The Quest terminates only when the target is terminated.
  
  64
  Magic Items
  FlexTable 8: Gloomsheath Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-17
  01-30
  01-25
  31-40
  14
  A scabbard exists that turns 
  any weapon inserted into it 
  into a poisoned blade.
    True.  Of course, it requires the 
  poison be applied to the sheath first, 
  but still, this is accurate.
  18-33
  31-50
  26-40
  41-50
  15
  There is a leather sheath 
  which contains a reservoir of 
  poison, which automatically 
  coats any inserted weapon.
    True.  This is precisely what the 
  gloomsheath does.
  34-50
  51-70
  41-65
  51-55
  14
  Poison can safely be applied 
  to a sword with the use of a 
  particular scabbard.
    True.  This describes one aspect of 
  higher-tier gloomsheaths.
  51-67
  71-85
  66-75
  56-60
  16
  Assassins prize a particular 
  form of scabbard, which can 
  be used to obfuscate the use of 
  poison in their kills.
    True.  This requires a “one dose, 
  one kill” use of poison, but is accurate, 
  and indeed the very core of the Quest 
  above.
  68-84
  86-93
  76-90
  61-80
  13
  Drow elves crafted a horrid 
  sheath which may accidentally 
  poison the user.
    Partially True.  Lower-tier 
  iterations of a gloomsheath may 
  accidentally poison the wearer, but 
  that’s not the core function here, and 
  the Drow had nothing to do with the 
  gloomsheath’s creation.
  85-00
  94-00
  91-00
  81-00
  15
  Vile beings created a scabbard 
  which contains the trapped 
  soul of a tortured blacksmith.
    False.  While an interesting set-up 
  to a possible adventure on its own, the 
  described scenario has nothing to do 
  with a gloomsheath.
  
  65
  Magic Items
  Gloomsheath 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 Fighter 1
  Fighter 6
  Fighter 10
  Fighter 14
  Size / Aln
  Medium Ce Tiefling
  Medium Ce Tiefling
  Medium Ce Tiefling
  Medium Ce Tiefling
  HP
  10
  30
  51
  105
  Armor 
  Class
  16
  18
  21
  22
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  15 (+4) 
  DEX  15 (+2) 
  CON  10 (+2) 
  INT  9 (-1) 
  WIS  10 (+0) 
  CHA  16 (+3)
  STR  19 (+7) 
  DEX  15 (+2) 
  CON  10 (+3) 
  INT  9 (-1) 
  WIS  10 (+0) 
  CHA  16 (+3)
  STR  20 (+9) 
  DEX  15 (+2) 
  CON  11 (+4) 
  INT  9 (-1) 
  WIS  10 (+0) 
  CHA  16 (+3)
  STR  20 (+10) 
  DEX  15 (+2) 
  CON  15 (+7) 
  INT  9 (-1) 
  WIS  10 (+0) 
  CHA  16 (+3)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 12
  Armor - Disadvantage on 
  Stealth
  Passive Perception 13
  Armor - Disadvantage on 
  Stealth
  Passive Perception 14
  Armor - Disadvantage on 
  Stealth
  Passive Perception 15
  Armor - Disadvantage on 
  Stealth
  Languages Common, Infernal
  Attacks
  Melee Greatsword +4 
  (2d6+2);
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +4 (1d8+2); 320 
  ft.’: +4 (1d8+2)
  Melee Dagger +4 (1d4+2)
  Melee Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2)
  Melee +1 Greatsword +8 
  (2d6+5);
  Ranged Crossbow, Light ) --> 
  80 ft.’: +5/+5 (1d8+2); 320 
  ft.’: +5/+5 (1d8+2)
  Melee Dagger +7/+7 
  (1d4+4)
  Melee Dagger (Thrown) 20 
  ft.’: +7/+7 (1d4+4); 60 ft.’: 
  +7 (1d4+4)
  Melee +2 Greatsword +11 
  (2d6+7);
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +6/+6 (1d8+2); 
  320 ft.’: +6/+6 (1d8+2)
  Melee Dagger +9/+9 
  (1d4+5)
  Melee Dagger (Thrown) 20 
  ft.’: +9/+9 (1d4+5); 60 ft.’: 
  +9 (1d4+5)
  Melee +3 Greatsword +13 
  (2d6+8);
  Ranged Crossbow, Light ) --> 
  80 ft.’: +7/+7/+7 (1d8+2); 
  320 ft.’: +7/+7/+7 (1d8+2)
  Melee Dagger +10/+910+10 
  (1d4+5)
  Melee 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
  CE; Medium Humanoid (Tiefling)
  
  66
  Magic Items
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Ability Score Increase, 
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Fighting Style, 
  Second Wind, Great 
  Weapon Fighting
  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, Great Weapon 
  Fighting
  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, Great Weapon 
  Fighting
  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, Great Weapon 
  Fighting
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Greatsword; chain mail; 
  light crossbow; corssbow 
  bolts (20x); dagger
  +1 Greatsword; plate 
  armor; light crossbow; 
  corssbow bolts (20x); 
  dagger
  +2 Greatsword; +2 plate 
  armor; light crossbow; 
  corssbow bolts (20x); 
  dagger
  +3 Greatsword; +3 plate 
  armor; light crossbow; 
  corssbow bolts (20x); 
  dagger
  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.
  Ability Score Improvement When you reach 4th level, and again at 6th, 
  8th, 12th, 14th, 16th, and 19th level, you can increase one ability score 
  of your choice by 2, or you can increase two ability scores of your choice 
  by 1. As normal, you can’t increase an ability score above 20 using this 
  feature.
  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.
  Fighting Style You adopt a particular style of fighting as your specialty. 
  Choose one of the following options. You can’t take a Fighting Style 
  option more than once, even if you later get to choose again.
  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.
  
  67
  Magic Items
  Grimcollar
    Grimcollar (neck)
  Value:  
    750 gp / 
    2,800 gp /  
    5,100 gp / 
    8,300 gp
  Weight 2 lbs.; Materials wood, steel; Nature magical; Aura 
  moderate enchantment (compulsion) [mind-affecting]; Slot 
  neck
  CL:  
   2nd / 
    6th / 
    12th / 
    15th
  Effect Summary (self-application):
    +1 competence bonus to Intimidate and Wisdom 
  (Insight) checks; Dazzled for 1d4 rounds if such checks 
  are failed
    +3 competence bonus to Intimidate and Wisdom 
  (Insight) checks; Frightened for 1d4 rounds if such 
  checks are failed
    +5 competence bonus to Intimidate and Wisdom 
  (Insight) checks; Fatigued for 1d4 rounds if such checks 
  are failed
    +8 competence bonus to Intimidate and Wisdom 
  (Insight) checks; Dazed for 1d4 rounds if such checks 
  are failed
  Effect Summary (third party application):
    automatic Attitude of at least Indifferent toward 
  master; +4 competence bonus on master’s Wisdom 
  (Insight) and Charisma (Persuasion) checks toward 
  wearer; wearer suffers -2 to Charisma (Deception), 
  Charisma (Persuasion), and Wisdom (Insight) checks 
  against master
    automatic Attitude of at least Friendly toward master; 
  +6 competence bonus on master’s Wisdom (Insight) 
  and Charisma (Persuasion) checks toward wearer; 
  wearer suffers -4 to Charisma (Deception), Charisma 
  (Persuasion), and Wisdom (Insight) checks against 
  master
    automatic Attitude of at least Friendly toward master; 
  +8 competence bonus on master’s Wisdom (Insight) 
  and Charisma (Persuasion) checks toward wearer; 
  wearer suffers -6 to Charisma (Deception), Charisma 
  (Persuasion), and Wisdom (Insight) checks against 
  master
    automatic Attitude of at least Helpful toward master; 
  +10 competence bonus on master’s Wisdom (Insight) 
  and Charisma (Persuasion) checks toward wearer; 
  wearer suffers -8 to Charisma (Deception), Charisma 
  (Persuasion), and Wisdom (Insight) checks against 
  maste
  Description
  These darkly gorgeous leather collars are typically used to 
  enforce a submissive stature on those who report to cruel 
  masters.  They generally only function magically if they are 
  attached by someone else; that person then forms a special 
  relationship with the wearer.  The Master who attaches 
  such a collar automatically benefits from an improved 
  Attitude from the wearer; further effects depend upon the 
  formidableness of the collar and the relative strength of wills 
  between the two individuals involved.  
  Alternately, one may don a grimcollar by attaching it one’s 
  self; in such a scenario, it grants Intimidate and Wisdom 
  (Insight) skill bonuses to the wearer, but also inflicts 
  penalties if any such tests are failed.
  Effect
  There are two uses for a grimcollar: self-application, and 
  application by someone else.
  Self-application simply means one dons a grimcollar of one’s 
  own free will, and puts it on herself.  The benefit in this 
  scenario is a competence bonus to Wisdom (Insight) and 
  Intimidate skill checks.  However, each time the wearer 
  attempts one of these types of checks and fails, he suffers 
  acute psychic pain, resulting in the effect described.
  If a third party places a grimcollar on you, they become the 
  “master” and you the “wearer”, though it is not explicitly 
  apparent to the wearer that the grimcollar is the source of 
  effects resulting from this relationship.
  There are three impacts in this use of a grimcollar: first, 
  the wearer automatically defaults to a certain minimum 
  favorable Attitude toward the master, as noted.  Putting on 
  a grimcollar will not degrade an existing relationship if it 
  is already of better Attitude than that listed; it will simply 
  elevate it to the listed Attitude if it would otherwise be 
  worse.
  Second, the master benefits from a competence bonus to his/
  her Wisdom (Insight) and Charisma (Persuasion) checks, 
  but only in the context of making such checks against the 
  wearer themselves.
  Third, the wearer suffers a penalty to their own Charisma 
  (Deception), Charisma (Persuasion), and Wisdom 
  (Insight) checks, but only in the context of using them 
  
  68
  Magic Items
  against the master.  
  Note that in the context of opposed checks, this may result in 
  the grimcollar applying both bonuses and penalties, both to 
  the worse for the wearer!
  Although it is possible to remove a grimcollar at any time 
  without penalty, the most interesting storytelling use of 
  these devices is in a scenario in which the wearer is not 
  aware of the device’s being the source of any ill effects.  
  Skill checks may be failed or passed as influenced by the 
  grimcollar, but the wearer has no direct awareness that the 
  device is inovlved.
  Synergy & Sets
  None.  Grimcollars are standalone items, and do not gain 
  further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  These items are highly ritualistic, though many who use 
  them (both master and wearer!) are entirely unaware of 
  their magical nature, or of the impact they allow.
  Indeed, at least when applied by a third party, grimcollars 
  have the most impact in situations in which the wearer is 
  ignorant of the device’s nature.
    At the GM’s discretion, such knowledge can simply be 
  assumed to be automatic.  This can streamline gameplay 
  considerably and allow the wielder to immediately gain 
  the benefit of the grimcollar’s capabilities. 
   
  Gaming groups wishing to use this option may assume 
  the knowledge comes magically with picking up the 
  item.  Alternately, and for a bit of greater immersion 
  and roleplaying opportunity, instructions for using the 
  weapon might be discovered written down nearby, or 
  attached via twine.
  Ubiquity
  Grimcollars are uncommon, though in certain sects, cults, 
  and subsections of urban society, they are used to denote 
  emotional deovtion to one another.  
  It is even possible that two people each wear a grimcollar, 
  placed there by the other, resulting in a quite complex 
  combination of bonuses and penalties!
  Notoriety
  Anyone wearing a grimcollar makes a social statement.  
  Typically, that statement is “I’m taken”, in that they are 
  involved in a deep emotional and/or physical commitment to 
  another person.  
  There is usually not much negative stigma to grimcollars, 
  though they typically do speak to involvement with a certain 
  subsection of social life; think the goth or BDSM cultures of 
  the modern era.
    In game terms, a PC may self-apply a grimcollar in order 
  to benefit from its abilities; they may be ignorant of the 
  social statement such a device typically makes, and they 
  may be questioned about who their romantic partner is 
  as a result.
  Quirks of Ownership
  As the device 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, a grimcollar has no other quirks or impacts.
  History & Background
  Originally developed as a non-magical token of fidelity, the 
  leathersmith who invented the grimcollar discovered her 
  lover’s infidelity halfway through crafting her gift.
  Rather than confronting her beloved, she finished the work, 
  adding to it the magical properties it now has.  Under the 
  influence of this impact, and with her lover entirely unaware 
  of the power he had been placed under, the two stayed 
  together for years.  The inventor used her influence to drain 
  her unfaithful partner’s accounts dry, and persuaded him to 
  socially destroy his mistress.
  Table 11: Grimcollar Flavors
  Difficulty 
  Band
  Prefix
  Intimidate 
  and Wisdom 
  (Insight) 
  Bonuses
  Check 
  Failure 
  Effect
  Attitude 
  Toward 
  Master
  Master’s Wisdom 
  (Insight) / Charisma 
  (Persuasion) Bonuses
  Wearer’s Penalty to 
  Charisma (Deception) / 
  Charisma (Persuasion) 
  / Wisdom (Insight)
    Low
  Lesser
  +1
  Dazzled 1d4 
  rounds
  Indifferent
  +4
  -2
    Moderate
  Lesser
  +3
  Frightened 
  1d4 rounds
  Friendly
  +6
  -4
    Advanced
  Greater
  +5
  Fatigued 
  1d4 rounds
  Friendly
  +8
  -6
    Elite
  Greater
  +8
  Dazed 1d4 
  rounds
  Helpful
  +10
  -8
  
  69
  Magic Items
  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 Charisma 
  (Persuasion) 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 grimcollar 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 grimcollar, 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 grimcollar into 
  your gaming sessions beyond simply “the dragon drops a 
  nifty-looking leather choker”, 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 grimcollar
  Paladins & Clerics
  These classes may view grimcollars as evil devices, tools of 
  unclean minds and therefore items in need of destruction.
  Alternately, clerics of certain deities may wear the jewelry 
  themselves, “gifted” to them by their ecclesiastical leaders as 
  a means of being closer to their god.
  Rogues
  Rogues seeking to gain influence over others may use the 
  items as part of the wooing process.
  Martial Characters
  It’s possible that fighters or barbarians may become 
  embroiled romantically with someone who views grimcollars 
  as an appropriate symbol of affection. 
  Arcane Classes
  Arcanists of all walks of life would likely view grimcollars as 
  very dangerous, unnecessary devices, seeking either to avoid 
  them entirely or to sell or destroy the items.
  Monks, Rangers, and Druids
  These classes may wish to use the grimcollar’s self-
  application benefits for their own, and would similarly be 
  least likely to care what others thought this symbolized.
  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.
  Betrothed
  As these devices are largely seen as socially-acceptable 
  tokens of emotional commitment, scenarios involving 
  one or both members of a long-term relationship donning 
  grimcollars might be commonplace in your campaign setting.
  It could also be viewed as a throwback, an anachronistic 
  testament to the untrustworhiness of former generations.  
  Today’s youth might bridle at the thought of wearing these 
  collars.  Perhaps the PCs are asked to help convince someone 
  to take the plunge.
  This is 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 the 
  grimcollar 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 the grimcollar 
  is via the following Quest.
  
  70
  Magic Items
  FlexTable 9: Grimcollar Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-17
  01-30
  01-25
  31-40
  10
  Tradition mandates that 
  romantic partners put on a 
  neckpiece that signifies their 
  devotion.
    True.  This is the social aspect of 
  the grimcollar’s use.
  18-33
  31-50
  26-40
  41-50
  12
  In many cultures, before 
  acts of significant physical 
  intimacy, at least one member 
  of the adult partnership should 
  put on a leather choker that 
  indicates their emotional 
  commitment.
    True.  Though this wording is 
  largely how elders would interpret the 
  tradition.
  34-50
  51-70
  41-65
  51-55
  14
  Long-term relationships are 
  best sealed with a magical 
  leather headpiece that 
  strengthens the attachment.
    True.  Though the exact nature of 
  the enhancement is not described!
  51-67
  71-85
  66-75
  56-60
  16
  Sex before marriage is 
  frowned upon in some cultures 
  unless a “commitment circlet” 
  is worn by at least one partner.
    True.  Though in practice, of 
  course, it’s commonplace.
  68-84
  86-93
  76-90
  61-80
  13
  Leather neckpieces can be used 
  to force someone into acts of 
  romantic interest, and thus 
  should be distrusted.
    Partially True.  Wearing a 
  grimcollar placed there by someone 
  else does weaken one’s resolve when 
  discussing things with that person.
  85-00
  94-00
  91-00
  81-00
  15
  Sex before a marriage 
  ceremony will result in vile 
  diseases, unless a neck-worn 
  magical leather prophylactic is 
  employed.
    False.  Grimcollars prevent no 
  disease, and have no magical role in 
  sex.
    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: Say Yes to Tradition
    Summary: The PCs are sought out by a lover who wants 
  her betrothed to abide by her family’s traditions, and 
  wear a grimcollar as a sign of their attachment.   In 
  return for convincing him, the PCs are promised a 
  monetary reward.
    Rewards:  
    1,000 gp / 
    5,000 gp / 
    8,000 gp 
  / 
    12,000 gp (promised); up to 
    2 Reward Stars; 
  grimcollar
    Locations: Any.
    Key NPCs: Any.
    Kickoff: Random Encounter.
    Description:
  One member of a two-person long-term relationship asks 
  the party to help convince the other to don a grimcollar as 
  a symbol of their involvement.  For the sake of simplicity 
  of reference, we will assume a male/female relationship, 
  wherein the woman approaches the party and the male is 
  hesitant to agree.
  If the PCs know one or both of these characters, then their 
  interest and involvement in the matter is likely to be stronger. 
  In return for getting him to agree, the lady promises some 
  monetary token, though it should be made clear to the PCs 
  that this funding is to be taken out of their savings for the 
  wedding ceremony, and as a result, Good-aligned characters 
  should consider refusing the reward.
    If the party ignores the request, or is unable to resolve 
  the issue on the couple’s behalf, the couple will break up 
  over the unresolved issue, perhaps leading to further plot 
  intrigue.  No monetary reward, of course, is given, but at 
  the GM’s option, if the PCs come up with a viable excuse, 
  or succeed in 
    Charisma (Persuasion) or Charisma 
  (Deception) skill checks against the lady, she may give 
  them the grimcollar she had intended her fiance wear.
    In order to convince the male partner, the PCs must either 
  appeal to his sense of tradition, his love for his betrothed, 
  or threaten him outright.  Respectively, the skill checks 
  involved should be 
    Charisma (Persuasion), Wisdom 
  (Insight), or Intimidate, opposed by his Wisdom save 
  modifier.  Success by more than 5 results in immediate 
  agreement; success by 5 or less keeps the conversation 
  going; failure means that particular approach won’t work 
  any longer (but one of the others may be attempted).  If 
  the PCs fail in all three appeals, they may physically force 
  him to put the headband on; recall that doing so results in 
  penalties and bonuses that will make further discussion 
  
  71
  Magic Items
  easier.  However they do it, success merits the monetary 
  reward.
    If the party succeeds in getting the gentleman to wear 
  the grimcollar, and at least one of the PCs is Good-
  aligned, and they refuse the monetary reward, they will 
  receive continual goodwill from both partners of the 
  couple, and will also benefit from  
    2 Reward Stars.
    Alternately, the party may convince the lady to desist her 
  insistence that her betrothed comply.  This requires two 
  successive 
    Charisma (Persuasion) checks, opposed 
  by her Wisdom save modifier.  Failure has no impact, 
  except that she will accept no further discussion on the 
  matter; success means the party receives the grimcollar 
  that was intended for the fiance, and the party benefits 
  from  
    2 Reward Stars.
  
  72
  Magic Items
  Grimcollar 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 Wizard 1
  Wizard 6
  Wizard 10
  Wizard 14
  Size / Aln
  Medium NE Tiefling
  Medium NE Tiefling
  Medium NE Tiefling
  Medium NE Tiefling
  HP
  6
  24
  40
  53
  Armor 
  Class
  14
  15
  16
  17
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  7 (-2) 
  DEX  13 (+1) 
  CON  10 (+0) 
  INT  20 (+7) 
  WIS  7 (+0) 
  CHA  18 (+4)
  STR  7 (-2) 
  DEX  15 (+2) 
  CON  10 (+0) 
  INT  20 (+8) 
  WIS  7 (+1) 
  CHA  18 (+4)
  STR  7 (-2) 
  DEX  17 (+3) 
  CON  10 (+0) 
  INT  20 (+9) 
  WIS  7 (+2) 
  CHA  18 (+4)
  STR  7 (-2) 
  DEX  19 (+4) 
  CON  10 (+0) 
  INT  20 (+10) 
  WIS  7 (+3) 
  CHA  18 (+4)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 8
  Passive Perception 8
  Passive Perception 8
  Passive Perception 8
  Languages Common, Infernal
  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)
  Melee Quarterstaff +0 
  (1d6-2)
  Ranged Crossbow, Light ) --> 
  80 ft.’: -0 (1d8+3); 320 ft.’: 
  -0 (1d8+3)
  Melee Dagger +5 (1d4+2)
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+2); 60 ft.’: +5 
  (1d4+2)
  Melee +1 Quarterstaff +1 
  (1d6-2)
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +3 (1d8+5); 320 
  ft.’: +3 (1d8+5)
  Melee Dagger +7 (1d4+3)
  Ranged Dagger (Thrown) 
  20 ft.’: +7 (1d4+3); 60 ft.’: 
  +7 (1d4+3)
  Melee +2 Quarterstaff +2 
  (1d6-2)
  Ranged Crossbow, Light ) --> 
  80 ft.’: +6 (1d8+7); 320 ft.’: 
  +6 (1d8+7)
  Melee Dagger +9 (1d4+4)
  Ranged Dagger (Thrown) 20 
  ft.’: +9 (1d4+4); 60 ft.’: +9 
  (1d4+4)
  Melee +3 Quarterstaff +3 
  (1d6-2)
  Special
  -
  -
  -
  -
  Proficiencies
  Crossbow (Light), Dagger, Dart, Quarterstaff, Sling
  NE; Medium Humanoid (Tiefling)
  
  73
  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 
  17.
  Languages You can speak, read, and write Common and Infernal.
  Ability Score Improvement When you reach 4th level, and again at 8th, 
  12th, 16th, and 19th level, you can increase one ability score of your 
  choice by 2, or you can increase two ability scores of your choice by 1. As 
  normal, you can’t increase an ability score above 20 using this feature.
  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.
  Cantrips At 1st level, you know three cantrips of your choice from the 
  wizard spell list. You learn additional wizard cantrips of your choice at 
  higher levels, as shown in the Cantrips Known column of the Wizard 
  table.
  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.
  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. 
  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 19. 
  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 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Hellish 
  Resistance, Infernal 
  Legacy, Languages, Arcane 
  Recovery, Cantrips, 
  Preparing and Casting 
  Spells, Ritual Casting, 
  Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, 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, 
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, 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, Darkvision, 
  Hellish Resistance, Infernal 
  Legacy, Languages, 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: burning hands; charm 
  person
  Save DC 16; Spell Atk +8
  3rd: fireball; fly; major image
  2nd: blur; hold person; 
  invisibility
  1st: burning hands; charm 
  person; floating disk; jump
  Save DC 17; Spell Atk +9
  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 18; Spell Atk +10
  7th: prismatic 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; 
  quarterstaff; crossbow 
  bolts (20x)
  Light crossbow; dagger; 
  +1 quarterstaff; crossbow 
  bolts (20x)
  Light crossbow; 
  dagger; +2 quarterstaff; 
  crossbow bolts (20x)
  Light crossbow; dagger; 
  +3 quarterstaff; crossbow 
  bolts (20x)
  
  74
  Magic Items
  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.
  
  75
  Magic Items
  Mortal Pendant
    Mortal Pendant (neck)
  Value:  
    1,200 gp / 
    3,800 gp /  
    5,900 gp / 
    8,400 gp
  Weight 1 lb.; Materials silver; glass; Nature magical; Aura 
  moderate enchantment (compulsion) [mind-affecting]; Slot 
  neck
  CL:  
    1st / 
    4th / 
    8th / 
    10th
  Effect Summary: 
    4 charges; 1d8+2 temporary hp recovered per charge 
  expended; 75% chance to recharge 1 per enemy slain
    5 charges; 1d8+4 hp recovered per charge expended; 
  80% chance to recharge 1 per enemy slain
    6 charges; 2d8+6 temporary hp recovered per charge 
  expended; 80% chance to recharge 1 per 4 HD of enemy 
  slain
    8 charges; 2d8+8 hp recovered per charge expended; 
  90% chance to recharge 1 per 4 HD of enemy slain
  Description
  Automatically regenerates temporary hitpoints when the 
  wearer falls to 0 or fewer; this expends a charge of the 
  item’s power.
  Can be recharged by slaying enemies.  Advanced versions 
  have a larger reservoir of charges and a greater impact to 
  restorative power.
  Effect
  Mortal pendants have charges which can be expended 
  automatically, and may be recharged if certain conditions are 
  met.
  Whenever the wearer’s hit points reach zero or fewer, a 
  mortal pendant will automatically expend a charge of its 
  power if it has any remaining.  Expending a charge in this 
  manner gifts the wearer with either temporary or regular hit 
  points as described.
  There is no limit to the number of charges that may be 
  expended in a certain timeframe; it’s entirely possible in dire 
  circumstances for a wearer to receive a charge every round!
  The wearer cannot under any circumstances request, force, 
  or otherwise cause a charge to be expended, except by 
  reducing their hit points to zero.
  Mortal pendants with zero charges remaining have no 
  function, but will receive recharges as normal; the items 
  never “deplete” fully without the ability to recover.
  Mortal pendants recharge by the extinguishing of life force: 
  each time the wearer takes an action which reduces a living 
  creature to zero hit points or fewer, test to see if it results in 
  a recharge as described.  
  When assessing HD of slain enemies, round down: If the 
  wearer of an Elite Mortal Pendant slays a 9 HD monster, 
  make two percentile rolls to determine if none, either, 
  or both effects a recharge.  In this scenario, between 0-2 
  charges are recharged based on the rolls.  
  For the purposes of these recharges, Undead and Constructs 
  do not qualify.
  Synergy & Sets
  None.  Mortal pendants are standalone items, and do not 
  gain further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  A mortal pendant discovered “in the wild” will have 
    1d4-1 
  charges remaining in its reservoir.  They appear to be vials 
  filled with blood; the amount of red liquid remaining in the 
  vial represents the charge remaining in the device.  
  No instructions or explanations are found with mortal 
  pendants, though those for sale by vendors may merit an 
  explicit description of their nature and use.
    At the GM’s discretion, such knowledge can simply be 
  assumed to be automatic.  This can streamline gameplay 
  considerably and allow the wielder to immediately gain 
  the benefit of the mortal pendant’s capabilities. 
   
  Gaming groups wishing to use this option may assume 
  the knowledge comes magically with picking up the 
  item.  Alternately, and for a bit of greater immersion 
  and roleplaying opportunity, instructions for using the 
  weapon might be discovered written down nearby, or 
  attached via twine or to the necklace itself.
  
  76
  Magic Items
  Ubiquity
  Mortal pendants are exceedingly rare.  Prized by barbarian 
  cultures and gladiatorial arenas especially, they are largely 
  frowned upon by most societies as a death-cheating incentive 
  to live life dangerously.
  Notoriety
  Wearing these devices is a clear, plain statement to those 
  who recognize them from afar: I’m willing to die to achieve 
  my goals.
  While some who don these items may be more afraid for 
  their lives than devil-may-care, from a social signalling 
  perspective, cultures acquainted with mortal pendants tend 
  to prize them and even gift them to their most elite warriors 
  and political leaders.
    In game terms, owning a mortal pendant could be a 
  lightning rod for subsequent Quests or plotlines involving 
  cultures who prize them, or who view ownership of these 
  items as signifying rank or prowess.
  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, a mortal pendant has no other quirks or 
  impacts.
  History & Background
  Long ago, a barbarian tribe with a reputation for reckless 
  fighting enslaved a school of wizards.  Hungry for a way to 
  enact more carnage with less risk of death, they forced the 
  arcanists to come up with a solution.  After weeks of toil 
  and blood, the hapless wizards produced the first mortal 
  pendant.
  Soon thereafter, the wizards were worked to their own 
  demise to produce pendants for the entire tribe.  
  Though the original “recipe” for mortal pendants died with 
  the last of these enslaved wizards, the concept of the devices 
  is straightforward enough, and was soon reproduced by 
  other, less punished, arcanists.
  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 Charisma 
  (Persuasion) 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 mortal pendant 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 mortal pendant, 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 mortal pendant 
  into your gaming sessions beyond simply “the dragon drops a 
  Table 12: Mortal Pendant Flavors
  Difficulty Band
  Prefix
  Charges
  HP / Charge
  Slay Recharge
    Low
  Lesser
  4
  1d8+2 temp
  75% per 1 enemy slain
    Moderate
  Lesser
  5
  1d8+4
  80% per 1 enemy slain
    Advanced
  Greater
  6
  2d8+6 temp
  80% per 4 HD of enemy slain
    Elite
  Greater
  8
  2d8+8
  90% per 4 HD of enemy slain
  
  77
  Magic Items
  creepy-looking vial-of-blood necklace”, 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 mortal pendant.
  Paladins & Clerics
  These classes may view these devices as cheating death, 
  amoral, or otherwise in a negative light depending on the 
  strictness of their faith.  
  Then again, given that many Paladins and Clerics have so 
  much focus on healing and curative abilities, mortal pendants 
  may simply be issued as baseline equipment by their church.
  Rogues
  One might argue that the entire approach of most Rogues is 
  to avoid situations in which their lives are truly in danger to 
  begin with, so those coming across a mortal pendant may be 
  inclined to simply sell it in favor of a device more in keeping 
  with their outlook.
  Martial Characters
  These classes are the bread and butter target user of mortal 
  pendants, those for whom the item was created to begin 
  with.
  Arcane Classes
  Although melee is hardly the first choice for arcanists, it’s 
  also true that these classes tend to have the least armor and 
  fewest hit points, making a device like the mortal pendant 
  quite useful in staying alive while others heal them.
  Monks, Rangers, and Druids
  The utility of a device such as the mortal pendant to these 
  classes is truly a function of their combat style: melee 
  participants, largely monks, will see the obvious value in 
  such an item.
  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.
  Indefatigable
  Rumor tells of a monstrous half-orc warrior who is said to 
  be indestructible.  While quite formidable in many ways, in 
  truth, she derives this ability from a mortal pendant.
  This 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 mortal 
  pendant 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 the mortal 
  pendant 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 Impacable Foe
    Summary: Hearing tales of an indestructible warrior, 
  the PCs set out to see for themselves... and possibly save 
  the less-hardy population of a nearby village.
    Rewards:  
    3,100 gp / 
    8,450 gp / 
    13,000 gp 
  / 
    19,500 gp (promised); up to 
    1 Reward Star; 
  mortal pendant
    Locations: Any.
    Key NPCs: Any.
    Kickoff: Random Encounter.
    Description:
  The PCs happen upon a population of villagers who are being 
  regularly terrorized by a half-orc warrior from the hills 
  to the north.  They say that the warrior is indestructible, 
  that even when her wounds seem as though they must have 
  destroyed her, she rises again, given fresh strength through 
  dire means.
  At first blush, the party may well be skeptical of the tale, 
  given that the combat prowess and military experience of the 
  average villager is limited to scything wheat at best.  But as 
  more details emerge, and/or the PCs deploy truth-detecting 
  means to validate the story, the tale holds up.  Perhaps the 
  PCs are even present for one such raid, and the barbarian 
  woman escapes back to the hills with loot in tow.
  Though their means be somewhat meager, the village has 
  pooled their wealth to offer a monetary reward to the party 
  if they secure peace.
  Formidable though her talents may be, in truth the 
  barbarian’s durability is greatly aided by her mortal pendant, 
  the true secret to her strength.
    If the party ignores the plea, the warrior will continue 
  to ransack the village from time to time.  The PCs may 
  return at any point to resolve the issue.
    If the party confronts the warrior, she will admit 
  nothing, though the PCs may note the distinctive item 
  on her neck as being abnormal.  When encountered, the 
  barbarian’s mortal pendant contains full charges.  The 
  
  78
  Magic Items
  FlexTable 10: Mortal Pendant Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-17
  01-30
  01-25
  31-40
  14
  Barbarian raiders once 
  benefitted from sacred 
  artifacts that gifted them 
  the ability to cheat death 
  temporarily.
    True.  This describes not only the 
  function of the mortal pendant, but also 
  a bit of its etymology.
  18-33
  31-50
  26-40
  41-50
  14
  Savage warriors raped and 
  pillaged, granted extended 
  energy and life through magic 
  vials about their necks.
    True.  This is indeed what occured 
  with the original, and subsequent, 
  barbarian tribes.
  34-50
  51-70
  41-65
  51-55
  15
  Pendants full of the blood of 
  their enemies once granted 
  fighters the ability to sustain 
  mortal injuries and fight on.
    True.  Though mortal pendants are 
  not technically filled with the blood of 
  enemies, their recharge certainly seems 
  metaphorically so.
  51-67
  71-85
  66-75
  56-60
  16
  Furious warriors can fight 
  through hordes of enemies 
  using a life-giving pendant 
  that resembles a vial of blood.
    True.  
  68-84
  86-93
  76-90
  61-80
  15
  There exists a necklace that 
  produces everlasting life.
    Partially True.  “Everlasting” is a 
  stretch, but the pendant does extend 
  life in the sense that it prevents death!
  85-00
  94-00
  91-00
  81-00
  16
  A cursed necklace of healing 
  will instead suck life force 
  from the wearer unless it is 
  fed carnage.
    False.  While the device does 
  recharge when the wearer slays 
  enemies, the rest of the concept 
  described is farcical.
  warrior will fight back without hesitation.  She will 
  continue combat until she runs out of charges in her 
  mortal pendant, at which time she will ask for a parlay, 
  admitting to the secret of her strength, and begging the 
  party to let her live.  In return, she will give them the 
  mortal pendant; the villagers pose little enough a threat 
  that she can simply raid them without its benefit, tales of 
  her abilities paving the way ably.  Worst-case scenario, 
  she figures she can simply find another village to raid.  
  The party may slay her, or accept the offer.  If the party 
  destroys her, the PCs benefit from the monetary reward, 
  and the mortal pendant; if they let her live, they of course 
  only get the pendant and no reward, since the raids will 
  persist.
    When they encounter the warrior, the party may instead 
  attempt to convince her to raid elsewhere.  If they 
  undertake successful 
    Charisma (Persuasion) or 
  Intimidate checks, opposed by the warrior’s Charisma 
  (Deception) or own Intimidate, they will convince her 
  of this, resulting in the monetary reward promised from 
  the town, as well as 
    1 Reward Star.  The best possible 
  scenario is if the party fights the warrior to the point 
  where she begs them to let her live, then convince her to 
  raid elsewhere; in this case the party benefits from o 
    
  1 Reward Star, the money, and the mortal pendant.  
  This Quest ends only when the barbarian is slain or 
  convinced to raid elsewhere.
  
  79
  Magic Items
  Mortal Pendant 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 Cleric 1
  Cleric 6
  Cleric 10
  Cleric 14
  Size / Aln
  Medium TN  
  Gnome (Rock)
  Medium TN  
  Gnome (Rock)
  Medium TN  
  Gnome (Rock)
  Medium TN  
  Gnome (Rock)
  HP
  12
  49
  80
  111
  Armor 
  Class
  17
  19
  21
  23
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR  10 (+0) 
  DEX  13 (+1) 
  CON  19 (+4) 
  INT  7 (-2) 
  WIS  16 (+5) 
  CHA  11 (+2)
  STR  10 (+0) 
  DEX  13 (+1) 
  CON  19 (+4) 
  INT  7 (-2) 
  WIS  18 (+7) 
  CHA  11 (+3)
  STR  10 (+0) 
  DEX  13 (+1) 
  CON  19 (+4) 
  INT  7 (-2) 
  WIS  20 (+9) 
  CHA  11 (+4)
  STR  12 (+1) 
  DEX  13 (+1) 
  CON  19 (+4) 
  INT  7 (-2) 
  WIS  20 (+10) 
  CHA  11 (+5)
  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 15 
  Armor - Disadvantage on 
  Stealth
  Languages Common, Gnomish
  Attacks
  Melee Mace (Small) +2 
  (1d6)
  Melee Dagger (Small) +3 
  (1d4+1)
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +3 
  (1d4+1); 60 ft.’: +3 
  (1d4+1)
  Melee +1 Mace (Small) +4 
  (1d6+1)
  Melee Dagger (Small) +4 
  (1d4+1)
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +4 (1d4+1); 
  60 ft.’: +4 (1d4+1)
  Melee +2 Mace (Small) +6 
  (1d6+2)
  Melee Dagger (Small) +5 
  (1d4+1)
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +5 
  (1d4+1); 60 ft.’: +5 
  (1d4+1)
  Melee +3 Mace (Small) +9 
  (1d6+4)
  Melee Dagger (Small) +6 
  (1d4+1)
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +6 (1d4+1); 
  60 ft.’: +6 (1d4+1)
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Mace, Quarterstaff, Shortbow, Sickle, 
  Sling, Spear, Unarmed Strike
  TN; Medium Humanoid (Gnome)
  
  80
  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.
  Ability Score Improvement When you reach 4th level, and again at 8th, 
  12th, 16th, and 19th level, you can increase one ability score of your 
  choice by 2, or you can increase two ability scores of your choice by 1. As 
  normal, you can’t increase an ability score above 20 using this feature.
  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 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, 
  Bonus Proficiency, Cantrips, 
  Disciple of Life, Divine 
  Domain, Spellcasting Ability
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, 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, 
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, 
  Languages, Tinker, Tinker’s 
  Tools, 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, Artificer’s 
  Lore, Darkvision, Gnome 
  Cunning, Languages, Tinker, 
  Tinker’s Tools, 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: bless; cure wounds
  Save DC 15; Spell Atk +7
  3rd: clairvoyance; dispel 
  magic; revivify
  2nd: aid; blindness/deafness; 
  hold person
  1st: bless; cure wounds; 
  detect magic; inflict wounds
  Save DC 17; Spell Atk +9
  5th: flame strike; hallow
  4th: control water; 
  divination; freedom of 
  movement
  3rd: clairvoyance; dispel 
  magic; revivify
  2nd: aid; blindness/
  deafness; hold person
  1st: bless; cure wounds; 
  detect magic; inflict 
  wounds
  Save DC 18; Spell Atk +10
  7th: fire storm
  6th: harm
  5th: flame strike; hallow
  4th: control water; 
  divination; freedom of 
  movement
  3rd: clairvoyance; dispel 
  magic; revivify
  2nd: aid; blindness/deafness; 
  hold person
  1st: bless; cure wounds; 
  detect magic; inflict wounds
  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)
  
  81
  Magic Items
  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.
  
  82
  Magic Items
  Potion Gorget
    Potion Gorget (neck)
  Value:  
    250 gp / 
    1,500 gp /  
    4,500 gp / 
    10,000 gp
  Weight 1 lbs.; Materials leather; Nature mundane / magical 
  (see below); Aura none / moderate enchantment; Slot neck
  CL:  
   
   n/a / 
    8th / 
    12th
  Effect Summary: 
    potion use is either a standard or a bonus action; holds 
  2 potion doses
    potion use is a standard or bonus action; holds 2 potion 
  doses
    potion use is a free action; holds 2 potion doses; grants 
  +1 to effect dice of imbibed potions
    potion use is a free action; holds 3 potion doses; grants 
  +2 to effect dice of imbibed potions
  Description
  Although these devices come in various cosmetic variations, 
  they all contain the rudiments: an enclosed, semi-protected 
  bulb or other vessel for a liquid to be poured into, and a thin 
  reed, pipette, straw, or other hollow tube which articulates 
  so as to hover nearby the wearer’s mouth.
  In some variations, potion gorgets are in fact part of the 
  armor they top; typically this is seen in expensive or higher-
  end leather armors.
  Although they make imbibing a potion quick and easy amidst 
  other activities, they suffer two unavoidable drawbacks: 
  first, they are limited to the contents that have been inserted 
  into them; and second, they cannot be worn with other neck-
  based equipment.
  Effect
  Using a potion gorget is simple: drink from the straw.  This 
  allows for faster, and/or more flexible, and/or more potent 
  consumption of potions in the midst of combat or other 
  activities, as described in the item profile above.
  Though some are indeed woven into the leather or 
  connective stitching of armor, treat all potion gorgets as 
  separate items that consume the neck slot on a wearer.
  Refilling a potion gorget requires doses of the desired potion 
  and takes 2 full rounds.  Any liquid-based potion may be 
  inserted into the device.  
  Versions of a potion gorget which allow for multiple doses 
  may only be filled with a single type of potion.  For example, 
  an 
    elite potion gorget may contain two doses of potion 
  of cure moderate wounds, but cannot contain one dose of 
  potion of cure moderate wounds and a separate dose of potion 
  of neutralize poison.
  More powerful versions of potion gorgets are magical in 
  nature, and grant an enhancement effect to potions poured 
  into them and consmed therefrom.  For potions with a 
  randomized effect, 
    Advanced and 
    Elite potion 
  gorgets grant a bonus per die of effect.  For example, a 
  potion that restores 3d6 hit points when drunk would 
  instead grant 3d6+6 hit points if consumed via an 
    elite 
  potion gorget.
  Synergy & Sets
  None.  Potion gorgets are standalone items, and do not 
  gain further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  Typically, an potion gorget will either be sold to a PC and 
  thus its function described thoroughly, or found worn on a 
  humanoid creature, perhaps even filled with a dose of potion 
  already.
  There is a 
    50% chance that, when discovered outside 
  the context of a vendor who is aware of its purpose, a given 
  Potion gorget will contain a single dose of potion; if so, roll 
  on the 
    Potions: Moderate FlexContent table.
    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 potion 
  gorget’s capabilities.
  Ubiquity
  Potion gorgets are somewhat common, particularly lower-
  caliber iterations which are not even truly magical in nature.
  Particularly in well-to-do, high-magic, or otherwise 
  
  83
  Magic Items
  advanced urban or trade-focused environments, they are at 
  least as common as low-level magical armor.
  It is not uncommon to find them in blacksmith shops, or 
  even among textiles.
  Notoriety
  As they are somewhat commonplace, potion gorgets typically 
  attract little attention, even when worn.
  Conversely, however, in rural areas or those without much 
  access to advanced technology or magic, wearing an Potion 
  gorget may seem strange; after all, it may be unique from 
  a fashion standpoint, in that it has a bizarre straw floating 
  about the face.
  Quirks of Ownership
  As the device is a non-sentient magical item, and not an 
  artifact or relic, it exerts no particular will or influence on 
  its owner or wielder.  
  History & Background
  Potion gorgets were conceived of by an unlucky cleric 
  adventurer with a propensity to attract damage in combat.  
  One day, fighting a stone giant with his comrades, he stopped 
  mid-melee to imbibe a curative; while he sipped, an ally 
  swooped in and landed the felling blow to the enemy.  
  This led to no end of jibes and japes at the cleric’s preference 
  for drink as opposed to combat, and so on.
  Disgusted and ashamed, the cleric worked with an alchemist 
  friend to create the very first potion gorget.
  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 Charisma 
  (Persuasion) 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 potion gorget 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 potion gorget, 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 potion gorget 
  into your gaming sessions beyond simply “the mercenary 
  captain drops a nifty-looking neck-leather”, 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 potion gorget.
  Table 13: Potion Gorget Flavors
  Difficulty Band
  Prefix
  # Doses
  Potion Use
  Effect Dice Enhancement
    Low
  Minor
  2
  Standard or Move
  -
    Moderate
  Lesser
  2
  Swift
  -
    Advanced
  Greater
  3
  Free
  +1
    Elite
  Elite
  3
  Free
  +2
  
  84
  Magic Items
  Paladins & Clerics
  Curative and restorative by their own nature, these classes 
  would likely welcome additional powers in this vein, either 
  for their own selfish use, or to free up expenditures of their 
  own native powers for use on others.
  Rogues
  Rogues typically have their hands full—literally!  Thus a 
  hands-free means of getting a boost in a variety of potential 
  forms would be a welcome boon to anyone of this class.
  Martial Characters
  Regardless of whether these classes favor ranged or melee 
  combat, a hands-free means of aiding or curing would be 
  hugely helpful.
  Arcane Classes
  Although arcanists are rarely caught in melee, a neckpiece 
  used to deliver a cure or a speedy means of escape might be 
  just the thing to ensure safety.
  Monks, Rangers, and Druids
  Because potions themselves are so deeply varied in their 
  function, any of these classes could benefit greatly from a 
  hands-free means of magical enhancement or restoration.
  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.
  Handicapped Wizard
  A local wizard seeks the help of the party in securing a 
  device that will help him adventure, despite his physical 
  handicap of having but stumps for arms.
  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 
  potion gorget 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.
  Sting Suppressant
  To obtain some other objective, or to progress toward 
  some other goal, the PCs must traverse a region riddled 
  with poisonous adversaries.  Potion gorgets loaded with 
  antivenom could be quite useful in this pursuit.
  Quests
  Another, more thorough, means of introducing a potion 
  gorget 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: Wizard Enablers
    Summary: A local arcanist seeks the party’s assistance in 
  securing a device that will help him adventure as he has 
  always dreamed, overcoming his lack of hands. 
    Rewards:  
    1,500 gp / 
    4,000 gp / 
    7,500 gp 
  / 
    12,500 gp (promised); up to 
    2 Reward Stars; 
  potion gorget
    Locations: Any.
    Key NPCs: None
    Kickoff: Random Encounter.
    Description:
  A local wizard performs tricks for children, and is 
  occasionally hired to perform at parties.  Although most 
  are well-intentioned and good-humored about these 
  engagements, it’s unavoidable that his talents, though 
  passing average, are viewed as a novelty... as is the man 
  himself, as he lost both hands in a chemical explosion when 
  he was a teenager.
  The man strikes up a conversation with the PCs, perhaps 
  at a pub.  He laments the loss of his chance at adventuring, 
  wondering wistfully and lustily at the dangers the party has 
  faced and how the horizon holds ever-loftier challenge for 
  them.
  If only, he reasons, he were able to imbibe potions without 
  the use of his hands, he might still serve a party well.  He 
  has worked hard to implement the somantic components 
  of most spells to great effect despite his limitation, and 
  certainly has the right adventuring spirit.
  He has heard of a device that might be of use, if only 
  someone of good heart were to investigate...
  The aspiring wizard promises his life savings, and his talents 
  as a free hireling, if they help him out.
    If the PCs ignore him, they can re-engage at any point: 
  the man isn’t going anywhere, unfortunately.
    If the PCs follow up, they will locate a potion gorget for 
  sale in a nearby magic-items shop.  The item is for sale at 
  regular price.   
   
  The PCs may of course purchase the gorget and ignore the 
  wizard, in which case they receive the item for its normal 
  price and nothing further.
    The PCs may instead purchase the item and give it to 
  the wizard.  This nets him the cash reward promised, 
    1 Reward Stars, and the use of his services as a 
  free hireling whenever and for however long the party 
  wishes; he will tag along simply for the thrill of the 
  quest, and will not even seek a share of loot. 
   
  If the party declines his kind offer, they benefit from a 
  further 
    1 Reward Star.
  
  85
  Magic Items
  FlexTable 11: Potion Gorget Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-17
  01-30
  01-25
  31-40
  10
  Leather neckpieces were 
  originated by an inept 
  adventurer.
    True.  This merely describes an 
  overview of the device’s etymology.
  18-33
  31-50
  26-40
  41-50
  14
  First conceived of by a cleric, 
  leather neckpieces make 
  potions easier to imbibe during 
  combat.
    True.  This describes the bare 
  essentials of the items’ function.
  34-50
  51-70
  41-65
  51-55
  15
  Finely-crafted neck leathers 
  can allow the wearer to 
  quickly drink a restorative 
  during a battle.
    True.  This is a great summary of 
  the device’s best use.
  51-67
  71-85
  66-75
  56-60
  16
  Potion gorgets are sometimes 
  magical in nature, and might 
  even enhance the effects of 
  potions used with them.
    True.  This describes the more 
  potent aspects of the artifact.
  68-84
  86-93
  76-90
  61-80
  15
  Although helpful in many 
  circumstances, cursed potion 
  gorgets will curdle liquid, 
  causing nausea and nullifying 
  any beneficial effects.
    False.  There is no risk of this 
  effect.
  85-00
  94-00
  91-00
  81-00
  16
  Potion gorgets have been 
  known to tighten and strangle 
  wearers during heightened 
  conflit.
    False.  No known potion gorgets are 
  cursed in this manner.
  
  86
  Magic Items
  Potion Gorget 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  
  Half-Orc
  Medium CN  
  Half-Orc
  Medium CN  
  Half-Orc
  Medium CN  
  Half-Orc
  HP
  15
  58
  119
  176
  Armor 
  Class
  14
  15
  16
  17
  Speed
  Walk 30’
  Walk 40’
  Walk 40’
  Walk 40’
  Ability 
  Scores / 
  Saves
  STR  18 (+6) 
  DEX  13 (+1) 
  CON  16 (+5) 
  INT  6 (-2) 
  WIS  8 (-1) 
  CHA  11 (+0)
  STR  20 (+8) 
  DEX  13 (+1) 
  CON  16 (+6) 
  INT  6 (-2) 
  WIS  8 (-1) 
  CHA  11 (+0)
  STR  20 (+9) 
  DEX  13 (+1) 
  CON  18 (+8) 
  INT  6 (-2) 
  WIS  8 (-1) 
  CHA  11 (+0)
  STR  20 (+10) 
  DEX  13 (+1) 
  CON  20 (+10) 
  INT  6 (-2) 
  WIS  8 (-1) 
  CHA  11 (+0)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 11
  Passive Perception 12
  Passive Perception 13
  Passive Perception 14
  Languages Common, Orc
  Attacks
  Melee Greatclub +6 
  (1d8+4)
  Melee Dagger +6 (1d4+4)
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+4); 60 ft.’: +6 
  (1d4+4) 
  Melee +1 Greatclub +9 
  (1d8+6)
  Melee Dagger +8/+8 
  (1d4+5)
  Ranged Dagger (Thrown) 20 
  ft.’: +8/+8 (1d4+5); 60 ft.’: 
  +8/+8 (1d4+5)
  Melee +2 Greatclub +11 
  (1d8+7)
  Melee Dagger +9/+9 
  (1d4+5)
  Ranged Dagger (Thrown) 
  20 ft.’: +9/+9 (1d4+5); 60 
  ft.’: +9/+9 (1d4+5)
  Melee +3 Greatclub +13 
  (1d8+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
  CN; Medium Humanoid (Half-Orc)
  
  87
  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.
  Ability Score Improvement When you reach 4th level, and again at 8th, 
  12th, 16th, and 19th level, you can increase one ability score of your 
  choice by 2, or you can increase two ability scores of your choice by 1. As 
  normal, you can’t increase an ability score above 20 using this feature.
  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, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Rage, Unarmored Defense
  Ability Score Increase, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  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, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  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, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  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
  Greatclub; hide armor; 
  dagger
  +1 Greatclub; +1 hide 
  armor; dagger
  +2 Greatclub; +2 hide 
  armor; dagger
  +3 Greatclub; +3 hide 
  armor; dagger
  
  88
  Magic Items
  Spellbinder Sheath
    Spellbinder Sheath (wand)
  Value:  
    8,000 gp / 
    20,000 gp /   
    50,000 gp / 
    115,000 gp
  Weight 1 lb.; Materials wood, gemstones, steel, silver; 
  Nature magical; Aura moderate enchantment; Slot wand
  CL:  
   4th / 
    8th / 
    12th / 
    16th
  Effect Summary: 
    grants +20% to range of a ranged spell cast by the 
  wielder 3x/day
    grants +20% to range of a ranged spell cast by the 
  wielder 5x/day; 
  grants +20% to duration of a spell cast by the wielder 
  3x/day
    grants +20% to range of a ranged spell cast by the 
  wielder 5x/day; 
  grants +20% to duration of a spell cast by the wielder 
  5x/day; 
  grants +25% to all numeric values of a spell cast by the 
  wielder 1x/day
    grants +20% to range of a ranged spell cast by the 
  wielder 5x/day; 
  grants +20% to duration of a spell cast by the wielder 
  5x/day; 
  grants +25% to all numeric values of a spell cast by the 
  wielder 3x/day; 
  grants maximization to numeric values of a spell cast by 
  the wielder 1x/day
  Description
  These are handles or sheaths for wands, that have their own 
  minimal magical property.  
  They can be made of any material, and patterned; some even 
  appear to be basket-hilts but without a corresponding sword 
  blade.
  Effect
  All flavors of spellbinder sheaths grant the wielder the ability 
  to cast spells with additional enhancements, as though the 
  wielder had the benefit of casting the spell as memorized 
  under the power of one or more metamagic feats.
  Application of one or more metamagic feat effects to a spell 
  cast by the wearer is not limited to arcane spells: divine 
  spells may also receive the benefits.  A creature’s spell-like 
  abilities, or spell-like effects granted by items, spells, or 
  other sources, cannot be affected by the spellbinder sheath’s 
  metamagic feat effects.
  Each spellbinder sheath has up to four physical triggers built 
  into the wand.  Activating any, or up to all four, requires no 
  additional actions, but does nothing in and of itself: in order 
  to take effect, the wielder must themselves cast a spell in the 
  same round in which the triggers are pressed.
  Any spell may receive the benefits from any number of the 
  triggered effects.  These do not affect the spell cast in any 
  way other than that described in the effect of the metamagic 
  feat.  Specifically, a spell cast and enhanced by a spellbinder 
  sheath does not increase the effective spell level; nor does 
  it require a higher-level spell slot.  The caster need not 
  conceive of the arrangement in advance, and a spellbinder 
  sheath does not affect spell memorization, preparation, 
  required components, or other prerequisites in any manner.
  The limitations described are per-effect, and per-device, not 
  per-user; each resets 24 hours after the initial use from fully 
  “charged”.
  Synergy & Sets
  None.  Spellbinder sheaths are standalone items, and do not 
  gain further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  It’s most common to discover a spellbinder sheath in a rare 
  magic-items shop, or in the guarded possession of a secretive 
  wizard.  
  Although these items grant a great deal of flexible power, 
  those who come upon them tend not to advertise their 
  existence, lest jealous or power-hungry rivals employ dark 
  means of theft.
  The triggers are clearly visible upon close inspection, and 
  typically appear as depressions or knobs.  What they do 
  and are for, however, requires either firsthand knowledge 
  
  89
  Magic Items
  conveyed by a previous owner familiar with the device, a fair 
  amount of trial-and-error, or research.
    At the GM’s discretion, such knowledge can simply be 
  assumed to be automatic.  This can streamline gameplay 
  considerably and allow the wielder to immediately gain 
  the benefit of the spellbinder sheath’s capabilities. 
   
  Gaming groups wishing to use this option may assume 
  the knowledge comes magically with picking up the 
  item.  Alternately, and for a bit of greater immersion 
  and roleplaying opportunity, instructions for using the 
  weapon might be discovered written down nearby, or 
  attached via twine to the item.
  Ubiquity
  Spellbinder sheaths are rare, though with most current 
  owners having a secretive approach to their protection of the 
  item, it’s difficult to truly tell how rare.
  Notoriety
  These wands do not obviously denote their true power, as 
  spellbinder sheaths are quite varied in appearance.  Thus it’s 
  difficult for onlookers, even those well-versed in the artifact, 
  to detect this device.
  In most cases, onlookers will simply assume that a 
  spellbinder sheath is a magical, but otherwise ordinary, 
  wand.
  Quirks of Ownership
  As the wand is a non-sentient magical item, and not an 
  artifact or relic, it exerts no particular will or influence on 
  its owner or wielder.  
  A spellbinder sheath has no other quirks or impacts.
  History & Background
  The first spellbinder sheath was crafted lovingly, as a means 
  of retarding the effects of brain degeneration in a spouse.
  Many years ago, a pair of wizards married and lived quite 
  happily.  The husband served as advisor to a prominent 
  prince; the wife forged all manner of magical devices and 
  items.
  As years together turned into decades, the pair’s roles, their 
  clients, and whom they served rotated in deference to the 
  whims of power.  Through it all, however, they remained, 
  loyal to the service of magic and power, not to any particular 
  administration or social strata of clientele.
  Things began to change, however, as the husband’s 
  advancing age caught up with him at least.  Always 
  somewhat eccentric, he started to become outright forgetful, 
  to the point where it began to affect his business.
  The pair squabbled over this issue many times, the husband 
  denying that the issue was owed to anything other than his 
  charming personality, and the wife growing increasingly 
  concerned as to her beloved’s mental health.
  Year by year, and eventually, month by month, his condition 
  worsened, to the point where clients would stop dropping by 
  altogether.  Friends, relatives, and frequent clients would ask 
  after him in candor, wondering if there was anything they 
  could do to help.
  The husband was quite well loved by the prince he currently 
  served, but it was clear that his advice had fallen out of 
  favor, and his wife feared for the longevity of his relationship 
  with those in power.
  Seeing no logical solution in discussing the matter with 
  him, the wife took matters into her own hands: she crafted 
  a wand that would enhance his weakening abilities.  She 
  meant for the device to bring him a modicum of the power 
  that now waned; she instead gave him a great deal more 
  power than she had anticipated.
  The husband, perhaps as a result of his mental decline, 
  attributed the enhanced abilities to his own stature, and not 
  the device his wife had created for him.  He grew grandiose 
  in his claims, and, eventually, deranged, as he plotted to 
  overthrow the prince he served and take over in his stead.
  Crying, depressed, and legitimately fearful for the lives 
  of herself and her beloved, the wife tried to subdue her 
  husband, but the act escalated quickly, to the point where 
  each was casting dangerous spells at the other. 
  The conflict, and their marriage, ended when he tried 
  to incinerate her, and she defended herself and fled... 
  inadvertently leaving him to burn to death in the house they 
  shared, which had caught ablaze in the fight.
  Table 14: Spellbinder Sheath Flavors
  Difficulty Band
  Prefix
  Metamagic Feat Effects
    Low
  Lesser
  grants +20% to range of a ranged spell cast by the wielder 3x/day
    Moderate
  Lesser
  grants +20% to range of a ranged spell cast by the wielder 5x/day; 
  grants +20% to duration of a spell cast by the wielder 3x/day
    Advanced
  Greater
  grants +20% to range of a ranged spell cast by the wielder 5x/day; 
  grants +20% to duration of a spell cast by the wielder 5x/day; 
  grants +25% to all numeric values of a spell cast by the wielder 1x/day
    Elite
  Greater
  grants +20% to range of a ranged spell cast by the wielder 5x/day; 
  grants +20% to duration of a spell cast by the wielder 5x/day; 
  grants +25% to all numeric values of a spell cast by the wielder 3x/day; 
  grants maximization to numeric values of a spell cast by the wielder 1x/day
  
  90
  Magic Items
  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 Charisma 
  (Persuasion) 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 spellbinder sheath 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 spellbinder sheath, 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 spellbinder 
  sheath into your gaming sessions beyond simply “the 
  crotchety old wizard drops a nifty-looking wand”, 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 spellbinder 
  sheath.
  Paladins & Clerics
  Paladins would likely not have much use for a spellbinder 
  sheath, other than to sell it, or secure one for use by the 
  party’s wizard.
  Clerics, however, may adore this artifact, as it is difficult for 
  them to normally benefit from metamagic feats or effects 
  resembling them.
  Rogues
  Although lacking any use for this artifact themselves, Rogues 
  would nevertheless love to steal a spellbinder sheath, as they 
  often end up in vaults and hoards of substantial wealth.
  Martial Characters
  Perhaps most of all classes, Fights and Barbarians and the 
  like would have little use for this artifact, other than to sell it 
  and purchase something more directly useful to their talents.
  Arcane Classes
  Quite obviously, any character capable of casting arcane 
  spells, and/or using metamagic feats, would thorouhgly 
  enjoy this device.  
  It’s perhaps not too much to say that any character whose 
  talents focus on spellcasting would benefit greatly from a 
  spellbinder sheath.
  Monks, Rangers, and Druids
  Druids may greatly lust after a spellbinder sheath owing to 
  their extensive use of magic.  
  Monks and Rangers, however, would likely only pursue this 
  artifact for resale, or to benefit a wizard in their relation.
  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.
  Bring Down the Colossus
  A very large, formidable monster stalks the countryside.  
  The PCs are asked to bring it down before it causes more 
  destruction.
  Ordinarily, this would pose a huge, nearly insurmountable 
  challenge to the party, but if they are able to gain access to a 
  spellbinder sheath, it may even the odds.
  This scenario 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 
  spellbinder sheath 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 
  
  91
  Magic Items
  FlexTable 12: Spellbinder Sheath Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-17
  01-30
  01-25
  31-40
  10
  Long ago, a wizard forged a 
  powerful wand to defray the 
  mental deterioration of her 
  arcane husband.
    True.  This is a great start to the 
  item’s origins.
  18-33
  31-50
  26-40
  41-50
  11
  Originally crafted to enhance 
  power slightly, a magic wand 
  instead grants the ability to 
  enhance spells cast by the owner.
    True.  This is a great summary of 
  the item’s powers.
  34-50
  51-70
  41-65
  51-55
  14
  A magic wand grants greater 
  spellcasting power to wielders.
    True.  This hints at the item’s 
  capabilities.
  51-67
  71-85
  66-75
  56-60
  16
  A spellbinder sheath grants the 
  wielder the ability to enhance 
  spells they cast as though 
  talented in other ways.
    True.  This is as close a complete 
  description here of the artifact.
  68-84
  86-93
  76-90
  61-80
  12
  A magical wand crafted 
  to enhance the powers of 
  spellcasting wielders holds a 
  fragment of the soul of the insane 
  husband of the original crafter.
    False.  This has elements of 
  the item’s origin story, but is false.  
  It may have originated from the 
  deranged lust for power that many 
  owners have, or gain after owning a 
  spellbinder sheath.
  85-00
  94-00
  91-00
  81-00
  14
  Overuse of a certain spell-
  enhancing magic wand may 
  backfire, releasing stored 
  energies painfully.
    False.  The spellbinder sheath 
  does not function in this manner.
  involvement would guide them toward a balance.
  Power Corrupts
  A local wizard or sorcerer is rumored to have power beyond 
  their normal means.  This is leading to some deranged 
  thinking and bizarre statements.  
  Townsfolk worry that if unchecked, this power may end 
  up corrupting the wizard, to the point where she might 
  do something dreadful to the town.  The PCs are asked to 
  investigate, and to find the source of the wizard’s power... 
  which is a spellbinder sheath.
  Quests
  Another, more thorough, means of introducing a spellbinder 
  sheath 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 Colossus
    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:  
    3,000 gp / 
    6,000 gp / 
    12,000 gp 
  / 
    25,000 gp (promised); up to 
    1 Reward Star; 
  spellbinder sheath
    Locations: Any.
    Key NPCs: None.
    Kickoff: Random Encounter.
    Description:
  A very large, formidable monster stalks the countryside.  
  Though truly terrifying, its terror has thus far been limited 
  to harassing livestock
  A village authority begs the PCs to bring it down before 
  it causes more destruction.  This authority figure could 
  represent the village militia or security forces, an army or 
  other formally organized armed force, a political enterprise 
  with the common good on their minds, or simply a Faction in 
  town with direct exposure to the beast in question.
  Ordinarily, this would pose a huge, nearly insurmountable 
  challenge to the party, but if they are able to gain access to a 
  spellbinder sheath, it may even the odds.
  The monster in question can be anything you like, but should 
  be scaled to be truly formidable to the party based on their 
  level.
  At the GM’s discretion, the path to the party obtaining a 
  spellbinder sheath may be its own pursuit.  If you wish a 
  shorter Quest, it can simply be handed over to the party by 
  the hiring authority as a means of assisting.
    If the party ignores the Quest, the monster will persist, 
  and they can pick things up at any point.
    Slaying the monster is worth the monetary reward 
  described, 
    1 Reward Star, and the spellbinder sheath 
  presumably used to assist.
  
  92
  Magic Items
  Spellbinder Sheath 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 Wizard 1
  Wizard 6
  Wizard 10
  Wizard 14
  Size / Aln
  Medium LN  
  Elf (High Elf)
  Medium LN  
  Elf (High Elf)
  Medium LN  
  Elf (High Elf)
  Medium LN  
  Elf (High Elf)
  HP
  6
  20
  35
  62
  Armor 
  Class
  16
  17
  18
  18
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  8 (-1) 
  DEX  17 (+3) 
  CON  10 (+0) 
  INT  19 (+6) 
  WIS  11 (+2) 
  CHA  9 (-1)
  STR  8 (-1) 
  DEX  18 (+4) 
  CON  10 (+0) 
  INT  20 (+8) 
  WIS  11 (+3) 
  CHA  9 (-1)
  STR  8 (-1) 
  DEX  20 (+5) 
  CON  10 (+0) 
  INT  20 (+9) 
  WIS  11 (+4) 
  CHA  9 (-1)
  STR  8 (-1) 
  DEX  20 (+5) 
  CON  12 (+0) 
  INT  20 (+10) 
  WIS  11 (+5) 
  CHA  9 (-1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 12
  Passive Perception 13
  Passive Perception 14
  Passive Perception 15
  Languages Common, Dwarvish, Elvish
  Attacks
  Ranged Crossbow, Light ) 
  --> 80 ft.’: -1 (1d8+3); 320 
  ft.’: -1 (1d8+3)
  Melee Shortsword +5 
  (1d6+3)
  Ranged Dart ) --> 20 ft.’: 
  +5 (1d4+3); 80 ft.’: +5 
  (1d4+3)
  Ranged Crossbow, Light ) --> 
  80 ft.’: +1 (1d8+4); 320 ft.’: 
  +1 (1d8+4)
  Melee +1 Shortsword +8 
  (1d6+5)
  Ranged Dart ) --> 20 ft.’: +7 
  (1d4+4); 80 ft.’: +7 (1d4+4)
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +3 (1d8+5); 320 
  ft.’: +3 (1d8+5)
  Melee +2 Shortsword +11 
  (1d6+7)
  Ranged Dart ) --> 20 ft.’: 
  +9 (1d4+5); 80 ft.’: +9 
  (1d4+5)
  Ranged Crossbow, Light ) --> 
  80 ft.’: +4 (1d8+5); 320 ft.’: 
  +4 (1d8+5)
  Melee +3 Shortsword +13 
  (1d6+8)
  Ranged Dart ) --> 20 ft.’: 
  +10 (1d4+5); 80 ft.’: +10 
  (1d4+5)
  Special
  -
  -
  -
  -
  Proficiencies
  Crossbow (Light), Dagger, Dart, Longbow, Longsword, Quarterstaff, Shortbow, Shortsword, Sling
  LN; Medium Humanoid (Elf)
  
  93
  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.
  Extra Language You can speak, read, and write one extra language of your 
  choice.
  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.
  Ability Score Improvement When you reach 4th level, and again at 8th, 
  12th, 16th, and 19th level, you can increase one ability score of your 
  choice by 2, or you can increase two ability scores of your choice by 1. As 
  normal, you can’t increase an ability score above 20 using this feature.
  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 
    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, Arcane Recovery, 
  Cantrips, Preparing and 
  Casting Spells, Ritual 
  Casting, 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, 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, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, 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, Cantrip, 
  Darkvision, Elf Weapon 
  Training, Extra Language, 
  Fey Ancestry, Keen Senses, 
  Languages, Trance, 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: blink; fly; lightning bolt
  2nd: blur; invisibility; misty 
  step
  1st: charm person; jump; 
  magic missile; sleep
  Save DC 17; Spell Atk +9
  5th: hold monster; passwall
  4th: black tentacles; fire 
  shield; wall of fire
  3rd: blink; fly; lightning bolt
  2nd: blur; invisibility; misty 
  step
  1st: charm person; jump; 
  magic missile; sleep
  Save DC 18; Spell Atk +10
  7th: forcecage
  6th: irresistible dance
  5th: hold monster; passwall
  4th: black tentacles; fire 
  shield; wall of fire
  3rd: blink; fly; lightning bolt
  2nd: blur; invisibility; misty 
  step
  1st: charm person; jump; 
  magic missile; sleep
  Equipment
  Light crossbow; 
  crossbow bolts (20x); 
  shortsword; darts (5x)
  Light crossbow; 
  crossbow bolts (20x); +1 
  shortsword; darts (5x)
  Light crossbow; 
  crossbow bolts (20x); +2 
  shortsword; darts (5x)
  Light crossbow; 
  crossbow bolts (20x); +3 
  shortsword; darts (5x)
  
  94
  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.
  
  95
  Magic Items
  Thighknife Garter
    Thighknife Garter (accessory)
  Value:  
    650 gp / 
    2,100 gp /  
    4,750 gp / 
    9,200 gp
  Weight 1 lb.; Materials leather; Nature mundane / magical; 
  Aura moderate transmutation; Slot n/a
  CL:  
    1st / 
    5th / 
    10th / 
    12th
  Effect Summary: 
    +4 on Sleight of Hand checks to conceal device and 
  stored Light weapon
    +6 on Sleight of Hand checks to conceal device and 
  stored Light weapon; drawing stored weapon is a 
  standard or a bonus action
    +8 on Sleight of Hand checks to conceal device and 
  stored Light weapon; drawing stored weapon is a free 
  action; weapons drawn from device gain +1 enhancement 
  bonus for 2 rounds of use
    +10 on Sleight of Hand checks to conceal device 
  and stored Light weapon; drawing stored weapon is 
  a free action; weapons drawn from device gain +2 
  enhancement bonus for 2 rounds of use
  Description
  A garter, meant to be worn around either thigh, which holds 
  knives or daggers.  
  Some versions of this device are mundane, simply allowing 
  for concealment and quick access to a small weapon.  More 
  formidable versions hold magical daggers, and/or grant 
  quickdraw or rapid-action bonuses when used.
  Effect
  All versions of thighknife garters are designed to allow the 
  concealed storage of a Light melee or thrown weapon.  All 
  iterations may be used to store any Light weapon, though 
  use common sense, particularly for versions of the garters 
  intended for use by Small creatures.
  To this end, all versions of the garters grant competence 
  bonuses for 
    Sleight of Hand checks made to keep stored 
  weapons concealed; success not only conceals the weapon, 
  but the item itself.
  Advanced versions of the garter also grant the benefits of 
  certain 
    Feats as described.  If worn by a creature who 
  already has the listed Feat, the garter grants no additional 
  benefit in this regard.
  Lastly, 
    Advanced and 
    Elite iterations imbue 
  weapons stored in them with magical benefit.  In game 
  terms, a weapon drawn from the garter gains a temporary 
  enhancement bonus as described.  Note that “rounds of use” 
  refers to rounds in which the weapon is employed in combat, 
  either in melee or as a thrown weapon.  The bonus lasts until 
  the weapon is used.  Note that this bonus does not stack with 
  any enhancement bonus that the weapon may already have, 
  and does not otherwise impact other qualities of weapons 
  stored.  So for example, if an Elite Thighknife Garter is used 
  to store a +1 keen dagger, when drawn, it will count as a +2 
  keen dagger for 2 rounds of use, after which it will revert to 
  a +1 keen dagger.
  A weapon need only be sheathed in a thighknife garter for 
  a single full round in order to receive the enhancement 
  bonus benefit.  It is therefore possible for a wearer to draw a 
  weapon, use it for two rounds, sheath it, wait a round, then 
  draw it and use its benefit again, and so on.
  Synergy & Sets
  None.  Thighknife garters are standalone items, and do not 
  gain further benefit or effects from use alongside any other 
  specific equipment.
  That said, they are somewhat unique in that although 
  they do not consume a body slot of magical item use.  Use 
  common sense as to whether these items may be used in 
  combination with others; obviously, they cannot be used 
  with another garter- or thigh-mounted item, for example.
  A single person can wear two thighknife garters to full effect, 
  can wear two different iterations of the item, and/or can use 
  them to store different weapons or types of weapon.
  Note that a creature using two thighknife garters must make 
  separate 
    Sleight of Hand checks to conceal two weapons 
  in them.  The competence bonus granted by a thighknife 
  garter applies only to the weapon it itself contains.
  
  96
  Magic Items
  Discovery
  Thighknife garters are typically discovered worn by a slain 
  opponent.  
  Unlike many other magic items, this device’s intended use is 
  fairly obvious at first blush, particularly if found strapped to 
  a current owner.
  The specific benefits may take some trial and error to 
  gain explicit understanding around, but as there are no 
  commands or triggers that need to be known or learned, the 
  item functions regardless of the user’s knowledge.
    At the GM’s discretion, such knowledge can simply be 
  assumed to be automatic.  This can streamline gameplay 
  considerably and allow the wielder to immediately gain 
  the benefit of the thighknife garter’s capabilities. 
   
  Gaming groups wishing to use this option may assume 
  the knowledge comes magically with picking up the 
  item.  Alternately, and for a bit of greater immersion 
  and roleplaying opportunity, instructions for using the 
  weapon might be discovered written down nearby, or 
  attached via twine to the garter.
  Ubiquity
  Thighknife garters are uncommon, but as they are somewhat 
  cheap and straightforward to produce, they are not rare, 
  particularly in large urban contexts.  
  Notoriety
  In many societies, wearing some form of inconspicuous 
  weapon holster is common for those with dresses or skirts, 
  or indeed any clothing that makes weapons-carrying 
  difficult.
  Revelation of the item may raise some eyebrows, but much 
  more at the circumstance of lifting one’s skirts than about 
  the item itself.
  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, a thighknife garter has no other quirks or 
  impacts.
  History & Background
  Although rumors abound that assassins invented this item, 
  the truth is that a brothel produced the very first thighknife 
  garter.  
  This was out of necessity and defense more than with the 
  intent to slay a particular target!
  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 Charisma 
  (Persuasion) 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 thighknife garter 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 thighknife garter 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.
  Table 15: Thighknife Garter Flavors
  Difficulty Band
  Prefix
  Sleight of Hand 
  Bonus
  Drawing Stored 
  Weapon Action
  Enhancement Bonus for Drawn Weapon
    Low
  Lesser
  +4
  Standard
  -
    Moderate
  Lesser
  +6
  Standard or Bonus
  -
    Advanced
  Greater
  +8
  Free
  +1, 2 rounds of use
    Elite
  Greater
  +10
  Free
  +2, 2 rounds of use
  
  97
  Magic Items
  • 
    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 thighknife 
  garter into your gaming sessions beyond simply “the rogue 
  seems to be wearing a nifty-looking thigh holster”, 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 thighknife garter.
  Paladins & Clerics
  Likely would sell the device upon getting one, but might not 
  care about others having them.  
  Rogues
  Definitely would be interested in a thighknife garter, either 
  as a centerpiece of their combat style, or as a complement to 
  it.
  Martial Characters
  Might consider using one as a weapon of last resort, the 
  more so if their fighting style leverages Light melee weapons 
  to begin with.
  Arcane Classes
  Daggers are allowed for arcanists, and strapping one to an 
  inconspicuous place allows for freedom of movement, as well 
  as for desperate circumstances.
  Monks, Rangers, and Druids
  These classes might also consider the utility of a thighknife 
  garter, though perhaps not to the prized extent of Rogues.
  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 of the Night
  Men have been found slain under curious circumstances—in 
  alleys, or in rented rooms in taverns or inns, their pants 
  around their ankles and the cause of death disembowlment.  
  Rumor tells of a vengeful prostitute who causes these deaths 
  with the use of a concealed, magical weapon.
  This 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 the 
  thighknife garter 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 the thighknife 
  garter 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: Or Are You Happy to See Me?
    Summary: The local constabulary commissions the PCs 
  to investigate mysterious deaths and solve the mystery of 
  the killer.
    Rewards:  
    1,000 gp / 
    5,000 gp / 
    12,000 gp 
  / 
    19,000 gp (promised); up to 
    1 Reward Star; 
  thighknife garter
    Locations: Any urban.
    Key NPCs: Any.
    Kickoff: Random Encounter.
    Description:
  Either via an existing relationship, or contacted by 
  virtue of their many accomplishments, the PCs are asked 
  to investigate a string of recent murders by the local 
  authorities.
  The suspicion is that a single prostitute has been 
  accomplishing the needs, luring men to a place of secrecy, 
  and then producing a magic weapon out of nowhere and 
  opening up the victims’ guts.
  The pattern of attacks seems to center around a local tavern, 
  where the town militia recommends the PCs begin their 
  investigation.
    If the party ignores the Quest, the murders continue, and 
  eventually, they may be conscripted into action at least to 
  guard the establishment.
    If they engage in helping, it’s not hard to spot the 
  murderess: she picks up men from the tavern, lures them 
  to a nearby alley or upstairs to another inn’s rooms, 
  and then kills them.  The PCs may attempt to interfere, 
  in which case the killer tries to escape, fighting back if 
  necessary.  Slaying her solves the problem, of course, 
  grants the party their monetary reward, and allows them 
  to loot the thighknife garter from her corpse if they so 
  choose.  
    If the PCs secure the woman without killing her, they 
  may turn her in: in so doing they gain only the money, 
  
  98
  Magic Items
  FlexTable 13: Thighknife Garter Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-17
  01-30
  01-25
  31-40
  12
  A magic dagger sheath grants benefits to 
  those who use it.
    True.  Though this is 
  somewhat vague.
  18-33
  31-50
  26-40
  41-50
  14
  Those wishing to keep small weapons 
  concealed may benefit from a magic thigh 
  sheath, which makes such practice easier.
    True.  This is precisely 
  what lower-tier garters do.
  34-50
  51-70
  41-65
  51-55
  15
  Assassins and courtesans alike seek 
  a magical garter sheath which lets 
  them conceal magic weapons for dire 
  circumstances.
    True.  
  51-67
  71-85
  66-75
  56-60
  16
  Thieves and prostitutes make use of a 
  magical thigh holster which imbues stored 
  daggers with extra potency.
    True.  Though this 
  only applies to advanced 
  iterations of the garter.
  68-84
  86-93
  76-90
  61-80
  15
  Fumble while drawing a blade from a 
  certain magic sheath, and the knife will cut 
  you instead!
    False.  
  85-00
  94-00
  91-00
  81-00
  16
  Necromancers concocted a thigh holster 
  that grants sheathed daggers the ability 
  to steal the life force from their victims if 
  they stab a living creature within moments 
  of being drawn.
    False.  Though that 
  sounds like a separate, and 
  interesting, magic item!
  as the thighknife garter will be discovered as the 
  constabulary takes her possessions.
    Alternately, the party may confront the murderer 
  verbally, and will discover a vengeful prostitute.  
  Although occasionally mistreated herself, she has 
  chosen her current activities largely because her best 
  friend was slain by an impotent and rageful client who 
  took his frustrations and aggression out on her.  The 
  murderer discovered the thighknife garter on the body 
  of her friend, strapped it on herself, and resolved to gain 
  revenge.  The party will not find it difficult to talk her 
  out of her current plight, and if they help her escape, they 
  may benefit from the greatest result: the money from a 
  grateful constabulary, the thighknife garter as a gift from 
  the grateful murderess, and lastly, 
    1 Reward Star for 
  resolving the situation bloodlessly.
  This Quest only terminates if the murderess is slain, turned 
  in, or convinced to leave town.
  
  99
  Magic Items
  Thighknife Garter 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 Bard 1
  Bard 6
  Bard 10
  Bard 14
  Size / Aln
  Medium CN Tiefling
  Medium CN Tiefling
  Medium CN Tiefling
  Medium CN Tiefling
  HP
  7
  25
  41
  61
  Armor 
  Class
  15
  17
  18
  19
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  12 (+1) 
  DEX  17 (+5) 
  CON  9 (-1) 
  INT  15 (+2) 
  WIS  7 (-1) 
  CHA  16 (+5)
  STR  12 (+1) 
  DEX  19 (+7) 
  CON  9 (-1) 
  INT  15 (+2) 
  WIS  7 (-2) 
  CHA  16 (+6)
  STR  12 (+1) 
  DEX  19 (+8) 
  CON  9 (-1) 
  INT  15 (+2) 
  WIS  7 (-2) 
  CHA  18 (+8)
  STR  12 (+1) 
  DEX  19 (+9) 
  CON  9 (-1) 
  INT  15 (+2) 
  WIS  7 (-2) 
  CHA  20 (+10)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 10 
  +2 Dulcimer 
  +2 Horn 
  +2 Lyre
  Passive Perception 11 
  +3 Dulcimer 
  +3 Horn 
  +3 Lyre
  Passive Perception 12 
  +4 Dulcimer 
  +4 Horn 
  +4 Lyre
  Passive Perception 13 
  +5 Dulcimer 
  +5 Horn 
  +5 Lyre
  Languages Common, Infernal
  Attacks
  Melee Shortsword +5 
  (1d6+3)
  Melee Dagger +5 (1d4+3)
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+3); 60 ft.’: +5 
  (1d4+3)
  Ranged Shortbow ) --> 30 
  ft.’: +5 (1d6+3); 120 ft.’: +5 
  (1d6+3)
  Melee +1 Shortsword +8 
  (1d6+5)
  Melee Dagger +7 (1d4+4)
  Ranged Dagger (Thrown) 20 
  ft.’: +7 (1d4+4); 60 ft.’: +7 
  (1d4+4)
  Ranged Shortbow ) --> 30 
  ft.’: +7 (1d6+4); 120 ft.’: +7 
  (1d6+4)
  Melee +2 Shortsword +10 
  (1d6+6)
  Melee Dagger +8 (1d4+4)
  Ranged Dagger (Thrown) 
  20 ft.’: +8 (1d4+4); 60 ft.’: 
  +8 (1d4+4)
  Ranged Shortbow ) --> 30 
  ft.’: +8 (1d6+4); 120 ft.’: 
  +8 (1d6+4)
  Melee +3 Shortsword +12 
  (1d6+7)
  Melee Dagger +9 (1d4+4)
  Ranged Dagger (Thrown) 20 
  ft.’: +9 (1d4+4); 60 ft.’: +9 
  (1d4+4)
  Ranged Shortbow ) --> 30 
  ft.’: +12 (1d6+7); 120 ft.’: 
  +12 (1d6+7)
  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 (Tiefling)
  
  100
  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 
  18.
  Languages You can speak, read, and write Common and Infernal.
  Ability Score Improvement When you reach 4th level, and again at 8th, 
  12th, 16th, and 19th level, you can increase one ability score of your 
  choice by 2, or you can increase two ability s cores of your choice by 1. 
  As normal, you can’t increase an ability score above 20 using this feature.
  Additional Magical Secrets At 6th level, you learn two spells of your 
  choice from any class. 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 but don’t count against the number of bard spells you know.
  Bard College At 3rd level, you delve into the advanced techniques of a 
  bard college of your choice: the College of Lore or the College of Valor, 
  both detailed at the end of the class description. Your choice grants you 
  features at 3rd level and again at 6th and 14th level.
  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.
  Bonus Proficiencies When you join the College of Lore at 3rd level, you 
  gain proficiency with three skills of your choice.
  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, 
  Darkvision, Hellish 
  Resistance, Infernal 
  Legacy, Languages, Bardic 
  Inspiration, Cantrips, 
  Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  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, 
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  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, 
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  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 13; Spell Atk +5
  1st: detect magic; 
  longstrider
  Save DC 14; Spell Atk +6
  3rd: dispel magic; fear; 
  stinking cloud
  2nd: enthrall; heat metal; 
  hold person
  1st: detect magic; 
  longstrider; sleep; 
  thunderwave
  Save DC 16; Spell Atk +8
  5th: dream; mislead
  4th: compulsion; 
  dimension door; greater 
  invisibility
  3rd: dispel magic; fear; 
  stinking cloud
  2nd: enthrall; heat metal; 
  hold person
  1st: detect magic; 
  longstrider; sleep; 
  thunderwave
  Save DC 18; Spell Atk +10
  7th: mirage arcane
  6th: irresistible dance
  5th: dream; mislead
  4th: compulsion; dimension 
  door; greater invisibility
  3rd: dispel magic; fear; 
  stinking cloud
  2nd: enthrall; heat metal; 
  hold person
  1st: detect magic; 
  longstrider; sleep; 
  thunderwave
  Equipment
  Shortsword; dagger; 
  studded leather; 
  shortbow; arrows (20x)
  +1 Shortsword; dagger; 
  +1 studded leather; 
  shortbow; arrows (20x)
  +2 Shortsword; dagger; 
  +2 studded leather; 
  shortbow; arrows (20x)
  +3 Shortsword; dagger; 
  +3 studded leather; 
  shortbow; arrows (20x)
  
  101
  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.
  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.
  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.
  
  102
  Magic Items
  Toolwebbing
    Toolwebbing (belt)
  Value:  
    2,500 gp / 
    5,500 gp /  
    9,400 gp / 
    16,500 gp
  Weight 3 lbs.; Materials leather; steel; Nature magical; 
  Aura moderate conjuration; Slot belt
  CL:  
    4th / 
    10th / 
    14th / 
    16th
  Effect Summary: 
    can produce tools equivalent to the contents of any 
  of the following Kits: campsite; climber’s; cooking; 
  disguise; entertainer’s; fishing; gravedigger’s; grooming; 
  healer’s; juggler’s; rogue’s; shaving; spelunking; survival; 
  tracker’s; trapper’s; trickster’s
    can produce tools equivalent to the contents of any of 
  the following Kits: bard’s; campsite; climber’s; cleric’s; 
  cooking; disguise; druid’s; entertainer’s; fighter’s; 
  fishing; forger’s; gravedigger’s; grooming; gunslinger’s; 
  healer’s; juggler’s; monk’s; paladin’s; ranger’s; 
  rogue’s; shaving; spelunking; survival; tracker’s; 
  trapper’s; trickster’s; wizard’s; wearer benefits from +1 
  competency bonus on skill checks that make use of the 
  produced item(s) for up to 2 minutes per day
    as above, plus wearer benefits from +2 competency 
  bonus on skill checks that make use of the produced 
  item(s) for up to 5 minutes per day
    as above, plus wearer benefits from +4 competency 
  bonus on skill checks that make use of the produced 
  item(s) for up to 10 minutes per day
  Description
  This utility belt is a string of useful leather webbing that can 
  be worn over light armor or clothing.  
  In combat or during complex tasks, mundane iterations 
  provide a multitude of tools and weapons close to hand; 
  magical versions might incorporate a bag of holding, skill 
  bonuses, or combat bonuses for weapons drawn from it.
  Effect
  These items take many shapes and forms, and often resemble 
  other devices or simple webbing or leather harnesswork.
  However, they all incorporate pockets of extradimensional 
  space, in which all manner of device and item are pre-stored, 
  and which regenerate periodically.
  All iterations of toolwebbing allow the wearer to produce 
  from the harness any item that is normally part of a variety 
  of kits and gear as described.
  Moderate versions and those more powerful still may 
  also grant a competency bonus on skill checks performed 
  using equipment produced from the toolwebbing.  The 
  bonus is triggered intentionally by the wearer by speaking 
  a command word, and is limited to a total number of 
  minutes per day the device is worn.  Depending on the acts 
  performed, this benefit could last for a single check, or for a 
  dozen; the GM should use common sense and existing rules 
  to determine the times required for a given activity.
  No matter how long a single action takes, at minimum, the 
  bonus enabled by advanced forms of toolwebbing lasts for an 
  entire single check.  For example, if the owner of Advanced 
  Toolwebbing uses equipment from it to perform a check that 
  takes 17 minutes, she still benefits from +2 to that check, 
  even though it exceeds the total of 5 minutes per day of use.
  Synergy & Sets
  None.  Toolwebbings are standalone items, and do not gain 
  further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  These items are commonly discovered worn by a vanquished 
  foe, though they can also be found in general stores as quite 
  prized items.
  The command word required to activate the bonuses for 
  more powerful iterations is often stitched into the interior 
  leather, written in Common.
    At the GM’s discretion, such knowledge can simply be 
  assumed to be automatic.  This can streamline gameplay 
  considerably and allow the wielder to immediately gain 
  the benefit of a toolwebbing’s capabilities. 
   
  Gaming groups wishing to use this option may assume 
  the knowledge comes magically with picking up the 
  item.  Alternately, and for a bit of greater immersion 
  and roleplaying opportunity, instructions for using the 
  weapon might be discovered written down nearby, or 
  attached via twine toolwebbing.
  
  103
  Magic Items
  Ubiquity
  Toolwebbings are somewhat common in high-magic, or very 
  complex urban, societies.  
  General stores often have at least lower-level versions for 
  sale, though their markup for such scenarios is usually 300% 
  to 500% more than the standard value.
  Notoriety
  Though magical, toolwebbing is a fairly mundane device 
  when it comes down to it.  
  In addition, they appear nonmagical and normal—downright 
  boring, really.  If a third party notices that someone 
  is wearing toolwebbing, they may pay it no attention 
  whatsoever, even if they are thoroughly familiar with the 
  item and its capabilities.
  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, toolwebbing has no other quirks or impacts.
  History & Background
  A general store magnate, with franchises all over the Realm, 
  was having difficulty ensuring that large quantities of 
  mundane bundles of supplies and gear arrived intact at their 
  destination.  He was furthermore fed up with stocking small 
  items such as pitons and rope; he much preferred Kits for 
  their simplicity, mass-production capability, and general 
  utility (not to mention profit margin!).
  He approached a local wizard one day with an idea, and a 
  proposition.  Though the particulars of their relationship 
  took a long time to finalize, in the end, the merchant’s vision 
  was achieved: the first set of toolwebbing.
  The items sold extremely well, so much so that the wizard 
  had difficulty producing enough to meet demand.  Between 
  this limitation and other disparities of vision among the two, 
  they fought bitterly about how best to move forward.  The 
  merchant wanted to hire more arcanists and tinkerers to 
  produce more toolwebbing; the wizard was fearful that this 
  was all part of a design to edge him out of the deal, and felt 
  that his only remaining leverage was being the only one who 
  could create the items.  
  As it turned out, the wizard’s fears were spot-on: the 
  merchant hired a lesser arcanist behind his back, and put her 
  to work trying to reproduce the design.  Once the very first 
  successful toolwebbing was crafted by this lesser wizard, the 
  merchant arranged for his original partner to be slain in a 
  freak accident.  
  Terrified, the new, lesser wizard never asked to renegotiate 
  her arrangement with the merchant, and the two began a 
  successful enterprise.
  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 Charisma 
  (Persuasion) 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 toolwebbing 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 toolwebbing, or as a means of introducing a plot 
  hook into the Quests listed herein.
  Table 16: Toolwebbing Flavors
  Difficulty Band
  Prefix
  Tool Production from Kits
  Competency Bonus
    Low
  Lesser
  campsite; climber’s; cooking; disguise; entertainer’s; 
  fishing; gravedigger’s; grooming; healer’s; juggler’s; 
  rogue’s; shaving; spelunking; survival; tracker’s; 
  trapper’s; trickster’s
  -
    Moderate
  Lesser
  bard’s; campsite; climber’s; cleric’s; cooking; disguise; 
  druid’s; entertainer’s; fighter’s; fishing; forger’s; 
  gravedigger’s; grooming; gunslinger’s; healer’s; juggler’s; 
  monk’s; paladin’s; ranger’s; rogue’s; shaving; spelunking; 
  survival; tracker’s; trapper’s; trickster’s; wizard’s
  +1 for up to 2 min/day
    Advanced
  Greater
  as Moderate
  +2 for up to 5 min/day
    Elite
  Greater
  as Moderate
  +4 for up to 10 min/day
  
  104
  Magic Items
  • 
    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 toolwebbing into 
  your gaming sessions beyond simply “the dragon drops a 
  nifty-looking leather harness”, 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 toolwebbing.
  Paladins & Clerics
  Paladins and Clerics find themselves in leadership positions, 
  and in all manner of situation.  Thus it makes sense that they 
  be prepared for anything... Paladins in particular are often 
  the “boy scouts” of many adventuring groups!
  Rogues
  Rogues, perhaps more than any other class, would make 
  great use of toolwebbing.  Such items would be prized in the 
  subcommunity of this class, and even viewed as a prestige 
  indicator among certain factions and guilds.
  Martial Characters
  Characters of these classes tend to have a fair amount of 
  capability when it comes to hauling gear, so if they truly see 
  the need for all of the kits toolwebbing makes possible, they 
  might simply carry those kits.
  Arcane Classes
  On the one hand, arcanists rarely have sufficient weight 
  capacity to lug things like equipment kits, so the light weight 
  option of toolwebbing may appeal.  On the other hand, it 
  would rarely be the case that the party’s wizard would be 
  expected to set up the tents and so on, so it’s much more 
  likely that some other PC would be involvd.
  Monks, Rangers, and Druids
  These characters would likely have a “take it or leave it” 
  approach to toolwebbing.  Perhaps a monk or druid must 
  go on a lengthy journey of discovery, bearing only a certain 
  restricted amount of weight; under such circustances, 
  toolwebbing would be worth quite a bit to such characters.
  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.
  Trek of Ages
  A PC of any class may be tasked with a journey, a Quest, 
  of either discovery or self-improvement.  To embark on 
  this mission, s/he must carry only a certain amount of 
  equipment, or limit their selections to a certain number of 
  items.  Toolwebbing, in this scenario, would be an absolutely 
  ideal piece of equipment.
  This description 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 the 
  toolwebbing 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 the 
  toolwebbing 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: Journey of Limitations
    Summary: One or more PCs are tasked by their religion, 
  guild, or other faction to undertake a journey with 
  restrictions that makes toolwebbing an ideal tool for the 
  job. 
    Rewards:  
    1,000 gp / 
    5,000 gp / 
    10,000 gp 
  / 
    15,000 gp (promised); up to 
    3 Reward Stars; 
  toolwebbing
    Locations: Any.
    Key NPCs: Any.
    Kickoff: Discussion with faction leadership of the 
  affected PC(s).
    Description:
  The description of this Quest is very flexible, intentionally 
  so, because it might then apply to any number of PCs, in any 
  class or combination of classes.
  
  105
  Magic Items
  FlexTable 14: Toolwebbing Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-17
  01-30
  01-25
  31-40
  13
  A special leather belt allows one to 
  withdraw a number of useful items.
    True.  Though this is 
  somewhat vague.
  18-33
  31-50
  26-40
  41-50
  14
  Magic imbues a particular leather 
  harness with the ability to use a 
  dozen different tools, without the 
  weight of carrying them.
    True.  This is precisely what 
  toolwebbing does.
  34-50
  51-70
  41-65
  51-55
  16
  Mages crafted a useful waistwrap 
  with the ability not only to take out 
  whatever equipment is needed for a 
  particular task, but to enhance one’s 
  abilities in using the tools involved.
    True.  This is a characteristic 
  of advanced versions of 
  toolwebbing.
  51-67
  71-85
  66-75
  56-60
  14
  There are rogues who make use of 
  a thing called toolwebbing: special 
  harnesses with pouches capable of 
  producing a nearly endless supply 
  of tools.  The tools are usually magic 
  themselves, too!
    True.  Though rogues are 
  hardly the only ones who benefit 
  from these devices..
  68-84
  86-93
  76-90
  61-80
  13
  Special belts allow for unlimited 
  storage... but users risk being 
  dumped into an endless void!
    False.  
  85-00
  94-00
  91-00
  81-00
  15
  There’s a magical waistwrap that 
  allows for unlimited weapons, tools, 
  and other items to be stored inside... 
  but it is the work of evil, and it 
  slowly takes over one’s soul if worn 
  too long!
    False.  Nope.  Not the case.
  So long as a PC belongs to at least one Faction, they qualify 
  for this Quest—be it a church, geopolitical, cultural, a trade 
  or profession guild, or simply a social group.
  That said, this quest works best when the claim on the 
  PCs’ time seems more legitimate, and vital to maintain or 
  increase standing with the Faction involved: cultural or 
  geopolitical factions are therefore excellent choices, as are 
  faith-based groups.
  Regardless of the source, leadership of the Faction tasks the 
  affected PC(s) with a simple journey: travel to point X and 
  return, basically.  However, this trip is intended to test their 
  resolve and skills, particularly given the limitations imposed 
  upon them: limit equipment choices to only four (4) items 
  total.  This includes armor, weapons, bedrolls, rations, and 
  so on, though groups of items count as a single item (e.g., a 
  quiver of 40 arrows equals one selection, not 41).
  Note that the restriction is individually-based; each 
  character may make their selections to this limitation.  So a 
  group of four PCs may carry amongst them 16 items total.
    Use your discretion in defining this restriction: ten items 
  may be equally challenging for some characters.  You can 
  also make the imposition class- or race-based: Wizard 
  may only carry 4 items, but this restriction doesn’t apply 
  to material spell components.  For small parties, or 
  those for whom this restriction would truly be a death 
  sentence, perhaps potions do not apply.
  The precise nature of the journey, its destination, and the 
  challenges faced is left to the GM, 
  As a general rule, there should be some degree of combat, at 
  least a half-dozen skill-based challenges, and a great deal of 
  focus on tests related to the nature of the faction: cast spells, 
  for divine characters; forage and track, for Rangers; etc.
  Before embarking on this Quest, however, the PCs may make 
  a separate journey to seek out and obtain toolwebbing, which 
  will of course make the mission much, much easier to deal 
  with.  Perhaps a comrade in the faction takes them aside and 
  tells them about the item, and how to obtain it; perhaps she 
  loans the affected PC her own toolwebbing for the duration 
  of the Quest.
  Another, more simplistic, option, is for the Faction itself 
  to simply give the PC toolwebbing, with the condition that 
  it must be returned as a ceremonial item to be used in 
  subsequent, similar tests.
  The course used to get their hands on toolwebbing to 
  facilitate this journey might itself be a separate Quest with 
  its own objectives and rewards!
    If the PC(s) succeed in their mission, they receive the 
  monetary reward.  Consider modifying the money so 
  as to be commensurate with the nature of the faction 
  involved, or swapping it entirely with something perhaps 
  less tangible but more appropriate: standing within the 
  Faction, for example, or an increase in rank therein.  
  The PC(s) involved also receive o 
    3 Reward Stars.  
  Whether they are allowed to keep the toolwebbing they 
  may have used in the mission is up to the circumstances 
  
  106
  Magic Items
  you decide upon; certainly if they seek it out and obtain 
  it beforehand as part of their preparation, they should be 
  allowed to keep it.
    If the PC(s) fail somehow—they do not arrive at the 
  intended destination, they are saved from death at the 
  hands of monsters by faction members, or perhaps even 
  the use of toolwebbing is discovered and judged to be 
  illegal for the rules of the Quest—they do not receive the 
  monetary or other Faction reward, and the toolwebbing 
  may even be stripped from them, even if they obtained it 
  on their own in advance of the mission.
  This Quest terminates upon the return of the PCs to the 
  faction following their mission.
  
  107
  Magic Items
  Toolwebbing 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 Rogue 1
  Rogue 6
  Rogue 10
  Rogue 14
  Size / Aln
  Medium TN  
  Halfling (Lightfoot)
  Medium TN  
  Halfling (Lightfoot)
  Medium TN  
  Halfling (Lightfoot)
  Medium TN  
  Halfling (Lightfoot)
  HP
  7
  20
  44
  80
  Armor 
  Class
  16
  17
  18
  19
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR  10 (+0) 
  DEX  20 (+7) 
  CON  9 (-1) 
  INT  15 (+4) 
  WIS  8 (-1) 
  CHA  14 (+2)
  STR  12 (+1) 
  DEX  20 (+8) 
  CON  9 (-1) 
  INT  15 (+5) 
  WIS  8 (-1) 
  CHA  14 (+2)
  STR  14 (+2) 
  DEX  20 (+9) 
  CON  9 (+0) 
  INT  15 (+6) 
  WIS  8 (-1) 
  CHA  14 (+2)
  STR  14 (+2) 
  DEX  20 (+10) 
  CON  13 (+1) 
  INT  15 (+7) 
  WIS  8 (-1) 
  CHA  14 (+2)
  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 Rapier (Small) +7 
  (1d8+5)
  Melee Dagger (Small) +7 
  (1d4+5)
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +7 
  (1d4+5); 60 ft.’: +7 
  (1d4+5)
  Ranged Shortbow (Small) ) 
  --> 30 ft.’: +7 (1d6+5); 120 
  ft.’: +7 (1d6+5)
  Melee +1 Rapier (Small) +9 
  (1d8+6)
  Melee Dagger (Small) +8 
  (1d4+5)
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +8 (1d4+5); 
  60 ft.’: +8 (1d4+5)
  Ranged Shortbow (Small) ) 
  --> 30 ft.’: +8 (1d6+5); 120 
  ft.’: +8 (1d6+5)
  Melee +2 Rapier (Small) 
  +11 (1d8+7)
  Melee Dagger (Small) +9 
  (1d4+5)
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +9 
  (1d4+5); 60 ft.’: +9 
  (1d4+5)
  Ranged Shortbow (Small) ) 
  --> 30 ft.’: +9 (1d6+5); 120 
  ft.’: +9 (1d6+5)
  Melee +3 Rapier (Small) +13 
  (1d8+8)
  Melee Dagger (Small) +10 
  (1d4+5)
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +10 
  (1d4+5); 60 ft.’: +10 
  (1d4+5)
  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
  TN; Medium Humanoid (Halfling)
  
  108
  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.
  Expertise At 1st level, choose two of your skill proficiencies, or one of 
  your skill proficiencies and your proficiency with thieves’ tools. Your 
  proficiency bonus is doubled for any ability check you make that uses 
  either of the chosen proficiencies. At 6th level, you can choose two more 
  of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
  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
  Rapier (small); dagger 
  (small, 2x); leather armor; 
  shortbow (small); arrows 
  (20x)
  +1 Rapier (small); dagger 
  (small, 2x); studded 
  leather armor; shortbow 
  (small); arrows (20x)
  +2 Rapier (small); dagger 
  (small, 2x); +1 studded 
  leather armor; shortbow 
  (small); arrows (20x)
  +3 Rapier (small); dagger 
  (small, 2x); +2 studded 
  leather armor; shortbow 
  (small); arrows (20x)
  
  109
  Magic Items
  Vorpal Scabbard
    Vorpal Scabbard (belt)
  Value:  
    1,700 gp / 
    3,800 gp /  
    7,100 gp / 
    10,500 gp
  Weight 2 lbs.; Materials leather; Nature magical; Aura 
  strong transmutation; Slot belt
  CL:  
    4th / 
    8th / 
    12th / 
    16th
  Effect Summary: 
    drawn weapon gains +1 enhancement bonus for 5 rounds
    drawn weapon gains +2 enhancement bonus for 5 rounds
    drawn weapon gains +3 enhancement bonus and 
  expanded critical threat range by 1 for 8 rounds
    drawn weapon gains +4 enhancement bonus and 
  expanded critical threat range by 1 for 10 rounds
  Description
  Sheathing a weapon in this scabbard grants it a temporary 
  bonus as though it were a magical weapon.  
  The magnitude of this bonus, and how long it lasts after 
  the weapon has been drawn, vary depending on the 
  formidableness of the scabbard.
  Effect
  A vorpal scabbard may be used with any one-handed slashing 
  and/or piercing weapon.  Visually they differ slightly.
  Vorpal scabbards resize themselves to accommodate the 
  weapon that is inserted into it.  In practical terms, this 
  means first that there is no separate Small version of the 
  item, and second that any given vorpal scabbard may be used 
  with Medium or Small weapons.
  Sheathing a compatible weapon (e.g., no hammers or flails) 
  for at least one full round applies the scabbard’s benefits to 
  that weapon.  Whether the weapon is sheated for one round, 
  or one year, makes no difference; the same benefit is applied.
  All iterations of the vorpal scabbard grant a temporary 
  enhancement bonus to a weapon drawn from them: the 
  amount of bonus, and the duration for which it applies, 
  varies depending on the scabbard as described above.  For 
  the purposes of determining the duration, the number of 
  rounds indicates the total time starting in the round in 
  which the weapon is drawn.  For example, a 
    Low Vorpal 
  Scabbard will grant a +1 bonus for the round in which it’s 
  drawn, plus 4 additional rounds afterwards.
  This bonus applies regardless of whether or how the weapon 
  is used; for this duration, the weapon counts as a +X weapon 
  in all respects.  After the listed duration expires, it reverts to 
  whatever it was before it was sheated and drawn.
  The enhancement bonus granted by a vorpal scabbard does 
  not stack with any inherent enhancement bonus the weapon 
  itself has already.  Thus a +1 short sword drawn from a 
  Moderate Vorpal Scabbard counts as a +2 short sword for 5 
  rounds, and thereafter reverts to a +1 short sword.
    Advanced and Elite versions also grant a Keen effect 
  for the duration of their granted enhancement bonus.  This 
  doubles the critical threat range of the drawn weapon.
  The vorpal scabbard’s Keen and enhancement effects do not 
  alter any other qualities of a drawn weapon.  Thus, a +3 
  corrosive dagger drawn from an Advanced Vorpal Scabbard 
  counts as a +3 corrosive keen dagger for 8 rounds, and 
  thereafter as a +3 corrosive dagger.
  Synergy & Sets
  None.  Vorpal scabbards are standalone items, and do not 
  gain further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  These items are almost always found worn on a slain 
  combatant.  As the scabbard’s design does not automatically 
  and explicitly declare its purpose or nature, it’s easy to 
  overlook when looting corpses.
  Of particular note, scabbards and sheaths and belts are 
  commonly worn; however, when looting, it’s not always 
  clear whether such equipment is included in retrieval of the 
  weapon itself.
    At the GM’s discretion, knowledge of the scabbard as 
  a separate magical item can simply be assumed to be 
  automatic.  This can streamline gameplay considerably 
  and allow the wielder to immediately gain the benefit of 
  the vorpal scabbard’s capabilities. 
   
  Gaming groups wishing to use this option may assume 
  the knowledge comes magically with picking up the 
  
  110
  Magic Items
  item.  Alternately, and for a bit of greater immersion 
  and roleplaying opportunity, instructions for using the 
  weapon might be discovered written down nearby, or 
  attached via twine to the item.
  Ubiquity
  Vorpal scabbards are rare.  Their use is limited to areas 
  with a great deal of combat, either ritual, or adventuring, or 
  zones of high capability and high threat, for example a rich 
  kingdom terrorized by nearby dragons.
  Notoriety
  These sheaths are not obvious, and unless one is both 
  familiar with them and actively looking for their presence, 
  it’s very easy to overlook their presence.
  Once identified, it may imbue some jealousy, or grant a 
  heightened estimation of the wearer’s combat capabilities, 
  but there is usually no further stigma or implication to 
  owning or using one of these items.
  Quirks of Ownership
  As the sheath is a non-sentient magical item, and not an 
  artifact or relic, it exerts no particular will or influence on 
  its owner or wielder.  
  History & Background
  Vorpal scabbards were not, as might be guessed, created by 
  (or even for) assassins.  They were crafted by gladiatorial 
  artisans, looking to introduce a means of greater gore to 
  their bloodsport.  The added incentive of greater capability, 
  but limited by time, with the additional wrinkle of having 
  to keep one’s weapon sheathed for a full round in order to 
  reapply the benefit, was considered to be an interesting 
  factor in the games.
  Although the weapons did indeed improve the rapidity, and 
  bloodiness, of the gladiatorial fights, it was in some ways 
  a victim of its own success: bouts became much quicker, 
  though bloodier; there was less time, then, to bilk spectators 
  for concessions and bets.
  Therefore, though quite successful in fulfilling their 
  original intent, vorpal scabbards quickly grew out of style in 
  gladitorial arenas, and found their way to mercenaries and 
  militaries.
  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 Charisma 
  (Persuasion) 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 vorpal scabbard 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 vorpal scabbard, 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 vorpal scabbard 
  into your gaming sessions beyond simply “the antipaladin 
  Table 17: Vorpal Scabbard Flavors
  Difficulty Band
  Prefix
  Enhancement Bonus
  Expanded Critical Threat Range?
    Low
  Lesser
  +1 for 5 rounds
  No
    Moderate
  Lesser
  +2 for 5 rounds
  No
    Advanced
  Greater
  +3 for 8 rounds
  Yes
    Elite
  Greater
  +4 for 10 rounds
  Yes
  
  111
  Magic Items
  drops a nifty-looking sheath”, 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 vorpal scabbard.
  Paladins & Clerics
  Given their adoption by all manner of militant lifestyles, 
  it’s likely that some vorpal scabbards will have designed 
  explicitly for use by faith-based users.  For both Paladins and 
  Clerics, ownership or merely the loaned use of these items 
  may confer a holy status upon the bearer.
  Rogues
  Assassins, ideally, require just a little bit of time to do in 
  their prey... and so an item that applies to Light melee 
  weapons and grants a temporary benefit is right up a Rogue’s 
  alley.
  Martial Characters
  Similar to Paladins and Clerics, fighters and barbarians 
  would certainly see utility in an accessory that grants their 
  existing weapons additional benefit.  
  Arcane Classes
  Daggers are generally the only weapon usable to these 
  classes that qualifies to be stored in a vorpal scabbard... but 
  that doesn’t mean they’re not immensely useful.  Arcanists 
  are only involved in melee combat temporarily anyway 
  ideally, so a brief bonus may be all they require to hold off 
  their attackers and get away.
  Monks, Rangers, and Druids
  Monks may not use these items at all, given their general 
  reliance on their bare bands, and there are only a few monk 
  weapons that might qualify to be sheathed in a vorpal 
  scabbard.  Druids may use them as well, but it’s really much 
  more dependent on their fighting style as to whether it’s 
  worthwhile.
  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
  Rumor tells of an assassin in town who is particularly 
  deadly in the first few rounds of combat.  Only one has lived 
  through their encounter and survived to tell, but it’s not 
  clear if their account is truthful.
  Assassinate
  The other side of the above coin: the PCs are contacted by a 
  less-than-perfectly-reputable source to take out a target on 
  behalf of a third party.  In addition to a monetary reward, 
  they will also receive a vorpal scabbard: to use for the 
  completion of their task, as well as to keep afterwards as an 
  additional incentive.
  This scenario forms the basis for the below Quest.
  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 
  vorpal scabbard 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 the vorpal 
  scabbard 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: Kill Quickly and Keep the 
  Change
    Summary: Contaced by unsavory sources, the party is 
  asked to kill a contract victim and are given a vorpal 
  scabbard as an aid and incentive. 
    Rewards:  
    3,500 gp / 
    8,500 gp / 
    13,500 gp 
  / 
    22,000 gp (promised); up to 
    1 Reward Star; 
  vorpal scabbard
    Locations: Any.
    Key NPCs: Any.
    Kickoff: Random Encounter.
    Description:
  An uncouth, underworld Faction in your game world contacts 
  the PCs, or at least one PC most likely to have connections 
  to this sort of dark market.  The ask is simple: might you be 
  interested in a contract killing?  This connection is of course 
  much easier if there is at least one PC in the party with a 
  pre-established connection along these lines, a prediliction 
  toward this sort of work, or a past history of being involved 
  with underworld or thievery elements.
  As both incentive and assistance toward this goal, the PCs 
  are given a vorpal scabbard: if they compete their task, they 
  may keep it; if they fail, they must return it; the implication 
  is clear that upon returning with the scabbard, they may be 
  slain as punishment for their failure, but also that if they fail 
  to return the item after failing, their fate is similarly sealed.
  After all, what qualms about vengeful killing might someone 
  have, who is asking you to kill for coin to begin with?
  The actual nature of the assassination, and the target, are 
  
  112
  Magic Items
  FlexTable 15: Vorpal Scabbard Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-17
  01-30
  01-25
  31-40
  11
  A sheath exists that makes any 
  blade true.
    True.  Though this is somewhat 
  vague.
  18-33
  31-50
  26-40
  41-50
  14
  Scabbards have been concocted 
  that grant even the dullest 
  blade shine.
    True.  This is also somewhat vague; 
  “shine” doesn’t generally imply combat 
  prowess!
  34-50
  51-70
  41-65
  51-55
  15
  There is a certain weapon 
  sheath that briefly makes 
  weapons drawn from it much 
  more potent.
    True.  This is exactly the intent of a 
  vorpal scabbard.
  51-67
  71-85
  66-75
  56-60
  17
  Weapons drawn from a 
  certain magical scabbard 
  are momentarily much more 
  lethal.
    True.  This likely refers to the 
  Keen attributes of the more advanced 
  versions of the scabbard.
  68-84
  86-93
  76-90
  61-80
  12
  Blades drawn from a certain 
  cursed sheath might gain 
  intelligence and fight back 
  against the wielder!
    False.  Though this may describe a 
  separate, cursed item.
  85-00
  94-00
  91-00
  81-00
  15
  In the dark nethers of the void, 
  a weapon was crafted so evil 
  and vile that by necessity it 
  could only be sheathed in a 
  dire scabbard forged from the 
  tattered souls of the broken.
    False.  Though it sounds like 
  the start of an awfully compelling 
  narrative.
  intentionally left flexible so as to fit in with your game 
  world.  Generally speaking, however, consider two types of 
  assassination: skill-focused and combat-focused.
  Skill-focused kills require skill checks to succeed: 
    
  Stealth, Charisma (Deception), Charisma (Persuasion), 
  Intimidate, Acrobatics, and Sleight of Hand.  In these 
  scenarios, actually fighting the target is almost anticlimactic; 
  it’s getting to him/her and getting away safely or 
  without being noticed where the challenge lies.  Political 
  functionaties, trade Faction leaders, and the like are good 
  examples.
  Combat-focused contracts may also require skills to get to 
  the target and escape, but the actual target themselves pose 
  a more formidable challenge.  Military leaders, class-based 
  faction members, and police, guards, or security forces are 
  good examples.
    If the PCs take the mission, and succeed, they benefit 
  from retention of the vorpal scabbard, and the monetary 
  reward.  If the nature of the mission is in contrast to the 
  talents of the PC(s) undertaking it, consider granting 
    
  1 Reward Star as well.
    If the PCs fail, or walk away from their mission, and 
  attempt to keep the vorpal scabbard, they are likely to be 
  hunted by another contract killer.
  This Quest terminates when the PCs make the kill, or slay 
  the assassins that are sent for them if they fail initially.
  
  113
  Magic Items
  Vorpal Scabbard 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 Fighter 1
  Fighter 6
  Fighter 10
  Fighter 14
  Size / Aln
  Medium LE  
  Elf (High)
  Medium LE  
  Elf (High)
  Medium LE  
  Elf (High)
  Medium LE  
  Elf (High)
  HP
  10
  43
  71
  110
  Armor 
  Class
  18
  19
  22
  24
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  18 (+6) 
  DEX  15 (+2) 
  CON  10 (+2) 
  INT  10 (+0) 
  WIS  7 (-2) 
  CHA  15 (+2)
  STR  20 (+8) 
  DEX  15 (+2) 
  CON  10 (+4) 
  INT  10 (+0) 
  WIS  7 (-2) 
  CHA  15 (+2)
  STR  20 (+9) 
  DEX  17 (+3) 
  CON  10 (+5) 
  INT  10 (+0) 
  WIS  7 (-2) 
  CHA  15 (+2)
  STR  20 (+10) 
  DEX  19 (+4) 
  CON  14 (+7) 
  INT  10 (+0) 
  WIS  7 (-2) 
  CHA  15 (+2)
  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, Elvish, Halfling
  Attacks
  Melee Longsword +6 
  (1d8+6)
  Melee Dagger +6 (1d4+6 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+4); 60 ft.’: +6 
  (1d4+4)
  Melee +1 Longsword +9/+9 
  (1d8+8)
  Melee Dagger +8/+8 
  (1d4+7)
  Ranged Dagger (Thrown) 20 
  ft.’: +8/+8 (1d4+5); 60 ft.’: 
  +8/+8 (1d4+5)
  Melee +2 Longsword 
  +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 Longsword 
  +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
  LE; Medium Humanoid (Elf)
  
  114
  Magic Items
  Special Abilities
  Ability Score Increase Your Dexterity score increases by 2.
  Ability Score Increase Your Intelligence score increases by 1.
  Cantrip You know one cantrip of your choice from the wizard spell list. 
  Intelligence is your spellcasting ability for it. Spell save DC 13; Spell attack 
  modifier +5
  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.
  Extra Language You can speak, read, and write one extra language of your 
  choice.
  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.
  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.
  Additional Fighting Style At 10th level, you can choose a second option 
  from the Fighting Style class feature.
  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.
  Fighting Style You adopt a particular style of fighting as your specialty. 
  Choose one of the following options. You can’t take a Fighting Style 
  option more than once, even if you later get to choose again.
  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.
  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, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Fighting Style, 
  Second Wind, Dueling
  Ability Score Increase, Ability 
  Score Increase, Cantrip, 
  Darkvision, Elf Weapon 
  Training, Extra Language, 
  Fey Ancestry, Keen Senses, 
  Languages, Trance, Ability 
  Score Improvement, Action 
  Surge, Champion, Extra 
  Attack, Fighting Style, 
  Improved Critical, Martial 
  Archetype, Second Wind, 
  Dueling
  Ability Score Increase, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, 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, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, 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; daggers (2x)
  +1 Longsword; chain 
  mail; +1 shield; daggers 
  (2x)
  +2 Longsword; +1 chain 
  mail; +2 shield; daggers 
  (2x)
  +3 Longsword; +2 chain 
  mail; +3 shield; daggers 
  (2x)
  
  115
  Magic Items
  Armor & Clothing
  
  116
  Magic Items
  Bleakmoth Mask
    Bleakmoth Mask (eyes)
  Value:  
    1,800 gp / 
    5,200 gp /  
    9,600 gp / 
    16,500 gp
  Weight 4 lbs.; Materials leather, canvas, parchment, paint; 
  Nature magical; Aura moderate necromancy [emotion, fear, 
  mind-affecting]; transmutation (polymorph); evocation 
  [darkness]; Slot eyes
  CL:  
    4th / 
    8th / 
    12th / 
    16th
  Effect Summary: 
    wearer gains Darkvision 30’; cause fear 3x/day (DC 16)
    wearer gains Darkvision 60’; cause fear 3x/day (DC 18); 
  beast shape class feature 1x/day
    wearer gains Darkvision 90’; cause fear 5x/day (DC 20); 
  beast shape class feature 3x/day; darkness 2x/day
    wearer gains Darkvision 90’; cause fear 5x/day (DC 
  20); beast shape class feature 5x/day; darkness 5x/day; 
  blindness/deafness 2x/day (DC 20)
  Description
  These leather and fabric masks appear far more gruesome 
  than they usually are: they give the appearance of an albino 
  giant bleakmoth, hollowed out and mounted atop the head of 
  the wearer.  
  Bearers gain darkvision and bonuses to fighting blindly or in 
  caves underground.
  Effect
  Wearers of these ghastly devices gain two benefits: while 
  worn, they confer Darkvision; and secondly, they enable the 
  wearer to generate spell-like abilities a certain number of 
  times a day.
  The Darkvision benefit is continual, though it may be 
  suppressed via a command word.  Distance of the granted 
  ability depends on the caliber of mask worn, as described.
  Spell-like abilities granted are activated via command words; 
  a separate word is used for each effect.  For mechanical 
  purposes, the first time a mask is donned, the complement 
  of abilities is “new” and full—e.g., a freshly-donned 
    
  Elite Bleakmoth Mask grants 5 uses of cause fear, one use of 
  beast shape III, 5 uses of darkness, and 2 uses of blindness/
  deafness.  These quantities “reset” 24 hours from the 
  moment the mask is put on.
  This timing and “reset” of ability counts happens 
  automatically; the mask need not be worn in order for the 
  timer to tick over to the next day.  In the above example, 
  if the mask’s abilities were all used, right away, by the 
  wearer, she would need to wait 24 hours before the counts 
  replenished, whether or not she wore the mask during that 
  time.
  Synergy & Sets
  None.  Bleakmoth masks are standalone items, and do not 
  gain further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  Bleakmoth masks are typically ceremonial items, owing in 
  large part to the costume-like nature and obvious pageantry 
  of the design employed.  They are often stored in a display 
  area or case until they are needed, either to perform a ritual, 
  or as part of an expedition or journey.
  In such cultures who threat them in this manner, bleakmoth 
  masks may be loaned out to tribespeople undertaking a 
  mission on behalf of the group; in others, the leader or 
  shaman or military chief have a de facto ownership of the 
  device.
  In any event, knowledge of the command words involved 
  in the mask’s use are rarely, if ever, committed to writing 
  or inscribed; this information is passed orally from one 
  owner to the other, often in the form of an elongated story 
  or parable that places the mask in the context of the tribe’s 
  beliefs or gods.
    At the GM’s discretion, such knowledge can simply be 
  assumed to be automatic.  This can streamline gameplay 
  considerably and allow the wielder to immediately gain 
  the benefit of the bleakmoth mask’s capabilities. 
   
  Gaming groups wishing to use this option may assume 
  the knowledge comes magically with picking up the 
  item.  Alternately, and for a bit of greater immersion 
  and roleplaying opportunity, instructions for using the 
  weapon might be discovered written down nearby, or 
  attached via twine to the mask.
  
  117
  Magic Items
  Ubiquity
  Bleakmoth masks are quite rare, though in pockets of 
  cultures that make use of them ceremonially, they can be 
  plentiful in context.
  Notoriety
  Wearing a bleakmoth mask outside of the context of a 
  ceremony is certain to garner attention: these headpieces 
  are garish, ornate, and immediately notable, whether the 
  observer is at all aware of the item’s magical properties or 
  not.
  For communities unfamiliar with the item’s magical 
  properties, seeing it worn is still quite a notable event, sure 
  to draw attention, perhaps unwated.  At the minimal level of 
  impact, onlookers may simply assume the wearer is part of 
  a carnival act or troupe; others may take offense or view the 
  headdress as an invitation for thievery or mugging.
  In cultures who possess bleakmoth masks themselves, 
  wearing one outside the context of authority or a particular 
  mission may be a punishable violation of tradition or alw.
    In game terms, owning a bleakmoth mask could be a 
  lightning rod for subsequent Quests or plotlines involving 
  cultures that use them regularly.
  Quirks of Ownership
  As the item 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, a bleakmoth mask has no other quirks or 
  impacts.
  History & Background
  First created from the dessicated corpse of a defeated 
    
  Bleakmoth, these masks were crafted in quantity first to 
  celebrate victory over these violent beasts, and later to 
  commemorate achievements in the tribe.
  Although some have been stolen over the years, and others 
  taken from the vanquished corpses of tribespeople engaged 
  on a quest, the predominance of bleakmoth masks remain 
  stored in cultures that created 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 Charisma 
  (Persuasion) in this manner; the DC listed applies equally to 
  either of these skills.  Alternately, a PC may use Knowledge 
  (History), with no penalty, given that the item is largely a 
  tribal device and therefore such knowledge would be of great 
  help.
  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 bleakmoth mask, 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 bleakmoth mask 
  into your gaming sessions beyond simply “the dragon drops a 
  fancy-looking headdress”, here are some ideas.  
  Table 18: Bleakmoth Mask Flavors
  Difficulty Band
  Prefix
  Darkvision
  Spell-Like Abilities
    Low
  Lesser
  30’
  cause fear 3x/day (DC 16)
    Moderate
  Lesser
  60’
  cause fear 3x/day (DC 18); beast shape class feature 1x/day
    Advanced
  Greater
  90’
  cause fear 5x/day (DC 20); beast shape class feature 3x/day; darkness 
  2x/day
    Elite
  Greater
  90’
  cause fear 5x/day (DC 20); beast shape class feature 5x/day; darkness 
  5x/day; blindness/deafness 2x/day (DC 20)
  
  118
  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 a bleakmoth mask.
  Paladins & Clerics
  As followers of ritual and celebrants of ceremony, adherents 
  to faith would likely wish to see bleakmoth masks returned 
  to their rightful place in the cultures that created and/or use 
  them.  
  Under rare circumstances would they accept their use in the 
  adventuring party, and then likely only in the context of the 
  journey to return them.
  Rogues
  Any stealth-focused class would likely have little use for as 
  garish and obvious a display as a bleakmoth mask makes; 
  however, the utility of the item’s abilities is hard to overlook.
  Martial Characters
  Barbarians may love the ostentatious, gregarious nature of 
  these items, and gleefully wear them into combat.  Fighters 
  and those with a military, or stricter, background might wish 
  to avoid them given the distraction.
  Arcane Classes
  Wizards, Oracles, and other classes who cultivate a mystique 
  may find bleakmoth masks of great use in augmenting the 
  facade.  That said, these items are sure to draw attention in 
  combat, attention that these classes in particular may wish 
  to avoid.
  Monks, Rangers, and Druids
  Druids in particular may wish to acquire these masks, as 
  the animal aspect of its use may align well to their nature.  
  Monks would likely view the items as distractions from a 
  higher purpose, but would certainly appreciate their place in 
  a culture that uses them for special missions and ceremony.
  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.
  Lost Their Way
  Amidst a mission or journey, a tribeswoman issued a 
  bleakmoth mask falls.  With her last gasp of life, she entrusts 
  the device to the PCs, asking for either aid in the completion 
  of her task, or the return of the mask to its rightful place in 
  her tribe.
  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 the 
  bleakmoth mask 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 the bleakmoth 
  mask 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: Failed and Fell
    Summary: The PCs come across a fallen tribal warrior, 
  who beseeches them to either fulfill her quest, or to 
  return her mask to her tribe.
    Rewards:  
    1,000 gp / 
    3,000 gp / 
    5,000 gp 
  / 
    8,500 gp (promised); up to 
    4 Reward Stars; 
  bleakmoth mask
    Locations: Any.
    Key NPCs: Any.
    Kickoff: Random Encounter.
    Description:
  A mortally-wounded tribeswoman lies across the party’s 
  path.  She is clearly dying, wounded by a poison that 
  conveniently (or, for her, quite inconveniently), the party’s 
  resources are unable to treat effectively.  
  Before she passes away, she hands the PCs her bleakmoth 
  mask, explaining that it is a ceremonial item with magical 
  powers, entrusted to her as an aid in her quest, a quest 
  which, by dying, she has now failed.  With her last energy, 
  she asks the party to help her, in one of two ways: either 
  fulfill her mission, or return the mask to her tribe for 
  safekeeping.  She makes a mumbled promise as to a coin 
  reward, but this would be given to the party by her tribe, and 
  she cannot speak as to the exact amount.
  The particulars around this Quest are intentionally left 
  flexible, so as to make it more insertable into any campaign 
  setting or gaming session.  
  The specific tribe, its location, its denizens, and even the 
  nature of the Quest the tribeswoman undertook are all 
  maleable, in service to the core of the story: fulfill the 
  destiny of a fallen warrior, and gain reward for the act.
  The Quest may be pretty much anything: slay a monster, 
  recover a certain herb, negotiate peace between two warring 
  clans.
    If the party takes the mask and ignores the other 
  elements of the story at play, they will sooner or later 
  
  119
  Magic Items
  FlexTable 16: Bleakmoth Mask Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-17
  01-30
  01-25
  31-40
  11
  A mask, crafted from a dead moth’s 
  face, gives the wearer a variety of 
  powers.
    True.  Though this is 
  somewhat vague.
  18-33
  31-50
  26-40
  41-50
  12
  Wrapped from the dried remains of a 
  giant moth, there is a headdress that 
  gives its wearer the ability to frighten 
  others with his visage.
    True.  Though this 
  description does higher-level 
  versions an injustice.
  34-50
  51-70
  41-65
  51-55
  14
  Cloaked in ritual, warriors of a local 
  tribe don ceremonial masks; the result 
  is power over darkness and fear, 
  though it’s unclear if the source is the 
  ritual or the headpiece.
    True.  Though “power over 
  darkness and fear” may be a 
  bit of an overstatement.
  51-67
  71-85
  66-75
  56-60
  16
  Tribal leaders gift unto their warriors 
  a special headdress that gives them 
  powers necessary to complete specific 
  missions.
    True.  This describes more 
  the use, than the powers, of 
  the mask, but is accurate.
  68-84
  86-93
  76-90
  61-80
  13
  Masks used by local tribes are cursed, 
  such that if those unworthy to the 
  tribe’s elders don them, they lose all 
  powers of sight and hearing.
    False.  Though this may 
  describe a separate, cursed 
  item.
  85-00
  94-00
  91-00
  81-00
  15
  Taking a moth-faced mask from a tribal 
  vault carries penalties far beyond the 
  mortal, for the tribe shamans will seize 
  your very soul as penance!
    False.  Though it sounds 
  like the start of an awfully 
  compelling narrative.
  run into a group of warriors from the fallen woman’s 
  tribe.  They will certainly have some pointed questions 
  for the PCs if the mask remains in their possession; even 
  if they sold it, perhaps the warriors spoke to whomever 
  purchased it, and know that it was the PCs.  The party 
  benefits briefly from use of the mask until the warriors 
  catch up with them, but no further reward is obtained.  
  At the GM’s discretion, and if it is in keeping with the 
  characters and alignments of the party, the PCs may talk 
  their way out of the situation, inventing for example a 
  story whereby the fallen woman gave them the mask as 
  thanks for their trying to heal her.  Skill checks aplenty 
  should be employed; success may allow the party to keep 
  the mask and possibly grant them 
    2 Reward Stars as 
  well.
    If the party simply returns to the tribe and gives them 
  back the bleakmoth mask, they will be thanked, though 
  the tribe will be uncomfortable in general, both that their 
  comrade failed, and that these strangers came by their 
  traditions.  The party does not get to keep the mask in 
  this scenario, but benefits from half the monetary reward 
  described above, and 
    1 Reward Star.
    In the most rewarding approach, the party fulfills the 
  Quest on behalf of the fallen tribeswoman, and then 
  returns to the tribal council to return the mask.  This 
  scenario rewards the party with the full monetary reward 
  mentioned, 
    4 Reward Stars, and an increase in 
  standing with the tribe.  Finally, the tribe may decide to 
  make the PCs part of the tribe officially, and will let them 
  keep the bleakmoth mask as a final token of appreciation 
  and solidarity.
  This Quest terminates when the PCs return to the tribe, 
  however they have conducted themselves up to that point.
  
  120
  Magic Items
  Bleakmoth Mask 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 Druid 1
  Druid 6
  Druid 10
  Druid 14
  Size / Aln
  Medium CN  
  Dwarf (Hill)
  Medium CN  
  Dwarf (Hill)
  Medium CN  
  Dwarf (Hill)
  Medium CN  
  Dwarf (Hill)
  HP
  10
  41
  67
  83
  Armor 
  Class
  13
  14
  15
  17
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR  15 (+2) 
  DEX  13 (+1) 
  CON  13 (+1) 
  INT  10 (+2) 
  WIS  18 (+6) 
  CHA  7 (-2)
  STR  17 (+3) 
  DEX  13 (+1) 
  CON  13 (+1) 
  INT  10 (+3) 
  WIS  18 (+7) 
  CHA  7 (-2)
  STR  19 (+4) 
  DEX  13 (+1) 
  CON  13 (+1) 
  INT  10 (+4) 
  WIS  18 (+8) 
  CHA  7 (-2)
  STR  19 (+4) 
  DEX  15 (+2) 
  CON  13 (+11 
  INT  10 (+5) 
  WIS  18 (+9) 
  CHA  7 (-2)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 14 
  +2 Herbalism Kit
  Passive Perception 14 
  +3 Herbalism Kit
  Passive Perception 14 
  +4 Herbalism Kit
  Passive Perception 14 
  +5 Herbalism Kit
  Languages Common, Druidic, Dwarvish
  Attacks
  Melee Dagger +4 (1d4+2)
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2)
  Melee Spear +4 (1d6+2)
  Ranged Spear (Thrown) 20 
  ft.’: +4 (1d6+2); 60 ft.’: +4 
  (1d6+2)
  Ranged Dart ) --> 20 ft.’: 
  +4 (1d4+2); 80 ft.’: +4 
  (1d4+2)
  Melee Dagger +6 (1d4+3)
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+3); 60 ft.’: +6 
  (1d4+3)
  Melee +1 Spear +7 (1d6+4)
  Ranged +1 Spear (Thrown) 
  20 ft.’: +7 (1d6+4); 60 ft.’: 
  +7 (1d6+4)
  Ranged Dart ) --> 20 ft.’: +6 
  (1d4+3); 80 ft.’: +6 (1d4+3)
  Melee Dagger +8 (1d4+4)
  Ranged Dagger (Thrown) 
  20 ft.’: +8 (1d4+4); 60 ft.’: 
  +8 (1d4+4)
  Melee +2 Spear +10 
  (1d6+6)
  Ranged +2 Spear (Thrown) 
  20 ft.’: +10 (1d6+6); 60 
  ft.’: +10 (1d6+6)
  Ranged Dart ) --> 20 ft.’: 
  +8 (1d4+4); 80 ft.’: +8 
  (1d4+4)
  Melee Dagger +9 (1d4+4)
  Ranged Dagger (Thrown) 20 
  ft.’: +9 (1d4+4); 60 ft.’: +9 
  (1d4+4)
  Melee +3 Spear +12 (1d6+7)
  Ranged +23Spear (Thrown) 
  20 ft.’: +12 (1d6+7); 60 ft.’: 
  +12 (1d6+7)
  Ranged Dart ) --> 20 ft.’: +9 
  (1d4+4); 80 ft.’: +9 (1d4+4)
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Club, Dagger, Dart, Handaxe, Javelin, Light Hammer, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear, 
  Warhammer
  CN; Medium Humanoid (Dwarf)
  
  121
  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.
  Bonus Cantrip When you choose this circle at 2nd level, you learn one 
  additional druid cantrip of your choice.
  Circle Spells Your mystical connection to the land infuses you with the 
  ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain 
  access to circle spells connected to the land where you became a druid. 
  Choose that land-arctic, coast, desert, forest, grassland, mountain, 
  swamp, or Underdark-and consult the associated list of spells. Once you 
  gain access to a circle spell, you always have it prepared, and it doesn’t 
  count against the number of spells you can prepare each day. If you gain 
  access to a spell that doesn’t appear on the druid spell list, the spell is 
  nonetheless a druid spell for you.
  Druid Circle At 2nd level, you choose to identify with a circle of druids: 
  the Circle of the Land or the Circle of the Moon, both detailed at the end 
  of the class description. Your choice grants you features at 2nd level and 
  again at 6th, 10th, and 14th level.
  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 
    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, Cantrips, 
  Druidic, Ritual Casting, 
  Spellcasting, Spellcasting 
  Focus
  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, 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, 
  Ability Score Increase, 
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, 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, Ability 
  Score Increase, Darkvision, 
  Dwarven Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, 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
  Spell-
  casting
  Save DC 14; Spell Atk +6
  1st: charm person; entangle
  Save DC 15; Spell Atk +7
  3rd: call lightning; sleet 
  storm; wind wall
  2nd: barkskin; flaming 
  sphere; moonbeam
  1st: charm person; entangle; 
  fog cloud; thunderwave
  Save DC 16; Spell Atk +8
  5th: geas; greater 
  restoration
  4th: confusion; dominate 
  beast; ice storm
  3rd: call lightning; sleet 
  storm; wind wall
  2nd: barkskin; flaming 
  sphere; moonbeam
  1st: charm person; 
  entangle; fog cloud; 
  thunderwave
  Save DC 17; Spell Atk +9
  7th: regenerate
  6th: find the path
  5th: geas; greater restoration
  4th: confusion; dominate 
  beast; ice storm
  3rd: call lightning; sleet 
  storm; wind wall
  2nd: barkskin; flaming 
  sphere; moonbeam
  1st: charm person; entangle; 
  fog cloud; thunderwave
  Equipment
  Dagger; spear; hide 
  armor; darts (5x)
  Dagger; +1 spear; +1 hide 
  armor; darts (5x)
  Dagger; +2 spear; +2 
  hide armor; darts (5x)
  Dagger; +3 spear; +3 hide 
  armor; darts (5x)
  
  122
  Magic Items
  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: 17. 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.
  Spellcasting Drawing on the divine essence of nature itself, you can cast 
  spells to shape that essence to your will. See chapter 10 for the general 
  rules of spellcasting and chapter 11 for the druid spell list. Spell save DC 
  17; Spell attack modifier +9; Number of spells to prepare 18.
  Spellcasting Focus You can use a druidic focus (found in chapter 5) as a 
  spellcasting focus for your druid spells.
  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 
  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.
  
  123
  Magic Items
  Blink Greaves
    Blink Greaves (feet)
  Value:  
    1,800 gp / 
    4,100 gp /  
    9,300 gp / 
    14,750 gp
  Weight 3 lbs.; Materials leather; Nature magical; Aura 
  strong transmutation; illusion (shadow, glamer) [shadow], 
  conjuration (teleportation); Slot feet
  CL:  
    3rd / 
    6th / 
    12th / 
    16th
  Effect Summary: 
    lightly obscured when activated; 10 min/day total 
  activation duration
    heavily obscured when activated; 20 min/day total 
  activation duration; invisibility for 2 min/day total
    heavily obscured when activated; 30 min/day total 
  activation duration; invisibility for 5 min/day total; 
  shadow walk 1 hour/day
    heavily obscured when activated; 60 min/day total 
  activation duration; invisibility for 10 min/day total; 
  shadow walk 2 hours/day; dimension door 1x/day
  Description
  Blackened leather folds in a ruffle over these greaves that 
  offer only slight protection for the knees and shins.  Their 
  real utility is to grant the wearer the ability to “blink” in 
  combat--to have their physical form displaced and shifting, 
  rapidly to and fro, so that opponents are never quite sure 
  where the wearer truly is.
  Effect
  Blink greaves grant two sets of powers to the wearer: first, 
  all iterations grant the ability to activate a blink effect.  
  This ability may be turned on and off at will via a physical 
  command, for example, knocking one’s heels together 
  sharply.
  While blinking in this manner, the wearer is partially-in, 
  partially out of the material plane.  Pseudo-extraplanar 
  travel grants the wearer an effective concealment as noted; 
  this effect is equally valid against physical, magical, spell, 
  and incorporeal attacks.
  The ability may only be used for a total duration per day as 
  listed.  All abilities of the greaves replenish 24 hours after 
  each ability’s first use, not upon 24 hours after the wearer 
  puts the greaves on.  In addition, the wearer need not keep 
  the boots on the entire 24 hours in order for the ability to 
  “reset”.
  The blink effect does not allow the wearer to pass through 
  doors, walls, or any other substance, in whole or in part, 
  and in all ways apart from concealment, the wearer behaves 
  exactly as they would if they were not wearing these boots.
  Secondly, the 
    Moderate and greater versions of blink 
  greaves grant spell-like abilities to the wearer, limited to 
  either a total duration per day or to a number of times per 
  day.  Each ability is toggled on and off via a separate physical 
  command.
  Synergy & Sets
  None.  Blink greaves are standalone items, and do not gain 
  further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  Typically, blink greaves will be discovered as being worn by 
  a dead humanoid.  Many are also sold, though vendors tend 
  to sell them near places of extended travel and increase their 
  prices accordingly.
  As the commands involved in activating the greaves’ powers 
  are physical rather than verbal, there is no “instruction 
  manual” involved; knowledge of the boots’ powers must 
  come either from the person selling them, the current owner 
  if still alive, or from research and/or intuition.
    At the GM’s discretion, such knowledge can simply be 
  assumed to be automatic.  This can streamline gameplay 
  considerably and allow the wielder to immediately gain 
  the benefit of the blink greaves’ capabilities. 
   
  Gaming groups wishing to use this option may assume 
  the knowledge comes magically with picking up the 
  item.  Alternately, and for a bit of greater immersion 
  and roleplaying opportunity, instructions for using the 
  weapon might be discovered written down nearby, or 
  attached via twine to the boots.
  
  124
  Magic Items
  Ubiquity
  Blink greaves are uncommon.  They’re quite popular among 
  couriers, particularly in dangerous areas of the Realm; and 
  among the military, where pickets and messengers might 
  operate more safely with abilities such as those granted by 
  the boots.
  Notoriety
  As they appear typically as simple leather boots, owning and 
  wearing a pair of blink greaves does little to garner attention.  
  Even among those who are aware of the item, there’s little to 
  get jealous or riled up about; these items may generally be 
  purchased or acquired without murdering a present owner!
  That said, if a PC wearing blink greaves encounters someone 
  aware of their powers, who identifies the item, the PCs may 
  be assumed to be in the military or messengers of some sort.
  Quirks of Ownership
  As the boots are a non-sentient magical item, and not an 
  artifact or relic, it exerts no particular will or influence on 
  its owner or wielder.  
  History & Background
  Blink greaves were, as one might suspect, originally designed 
  by a courier with grand ambitions of creating a messaging 
  service company.  
  The courier contracted with wizards to forge the first pair, 
  and tested them out; they were quite successful, and the 
  courier started to realize her grand aspirations by ordering 
  another dozen pair.
  Word spread, however, as the wizards sought to sell the 
  design to others.  Competition for courier services in the 
  region was quite high, and once her competitors realized 
  what she had designed, the aspirational courier’s days were 
  numbered: she was assassinated, lest she use the greaves to 
  gain a near-monopoly.
  In the aftermath, the design fell into a number of hands, 
  as each of the three wizards with whom the courier had 
  originally contracted understood the design enough to 
  reproduce it.  Soon, everyone with the means was able to 
  craft the items, not only to increase the safety and speed of 
  messenger services, but for adventuring purposes as well.
  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 Charisma 
  (Persuasion) 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 blink greaves 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 blink greaves, 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 pair of blink 
  greaves into your gaming sessions beyond simply “the dragon 
  Table 19: Blink Greaves Flavors
  Difficulty Band
  Prefix
  Obscured Effect
  Spell-Like Abilities
    Low
  Lesser
  lightly for up to 10 min/day
  -
    Moderate
  Lesser
  heavily for up to 20 min/day
  invisibility, 2 min/day
    Advanced
  Greater
  heavily for up to 30 min/day
  invisibility, 5 min/day; shadow walk, 1 hour/day
    Elite
  Greater
  heavily for up to 60 min/day
  invisibility, 10 min/day; shadow walk, 2 hours/day; 
  dimension door 1x/day
  
  125
  Magic Items
  drops a nifty-looking boots”, 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 some blink 
  greaves.
  Paladins & Clerics
  Being swift and safe means being able to fulfill one’s mission 
  more quickly; thus blink greaves are a valuable tool and 
  asset.
  Rogues
  Light on one’s feet generally means more success, regardless 
  of what one is hoping to accomplish and how.  Rogues would 
  greatly benefit from a pair, particularly given the abilities 
  granted by higher-level versions.
  Martial Characters
  Speed is not always the strong suit of these classes; this may 
  mean a relative disinterest in blink greaves as a result, or an 
  increased importance resulting from a desire to shore up a 
  deficiency in ability.  That said, although these classes rarely 
  shy away from a fight, the added concealment in combat may 
  be of enormous help.
  Arcane Classes
  One rarely thinks of boots for these types, but speed and 
  escape are all-too-crucial tools of arcanist classes, either 
  for safety or for tactical positioning.  The concealment 
  protection is also a huge boon.
  Monks, Rangers, and Druids
  Both of these classes typically rely upon speed to some 
  extent for their combat and general abilities; thus a pair of 
  blink greaves will be quite valuable.
  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.
  Not-so-Nimble Courier
  The PCs come across a wounded courier, too exhausted to 
  complete his delivery.  He beseeches the party fulfill his 
  contract so he doesn’t get punished; he loans them his pair of 
  blink greaves as an aid to do so.
  This 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 the 
  blink greaves 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 blink greaves 
  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: Not-so-Nimble Courier
    Summary: At the side of the road, the PCs come across 
  a wounded courier who asks the party to complete his 
  mission for a reward.
    Rewards:  
    2,500 gp / 
    6,200 gp / 
    11,000 gp 
  / 
    15,500 gp (promised); up to 
    2 Reward Stars; 
  blink greaves
    Locations: Any.
    Key NPCs: Any.
    Kickoff: Random Encounter.
    Description:
  A wounded courier, wearing blink greaves, lies on the side of 
  the road.  Although he will survive, his leg is broken, and in a 
  cursed manner not easily solved via the party’s abilities and 
  healing powers.
  He asks the party a favor: complete his delivery on his 
  behalf.  As compensation, he will loan the party his blink 
  greaves, magical boots that grant the wearer protection.
  The courier promises that the party can get all of the reward 
  from the delivery, plus a little from his own purse.  He’s far 
  more afraid of losing his job long-term than he is for his own 
  short-term safety.
  There is an inn nearby; he will be there recovering from his 
  injuries once the PCs have made the delivery.
  What is being carried, the intended destination, and to what, 
  if any, extent the message or item plays a larger story role in 
  the campaign setting are all left intentionally flexible so as 
  to better fit into your gaming session.
  As an initial incentive, the courier takes off his boots and 
  hands them to the party, and tells them of the commands 
  needed to activate their powers.
    If the party takes the boots and goes on their way, they 
  may keep them of course, but the courier will be most 
  displeased, and will accost them at a later time.  He will 
  have lost his job, and, lacking his boots, has been unable 
  to secure another.  Desperate, he has made cronies of 
  some underworld thugs, and attacks the party with 
  their help.  Although they will gain 
    experience for 
  
  126
  Magic Items
  FlexTable 17: Blink Greaves Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is 
  obtained.
  01-17
  01-30
  01-25
  31-40
  11
  There exists a pair of boots that grant protection to 
  the wearer.
    True.  Though 
  this is somewhat 
  vague.
  18-33
  31-50
  26-40
  41-50
  12
  For a span of time, users of unique footwear can 
  phase partly out of reality, granting them some 
  protection from fights.
    True.  Though 
  this description 
  does higher-
  level versions an 
  injustice.
  34-50
  51-70
  41-65
  51-55
  14
  Boots crafted by mages grant the wearer phasing 
  powers to avoid melee attacks; some versions even 
  allow invisibility temporarily!
    True.  This is 
  100% accurate.
  51-67
  71-85
  66-75
  56-60
  16
  Forged to support couriers in times of war, blink 
  greaves are magical boots that grant protective 
  powers to the wearer.
    True.  
  68-84
  86-93
  76-90
  61-80
  13
  Shoes the color of blackest night will make the 
  wearer permenantly invisible if they are kept on 
  too long.
    False.  Though 
  this may describe 
  a separate, cursed 
  item.
  85-00
  94-00
  91-00
  81-00
  15
  Otherworldly footwear may cause the wearer to 
  shift accidentally to another plane, stranding them 
  there with no hope of return!
    False.  Though 
  it sounds like 
  the start of an 
  awfully compelling 
  narrative.
  defeating the gang, they gain no further benefit from the 
  Quest.
    If the party succeeds in the delivery, but then goes 
  on their way, they may keep the blink greaves.  The 
  courier will keep his job, so is somewhat grateful to the 
  party, but irked that they simply took his boots without 
  returning.  He will consider it a draw, therefore, between 
  the helpful act and the lack of monetary reward, and 
  the loss of his boots.  The party also benefits from  
    1 
  Reward Star.
    The most comprehensive, and beneficial, solution is to 
  fulfill the mission and then return to the recouperating 
  courier.  He will give them the money promised, and will 
  then gratefully offer that the party may keep the boots, 
  as he has become over-reliant upon them to fulfill his 
  duties and now views them as a crutch.  The party also 
  gains  
    2 Reward Stars.
  This Quest ends if the courier dies, or after the party has 
  completed the delivery and returns to speak with him.
  
  127
  Magic Items
  Blink Greaves 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 Fighter 1
  Fighter 6
  Fighter 10
  Fighter 14
  Size / Aln
  Medium LN  
  Elf (High)
  Medium LN  
  Elf (High)
  Medium LN  
  Elf (High)
  Medium LN  
  Elf (High)
  HP
  9
  33
  64
  113
  Armor 
  Class
  16
  17
  19
  20
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  12 (+1) 
  DEX  13 (+1) 
  CON  16 (+3) 
  INT  18 (+6) 
  WIS  8 (+1) 
  CHA  7 (-2)
  STR  12 (+1) 
  DEX  13 (+1) 
  CON  16 (+3) 
  INT  20 (+8) 
  WIS  8 (+2) 
  CHA  7 (-2)
  STR  12 (+1) 
  DEX  13 (+1) 
  CON  18 (+4) 
  INT  20 (+9) 
  WIS  8 (+3) 
  CHA  7 (-2)
  STR  12 (+1) 
  DEX  13 (+1) 
  CON  20 (+5) 
  INT  20 (+10) 
  WIS  8 (+4) 
  CHA  7 (-2)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 10
  Passive Perception 11
  Passive Perception 12
  Passive Perception 13
  Languages Common, Dwarvish, Elvish
  Attacks
  Melee Scimitar +7 (1d6+5)
  Melee Shortsword +7 
  (1d6+5)
  Melee Dagger +7 (1d4+5)
  Ranged Dagger (Thrown) 20 
  ft.’: +7 (1d4+5); 60 ft.’: +7 
  (1d4+5)
  Melee +1 Scimitar +9/+9 
  (1d6+6)
  Melee +1 Shortsword +9 
  (1d6+6)
  Melee Dagger +8/+8 
  (1d4+5)
  Ranged Dagger (Thrown) 20 
  ft.’: +8/+8 (1d4+5); 60 ft.’: 
  +8/+8 (1d4+5)
  Melee +2 Scimitar +11/+11 
  (1d6+7)
  Melee +2 Shortsword +11 
  (1d6+7)
  Melee Dagger +9/+9 
  (1d4+5)
  Ranged Dagger (Thrown) 
  20 ft.’: +9/+9 (1d4+5); 60 
  ft.’: +9/+9 (1d4+5)
  Melee +3 Scimitar 
  +13/+13/+13 (1d6+8)
  Melee +3 Shortsword +13 
  (1d6+8)
  Melee Dagger +10/+10/+10 
  (1d4+5)
  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
  LN; Medium Humanoid (Elf)
  
  128
  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.
  Extra Language You can speak, read, and write one extra language of your 
  choice.
  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.
  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.
  Additional Fighting Style At 10th level, you can choose a second option 
  from the Fighting Style class feature.
  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.
  Fighting Style You adopt a particular style of fighting as your specialty. 
  Choose one of the following options. You can’t take a Fighting Style 
  option more than once, even if you later get to choose again.
  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 +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.
  Two-Weapon Fighting When you engage in two-weapon fighting, you can 
  add your ability modifier to the damage of the second attack.
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Ability Score Increase, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Fighting Style, 
  Second Wind, Two-Weapon 
  Fighting
  Ability Score Increase, Ability 
  Score Increase, Cantrip, 
  Darkvision, Elf Weapon 
  Training, Extra Language, 
  Fey Ancestry, Keen Senses, 
  Languages, Trance, Ability 
  Score Improvement, Action 
  Surge, Champion, Extra 
  Attack, Fighting Style, 
  Improved Critical, Martial 
  Archetype, Second Wind, 
  Two-Weapon Fighting
  Ability Score Increase, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Defense, Two-Weapon 
  Fighting
  Ability Score Increase, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Defense, Two-Weapon 
  Fighting
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Scimitar; shortsword; 
  leather armor; dagger
  +1 Scimitar; +1 
  shortsword; studded 
  leather armor; dagger
  +2 Scimitar; +2 
  shortsword; +1 studded 
  leather armor; dagger
  +3 Scimitar; +3 
  shortsword; +2 studded 
  leather armor; dagger
  
  129
  Magic Items
  Brittle Barding
    Brittle Barding (armor)
  Value:  
    1,800 gp / 
    4,100 gp /  
    7,250 gp / 
    12,500 gp
  Weight varies; Materials leather, steel, bone; Nature 
  magical; Aura faint transmutation; Slot armor (horse/
  animal)
  CL:  
    4th / 
    8th / 
    12th / 
    16th
  Effect Summary: 
    +2 armor bonus; 30 lbs; max dex bonus +6; armor 
  check penalty 0; max speed 30’/20’; 5 hits of durability; 
  1d4 piercing and slashing damage on attacker per hit
    +4 armor bonus; 80 lbs; max dex bonus +5; armor 
  check penalty -2; max speed 20’/15’; 10 hits of 
  durability; 1d8 piercing and slashing damage on attacker 
  per hit
    +6 armor bonus; 50 lbs; max dex bonus +3; armor 
  check penalty -4; max speed 20’/15’; 15 hits of 
  durability; 2d6+2 piercing and slashing damage on 
  attacker per hit
    +8 armor bonus; 110 lbs; max dex bonus +0; armor 
  check penalty -7; max speed 20’/15’; 20 hits of 
  durability; 2d8+4 piercing and slashing damage on 
  attacker per hit
  Description
  This horse armor falls apart as it takes damage.  Although 
  this means it is ablative in its protection, it can be used as an 
  asset in combat, since the armor breaks off in a manner like 
  flying spikes.
  Effect
  Brittle barding is ablative; that is, as it protects against 
  attacks, pieces of it degrade, until at some point it falls apart 
  and no longer functions effectively in a protective manner.
  The disadvantage is of course that the armor has a limited 
  lifespan: this is called durability in the profiles above for 
  shorthand.  
  Each time the creature wearing a set of brittle barding is hit 
  by an attack that might inflict damage, it loses a point of 
  durability.  Durability is lost based on each attack, not on 
  the nature, source, or amount of damage inflicted; an attack 
  dealing 5 points of damage ablates the same durability as an 
  attack which inflicts 50 points of damage.
  In addition, note that durability is lost whenever a 
  potentially damage-dealing attack hits, regardless of 
  whether the attack actually inflicts damage.  An orc swinging 
  her greataxe at a brittle barded horse ablates a point of 
  durability even if the orc rolls a 2 for damage and the horse 
  happens to have DR 3/-.  
  If a spell, effect, ability, or trap hits or affects the creature 
  wearing the barding, but the creature makes a Reflex or 
  other save to avoid taking any damage, durability is still 
  lost.
  When the barding’s durability is reduced to zero, it falls 
  apart; while pieces of it may still cling to the beast, it no 
  longer has any combat effectiveness, and ceases to provide 
  any protection.
  To the positive, however, are two factors: one, while it 
  maintains any points of durability, brittle barding provides 
  protection similar to normal barding armor.  
  Secondly, and perhaps more importantly, the pieces of armor 
  that ablate off during an attack will inflict melee damage 
  on enemies nearby.  Each time brittle barding loses a point 
  of durability, all enemies within melee range of the barded 
  creature suffer an automatic hit of slashing and piercing 
  damage as noted.  Each enemy may attempt a Dexterity save 
  with DC equal to 10, plus the Armor Bonus of the barding 
  to halve the damage received.  Note that this effect occurs 
  regardless of the source of the attack; it could be for example 
  that a ranged attack hits a horse wearing brittle barding, and 
  the two gnolls attacking it in melee would suffer the ablative 
  damage.
  Synergy & Sets
  None.  Brittle barding is a standalone item, and does not 
  gain further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  Brittle barding is rare to find intact on a dead opponent, 
  because it would mean that the creature wearing it failed 
  before its own protective durability did.
  That said, there are some cases where horses or more exotic 
  
  130
  Magic Items
  creatures suffered a massive attack, or critical strike, and 
  were slain before the barding could offer protection.
  Generally speaking, brittle barding found “in the wild” will 
  have durability remaining equal to half its maximum value, 
  plus 
    1d4.  While it carries no inscription to denote its 
  function, brief examination of any set that does not have its 
  full durability reveals that it has lost pieces of itself as an 
  intentional consequence of its design.
  Brand-new brittle barding, or sets which are at full 
  durability, are virtually indistinguishable from typical, 
  mundane barding until it receives strikes.
    At the GM’s discretion, such knowledge can simply be 
  assumed to be automatic.  This can streamline gameplay 
  considerably and allow the wielder to immediately gain 
  the benefit of brittle barding’s capabilities. 
   
  Gaming groups wishing to use this option may assume 
  the knowledge comes magically with picking up the 
  item.  Alternately, and for a bit of greater immersion 
  and roleplaying opportunity, instructions for using the 
  weapon might be discovered written down nearby, or 
  attached via twine to the armor.
  Ubiquity
  Brittle barding sets are uncommon, but are frequently found 
  among barbarian cavalry, for perhaps obvious reasons.
  Notoriety
  Unless carefully examined, brittle barding is difficult to 
  identify, particularly by those who are unaware of the item’s 
  existence.  As noted above, sets at full durability appear as 
  normal barding, and sets which have received damage simply 
  look worn or damaged.
  As a result, using a set of brittle barding is unlikely to cause 
  much stir in the way of discussion or envry.
  Quirks of Ownership
  As the armor 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, brittle barding has no other quirks or impacts.
  History & Background
  The first set of brittle barding was a mistake.  
  A blacksmith with a sorcerer friend forged for days on end to 
  produce a superior, magically-endowed form of armor for his 
  horse.  The barding was supposed to be harder and lighter 
  than mundane defense, and best of all, it was intended to be 
  easy to remove.  As both friends had been around their fair 
  share of equines, they wanted a means of protecting their 
  hooved companions better, in a manner that would allow the 
  armor’s quick removal for evening campfires.
  A noble intent, to be sure.  The problem was, it didn’t work... 
  or at least, not quite the way that the pair intended.
  The first set of armor the two produced looked nicely-
  crafted, masterwork quality.  It was easy to put on and take 
  off a beast, and was somewhat lighter in weight, though 
  it seemed to offer no greater protection.  They put it on a 
  wooden stick-figure dummy horse, and the blacksmith swung 
  a warhammer at it to test it out.
  He lay abed for a week recovering from his injuries.
  Disheartened, the pair was about to melt the product down 
  for parts, but in telling their tale of disappointed woe to the 
  townsfolk, a passing barbarian warrior stopped them, and 
  offered a big sum to keep it.
  A month later, he returned, asking for another set.  His 
  wild-eyed mount seemed to agree, as both were tuned to 
  bloodshed, and this odd set of increasingly-wrecked armor 
  seemed to be a key.
  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 Charisma 
  (Persuasion) 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 
  Table 20: Brittle Barding Flavors
  Difficulty 
  Band
  Prefix
  Armor 
  Bonus
  Weight
  Max 
  Dex 
  Bonus
  Armor 
  Check
  Durability
  Attacker Damage per Hit
    Low
  Lesser
  +2
  30 lbs
  +6
  -0
  5 hits
  1d4 piercing and slashing
    Moderate
  Lesser
  +4
  80 lbs
  +5
  -2
  10 hits
  1d8 piercing and slashing
    Advanced
  Greater
  +6
  50 lbs
  +3
  -4
  15 hits
  2d6+2 piercing and slashing
    Elite
  Greater
  +8
  110 lbs
  +0
  -7
  20 hits
  2d8+4 piercing and slashing
  
  131
  Magic Items
  immediate vicinity, and brittle barding 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 set of brittle barding, 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 brittle barding 
  into your gaming sessions beyond simply “the slain horse 
  appears to be wearing interesting 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 brittle barding.
  Paladins & Clerics
  Both these classes often rely on mounts, both to get around, 
  as well as to take into combat.  Paladins and Clerics alike 
  would love a set of this armor as a means not only of 
  protecting their mounts but to smite the enemy as well.
  Rogues
  Few rogues have use of horses, but those who do for 
  transportation might get a kick out of the concept of 
  attackers getting damaged when they attack the beast.
  Martial Characters
  Fighters, and particularly Barbarians, would love a set for 
  their horse.  Barbarians especially might even buy a horse if 
  they don’t already have one, simply to put brittle barding to 
  good use.
  Arcane Classes
  Although not intended for mounted combat in most cases, 
  arcanists might nevertheless wish to be protected as they 
  ride, and better still in a manner that damages enemies in 
  close quarters.
  Monks, Rangers, and Druids
  These classes would value a set of brittle barding to the 
  extent to which they ride mounts.  Otherwise, they would 
  likely sell it, or gift it to a comrade.
  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.
  Last Stand
  A valiant, but aged, warrior wishes to make a final journey 
  into the badlands, reputed to be infested with nasty and vile 
  monsters.  He wishes to die fighting evil, as he did in his 
  youth.
  In order to do this, he wants to ride into battle on his trusty 
  steed, who is similarly aged.  Brittle barding would give the 
  duo the advantage they need to do the most damage possible 
  before succumbing.
  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 brittle 
  barding 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.
  Vermin Run
  In a nearby gulley, a strange competition is held: ride 
  through a trench that is typically infested with vermin of 
  varying nature and challenge.  
  The contest is simple: travel from one end of the valley to the 
  other.  Whomever slays the most vermin in so doing becomes 
  the winner, and gains the purse.
  A mount equipped with brittle barding stands a greater 
  chance of inflicting damage along the way.
  This description serves as the basis for the Quest below.
  Quests
  Another, more thorough, means of introducing brittle barding 
  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.
  
  132
  Magic Items
  FlexTable 18: Brittle Barding Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-17
  01-30
  01-25
  31-40
  10
  Horse armor is rarely magical.
    True.  Though this is somewhat 
  unhelpful as to the nature of brittle 
  barding.
  18-33
  31-50
  26-40
  41-50
  12
  Magical horse armor 
  commonly protects the 
  mount... but some offer 
  offensive capabilities as well.
    True.  This is quite vague, however.
  34-50
  51-70
  41-65
  51-55
  14
  Certain magical horse armor 
  exists that not only protects 
  the mount, but damages 
  attackers.
    True.  This is 100% accurate.
  51-67
  71-85
  66-75
  56-60
  15
  Retribution comes in the 
  form of magical horse armor: 
  those who attack the horse or 
  its rider suffer damage from 
  metal shrapnel from the armor 
  as it comes apart a bit.
    True.  This is close to a full 
  description of the item’s function.
  68-84
  86-93
  76-90
  61-80
  11
  Horse armor is never, ever 
  magical in nature.  Those sets 
  that purport to be magic are 
  fraudulent.
    False.  Brittle barding is, and a host 
  of other types besides.
  85-00
  94-00
  91-00
  81-00
  15
  Ghost armor protects the 
  mount, at the expense of the 
  rider’s soul!
    False.  This doesn’t even quite 
  make sense.
    Quest: Vermin Run
    Summary: The PCs have the opportunity to win a 
  somewhat bizarre race.
    Rewards:  
    5,000 gp / 
    10,000 gp / 
    15,000 gp 
  / 
    25,000 gp (promised); up to 
    3 Reward Stars; 
  brittle barding
    Locations: Any.
    Key NPCs: Any.
    Kickoff: Random Encounter.
    Description:
  The PCs hear tell of a bizarre contest in the badlands outside 
  of town: kill as many vermin as possible in a fixed time, and 
  survive a journey in their midst.
  Contestants must guide a mount from one end of a trench to 
  the other, and slay encroaching vermin along the way.  
  Although the exact description in-game is of course more 
  vague, contestants score one point for every Hit Die worth 
  of monster slain; creatures wounded but not killed count as 
  zero regardless of their HD.
  It’s perhaps a nit-pick, but those who perish en route are 
  disqualified from inheriting the purse no matter what their 
  score when they are slain!
  Essentially, the GM introduces a constant stream of vermin 
  monsters appropriate to, or slightly beneath, the PCs’ level 
  of challenge.  It should be underscored to the party that 
  participants regularly perish in battle.
  Prior to the contest, the PCs hear of a magic item that may 
  greatly aid them in this pursuit: a special horse armor that 
  inflicts damage to those who attack the mount.  A shady 
  vendor approaches them and offers to give them brittle 
  barding, on the condition that they split the winnings with 
  her, should they succeed.
  To compete, each participant puts up a certain amount of 
  gold as their stake; the stake is forefeit unless they win.  The 
  monetary rewards described above represent the total pot.  
  Assume 5 participants, so the PCs will have to front 1/5 of 
  the listed reward to compete.
    If the party declines the offer, they receive no benefit 
  of course, and can return to the vendor at any time to 
  receive the brittle barding and for the same stakes.
    If the PCs compete, and survive, you may simply assume 
  they win: they receive the entire pot, and whatever is left 
  of the brittle barding after its use in the trenches.  The 
  PCs may honor their agreement with the vendor, and give 
  her half of the pot; doing so benefits the party of  
    3 
  Reward Stars.  
    Winning, and reneging on their agreement with the 
  vendor, of course incurs the vendor’s wrath, but they 
  do keep the entire winnings, and the brittle barding, 
  plus  
    1 Reward Star as acknowledgment of their 
  accomplishment.  That said, it is left to the GM as to 
  further impacts story-wise from offending the vendor.
    If for some reason the GM decides that the party has 
  lost the contest—perhaps they simply ran from one end 
  
  133
  Magic Items
  of the chasm to the other as quickly as possible, without 
  stopping to slay vermin—they of course forefit their 
  stake, but they do get to keep whatever is left of the 
  brittle barding the vendor gave them.
  This Quest terminates only once the PCs have won the 
  contest; the rules stipulate that a winner cannot compete for 
  the purse again.
  If they do not compete initially, they may do so at any time 
  later.  If they compete and the GM assesses that they do not 
  win, they may compete again; the vendor will provide a fresh 
  set of brittle barding each time, and for the sake stakes.
  
  134
  Magic Items
  Brittle Barding 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 Ranger 1
  Ranger 6
  Ranger 10
  Ranger 14
  Size / Aln
  Medium TN  
  Half-Orc
  Medium TN  
  Half-Orc
  Medium TN  
  Half-Orc
  Medium TN  
  Half-Orc
  HP
  10
  35
  63
  93
  Armor 
  Class
  17
  20
  22
  23
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  20 (+7) 
  DEX  10 (+2) 
  CON  11 (+0) 
  INT  9 (-1) 
  WIS  15 (+2) 
  CHA  10 (+0)
  STR  20 (+8) 
  DEX  12 (+4) 
  CON  11 (+0) 
  INT  9 (-1) 
  WIS  15 (+2) 
  CHA  10 (+0)
  STR  20 (+9) 
  DEX  14 (+6) 
  CON  11 (+0) 
  INT  9 (-1) 
  WIS  15 (+2) 
  CHA  10 (+0)
  STR  20 (+10) 
  DEX  14 (+7) 
  CON  13 (+1) 
  INT  9 (-1) 
  WIS  15 (+2) 
  CHA  10 (+0)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 14 
  Armor - Disadvantage on 
  Stealth
  Passive Perception 15 
  Armor - Disadvantage on 
  Stealth
  Passive Perception 16 
  Armor - Disadvantage on 
  Stealth
  Passive Perception 17 
  Armor - Disadvantage on 
  Stealth
  Languages Common, Dwarvish, Giant, Halfling, Orc
  Attacks
  Melee Mace +7 (1d6+5)
  Melee Lance +7 (1d12+5)
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +2 (1d8); 320 
  ft.’: +2 (1d8)
  Melee +1 Mace +9/+9 
  (1d6+6)
  Melee +1 Lance +9/+9 
  (1d12+6)
  Ranged Crossbow, Light ) --> 
  80 ft.’: +4/+4 (1d8+1); 320 
  ft.’: +4/+4 (1d8+1)
  Melee +2 Mace +11/+11 
  (1d6+7)
  Melee +2 Lance +11/+11 
  (1d12+7)
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +6/+6 (1d8+2); 
  320 ft.’: +6/+6 (1d8+2)
  Melee +3 Mace +13/+13 
  (1d6+8)
  Melee +3 Lance +13/+13 
  (1d12+7)
  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 (Half-Orc)
  
  135
  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.
  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.
  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.
  Fighting Style At 2nd level, you adopt a particular style of fighting as your 
  specialty. Choose one of the following options. You can’t take a Fighting 
  Style option more than once, even if you later get to choose again.
  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.
  Land’s Stride Starting at 8th level, moving through nonmagical difficult 
  terrain costs you no extra movement. You can also pass through 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Favored Enemy, Natural 
  Explorer, Beasts, Forest 
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Colossus Slayer, Extra Attack, 
  Favored Enemy, Fighting 
  Style, Hunter, Hunter’s 
  Prey, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Defense, 
  Aberrations, Beasts, Forest, 
  Grassland
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  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 
  Defense, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Defense, 
  Aberrations, Beasts, Forest, 
  Grassland, Mountain
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  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, Multiattack 
  Defense, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Vanish, Volley, 
  Defense, Aberrations, Beasts, 
  Monstrosities, Forest, 
  Grassland, Mountain
  Spell-
  casting
  -
  Save DC 13; Spell Atk +5
  2nd: barkskin; lesser 
  restoration
  1st: alarm; cure wounds; fog 
  cloud; jump
  Save DC 14; Spell Atk +6
  3rd: water breathing; wind 
  wall
  2nd: barkskin; find traps; 
  lesser restoration
  1st: alarm; cure wounds; 
  fog cloud; jump
  Save DC 15; Spell Atk +7
  4th: stoneskin
  3rd: nondetection; water 
  breathing; wind wall
  2nd: barkskin; find traps; 
  lesser restoration
  1st: alarm; cure wounds; fog 
  cloud; jump
  Equipment
  Mace; half-plate armor; 
  shield; light crossbow; 
  crossbow bolts (20x); 
  lance
  +1 Mace; +1 half-plate 
  armor; shield; light 
  crossbow; crossbow bolts 
  (20x); +1 lance
  +2 Mace; +2 half-plate 
  armor; shield; light 
  crossbow; crossbow 
  bolts (20x); +2 lance
  +3 Mace; +3 half-plate 
  armor; shield; light 
  crossbow; crossbow bolts 
  (20x); +3 lance
  
  136
  Magic Items
  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.
  Defense While you are wearing armor, you gain a +1 bonus to AC.
  Aberrations Advantage on Wisdom (Survival) checks to track Aberrations, 
  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.
  
  137
  Magic Items
  Corset of Last Resort
    Corset of Last Resort (chest)
  Value:  
    1,200 gp / 
    3,300 gp /  
    7,100 gp / 
    18,500 gp
  Weight 8 lbs.; Materials leather; Nature magical; Aura 
  strong  
    evocation [acid, cold]; 
    evocation [electricity]; 
    necromancy [poison]; 
    necromancy [death]; Slot chest
  CL:  
    4th / 
    8th / 
    12th / 
    14th
  Effect Summary: 
    1d3 acid damage, 1d6 cold damage, and 1 Strength 
  damage (Dexterity negates; DC 14+wearer’s Dex 
  modifier) to all creatures grappling wearer when 
  triggered; trigger effect possible 2x/day
    3d6 electricity damage (Dexterity negates; DC 
  16+wearer’s Dex modifier) to all creatures grappling 
  wearer when triggered; trigger effect possible 3x/day
    Poison: 1d3 Con damage per round for 6 rounds 
  (Constitution may negate each round; DC 18) to all 
  creatures grappling wearer when triggered; trigger effect 
  possible 5x/week
    100 points of negative energy [death, necromancy] 
  damage (Constitution may halve; DC 21) to all creatures 
  grappling wearer when triggered; trigger effect possible 
  5x/week; this is a death effect
  Description
  These bustiers conceal barbed tips, which when coated 
  in poison can be used to inject would-be assailants with 
  paralytic enzymes or worse.  
  Typically used by princesses, courtesans, or merchants, 
  they’re useful in situations where typical weapons would be 
  shunned, inappropriate, or outlawed; some adventurers also 
  prize them as the “weapon” may be used even when one is 
  otherwise rendered unable to move about or take action.
  Corsets of last resort are predominantly worn by women; 
  masculine versions are extremely rare, but are referred to 
  as girdles of last resort, and are otherwise identical in every 
  way.
  Effect
  Although the effect delivered varies from version to version, 
  all iterations of the corset of last resort rely upon a subtle 
  physical or mental command trigger to inflict a negative 
  impact on anyone who is hapless enough to be physically 
  connected with the wearer.  The trigger, in either form, is an 
  immediate action.
  The physical command trigger may be a simple gyration, for 
  example, bending to the left slightly five times in a row.  A 
  mental command might be thinking about a command word 
  with intent.  Both bring about the same effect.  The design 
  thinking here is that if the wearer is unable to think clearly, 
  or paralyzed, but not both, he or she may still be able to 
  trigger the effect.
  However it is brought about, the effect produced will apply 
  to every creature in physical contact with the wearer.  For 
  combat purposes, you may assume that any creature engaged 
  in a Grapple with the wearer counts; depending on the 
  circumstances, the effect may apply to others as well.  Those 
  holding the wearer’s legs or arms, for example, or holding 
  the wearer in a headlock, would also be affected, even if they 
  are not formally in a grapple.
  The effect produced by a corset of last resort is unaffected by 
  any armor, clothing, accessories, or any other items worn.  
  It can be worn underneath armor and does not change its 
  function.  For the purposes of determining who is affected 
  by the corset, anyone touching the wearer or his/her worn 
  items counts; victims need not be touching the wearer’s flesh 
  or the corset itself.
  The effect affects only living creatures, and those to whom 
  the described effect would normally be immune are immune 
  to the described effect.  For example, a creature immune 
  to poison would receive no effect from grappling an 
    
  Advanced Corset of Last Resort that is triggered.
  The only limit to the number of creatures that may be 
  affected by the corset of last resort is based on how many 
  might physically be touching the wearer, no matter how 
  insignificantly.
  The effect produced is instantaneous.  It may be triggered 
  up to once per full round, in succession, up to the maximum 
  frequency described.  The total “charges” fully reset after the 
  described duration, whether or not it is worn.  Use frequency 
  applies to the corset, not the wearer; a corset of last resort 
  whose uses are exhausted can be worn by someone else, but 
  its uses are exhausted for them as well until the recharge 
  
  138
  Magic Items
  time is elapsed.
  Synergy & Sets
  None.  Corsets of last resort are standalone items, and do not 
  gain further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  Those who own corsets of last resort rarely wear them, 
  except in circumstances in which they feel safety is a major 
  concern.  It’s rare for someone to wear one underneath 
  armor, for example, though it is possible.  Thus the PCs are 
  likely to come across it in a wardrobe, closet, trunk, or other 
  protected space, if they do not encounter someone wearing it 
  in a safety-pressed scenario.  
  These garments are notoriously uncomfortable, though many 
  have been created with care as to appearance and are quite 
  lovely.  Exotic or erotic versions, those which would not look 
  out of place at a brothel, are the most commonly-constructed 
  variants; indeed, wearers often conduct the services of their 
  trade while still garbed in the devices, as a just-in-case 
  precaution.
  The trigger commands are often described in Common, 
  stitched in simple white thread on the interior of the 
  garment.  It is exceedingly rare for someone to give, sell, 
  or otherwise intentionally hand over a corset of last resort 
  without communicating the command triggers.
    At the GM’s discretion, such knowledge can simply be 
  assumed to be automatic.  This can streamline gameplay 
  considerably and allow the wielder to immediately gain 
  the benefit of the corset’s capabilities. 
   
  Gaming groups wishing to use this option may assume 
  the knowledge comes magically with picking up the item.  
  Ubiquity
  Corsets of last resort are rare, but within appropriate 
  professions, they can be commonplace, particularly in large 
  cities or wealthy environments.  
  Well-to-do brothels, high-class courtesans, renowned bards, 
  the noble elite, and wealthy merchants would all have the 
  means and the “business need” to acquire these items; as a 
  result, your campaign setting may even simply assume that 
  most of these sorts of characters might carry at least a 
    
  Low Corset of Last Resort.
  Notoriety
  It’s extremely difficult to tell the true nature of a corset of 
  last resort without magical means or a native ability to do 
  so.  In a way, that undetectability is part of the value of the 
  device; were it obvious when someone had one on, its utility 
  would diminish.
  As descrbied above in Ubiquty, in certain circles and at 
  certain levels, these items are commonplace.  Therefore, 
  even if someone becomes aware of a corset being worn by 
  someone, it’s unlikely to garner much attention other than 
  perhaps the increased caution that such garments should be 
  approached with in the first place.
  Lower-tier people, or those outside the companionship 
  trade, wearing these devices may generate some questions, 
  but ultimately, these items provide safety, so it’s somewhat 
  straightforward to invent a justification for wearing one.
  Quirks of Ownership
  As the garment is a non-sentient magical item, and not an 
  artifact or relic, it exerts no particular will or influence on 
  its owner or wielder.  
  Corsets of last resort have no other quirks or impacts.
  History & Background
  Concerned courtesans may well have wanted, and even 
  designed or conceived of, similar devices across the 
  eons.  However, it was actually a wealthy merchant who 
  commissioned the very first corset of last resort.  Not for his 
  own use... but for that of his lovers.
  Eventually, his invention would benefit an entire trade 
  of oft-abused and underprotected professionals.  But this 
  merchant’s initial intention was purely selfish: he did not 
  want his favorite courtesan to suffer under the attentions or 
  rage of other customers.  This merchant was wealthy enough 
  to engage the services of wizards, but not so wealthy that he 
  might buy the freedom and dedicated services of the lover 
  he frequented; and so, he contracted that a protective corset 
  be crafted to defend his lady love when he himself was not 
  there.
  The wizards were successful in concocting a device to match 
  the man’s ambition, and indeed, it served his lover well.  As 
  the months passed, however, the lover grew in confidence 
  and in influence in the brothel she was ensconced in; her 
  ability to handle and refute the violent attentions of their 
  worst customers gained her a reptutation, and the awe of 
  several of her co-workers.
  Table 21: Corset of Last Resort Flavors
  Difficulty Band
  Prefix
  Grappling Damage When Triggered
  Grapple Damage Dexterity Save DC
    Low
  Lesser
  1d3 acid, 1d6 cold, 1 Str
  14 + wearer’s Dex mod to negate
    Moderate
  Lesser
  3d6 electricity
  16 + wearer’s Dex mod to negate
    Advanced
  Greater
  1d3 Con/round for 6 rounds
  18 to negate per round
    Elite
  Greater
  100 negative energy
  21 to halve
  
  139
  Magic Items
  Sadly, this tale ends on a depressing note: jealous for the 
  secret, two of her comrades conspired to tease it out of the 
  merchant, who they seduced together.  Under their pleas, 
  he boasted of his achievement, and even told them details 
  enough about the wizard who crafted the item that they 
  could figure it out.
  The two prostitutes pooled their savings and got the 
  wizard to make more corsets for their own use.  Soon, the 
  merchant’s lover discovered what had happened.  She felt 
  betrayed: she was no longer special to the merchant, and her 
  standing in the brothel fell as the other girls were able to 
  defend themselves in manner equal to her own.
  Enfuriated and hurt, the next time the merchant paid her 
  a visit, the lover used his own invention on him.  Though 
  she meant it as a warning, she underestimated the device’s 
  power: A somewhat frail man to begin with, he soon felt his 
  life slipping away from the poison.  Enraged, he stabbed her, 
  and the two died together on the floor of her room.
  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 Charisma 
  (Persuasion) 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 corset of last resort 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 corset of last resort, 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 corset of 
  last resort into your gaming sessions beyond simply “the 
  merchant queen drops a nifty-looking bodice”, 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 corset.
  Paladins & Clerics
  Although these classes may have the greatest reason to snub 
  those walks of life who have the greatest need of corsets of 
  last resort, Good faith-based characters must nevertheless 
  acknowledge the continual risk run by the professions 
  involved, and the value of a protective device such as this.
  Depending on their church, faith, and principles, they may 
  even seek corsets out on behalf of others who have great 
  need of them, particularly in cultures where prostitution is 
  commonplace and accepted.
  Rogues
  Rogues typically wear light armor and may find themselves 
  in social settings where a great deal of obvious defense is 
  not always practical.  They also, frankly speaking, are likely 
  to get grabbed by guards in an attempt to detain them to 
  answer for their crimes.
  As a result, although a corset or girdle underneath studded 
  leather may not be the most comfortable approach, wearing 
  a corset of last resort can be a true life-saver for these 
  classes, particularly for more socially-oriented characters.
  Martial Characters
  It’s hard to imagine a fighter or barbarian wading into 
  melee wearing defensive lingerie, but it’s also true that 
  these classes commonly find themselves in close quarters 
  with those who mean them harm.  Note, especially, that the 
  corset’s effects apply to any living creature touching the 
  wearer... which includes nasty creatures with tentacles and 
  the like.
  Arcane Classes
  Wizards and other arcanists make do with very little armor, 
  and typically avoid melee if possible.  Thus, any additional 
  protection can be of immense value.
  Monks, Rangers, and Druids
  These classes, particularly Monks, can often find themselves 
  in close-quarters combat.  A little extra defensive ability can 
  go a long way, even if it’s not employed in quite the context 
  
  140
  Magic Items
  FlexTable 19: Corset of Last Resort Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-17
  01-30
  01-25
  31-40
  10
  A device called a “prostitute’s garb” 
  provides protection from unwanted 
  attacks.
    True.  This is a bit vague, 
  but it the intent of the item.
  18-33
  31-50
  26-40
  41-50
  12
  Wealthy heiresses walk about 
  without fear thanks to a protective 
  undergarment.
    True.  This is quite vague, 
  however.
  34-50
  51-70
  41-65
  51-55
  16
  From the noble to the mercantile elite 
  to the courtesan, all might benefit 
  from a protective undergarment whose 
  powers may be triggered via thought or 
  gyration to avoid unwanted attention.
    True.  This is 100% 
  accurate.
  51-67
  71-85
  66-75
  56-60
  15
  A corset of last resort was crafted by 
  wizards for use in brothels; it allows 
  the wearer to damage those who would 
  attack or otherwise foist unwanted 
  advances.
    True.  This is close to a 
  full description of the item’s 
  function.
  68-84
  86-93
  76-90
  61-80
  11
  Forged by a lustful necromancer, a 
  darkly-powered corset gives new life to 
  the beautiful fallen.
    False.  And this sounds 
  like a deeply creepy device.
  85-00
  94-00
  91-00
  81-00
  13
  Only the most beautiful might don a 
  special girdle that saps the life force 
  from those with whom they couple.
    False.  This does sound 
  like another type of not-so-
  dissimilar device, however.
  that its inventor originally intended!
  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.
  Merchant Princess
  A wealthy merchant commissions the party to obtain a corset 
  of last resort for his teenage daughter, who is planning to go 
  on a long trip.  Fearing for her saftey, the merchant wishes 
  her to have every conceivable defense, even if it does admit 
  to certain intimidate possibilities of his rapidly-growing-up 
  offspring.
  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 corset 
  of last resort 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.
  Dire Courtesan
  A particularly attractive courtesan is said to be able to quell 
  even the most violent of clients.  The PCs are contacted by 
  another, less popular prostitute; she asks them to discover 
  the courtesan’s secret, so that she might enjoy similar 
  protection in her trade.
  This scenario forms the basis for the Quest below.
  Quests
  Another, more thorough, means of introducing the corset of 
  last resort 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: Dire Courtesan
    Summary: The party is beseeched by an impoverished 
  prostitute to discover the secret to her co-worker’s 
  success. 
    Rewards:  
    500 gp / 
    2,500 gp / 
    7,500 gp / 
    
  12,500 gp (promised); up to 
    3 Reward Stars; corset 
  of last resort
    Locations: Any.
    Key NPCs: Any.
    Kickoff: Random Encounter.
    Description:
  A less-than-stellar prostitute approaches the party.  She 
  offers her entire life savings if they would simply discover 
  the secret behind her co-worker’s success.  
  The well-to-do courtesan seems to be able to placate even 
  the toughest, most violent customer; she leverages this 
  
  141
  Magic Items
  reputation to charge the highest rates of the brothel at which 
  they both work.
  The PC’s would-be employer cannot figure out what makes 
  this courtesan so special: objectively, she claims, the woman 
  is hardly much more beautiful than herself, and from candid 
  conversations with the other ladies and from clients the two 
  of them share, there doesn’t seem to be anything special 
  about the services she provides.
  Therefore, the jealous prostitute reasons, there must be 
  magic afoot.  Some device, some spell, or some ritual, that 
  the courtesan employs, to so threaten the burliest of men.
  To uncover the secret, the PCs are left to their own devices.
    One option is to 
    Intimidate the courtesan.  This is 
  harder than it may seem; although essentially a level 
  one Commoner, the courtesan enjoys a +10 competence 
  bonus to all skill checks related to uncovering her secret.
  If the PCs are successful, however, the woman will reveal 
  her tool, at which point her competence bonus is reduced 
  to +5.  A second successful check will get her to reveal 
  the wizard from whom she commissioned the corset of 
  last resort; a third success will get her to simply hand 
  her own corset over to the PCs.  In any of these scenarios, 
  the PCs get the cash reward from the prostitute who 
  employed them.  If they are successful in the skill checks, 
  they receive one 
    Reward Star for each success level, 
  up to 3.  
    The PCs may instead fight the courtesan.  Although the 
  battle may be over quickly, and in favor of the party, 
  they will then have to deal with the social and criminal 
  implications of slaying the most popular worker in a 
  successful, large brothel; guards aplenty will ensue, 
  and a hefty fine and criminal penalty will be invovled at 
  minimum.  It is left to the GM to determine further story 
  implications, as well.  If the party slays the courtesan, 
  they will discover her corset, which bears a description 
  of the activation triggers inscribed in white thread on the 
  black leather interior; if they escape the murder scene 
  and all its implications, they may return the item to the 
  hiring prostitute, for the cash reward and 
    1 Reward 
  Star—the latter only if such action is in keeping with 
  their character.
    Crafty PCs may question other workers at the 
  establishment, and/or the courtesan’s workers, to 
  get more information before confronting the woman 
  herself.  Successful 
    Wisdom (Insight), Charisma 
  (Persuasion), or Intimidate skill checks will confirm 
  that there is truly nothing obviously special about the 
  courtesan, and that her clients walk away satisfied, but 
  not particularly enthused in a way beyond they are after 
  similar experiences.  The PCs may use this information to 
  partially negate the social-skill-check competence bonus 
  the courtesan receives; all of her bonuses are halved, 
  rounded down, in the skill check scenario described 
  above.
    Finally, the PCs may attempt to steal the corset.  This 
  is very difficult indeed, as the courtesan typically 
  sleeps while wearing it!  She must occasionally shower, 
  however; while she is so doing, a 
    Stealth check at 
  DC 
    14 / 
    16 / 
    20 / 
    23 will nick the corset 
  without her detecting.  Returning the pilfered item to the 
  hiring prostitute generates the full cash reward, plus 
    
  3 Reward Stars.
  This Quest terminates if the mystery is discovered and 
  communicated back to the hiring prostitute, or if the corset 
  is stolen and/or retrieved from the corpse of the courtesan.
  
  142
  Magic Items
  Corset of Last Resort 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 Rogue 1
  Rogue 6
  Rogue 10
  Rogue 14
  Size / Aln
  Medium TN Half-Elf
  Medium TN Half-Elf
  Medium TN Half-Elf
  Medium TN Half-Elf
  HP
  9
  37
  74
  96
  Armor 
  Class
  13
  14
  16
  18
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  8 (-1) 
  DEX  15 (+4) 
  CON  12 (+1) 
  INT  9 (+1) 
  WIS  13 (+1) 
  CHA  18 (+4)
  STR  8 (-1) 
  DEX  15 (+5) 
  CON  12 (+1) 
  INT  9 (+2) 
  WIS  13 (+1) 
  CHA  20 (+5)
  STR  8 (-1) 
  DEX  17 (+7) 
  CON  14 (+2) 
  INT  9 (+3) 
  WIS  13 (+1) 
  CHA  20 (+5)
  STR  8 (-1) 
  DEX  19 (+9) 
  CON  14 (+2) 
  INT  9 (+4) 
  WIS  13 (+1) 
  CHA  20 (+5)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 13 
  Armor - Disadvantage on 
  Stealth 
  +4 Thieves’ Tools
  Passive Perception 17 
  Armor - Disadvantage on 
  Stealth 
  +6 Thieves’ Tools
  Passive Perception 19 
  Armor - Disadvantage on 
  Stealth 
  +8 Thieves’ Tools
  Passive Perception 21 
  Armor - Disadvantage on 
  Stealth 
  +10 Thieves’ Tools
  Languages Common, Dwarvish, Elvish
  Attacks
  Melee Dagger +4 (1d4+2)
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2)
  Ranged Sling ) --> 30 ft.’: 
  -2 (1d4+2); 120 ft.’: -2 
  (1d4+2)
  Melee +1 Dagger +6 
  (1d4+3)
  Ranged +1 Dagger (Thrown) 
  20 ft.’: +6 (1d4+3); 60 ft.’: 
  +6 (1d4+3)
  Ranged Sling ) --> 30 ft.’: 
  -1 (1d4+2); 120 ft.’: -2 
  (1d4+2)
  Melee +2 Dagger +9 
  (1d4+5)
  Ranged +2 Dagger (Thrown) 
  20 ft.’: +9 (1d4+5); 60 ft.’: 
  +9 (1d4+5)
  Ranged Sling ) --> 30 ft.’: 
  +1 (1d4+3); 120 ft.’: +1 
  (1d4+3)
  Melee +3 Dagger +12 
  (1d4+7)
  Ranged +3 Dagger (Thrown) 
  20 ft.’: +12 (1d4+7); 60 ft.’: 
  +12 (1d4+7)
  Ranged Sling ) --> 30 ft.’: 
  +3 (1d4+4); 120 ft.’: +3 
  (1d4+4)
  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
  TN; Medium Humanoid (Half-Elf)
  
  143
  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.
  Skill Versatility You gain proficiency in two skills of your choice.
  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.
  Expertise At 1st level, choose two of your skill proficiencies, or one of 
  your skill proficiencies and your proficiency with thieves’ tools. Your 
  proficiency bonus is doubled for any ability check you make that uses 
  either of the chosen proficiencies. At 6th level, you can choose two more 
  of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
  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 4.
  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; sling; sling 
  bullets (20x); padded 
  armor
  +1 Dagger; sling; sling 
  bullets (20x); +1 padded 
  armor
  +2 Dagger; sling; sling 
  bullets (20x); +2 padded 
  armor
  +3 Dagger; sling; sling 
  bullets (20x); +3 padded 
  armor
  
  144
  Magic Items
  Corsetshield Armor
    Corsetshield Armor (armor)
  Value:  
    1,850 gp / 
    4,300 gp /  
    12,500 gp / 
    19,000 gp
  Weight 12 lbs.; Materials leather; Nature magical; Aura 
  moderate transmutation; Slot armor
  CL:  
    4th / 
    8th / 
    12th / 
    16th
  Effect Summary: 
    +2 armor bonus to AC; 30 min/day total duration
    +4 armor bonus to AC, 60 min/day total duration
    +6 natural armor bonus to AC, 120 min/day total 
  duration
    +4 enhancement bonus to Strength, Dexterity, and 
  Constitution, +6 natural armor bonus to AC, +5 
  competence bonus to Constitution saves; 240 min/day 
  total duration
  Description
  In appearance, a simple corset, these suits of leather armor 
  are imbued with a slight deflection magic, rendering it 
  substantially more formidable than it might appear.  Favored 
  by entertainers, courtesans, and sexworkers who dwell in 
  dangerous environments, this armor allows flexibility and 
  comfort in combat in addition to its visual impact.  Bards, 
  rogues, and other performers prize these outfits, which 
  are often handed down from actor to actor in a troupe or 
  caravan.
  Versions of this crafted for men are called girdleshield armor, 
  with similar design and effect.
  Effect
  Corsetshield armor is constructed for a singular purpose: 
  provide as-needed defensive protection against physical 
  attacks in a manner that does not draw unwanted suspicion, 
  and does not interfere unduly with other more mundane 
  activities.  
  At any time, as an immediate action, the wearer may activate 
  the armor’s effect via a physical command that does not 
  require the use of hands, typically a gyration or repeated 
  motion of the torso.  For most iterations, this involves a 
  simple, physical enhancement to armor; 
    Elite versions 
  also grant bonuses to saves and ability scores as listed.
  The effect granted activates instantaneously, and may 
  be activated as a response to an attack during another 
  creature’s turn so long as the wearer is aware of the 
  attack—as a general rule, any circumstance under which the 
  wearer is considered surprised would rule out a reasonable 
  activation of corsetshield armor.
  A subsequent repetition of the activation movement will 
  de-activate the effect.  Each set of corsetshield armor may 
  be used up to a certain total duration per day, as listed; the 
  minutes alloted will “reset” 24 hours after the first use, 
  whether the wearer or anyone else is wearing the garment 
  or not.  A set of corsetshield armor “tracks” or retains its 
  number of minutes remaining in its daily use; it is not 
  applied to each wearer separately.  Thus, someone who has 
  used 
    Low Corsetshield Armor for 10 minutes may give it 
  to someone else, but when that second persion dons it, the 
  armor will have only 20 minutes of daily use remaining.
  Corsetshield armor may be worn with any normal armor, and 
  does not interfere with or otherwise affect armor’s effect; 
  similarly, traditional armor worn with corsetshield armor 
  does not impede the item’s use (though in practice, typically 
  traditional armor worn will grant at least as beneficial an 
  armor bonus as the magic corset will).
  Synergy & Sets
  None.  Corsetshield armor sets are standalone items, and do 
  not gain further benefit or effects from use alongside any 
  other specific equipment.
  Discovery
  Depending on circumstances, corsetshield armor may be 
  discovered on the body of a fallen person, or in someone’s 
  closet.  They are rarely sold in stores, as typically, a given set 
  of corsetshield armor is commissioned by and for a specific 
  individual; thereafter, if the buyer has no further use for the 
  garment, they tend to be either gifted, bartered, or given 
  as gifts from individual to individual rather than sold in a 
  general store sort of manner.
  As the activation trigger is a physical movement, it is rarely 
  embroidered or otherwise described in the device itself; 
  rather, such information is usually passed on from one 
  
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  Magic Items
  owner to the next.
    At the GM’s discretion, such knowledge can simply be 
  assumed to be automatic.  This can streamline gameplay 
  considerably and allow the wielder to immediately gain 
  the benefit of the corsetshield armor’s capabilities. 
   
  Gaming groups wishing to use this option may assume 
  the knowledge comes magically with picking up the 
  item.  Alternately, and for a bit of greater immersion 
  and roleplaying opportunity, instructions for using the 
  weapon might be discovered written down nearby, or 
  attached via twine to the corsetshield armor.
  Ubiquity
  Corsetshield armor sets are rare.  Those needing consistent 
  physical protection usually opt for traditional armor; those 
  needing discreet protection might opt for protective bracers.  
  Corsetshield armor splits a nice, but niche, difference 
  between the two approaches, and therefore is usually found 
  in rough-and-tumble brothels, or for traveling merchant 
  princesses or royalty.
  Notoriety
  Part of the intent of corsetshield armor is a difficulty in 
  detection.  It varies broadly in design and appearance, but 
  typically looks just like a normal set of undergarments, or 
  a particularly well-crafted girdle, brace, boning, or other 
  structured underbodice.
  As such, it’s difficult for onlookers to detect, even if they 
  are aware of the device’s existence.  Those who by some 
  manner successfully intuit the item’s presence would likely 
  be unsurprised at its use, employed such as it is by those in 
  want of not-so-obvious protection.
  Quirks of Ownership
  As the item is a non-sentient magical item, and not an 
  artifact or relic, it exerts no particular will or influence on 
  its owner or wielder.  
  A set of corsetshield armor therefore has no quirks or 
  impacts.
  History & Background
  First commissioned by a wealthy merchant, corsetshield 
  armor was meant as a means of protecting beautiful slaves in 
  transit to buyers via caravans.  
  The device’s success was soon noted, however, and switfly 
  reproduced for other customers; the merchant who first 
  invented it ended up divesting himself of the slave trade in 
  favor of supplying brothels with protective gear.
  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 Charisma 
  (Persuasion) 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 corsetshield 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 corsetshield 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 
  townsfolk, or NPCs without specific names.  For example, 
  Townsfolk.
  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  Table 22: Corsetshield Armor Flavors
  Difficulty Band
  Prefix
  AC Bonus
  Duration Usable
  Other Effects
    Low
  Lesser
  +2 armor
  30 min/day
  -
    Moderate
  Lesser
  +4 armor
  60 min/day
  -
    Advanced
  Greater
  +6 natural armor
  120 min/day
  -
    Elite
  Greater
  +6 natural armor
  240 min/day
  +4 enhancement bonus to Str, Dex, Con;  
  +5 competence bonus to Fort saves
  
  146
  Magic Items
  unstructured manner.
  Hooks & Integration
  If you’re looking for an excuse to introduce a set of 
  corsetshield armor into your gaming sessions beyond simply 
  “the madame drops a nifty-looking undergarment”, 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 corsetshield armor.
  Paladins & Clerics
  Although typically found among the wealthy or lowly, those 
  in faith-based activities might well benefit from a set of this 
  protective gear as well.  
  A Paladin or Cleric might therefore set forth to gain 
  corsetshield armor in order that priests or acolytes might 
  benefit from its effects.
  Rogues
  Socially-leaning Rogues, and Bards in particular, might find 
  themselves in circumstances where traditional armor is 
  frowned upon.  
  Less-obvious protection, therefore, might be welcomed as a 
  bit more prudent of an option.
  Martial Characters
  Nearly all martial classes will certainly be wearing 
  protection that is much more capable than what corsetshield 
  armor might offer.
  However, corsetshield armor has the benefit of being able 
  to be worn to bed without adverse effects; in addition, Elite 
  versions provide welcome bonuses outside of simple armor.
  Arcane Classes
  Corsetshield armor is of particular value to arcanists, as 
  their need for protection is (or at least, should be!) very 
  time-limited, and the garment may be worn with no adverse 
  effects to casting capabilities.
  Monks, Rangers, and Druids
  These classes are limited in their choice of armor, and 
  generally value mobility and flexibility—therefore, 
  corsetshield armor may well appeal to them.  However, the 
  limited duration of the item’s abilities may nix its ultimate 
  value for such classes depending on their 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.
  Arcanist Pest in the Tavern
  A local wizard has become something of a pest, drunkenly 
  demanding tribute lest he lose his temper and let lose with 
  dark powers.  
  Thus far, taverns and their patrons have viewed it as less of 
  a bother to toss a few silvers his way than to deal with him 
  as a true threat, but rumors have circulated that others who 
  stood their ground found him surprisingly difficult to battle 
  in hand-to-hand combat.
  They speak of physical protections that far outstrip 
  protective robes, and in a manner that make protective spells 
  impossible.  The PCs are tasked with discovering the wizard’s 
  source of power, and defeating him.
  This 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 set of 
  corsetshield 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.
  Quests
  Another, more thorough, means of introducing a set of 
  corsetshield 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: Wizard Pest
    Summary: The PCs are contracted to defeat an abusive, 
  bullying local wizard, discovering the source of his 
  protective power if they can in so doing.
    Rewards:  
    1,400 gp / 
    4,200 gp / 
    11,000 gp 
  / 
    17,500 gp (promised); up to 
    2 Reward Stars; 
  corsetshield armor
    Locations: Any.
    Key NPCs: Any.
    Kickoff: Random Encounter.
    Description:
  As part of their stop at a local tavern, the PCs hear of a local 
  nuisance whose bullying ways have grown more and more 
  abrasive, to the point where the inn’s regulars have banded 
  together, pooled their money, and are ready to commission a 
  group of adventurers to help solve their problem.
  They offer a cash reward if the PCs will eliminate the threat: 
  a disheveled, drunken wizard will occasionally stumble into 
  
  147
  Magic Items
  FlexTable 20: Corsetshield Armor Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-17
  01-30
  01-25
  31-40
  10
  Protective undergarments are 
  a must for the wealthy and 
  lowly alike.
    True.  Though this is terribly vague, 
  and doesn’t even specifically apply to 
  any magical item.
  18-33
  31-50
  26-40
  41-50
  12
  Magical vestments allow for 
  some physical protection even 
  though they appear mundane.
    True.  This is quite vague, however, 
  and could apply accurately to a number 
  of different classes of magical items.
  34-50
  51-70
  41-65
  51-55
  16
  A corset exists that was 
  designed to protect the wearer 
  even though she is not visibly 
  wearing armor.
    True.  This is 100% accurate.
  51-67
  71-85
  66-75
  56-60
  15
  A certain undergarment has 
  been designed to provide on-
  demand, as-needed protection 
  against physical attacks.
    True.  This is close to a full 
  description of the item’s function.
  68-84
  86-93
  76-90
  61-80
  11
  Although purportively 
  protective, a certain girdle will 
  instead constrict when struck 
  in melee combat, gradually 
  asphyxiating the wearer.
    False.  Though this does sound like 
  a cursed version of corsetshield armor.
  85-00
  94-00
  91-00
  81-00
  13
  Some cursed girdles are sold 
  as items that will protect, but 
  will instead attract attacks, 
  making it easier for the wearer 
  to be struck in combat by an 
  enemy of friend alike!
    False.  While technically, this 
  statement may be true, it in no way 
  applies to corsetshield armor.
  the tavern’s greatroom, demanding tribute, and threatening 
  retribution and dark powers if his demands are not met.
  Few here have thought twice of tossing a few silver coins his 
  way, but of late, his visits have become more frequent, and 
  the rate of his demand has escalated, making it more of a 
  true threat than an inebriated curiosity.
  Worse still, a few patrons have heard tell of a tavern miles 
  away who called the wizard’s Charisma (Deception), standing 
  their ground and refusing to pay his tribute.  They found the 
  resulting combat to be brutal and deadly; the wizard himself 
  was much more challenging to attack than his simple, 
  tattered robes might suggest.
  If the PCs can discover the source of the man’s protective 
  power, so much the better; but the core goal here is to make 
  the threats and possible attacks stop.
  To meet with the wizard, the PCs may simply frequent 
  taverns in town; sooner or later the man will show up.  
  Alternately, they might stake out an establishment, seeking 
  to protect those within from any armed conflict that might 
  ensue, and intercepting the wizard en route.
    If the PCs decide to ignore the plea, the GM may consider 
  introducing the wizard immedately: he barges in as the 
  PCs are in the process of declining the offer, or of leaving.  
  Now forced to deal with him, the other options below 
  become newly available.
    If the PCs are able to slay the wizard, they will discover 
  that he wears a corsetshield girdle; he will activate its 
  powers immediately upon being attacked, and will not 
  extinguish its effect until he is slain or until he gains a 
  safe position.  As a result, the device may be exhausted of 
  its allotted defense for the day.  If successful, the PCs will 
  benefit from the monetary reward promised, get to keep 
  the girdle, and also gain 
    1 Reward Star.
    The party might be able to intercept the wizard on his 
  way into a tavern, and then either threaten or fight him 
  in isolation.  The man is drunk, both literally on wine, 
  and figuratively on his power to cajole; threatening 
  him or trying to convince him is unlikely to succeed.  
  The wizard receives a +8 circumstance bonus to all 
    
  social-skills checks and opposed checks.  If the party is 
  successful in talking him down, however, the man will 
  agree to stop his bullying; upon informing the tavern 
  patrons of this success, the PCs benefit from the money 
  and  
    2 Reward Stars; the wizard’s girdleshield armor 
  is of course not discovered.  
    In the best-case scenario, the PCs are able to accost the 
  wizard en route, convince him to stop his attacks... and 
  then, further press as to the source of his power.  Once 
  he has agreed to stop his harassment, he sobers up a bit, 
  and loses his skill bonus to opposed checks.  However, if 
  the PCs fail any check to get him to tell them about the 
  girdleshield armor, the wizard will immediately attack 
  the party.  If the PCs are successful in this further check 
  to get him to admit the source of his abilities, the wizard 
  will hand the girdleshield armor over to them as a final 
  benefit.
  This Quest terminates when the wizard is slain, or agrees to 
  
  148
  Magic Items
  stop his attacks.
  
  149
  Magic Items
  Corsetshield 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 Rogue 1
  Rogue 6
  Rogue 10
  Rogue 14
  Size / Aln
  Medium CN Rogue
  Medium CN Rogue
  Medium CN Rogue
  Medium CN Rogue
  HP
  7
  26
  39
  72
  Armor 
  Class
  16
  18
  19
  20
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  13 (+1) 
  DEX  19 (+6) 
  CON  9 (-1) 
  INT  13 (+3) 
  WIS  8 (-1) 
  CHA  15 (+2)
  STR  13 (+1) 
  DEX  20 (+8) 
  CON  9 (-1) 
  INT  13 (+4) 
  WIS  8 (-1) 
  CHA  16 (+3)
  STR  13 (+1) 
  DEX  20 (+9) 
  CON  9 (-1) 
  INT  13 (+5) 
  WIS  8 (-1) 
  CHA  20 (+5)
  STR  13 (+1) 
  DEX  20 (+10) 
  CON  11 (+0) 
  INT  13 (+6) 
  WIS  8 (-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 Rapier +6 (1d8+4)
  Melee Shortsword +6 
  (1d6+4)
  Ranged Shortbow ) --> 30 
  ft.’: +6 (1d6+4); 120 ft.’: +6 
  (1d6+4)
  Melee Dagger +6 (1d4+4)
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+4); 60 ft.’: +6 
  (1d4+4)
  Melee +1 Rapier +9 (1d8+6)
  Melee +1 Shortsword +9 
  (1d6+6)
  Ranged Shortbow ) --> 30 
  ft.’: +6 (1d6+4); 120 ft.’: +6 
  (1d6+4)
  Melee Dagger +8 (1d4+5)
  Ranged Dagger (Thrown) 20 
  ft.’: +8 (1d4+5); 60 ft.’: +8 
  (1d4+5)
  Melee +2 Rapier +11 
  (1d8+7)
  Melee +2 Shortsword +11 
  (1d6+7)
  Ranged Shortbow ) --> 30 
  ft.’: +9 (1d6+5); 120 ft.’: 
  +9 (1d6+5)
  Melee Dagger +9 (1d4+5)
  Ranged Dagger (Thrown) 
  20 ft.’: +9 (1d4+5); 60 ft.’: 
  +9 (1d4+5)
  Melee +3 Rapier +13 
  (1d8+8)
  Melee +3 Shortsword +13 
  (1d6+8)
  Ranged Shortbow ) --> 30 
  ft.’: +10 (1d6+5); 120 ft.’: 
  +10 (1d6+5)
  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
  CN; Medium Humanoid (Rogue)
  
  150
  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.
  Ability Score Improvement When you reach 4th level, and again at 8th, 
  12th, 16th, and 19th level, you can increase one ability score of your 
  choice by 2, or you can increase two ability scores of your choice by 1. As 
  normal, you can’t increase an ability score above 20 using this feature.
  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.
  Expertise At 1st level, choose two of your skill proficiencies, or one of 
  your skill proficiencies and your proficiency with thieves’ tools. Your 
  proficiency bonus is doubled for any ability check you make that uses 
  either of the chosen proficiencies. At 6th level, you can choose two more 
  of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
  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, 
  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
  Rapier; shortsword; 
  studded leather armor; 
  dagger; shortbow; arrows 
  (20x)
  +1 Rapier; +1 shortsword; 
  +1 studded leather armor; 
  dagger; shortbow; arrows 
  (20x)
  +2 Rapier; +2 
  shortsword; +2 studded 
  leather armor; dagger; 
  shortbow; arrows (20x)
  +3 Rapier; +3 shortsword; 
  +3 studded leather armor; 
  dagger; shortbow; arrows 
  (20x)
  
  151
  Magic Items
  Corvanni Shouldergarb
    Corvanni Shouldergarb (shoulders)
  Value:  
    1,800 gp / 
    4,600 gp /  
    8,950 gp / 
    17,500 gp
  Weight 8 lbs.; Materials leather; Nature magical; Aura 
  moderate divination, abjuration, conjuration (creation) 
  [force]; Slot shoulders
  CL:  
   4th / 
    8th / 
    12th / 
    18th
  Effect Summary: 
    +2 armor bonus to AC when surprised
    +2 armor and +2 luck bonus to AC when surprised
    +4 armor and +2 luck bonus to AC when surprised; 
  gaseous form 3x/day
    +4 armor and +2 luck bonus to AC when surprised; 
  gaseous form 3x/day; +2 insight bonus to Dexterity 
  saves
  Description
  This leather armature sits over clothing or light armor.  It 
  provides protection against sneak attacks and any scenario 
  in which the wearer is surprised or caught by surprise.  
  Most magical versions also grant bonuses to armor; some 
  rare iterations even convey a deflection or luck bonuses as 
  well.
  Effect
  Lower-tier iterations of these items only confer bonuses 
  when the wearer is caught off-guard, adding a form of 
  intuition and prescience to potential attacks and traps.  
  Whenever the wearer is surprised or otherwise considered 
  to be surprised, corvanni shouldergarb confers bonuses to AC 
  as described.  This effect is automatic, requires no activation 
  from the wearer, and indeed cannot be surpressed.
  In addition to this common ability, 
    Advanced and 
    
  Elite versions grant the user the ability to use gaseous form 
  as a spell-like ability as described.  Activating this ability 
  requires a physical command; typically this is a series of taps 
  or slaps on the garment in a predefined pattern.  The usage 
  resets 24 hours after the first usage is depleted, whether 
  someone is wearing the item or not; the number of uses 
  remaining persists from wearer to wearer.
  Finally, 
    Elite Corvanni Shouldergarb also grants an 
  insight bonus to Dexterity saves as described.  Note that 
  this bonus occurs consistently, regardless of circumstances; 
  it does not require the wearer to be surprised in order to 
  benefit.
  Corvanni shouldergarb may be worn in addition to any kind 
  of armor.  It is not affected by worn armor, and in turn it 
  does not impact the use of armor.
  Synergy & Sets
  None.  Corvanni shouldergarb are standalone items, and do 
  not gain further benefit or effects from use alongside any 
  other specific equipment.
  Discovery
  Most corvanni shouldergarb will be discovered in the field of 
  battle, on slain Druid Enclave warriors.  
  Commonly, too, they will be gifted to newly-minted or newly-
  promoted military or social elites.  
  In rare circumstance, they might be loaned out to 
  an outsider, but only as a very special token of deep 
  appreciation, or as a temporary means of executing a 
  formidable task.
  The physical gesture required to activate the spell-like 
  abilities of  
    Advanced and 
    Elite versions are rarely 
  documented on the item itself; this information must be 
  passed on from one owner to the next.
    At the GM’s discretion, such knowledge can simply be 
  assumed to be automatic.  This can streamline gameplay 
  considerably and allow the wielder to immediately gain 
  the benefit of the corvanni shouldergarb’s capabilities. 
   
  Gaming groups wishing to use this option may assume 
  the knowledge comes magically with picking up the 
  item.  Alternately, and for a bit of greater immersion 
  and roleplaying opportunity, instructions for using the 
  weapon might be discovered written down nearby, or 
  attached via twine to the corvanni shouldergarb.
  Ubiquity
  Corvanni shouldergarb is exceedingly rare outside of the 
  
  152
  Magic Items
  context of the Druid Enclave.  
  Within, however, they are common for social and militant 
  elites, and slightly less so among the mercantile class.
  Notoriety
  These items are far from pretentious, but exhibit a definite 
  flair and style of design.  As a result, they are easy to spot 
  when worn, for those familiar with their existence.
  Outside military or sociopolitical leadership representing 
  the Druid Enclave, corvanni shouldergarb is incredibly 
  rare; wearing the garment outside these circumstances will 
  definitely garner attention and possibly questioning.  
  Within the Druid Enclave itself and its surrounding 
  environs, it’s even possible that a non-Druid, non-Ranger 
  wearing a set might be detained for formal interrogation.
    In game terms, owning a set of corvanni shouldergarb 
  could be a lightning rod for subsequent Quests or 
  plotlines involving the item, or a means of introducing 
  the Druid Enclave in a somewhat forced, but at least 
  connected, manner.
  Quirks of Ownership
  As the item 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, a set of corvanni shouldergarb has no other 
  quirks or impacts.
  History & Background
  These items were created by druids and wizards in a deep 
  alliance that goes back centuries, as a means of protecting 
  the warriors that defended the woodland realm.
  Although the design itself is fairly straightforward, few 
  outside the intended context have replicated the item, fearful 
  that such an approach might gain unwanted attention from 
  those who first crafted 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 Charisma 
  (Persuasion) in this manner; the DC listed applies equally to 
  either of these skills.  Alternately, a PC may use Knowledge 
  (History), with no penalty, as corvanni shouldergarb is 
  somewhat location-dependent.
  Anyone attempting to use Knowledge (Local), when it 
  applies to any environment near to the Druid Enclave of 
  Aquilae, receives a +6 competence bonus to 
    Rumors & 
  Lore checks related to corvanni shouldergarb.
  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 set of corvanni shouldergarb, 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 set of corvanni 
  shouldergarb into your gaming sessions beyond simply “the 
  antipaladin drops a nifty-looking set of shoulderpads”, here 
  are some ideas.  
  Of course, as a GM, you are by no means bound to selecting 
  Table 23: Corvanni Shouldergarb Flavors
  Difficulty Band
  Prefix
  FF Armor Bonus 
  FF Luck AC Bonus
  Other Abilities & Bonuses
    Low
  Lesser
  +2
  -
  -
    Moderate
  Lesser
  +2
  +2
  -
    Advanced
  Greater
  +4
  +2
  gaseous form 3x/day
    Elite
  Greater
  +4
  +2
  gaseous form 3x/day; +2 insight bonus to Reflex
  
  153
  Magic Items
  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 corvanni 
  shouldergarb.
  Paladins & Clerics
  Foreknowledge is at the forefront of values for such classes.  
  As a result, possessing corvanni shouldergarb would be not 
  only a tactical benefit, but one easily morally justified.
  Rogues
  In ideal circumstances, Rogues are the ones catching others 
  by surprise, not vice versa... still, accidents happen, and 
  it’s possible that corvanni shouldergarb could come in quite 
  handy, though it likely clashes a bit with the typical Bard 
  and Rogue garb.
  Martial Characters
  These items would complement traditional armor worn by 
  these classes quite well, and easily; a nice little boost to 
  surprisedness is always well appreciated.
  Arcane Classes
  Wizards typically have no armor to mount these items onto, 
  but still, corvanni shouldergarb could be pinned to robes or 
  other garments, providing protection against the all-too-
  likely circumstance of being caught by surprise.
  Monks, Rangers, and Druids
  These classes in particular would love a set of corvanni 
  shouldergarb, although it may look a bit ostentatious for 
  most of these types.
  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.
  Among the Stalkers
  The PCs are tasked with tailing someone late at night.  
  Trouble is, their mark is rumored to be trafficking in black 
  markets, meaning that following such a person would almost 
  certainly lead to walking down dark corridors frequented 
  by assassins, theives, and all manner of rogues.  Corvanni 
  shouldergarb might be just the ticket to help out in such a 
  circumstance.
  This 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 
  corvanni shouldergarb 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 corvanni 
  shouldergarb 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: Who Follows the Followers
    Summary: Commissioned to ascertain the patterns of a 
  suspicious friend, the PCs are themselves stalked in the 
  alleys of town by denizens unknown.  
    Rewards:  
    1,700 gp / 
    3,900 gp / 
    7,150 gp / 
    13,200 gp (promised); up to 
    2 Reward Stars; 
  corvanni shouldergarb
    Locations: Any urban.
    Key NPCs: Any.
    Kickoff: Random Encounter.
    Description:
  The PCs are asked to follow someone, and to figure out 
  where they go at night.  
  Who this someone is, why the PCs are being asked, and what 
  is at stake is a function of your gaming environment, and the 
  campaign setting’s Factions.  Perhaps the party’s Paladin is 
  at church, and is asked to follow a suspicious penitant.  Or 
  maybe the Rogue is chatting folks up in the marketplace, and 
  is asked to figure out where the creepy-looking errand boy 
  gets to on his time off.  It could also be a more commonplace, 
  less Faction-oriented hook: an innkeeper could simply ask 
  the party to figure out where his cook goes at night and 
  comes back red-eyed and exhausted the next morning.
  Similarly, the mark could turn out to do pretty much 
  anything.  Perhaps they simply suffer from insomnia, and, 
  for want of sleep the next morning, seem suspicious as they 
  stumble about their day.  Or maybe they have a gambling 
  habit, able to be satisfied only in the city’s nether regions.  
  Speaking of nether regions, it could be that the target has 
  an addiction to a nearby brothel.  Or a fancy for a particular 
  variety of tart, fresh from the oven, which she pilfers from 
  the bakery every night at midnight.  And so on.
  The exact nature of the mission’s target, and what that 
  person does indeed get up to at night, are left intentionally 
  flexible in service to the circumstances of your campaign 
  setting.
  For the purposes of this Quest, the important element is this: 
  the target ventures into alleys and areas of the city known to 
  harbor thieves, rapists, and other criminal elements.
  And yet, the target is able to nimbly avoid all manner of 
  trap, ambush, and other surprise.  Keen-eyed PCs will 
  note that the person they are following wears a peculiar 
  
  154
  Magic Items
  FlexTable 21: Corvanni Shouldergarb Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-17
  01-30
  01-25
  31-40
  10
  There exists a garment that 
  provides enhanced intuition.
    True.  Very vague, though; it’s not 
  even clear what sort of item is being 
  referenced here.
  18-33
  31-50
  26-40
  41-50
  12
  A magical shoulderpiece allows 
  those fearful of assault to 
  travel with a second sense of 
  what might occur.
    True.  A little closer to the full 
  truth.
  34-50
  51-70
  41-65
  51-55
  16
  Forged from leather and 
  metalworks of the deep forest, 
  magic shoulderpieces grant 
  druid and ranger warriors 
  enhanced abilities.
    True.  This is 100% accurate, but 
  still a bit vague as to what abilities are 
  being granted.
  51-67
  71-85
  66-75
  56-60
  15
  Magic spaulders grant 
  enhanced protective abilities 
  when the wearer is taken by 
  surprise.
    True.  This is close to a full 
  description of the item’s function.
  68-84
  86-93
  76-90
  61-80
  11
  Druids forged a cursed 
  shoulderpiece that effectively 
  paints a target on those who 
  wear it, welcoming ambushes.
    False.  This is in fact quite the 
  reverse of what the item does.
  85-00
  94-00
  91-00
  81-00
  13
  Sinful excesses, certain 
  epaulettes grant the wearer 
  enhanced beauty, at the cost of 
  their soul!
    False.  Not at all accurate.
  shoulderpiece; those able to sense magic will certainly take 
  notice.
  It turns out that this is, of course, corvanni shouldergarb, 
  however the target is unaware of the item’s magical powers.  
  S/he simply views it as a good-luck charm, inherited from 
  their parents.
    If the PCs ignore the request, they may resume this Quest 
  at any time, as the mysterious person keeps up their 
  behavior. 
    If the PCs corner the person and force information out 
  of them, they will admit to behavior somewhat normal 
  and certainly not criminal.  If asked how they are able 
  to roam the criminal realm freely, they will admit to 
  a certain amount of luck.  If the PCs are somehow 
  able to figure out the mystery through spellcasting, 
  research, or other intuition, they will benefit from to 
    2 Reward Stars.  They will then beg the party to 
  keep their secret, and they are willing to part with their 
  beloved item on pain of having their secret discovered.  
  If the party agrees, they benefit from receiving corvanni 
  shouldergarb, but forefeit any monetary reward from the 
  person who commissioned them.
    If the party stalks their prey, discovers their secret, 
  and then goes back and tells their hiring agent about it, 
  they receive the money and to 
    1 Reward Star.  Their 
  quarry, unaware of all of this, will be unable to bribe 
  them into silence with the gift of their protective item.
  This Quest terminates when the party tells their hiring agent 
  about the secret.  Until that point, they may always return 
  and inform them.
  
  155
  Magic Items
  Corvanni Shouldergarb 
  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 Druid 1
  Druid 6
  Druid 10
  Druid 14
  Size / Aln
  Medium NG  
  Elf (High)
  Medium NG  
  Elf (High)
  Medium NG  
  Elf (High)
  Medium NG  
  Elf (High)
  HP
  7
  21
  29
  41
  Armor 
  Class
  15
  17
  19
  20
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  13 (+1) 
  DEX  15 (+2) 
  CON  9 (-1) 
  INT  13 (+3) 
  WIS  15 (+4) 
  CHA  13 (+1)
  STR  13 (+1) 
  DEX  17 (+3) 
  CON  9 (-1) 
  INT  13 (+4) 
  WIS  15 (+5) 
  CHA  13 (+1)
  STR  13 (+1) 
  DEX  19 (+4) 
  CON  9 (-1) 
  INT  13 (+5) 
  WIS  15 (+6) 
  CHA  13 (+1)
  STR  15 (+2) 
  DEX  19 (+4) 
  CON  9 (-1) 
  INT  13 (+6) 
  WIS  15 (+7) 
  CHA  13 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 14 
  +2 Herbalism Kit
  Passive Perception 15 
  +3 Herbalism Kit
  Passive Perception 16 
  +4 Herbalism Kit
  Passive Perception 17 
  +5 Herbalism Kit
  Languages Common, Druidic, Dwarvish, Elvish
  Attacks
  Melee Scimitar +4 (1d6+2)
  Ranged Longbow ) --> 150 
  ft.’: +4 (1d8+2); 600 ft.’: +4 
  (1d8+2)
  Melee Dagger +4 (1d4+2)
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2)
  Melee +1 Scimitar +7 
  (1d6+4)
  Ranged Longbow ) --> 150 
  ft.’: +6 (1d8+3); 600 ft.’: +6 
  (1d8+3)
  Melee Dagger +6 (1d4+3)
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+3); 60 ft.’: +6 
  (1d4+3)
  Melee +2 Scimitar +10 
  (1d6+6)
  Ranged Longbow ) --> 150 
  ft.’: +8 (1d8+4); 600 ft.’: 
  +8 (1d8+4)
  Melee Dagger +8 (1d4+4)
  Ranged Dagger (Thrown) 
  20 ft.’: +8 (1d4+4); 60 ft.’: 
  +8 (1d4+4)
  Melee +3 Scimitar +12 
  (1d6+7)
  Ranged Longbow ) --> 150 
  ft.’: +9 (1d8+4); 600 ft.’: +9 
  (1d8+4)
  Melee Dagger +9 (1d4+4)
  Ranged Dagger (Thrown) 20 
  ft.’: +9 (1d4+4); 60 ft.’: +9 
  (1d4+4)
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Dagger, Dart, Javelin, Longbow, Longsword, Mace, Quarterstaff, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear
  NG; Medium Humanoid (Elf)
  
  156
  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.
  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.
  Circle Spells Your mystical connection to the land infuses you with the 
  ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access 
  to circle spells connected to the land where you became a druid. Choose 
  that land-arctic, coast, desert, forest, grassland, mountain, swamp, or 
  Underdark-and consult the associated list of spells. Once you gain access 
  to a circle spell, you always have it prepared, and it doesn’t count against 
  the number of spells you can prepare each day. If you gain access to a 
  spell that doesn’t appear on the druid spell list, the spell is nonetheless a 
  druid spell for you.
  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: 15. 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 
    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, Druidic, 
  Ritual Casting, Spellcasting, 
  Spellcasting Focus
  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, 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, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, 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, Ability Score 
  Increase, Cantrip, Darkvision, 
  Elf Weapon Training, Extra 
  Language, Fey Ancestry, Keen 
  Senses, Languages, Trance, 
  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
  Spell-
  casting
  Save DC 11; Spell Atk +3
  1st: burning hands; charm 
  person
  Save DC 12; Spell Atk +4
  3rd: fireball; fly; major image
  2nd: blur; hold person; 
  invisibility
  1st: burning hands; charm 
  person; floating disk; jump
  Save DC 13; Spell Atk +5
  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 14; Spell Atk +6
  7th: reverse gravityy
  6th: move earth
  5th: contagion; scrying
  4th: blight; confusion; ice 
  storm
  3rd: call lightning; dispel 
  magic; sleet storm
  2nd: barkskin; gust of wind; 
  spike growth
  1st: charm person; detect 
  magic; entangle; longstrider
  Equipment
  Scimitar; leather armor; 
  shield; longbow; arrow 
  (20x); dagger
  +1 Scimitar; studded 
  leather armor; shield; 
  longbow; arrow (20x); 
  dagger
  +2 Scimitar; +1 studded 
  leather armor; shield; 
  longbow; arrow (20x); 
  dagger
  +3 Scimitar; +2 studded 
  leather armor; shield; 
  longbow; arrow (20x); 
  dagger
  
  157
  Magic Items
  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 
  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.
  
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  Magic Items
  Crimson Parade Armor
    Crimson Parade Armor (armor)
  Value:  
    2,500 gp / 
    18,000  gp /   
    62,000 gp / 
    110,000 gp
  Weight 25 lbs.; Materials leather; Nature magical; Aura 
  moderate conjuration (creation) [force], enchantment 
  (compulsion) [mind-affecting]; Slot armor (light)
  CL:  
   4th / 
    10th / 
    14th / 
    16th
  Effect Summary: 
    Max Dex Bonus +5; Armor Check Penalty -1; 
  Arcane Spell Fail Chance 15%; Max Speed 30’/20’
    +2 armor bonus to AC; +2 morale bonus to Charisma 
  (Persuasion) and Intimidate skill checks
    +3 armor bonus to AC; +2 natural armor bonus to AC; 
  +2 shield bonus to AC; +3 morale bonus to Charisma 
  (Persuasion) and Intimidate skill checks; +2 morale 
  bonus to saves
    +6 armor bonus to AC; +2 natural armor bonus to AC; 
  +2 shield bonus to AC; +4 morale bonus to Charisma 
  (Persuasion) and Intimidate skill checks; +3 morale 
  bonus to saves
    +8 armor bonus to AC; +2 natural armor bonus to AC; 
  +2 shield bonus to AC; +6 morale bonus to Charisma 
  (Persuasion) and Intimidate skill checks; +4 morale 
  bonus to saves
  Description
  This leather armor is finely-crafted and beautiful.  It’s 
  typically used in parade settings, for miliarties to flaunt 
  their prowess both in battle and as physical specimens and 
  representations of their nation.  
  It grants social skill bonuses, and typically grants greater 
  armor benefit than an equivalently-sized version of simple 
  leather armor.
  Though the image depicted is for a female warrior, versions 
  of this armor are crafted for all genders, races, and sizes.
  Each suit of legitimately-crafted crimson parade armor is 
  created to honor a fallen defender of the Druid Enclave, 
  their name stitched into the interior of the leather in simple 
  dark-red thread written in Elven.  This detail is easy to miss 
  for those who casually use the armor, and indeed, there are 
  many unauthorized versions of the armor which function 
  as normal, but whose lack of an interior inscription is clear 
  indication of the fraud.
  Effect
  In most ways, these items look and count as studded leather 
  armor.  However, crimson parade armor grants a number of 
  bonuses to the wearer on a constant basis while worn.  These 
  effects cannot be suppressed and are always active.
  All versions grant an armor bonus to AC, and morale bonuses 
  to 
    Charisma (Persuasion) and Intimidate skill checks, 
  while worn.  
  Advanced versions may also grant a natural armor bonus, 
  and/or a shield bonus, to AC, as described above.  
  Finally, advanced versions will also grant a morale bonus to 
  Reflex, Will, and Constitution saves as described.
  Synergy & Sets
  None.  Crimson parade armor sets are standalone items, and 
  do not gain further benefit or effects from use alongside any 
  other specific equipment.
  Discovery
  Favored among the militant elements of the Druid Enclave, 
  crimson parade armor is therefore most often found on the 
  bodies of slain soldiers.
  As there are no activations or triggers to be aware of, the 
  only mystery surrounding the armor is the extent to which it 
  benefits the wearer, which can easily be determined through 
  typical use.
    At the GM’s discretion, such knowledge can simply be 
  assumed to be automatic.  This can streamline gameplay 
  considerably and allow the wielder to immediately gain 
  the benefit of the crimson parade armor’s capabilities. 
   
  Gaming groups wishing to use this option may assume 
  the knowledge comes magically with picking up the 
  item.  Alternately, and for a bit of greater immersion 
  and roleplaying opportunity, instructions for using the 
  weapon might be discovered written down nearby, or 
  attached via twine to the armor.
  
  159
  Magic Items
  Ubiquity
  Crimson parade armor sets are exceedingly rare outside the 
  context of the Druid Enclave and its more martial forces.  
  Within that circumstance, however, it is quite common, 
  though typically reserved for the elite and highest-ranking.  
  Low-ranking soldiers in possession of a suit of this armor 
  are bound to be marked as special in some manner, perhaps 
  in recognition of a particular act of bravery, or loaned 
  temporarily as a member of an entourage of or guard for a 
  noble or high-ranking officer.
  Notoriety
  So long as it is worn in the context of martial forces 
  defending the Druid Enclave, crimson parade armor should 
  likely gain no undue attention.
  Outside that context, it will always be easy to spot, at 
  minimium as a suit of impeccably well-crafted armor.  
  Onlookers, even those ignorant of such things, will intuit 
  that it is almost certainly magical in nature.
  Those familiar with crimson parade armor specifically, or 
  hailing from the Druid Enclave (either as home or even 
  casually of late via travel) will recognize it immediately, 
  and will almost certainly have some pointed questions for 
  the wearer if they do not appear to be representing military 
  druid or ranger forces.
    In game terms, owning a suit of crimson parade armor 
  could be a lightning rod for subsequent Quests or 
  plotlines involving the Druid Enclave.  Happening upon 
  a set and being recognized could even be a great hook to 
  introducing the setting.
  Quirks of Ownership
  As the armor 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, a suit of crimson parade armor has no other 
  quirks or impacts.
  History & Background
  Forged in the heart of the forest under the supervision of 
  Druid Elders, the initial suits of crimson parade armor were 
  actually crafted as burial armor in remembrance of the 
  honored dead: specifically, a contingent of Rangers who had 
  fallen in battle defending a traveling Elder.  
  Rumor tells that upon final finishing, the armors were 
  soaked in the blood of fallen monsters who had slain them, 
  both as a token of the heroism that had taken place, as well 
  as a grim warning for those who would dare disturb the 
  warriors’ rest.
  In the course of creating the armors, and as a means of 
  continuing the tradition of honoring fallen soldiers in a 
  general sense, the Elders commissioned that each time a 
  soldier fell in service, a new set of crimson parade armor 
  would be crafted in commemoration, and gifted to a worthy 
  warrior still living.
  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 Charisma 
  (Persuasion) 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 crimson parade 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 set of crimson parade 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 
  Table 24: Crimson Parade Armor Flavors
  Difficulty Band
  Prefix
  Armor 
  Bonus
  Natural Armor 
  Bonus
  Shield 
  Bonus
  Charisma (Persuasion) & 
  Intimidate Bonus
  Save 
  Bonus
    Low
  Lesser
  +2
  -
  -
  +2
  -
    Moderate
  Lesser
  +3
  +2
  +2
  +3
  +2
    Advanced
  Greater
  +6
  +2
  +2
  +4
  +3
    Elite
  Greater
  +8
  +2
  +2
  +6
  +4
  
  160
  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 set of crimson 
  parade armor into your gaming sessions beyond simply “the 
  orc warlord drops a nifty-looking studded leather”, 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 set of crimson 
  parade armor.
  Paladins & Clerics
  These classes would certainly benefit from the effects of 
  the armor, but tend to lean toward heavier armors, and in 
  any event, unless they stood a legitimate claim to wearing 
  it in association with the Druid Enclave, they would likely 
  be more on the side of retrieving a pilfered set rather than 
  wearing it themselves.
  Rogues
  A perfect fit in terms of weight and protection, but 
  perhaps a bit too ostentatious and attention-getting for the 
  underhanded Rogues who would most benefit from these 
  features.
  Martial Characters
  Much like Paladins and Clerics, Fighters and Barbarians and 
  the like would prefer heavier armors with more defensive 
  capabilities, but might still wish to see a stolen set returned 
  to its original owner, particularly if the character in question 
  hails from any sort of military background.
  Arcane Classes
  Rare is the arcanist who would be able to wear this armor, 
  but if a wizard is able to wear armor, this is an outstanding 
  set to have.
  Monks, Rangers, and Druids
  So long as they can talk their way around the presence of 
  this armor outside the context from which it originated, 
  these classes would greatly benefit from a suit of crimson 
  parade armor.
  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.
  Theft of Valor
  The PCs come across someone who unrighteously wears a 
  suit of crimson parade armor.  They must decide what to do 
  in terms of turning the person in, discovering whether the 
  suit’s ownership might be legitimate, or other options.
  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 
  crimson parade 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.
  A Token of THanks
  Any good deed performed in service to the Druid Enclave, 
  or its members, particularly its military or elite ranks, may 
  grant a reward of a suit of crimson parade armor.
  Quests
  Another, more thorough, means of introducing crimson 
  parade 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: Theft of Valor
    Summary: The PCs encounter someone not of the Druid 
  Enclave who wears a suit of crimson parade armor.  As 
  they come to realize how out-of-place this is, they must 
  decide how to handle the situation.
    Rewards:  
    2,400 gp / 
    4,800 gp / 
    6,500 gp 
  / 
    12,000 gp (promised); up to 
    3 Reward Stars; 
  crimson parade armor
    Locations: Any, preferably near to, but not very close to, 
  the Druid Enclave.
    Key NPCs: Any.
    Kickoff: Random Encounter.
    Description:
  The PCs spot someone wearing quite noticeable, 
  mastercrafted leather armor.  Even without foreknowledge 
  of the item’s nature, it’s obvious that this garb is out of place; 
  it has a military, soldierly feel to it, and almost certainly is 
  magical in nature, just from looking at it.
  Asking about (perhaps beginning with, and then extending, 
  
  161
  Magic Items
  FlexTable 22: Crimson Parade Armor Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-17
  01-30
  01-25
  31-40
  10
  Magical armor, forged in the 
  heart of the wood, grants 
  defensive bonuses.
    True.  Very vague, though, and 
  could be applied to many other types of 
  items.
  18-33
  31-50
  26-40
  41-50
  12
  Parade armor worn by Druids 
  and Rangers grant defensive 
  abilities and morale bonuses in 
  a number of ways.
    True.  A little closer to the full 
  truth.
  34-50
  51-70
  41-65
  51-55
  16
  Military elites, victors, nobles, 
  or those who have rendered 
  service to the Council of Druid 
  Elders are rewarded with 
  magical armor that grants 
  defensive bonuses.
    True.  This is 100% accurate, but 
  still a bit vague as to what abilities are 
  being granted.
  51-67
  71-85
  66-75
  56-60
  15
  Upon the death of a Druid 
  Enclave soldier, a magical 
  suit of leather armor is 
  commissioned to honor their 
  sacrifice.
    True.  This is more a description 
  of the armor’s etymology than its 
  function, but is accurate.
  68-84
  86-93
  76-90
  61-80
  13
  Crimson leather armor is 
  stained with the blood of the 
  evil, and permeates the soul of 
  the wearer over time.
    False.  Sounds like an interesting 
  cursed item, though.
  85-00
  94-00
  91-00
  81-00
  13
  Cursed blood-red leather 
  armor enslaves the wearer to 
  the will of the Druid militia.
    False.  Not at all accurate.
  the Rumors & Lore table above), the PCs discover that the 
  armor is crimson parade armor, and that it typically is only 
  given to soldiers defending the Druid Enclave.  Its presence 
  here is unexplainable, though a cynical conclusion is that 
  the wearer either stole it, or retrieved it from the corpse of a 
  fallen soldier who wore it legitimately.
  Finally, in their rumor-seeking, the PCs discover that 
  someone will give a cash reward for the retrieval of the 
  armor.  Instructions are left to return the armor to a house in 
  town, where the reward will be paid out.
    The PCs may simply ignore the stranger who wears 
  interesting armor.  They will continue to see the man 
  about town, and may resume this Quest at any point when 
  they so do.
    The PCs may slay the man, and take the armor for 
  themselves.  They of course forefeit the cash reward, and 
  may in turn be hunted by other seekers of the purse, as 
  the GM determines.
    The PCs may slay the man, take the armor, and return it 
  to the Druid Enclave directly.  Although the Enclave and 
  its Elders had nothing to do with the cash reward offer, 
  they will honor it, and will pay it out if the PCs divulge 
  the location of the house where they were supposed to 
  take the armor.  The PCs are then told that the armor 
  had been worn legitimately; the man who they killed 
  had been gifted his set as a thank-you for high services 
  rendered the Council.  As they did not know this, and 
  sought only to do right, the Council decides that the PCs 
  are to be given the crimson parade armor they retrieved, 
  as a continuation of the recognition of the man they slew.  
  They also benefit from  
    1 Reward Star.
    The PCs can talk to the man before drawing blades.  He 
  will defend his ownership, claiming (truthfully, as it 
  turns out) that he was given the armor as thanks for 
  saving the life of a Councilwoman’s son.  No skill checks 
  are needed for this conversation, as the man will describe 
  this all willingly; any checks trying to determine veracity 
  will confirm the man’s story, as it is indeed true.   
   
  No matter what the PCs do, he will not give up his suit of 
  crimson parade armor; the party will have to kill him to 
  pry it off his body. 
   
  Merely speaking before fighting alone gives the party 
    
  1 Reward Star, if they believe his story and do not battle 
  him as a result.  Once they know the man’s story, the PCs 
  may simply ignore the Quest further; they may return to 
  it at any time.
    The PCs may show up at the house that is supposed 
  to give them the reward.  If they show up without the 
  armor, they are ambushed immediately by a gang of 
  thugs; vanquishing them gains another 
    1 Reward 
  Star.   
   
  Returning to tell either the man who wore the armor, 
  or going to the Druid Enclave, to tell them about the 
  ambush and the seedy-seeming reward offered, will grant 
  them the respect of the other party, and a further 
    2 
  Reward Stars. 
  
  162
  Magic Items
   
  Note that the PCs may take the above approach if they 
  have spoken to the man who owns the crimson parade 
  armor and have not fought him, granting the best 
  possible outcome. 
    Showing up at the “reward house”, if the party has 
  retrieved the armor by having killed the man who wore 
  it, reveals a ghoulish-looking Rogue.  He will gladly pay 
  them the reward in exchange for the armor, though any 
  amount of 
    skill checking (no DC involved, even) 
  will grant the party intuition that the man is perhaps 
  not up to the best interests of the Druid Enclave in this 
  endeavor.   
   
  Leaving with the cash reward terminates the Quest, and 
  the party gains no further benefit. 
   
  If the party challenges the ghoulish man, he will admit 
  to wanting only to profit off the fallen man’s nifty armor, 
  and will sic his gang of thugs on the party as above.  
  Slaying them in these circumstances does NOT grant the 
  party any reward, other than the cash which the ghoulish 
  man has on his person for the reward.
  
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  Magic Items
  Crimson Parade 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 Fighter 1
  Fighter 6
  Fighter 10
  Fighter 14
  Size / Aln
  Medium LN  
  Elf (High)
  Medium LN  
  Elf (High)
  Medium LN  
  Elf (High)
  Medium LN  
  Elf (High)
  HP
  10
  37
  64
  124
  Armor 
  Class
  16
  18
  20
  21
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  15 (+4) 
  DEX  13 (+1) 
  CON  10 (+2) 
  INT  10 (+0) 
  WIS  15 (+2) 
  CHA  12 (+1)
  STR  19 (+7) 
  DEX  13 (+1) 
  CON  10 (+3) 
  INT  10 (+0) 
  WIS  15 (+2) 
  CHA  12 (+1)
  STR  20 (+9) 
  DEX  13 (+1) 
  CON  11 (+4) 
  INT  10 (+0) 
  WIS  15 (+2) 
  CHA  12 (+1)
  STR  20 (+10) 
  DEX  13 (+1) 
  CON  15 (+7) 
  INT  10 (+0) 
  WIS  15 (+2) 
  CHA  12 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 14 
  Armor - Disadvantage on 
  Stealth
  Passive Perception 15 
  Armor - Disadvantage on 
  Stealth
  Passive Perception 16 
  Armor - Disadvantage on 
  Stealth
  Passive Perception 17 
  Armor - Disadvantage on 
  Stealth
  Languages Common, Dwarvish, Elvish
  Attacks
  Melee Glaive +4 (1d10+2)
  Ranged Longbow ) --> 150 
  ft.’: +3 (1d8+1); 600 ft.’: +3 
  (1d8+1)
  Melee Dagger +4 (1d4+2)
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2)
  Melee +1 Glaive +8/+8 
  (1d10+5)
  Ranged Longbow ) --> 150 
  ft.’: +4/+4 (1d8+1); 600 ft.’: 
  +4/+4 (1d8+1)
  Melee Dagger +7/+7 
  (1d4+4)
  Ranged Dagger (Thrown) 20 
  ft.’: +7/+7 (1d4+4); 60 ft.’: 
  +7/+7 (1d4+4)
  Melee +2 Glaive +11/+11 
  (1d10+7)
  Ranged Longbow ) --> 150 
  ft.’: +5/+5 (1d8+1); 600 
  ft.’: +5/+5 (1d8+1)
  Melee Dagger +9/+9 
  (1d4+5)
  Ranged Dagger (Thrown) 
  20 ft.’: +9/+9 (1d4+5); 60 
  ft.’: +9/+9 (1d4+5)
  Melee +3 Glaive 
  +13/+13/+13 (1d10+8)
  Ranged Longbow ) --> 150 
  ft.’: +6/+6/+6 (1d8+1); 600 
  ft.’: +6/+6/+6 (1d8+1)
  Melee Dagger +10/+10/+10 
  (1d4+5)
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10/+10 (1d4+5); 
  60 ft.’: +10/+10/+10 
  (1d4+5)
  Special
  -
  -
  -
  -
  LN; Medium Humanoid (Half-Orc)
  
  164
  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.
  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.
  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.
  Fighting Style You adopt a particular style of fighting as your specialty. 
  Choose one of the following options. You can’t take a Fighting Style 
  option more than once, even if you later get to choose again.
  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.
  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
  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, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Fighting Style, 
  Second Wind, Great 
  Weapon Fighting 
  Ability Score Increase, Ability 
  Score Increase, Cantrip, 
  Darkvision, Elf Weapon 
  Training, Extra Language, 
  Fey Ancestry, Keen Senses, 
  Languages, Trance, Ability 
  Score Improvement, Action 
  Surge, Champion, Extra 
  Attack, Fighting Style, 
  Improved Critical, Martial 
  Archetype, Second Wind, 
  Great Weapon Fighting 
  Ability Score Increase, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, 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, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, 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
  Glaive; chain mail; 
  longbow; arrows (20x); 
  dagger
  +1 Glaive; plate mail; 
  longbow; arrows (20x); 
  dagger
  +2 Glaive; +1 plate mail; 
  longbow; arrows (20x); 
  dagger
  +3 Glaive; +2 plate mail; 
  longbow; arrows (20x); 
  dagger
  
  165
  Magic Items
  Dragshield
    Dragshield (shield)
  Value:  
    800 gp / 
    2,750 gp /  
    6,750 gp / 
    14,500 gp
  Weight 12 lbs.; Materials wood, steel; Nature magical; Aura 
  moderate evocation [force], 
    necromancy; Slot shield
  CL:  
    4th / 
    8th / 
    12th / 
    16th
  Effect Summary: 
    +2 shield bonus to AC when wielded; -2 armor check 
  penalty; 15% arcane spell failure chance; carry up to 400 
  lbs. floating for up to 1 hour/day total time
    +3 shield bonus to AC when wielded; -2 armor check 
  penalty; 15% arcane spell failure chance; carry up to 
  800 lbs. floating for up to 4 hours/day total time; bodies 
  stored atop the shield do not decompose
    +4 shield bonus to AC when wielded; +2 max dex bonus; 
  -10 armor check penalty; 50% arcane spell failure 
  chance; carry up to 1,200 lbs. floating for up to 6 hours/
  day total time; bodies stored atop the shield do not 
  decompose; dimension door 1x/day
    +5 shield bonus to AC when wielded; +2 max dex bonus; 
  -10 armor check penalty; 50% arcane spell failure 
  chance; carry up to 1,600 lbs. floating for up to 12 
  hours/day total time; bodies stored atop the shield do 
  not decompose; dimension door 3x/day; teleport 1x/day
  Description
  A somewhat ordinary-looking heavy wooden shield, very 
  broad for its type, rimmed with bands of iron.  
  Its wood is enscribed with images of people dragging other 
  people, but the images manage to convey the act in a positive 
  light.  
  Around the metal edges of the shield are multiple iron rings, 
  just the right size to tie ropes to.
    Low and Moderate dragshields resemble standard 
  heavy steel shields, and share many attributes with those 
  mundane items.
    Advanced and Elite iterations appear closer to tower 
  shields in design, and have much in common with their 
  mundane cousins.
  Effect
  Dragshields are useful just as regular shields, but their 
  true purpose is in helping haul things, traditionally on the 
  battlefield.
  All flavors of dragshield allow the wearer to load up to a 
  certain weight atop it, and to drag the shield and its load 
  without effort, for a certain maximum duration per day.  
  This ability is activated automatically any time the shield is 
  face-down, with any amount of weight atop it, and cannot be 
  surpressed.  The total duration resets 24 hours after its first 
  use, and is item-dependent, not wielder-dependent.  
  All versions of dragshield except for Low iterations are 
  especially good at hauling bodies from the battlefield.  
  Although grim in purpose, these items have the added effect 
  of preventing decomposition for anything piled on top.  This 
  prevention of rot applies all the time, does not need to be 
  activated, cannot be surpressed, and applies whether the 
  bodies are being hauled or dragged, or simply stored atop the 
  shield.  For mechanical purposes, assume each shield may 
  store a number of creature bodies equal to its maximum drag 
  weight as described.
  Finally, 
    Advanced and Elite dragshields have spell-like 
  abilities which may be activated by the wielder, typically by 
  pressing a button or sigil on the underside of the shield near 
  where one grasps its handle.  Doing so in combat counts as 
  an immediate action, though only one spell-like ability may 
  be activated per shield, per full round.
  The spell-like abilities described apply automatically to 
  anything directly touching, or stacked atop, the shield.  There 
  is no limit to those touching the shield; items or creatures 
  stacked atop it are limited to the dragged weight limit as 
  noted.  Creatures or items in excess of this limit are not 
  transported via the spell-like abilities and remain in place.  
  In a scenario in which the shield is “overloaded” when one 
  of its spell-like abilities is activated, items closer to the 
  shield are transported in preference to those farther away.  
  In simple terms, the topmost item(s) or creature(s) in the 
  stack will remain, and everything beneath them will be 
  transported.
  Synergy & Sets
  None.  Dragshields are standalone items, and do not gain 
  further benefit or effects from use alongside any other 
  specific equipment.
  
  166
  Magic Items
  Discovery
  Dragshields will most commmonly be discovered by those 
  trolling battlefields or cleaning up after them.  The shields 
  are also stocked in the armories of armies and militias, 
  generally in the context of large and active fighting forces.
  Rarely will a solo individual bear a dragshield, as the items’ 
  intended purpose is to aid armies on the battlefield.
  The activation triggers for the spell-like abilities of advanced 
  forms of this item are rarely documented, but the sigils for 
  their use are obvious to anyone who puts a dragshield on; 
  simple experimentation will swiftly reveal the true purpose.
    At the GM’s discretion, such knowledge can simply be 
  assumed to be automatic.  This can streamline gameplay 
  considerably and allow the wielder to immediately gain 
  the benefit of the dragshield’s capabilities. 
   
  Gaming groups wishing to use this option may assume 
  the knowledge comes magically with picking up the 
  item.  Alternately, and for a bit of greater immersion 
  and roleplaying opportunity, instructions for using the 
  weapon might be discovered written down nearby, or 
  attached via twine to the dragshield.
  Ubiquity
  Dragshields are exceedingly rare outside the context of large 
  fighting forces.  On rare occasion, a deserter or lone survivor 
  of a conflict will carry one with her, but generally speaking, 
  these items are employed by militaries, and then only in the 
  case of a large-scale battle that is anticipated.
  Frankly speaking, there are generally better options for most 
  fighters.  For simple defense, the dragshield doesn’t offer the 
  protection that magical shields with a dedicated armor bonus 
  would offer.  For those seeking a means of transporting large 
  quantities of objects or creatures, wands or spellcasting or 
  even potions tend to be better choices.
  A dragshield, then, outside the scenario of an army looking to 
  dispose of bodes after a fight, is really a jack of many trades, 
  but master of none.
  Notoriety
  These shields appear virtually identical to their mundane 
  counterparts, except for the activation sigils on the 
  underside for advanced iterations.  
  Magic shields tend to appear well-crafted, and might even 
  have a magical feel to them; not so with dragshields, whose 
  battlefield use and drag-along-the-ground utility mar any 
  such mastercrafting indicators.
  On the rare occasion that someone knows what a dragshield 
  is, and becomes aware of someone having one, they would 
  likely want to know how they survived whatever disaster 
  resulted in a single owner of the device... or they might 
  want to know what sort of large-scale conflict the soldier 
  anticipates!
  Quirks of Ownership
  As the device is a non-sentient magical item, and not an 
  artifact or relic, it exerts no particular will or influence on 
  its owner or wielder.  
  A dragshield has no quirks or impacts.
  History & Background
  Dragshields were first commissioned by a long-ago king, 
  whose military, though mighty, oft suffered massive 
  casualties.  
  Morose for the rot that infested the once-noble bodies of 
  the fallen, the king asked that his blacksmiths work with 
  his wizards to forge a device that would help the task of 
  battlefield cleanup, and would do honor to those who had 
  given their lives in service to the King and his ambition.
  Although quite useful to this purpose, dragshields were 
  rarely produced outside this context.  A large quantity were 
  produced, and kept stocked in the armories and barracks of 
  the kingdom; as years passed and power waxed and waned, 
  these items fell into the hands of others, and were treated 
  similarly by their armies.
  The design was also shared with other kingdoms and 
  dominions; this king suffered through a great deal of 
  conflict, and warred frequently, but believed that any fallen 
  soldier, enemy or ally, deserved the respect and utility that a 
  dragshield afforded.
  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 25: Dragshield Flavors
  Difficulty 
  Band
  Prefix
  Shield 
  Bonus
  Armor 
  Check 
  Penalty
  Max 
  Dex 
  Bonus
  Arcane 
  Spell Fail 
  Chance
  Carrying Abilities
  Spell-Like 
  Abilities
    Low
  Lesser
  +2
  -2
  -
  15%
  400 lbs, 1 hour/day
  -
    Moderate
  Lesser
  +3
  -2
  -
  15%
  800 lbs, 4 hours/day; no 
  decompose
  -
    Advanced
  Greater
  +4
  -10
  +2
  50%
  1,200 lbs, 6 hours/day; no 
  decompose
  dimension door 1x/
  day
    Elite
  Greater
  +5
  -10
  +2
  50%
  1,600 lbs, 12 hours/day; no 
  decompose
  dimension door 3x/
  day; teleport 1x/day
  
  167
  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 Charisma 
  (Persuasion) 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 dragshield 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 dragshield, 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 dragshield into 
  your gaming sessions beyond simply “the enemy soldier 
  drops a nifty-looking shield”, 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 dragshield.
  Paladins & Clerics
  These classes would likely want to do right by the fallen, 
  and would gladly wield a dragshield in combat if it meant 
  being able to help in that manner.  It might be an interesting 
  roleplaying challenge as to whether a PC would prefer a 
  dragshield in favor over a more capable dedicated magical 
  shield for defense.
  Rogues
  Rogues generally don’t wear shields, so donning a large one 
  intended to haul corpses doesn’t seem quite in keeping with 
  most Rogues’ abilities.  
  That said, there’s few ways better to haul large stashes of 
  loot easily, so a dragshield might still be of interest to these 
  classes.
  Martial Characters
  As mentioned earlier, it’s always going to come down to 
  whether a dragshield is more capable than other alternatives, 
  and for truly melee-focused martial classes, the answer to 
  this is likely “no”.
  Military-minded PCs, however, may have a different 
  consideration of dragshields, particilarly from a roleplaying 
  perspective.
  Arcane Classes
  These classes typically cannot even wield a shield to begin 
  with, though they might consider a dragshield for hauling 
  books and equipment about in a crisis.
  Monks, Rangers, and Druids
  These classes, too, don’t typically use shields all that much; 
  were they to do so with a dragshield, it would almost 
  certainly be in the context of a very particular circumstance 
  that made it necessary.
  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.
  Bringing Out the Dead
  The PCs are given a grisly commission: clean up the 
  battlefield from a recent fight.  They are loaned, or given 
  outright, a dragshield to aid in this endeavor.
  This 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 
  dragshield 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 dragshield is 
  via the following Quest.
    This Quest may be inserted into any campaign setting 
  
  168
  Magic Items
  FlexTable 23: Dragshield Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-17
  01-30
  01-25
  31-40
  10
  Long ago, a benevolent king 
  sought to honor his fallen 
  warriors with a tool for 
  making battlefield cleanup 
  easier.
    True.  Vague as to what item 
  resulted from this intent, however.
  18-33
  31-50
  26-40
  41-50
  12
  An ancient king crafted a 
  shield that made it easier 
  to haul the corpses of fallen 
  soldiers.
    True.  Very close to a complete 
  description of the dragshield’s use.
  34-50
  51-70
  41-65
  51-55
  16
  Magical shields preserve 
  corpses and make honorable 
  disposal of their bodies easier.
    True.  This is 100% accurate, but 
  still a bit vague as to what abilities are 
  being granted.
  51-67
  71-85
  66-75
  56-60
  17
  “Dragshields” make battlefield 
  body retrieval easier by 
  allowing the effortless 
  transport of huge stacks of 
  bodies.
    True.  
  68-84
  86-93
  76-90
  61-80
  13
  Magical shields were long ago 
  designed to more easily carry 
  the bodies of the fallen to be 
  cannibalized by evil warriors.
    Partially True.  This describes the 
  abilities, if not at all the intended use, 
  of a dragshield.
  85-00
  94-00
  91-00
  81-00
  13
  A necromantic shield consumes 
  the flesh and souls of bodies 
  stacked upon it.
    False.  Not at all accurate.
  or adventure, either as a “side quest”, or as a tie-in or 
  kickoff to a larger storyline.
    Quest: The Grim Tidy-er
    Summary: A local authority tasks the PCs with cleaning 
  up a nearby battlefield, using a dragshield to help.
    Rewards:  
    varies; up to 
    1 Reward Star; 
  dragshield
    Locations: Any.
    Key NPCs: Any.
    Kickoff: Random Encounter.
    Description:
  A local constabulary, official, soldier, or political officer tasks 
  the PCs with a somewhat grisly and mundane job: help clean 
  up a battlefield nearby following a recent large-scale armed 
  conflict.
  Thankfully, the local forces won, if the grim landscape of 
  hacked-apart bodies can indeed be called victory.  Corpses 
  from both sides will soon begin to decompose, and the winds 
  tend to carry the scent of ichor into town.
  The local authority has recently come into possession of a 
  dragshield, an item known to be designed and used for this 
  specific purpose.  
  In gratitude for this grisly service, the PCs are welcome to 
  keep the tool of their trade, as well as a selection of items 
  recovered from the bodies.  
    If the PCs ignore the request, they will have other 
  chances: not only do bodies take a while to fully 
  decompose, but the area is rife with conflict, so another 
  battle is sure to take place soon!
    If the PCs go about the task, it will take 
    2d12+4 
  hours, minus 1 hour per PC in the party beyond 3.  Along 
  the way, they will be harried by monsters who are also 
  hunting for carrion alongside them.  In the first hour of 
  their work, roll on 
    FlexTable Monsters: Surface, 
  Average to determine the creatures who assail the party.  
  Each further hour they toil, there is a 
    15% chance 
  that additional monsters will attack; roll separately for 
  each hour spent. 
   
  At the conclusion of their task, if they do not flee the 
  battlefield under threat of monsters, upon returning to 
  the authority, they will receive the thanks and goodwill 
  of the commissioning authority, be allowed to keep the 
  dragshield, and benefit from 
    1 Reward Star. 
   
  In their work, the PCs will also encounter a host of 
  weapons, armor, clothing, and other items, that they are 
  free to loot from corpses, as follows:
  Contents
  Battlefield 
  Reward: Armor
  Armor: Heavy, Size Medium AND 
  Armor: Medium, Size Large AND 
  Armor: Light, Size Large, all using 
  Context D
  
  169
  Magic Items
  Contents
  Battlefield 
  Reward: 
  Weapons
  Weapons: General, Size Large AND 
  Weapons: Simple, Size Large AND 
  Weapons: Ranged, Size Large, all 
  using Context D
  Battlefield 
  Reward: 
  Clothing
  Clothing: General, Size Large, using 
  Context D
  Battlefield 
  Reward: Potions
  Potions: Moderate, Size Large, using 
  Context D
  Battlefield 
  Reward: Coin
  Coin Treasure: Moderate, Size Large, 
  using Context D
    If the PCs flee the battlefield in the midst of doing their 
  cleanup, presumably because the threat of monsters 
  overwhelms them, they are ineligible to receive the 
  monetary reward and cannot keep the dragshield they 
  have been loaned for their task.   
   
  They may return to the battlefield to attempt the work 
  again; the counter of number of hours required resets, 
  however, making it likely to be equally as challenging as 
  the previous time.  
  This Quest terminates only if the PCs carry out the work.
  
  170
  Magic Items
  Dragshield 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 Cleric 1
  Cleric 6
  Cleric 10
  Cleric 14
  Size / Aln
  Medium LG  
  Half-Elf
  Medium LG  
  Half-Elf
  Medium LG  
  Half-Elf
  Medium LG  
  Half-Elf
  HP
  9
  35
  60
  97
  Armor 
  Class
  18
  18
  20
  22
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  15 (+2) 
  DEX  15 (+2) 
  CON  13 (+1) 
  INT  9 (-1) 
  WIS  16 (+5) 
  CHA  10 (+2)
  STR  15 (+2) 
  DEX  15 (+2) 
  CON  13 (+1) 
  INT  9 (-1) 
  WIS  18 (+7) 
  CHA  10 (+3)
  STR  15 (+2) 
  DEX  15 (+2) 
  CON  13 (+1) 
  INT  9 (-1) 
  WIS  20 (+9) 
  CHA  10 (+4)
  STR  15 (+2) 
  DEX  15 (+2) 
  CON  15 (+2) 
  INT  9 (-1) 
  WIS  20 (+10) 
  CHA  10 (+5)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 15 
  Armor - Disadvantage on 
  Stealth
  Passive Perception 17 
  Armor - Disadvantage on 
  Stealth
  Passive Perception 19 
  Armor - Disadvantage on 
  Stealth
  Passive Perception 20 
  Armor - Disadvantage on 
  Stealth
  Languages Common, Dwarvish, Elvish
  Attacks
  Melee Mace +4 (1d6+2)
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +4 (1d8+2); 320 
  ft.’: +4 (1d8+2)
  Melee +1 Mace +6 (1d6+3)
  Ranged Crossbow, Light ) --> 
  80 ft.’: +5 (1d8+2); 320 ft.’: 
  +5 (1d8+2)
  Melee +2 Mace +8 (1d6+4)
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +6 (1d8+2); 320 
  ft.’: +6 (1d8+2)
  Melee +3 Mace +10 (1d6+5)
  Ranged Crossbow, Light ) --> 
  80 ft.’: +7 (1d8+2); 320 ft.’: 
  +7 (1d8+2)
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Mace, Quarterstaff, Shortbow, Sickle, 
  Sling, Spear, Unarmed Strike
  LG; Medium Humanoid (Half-Elf)
  
  171
  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.
  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. 
  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.
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Bonus Proficiency, Cantrips, 
  Disciple of Life, Divine 
  Domain, Spellcasting Ability
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  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, Fey Ancestry, 
  Languages, Skill Versatility, 
  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, 
  Fey Ancestry, Languages, 
  Skill Versatility, 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; cure 
  wounds
  Save DC 15; Spell Atk +7
  3rd: daylight; dispel magic; 
  water walk
  2nd: aid; hold person; 
  silence
  1st: command; cure 
  wounds; detect magic; 
  shield of faith
  Save DC 17; Spell Atk +9
  5th: flame strike; geas
  4th: control water; 
  divination; stone shape
  3rd: daylight; dispel magic; 
  water walk
  2nd: aid; hold person; 
  silence
  1st: command; cure 
  wounds; detect magic; 
  shield of faith
  Save DC 18; Spell Atk +10
  7th: regenerate
  6th: blade barrier
  5th: flame strike; geas
  4th: control water; 
  divination; stone shape
  3rd: daylight; dispel magic; 
  water walk
  2nd: aid; hold person; silence
  1st: command; cure wounds; 
  detect magic; shield of faith
  Equipment
  Mace; scale mail; shield; 
  light crossbow; crossbow 
  bolts (20x)
  +1 Mace; chain mail; 
  shield; light crossbow; 
  crossbow bolts (20x)
  +2 Mace; +1 chain 
  mail; +1 shield; light 
  crossbow; crossbow 
  bolts (20x)
  +3 Mace; +2 chain mail; 
  +2 shield; light crossbow; 
  crossbow bolts (20x)
  
  172
  Magic Items
  Dreadhawk Visor
    Dreadhawk Visor (headband)
  Value:  
    1,500 gp / 
    4,800 gp /  
    7,600 gp / 
    13,800 gp
  Weight 8 lbs.; Materials bone, leather; Nature magical; 
  Aura moderate divination, evocation; Slot headband
  CL:  
    4th / 
    9th / 
    12th / 
    16th
  Effect Summary: 
    wearer gains Darkvision 30’; +1 morale bonus on attack 
  rolls; +1 morale bonus on Perception checks
    wearer gains Darkvision 60’; +3 morale bonus on attack 
  rolls; +3 morale bonus on Perception checks
    wearer gains Darkvision 90’; +3 morale bonus on 
  attack rolls; +3 luck bonus on attack rolls, damage rolls, 
  Strength checks, Strength-related skill checks; +5 morale 
  bonus on Perception checks
    wearer gains Darkvision 120’; +3 morale bonus on 
  attack rolls; +6 luck bonus on attack rolls, damage rolls, 
  Strength checks, Strength-related skill checks; +7 morale 
  bonus on Perception checks
  Description
  This combination mask and helmet appears to be a hollowed-
  out skull from a dreadhawk.  
  It grants combat and perception bonuses to the wearer.
  Effect
  Wearers of all flavors of dreadhawk visor gain Darkvision to 
  a certain range as listed.  
  Those wearers who already have Darkvision receive the best 
  range among all effect sources of Darkvision ability; existing 
  Darkvision is not augmented or enhanced by the visor 
  except in cases where its range exceeds that granted by other 
  sources.  For example, someone who already has Darkvision 
  60’ granted by either a racial ability or spell effect, who dons 
  an 
    Advanced Dreadhawk Visor, will have a total effect of 
  Darkvision 90’.
  Secondly, all iterations of the visor also grant morale 
  bonuses as described, typically to attack rolls and 
    
  Perception skill checks.
  Finally, 
    Advanced and 
    Elite versions grant luck 
  bonuses in addition to the morale bonuses, as described 
  above.
  All benefits gained from wearing a dreadhawk visor are 
  immediate and perpetual, requiring no activation trigger and 
  unsuppressable.
  Synergy & Sets
  None.  Dreadhawk visors are standalone items, and do not 
  gain further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  Nearly all dreadhawk visors will be found in the mountains, 
  or in tribes that live nearby.  
  To find one of these very peculiar and noticeable headdresses 
  outside such a context will be noteworthy indeed.
  As there are no activation triggers, and no documentation on 
  the item’s abilities, its powers must typically be discovered 
  via trial and error.
    At the GM’s discretion, such knowledge can simply be 
  assumed to be automatic.  This can streamline gameplay 
  considerably and allow the wielder to immediately gain 
  the benefit of the dreadhawk visor’s capabilities. 
   
  Gaming groups wishing to use this option may assume 
  the knowledge comes magically with picking up the 
  item.  Alternately, and for a bit of greater immersion 
  and roleplaying opportunity, instructions for using the 
  weapon might be discovered written down nearby, or 
  attached via twine to the dreadhawk visor.
  Ubiquity
  Dreadhawk visors are exceedingly rare outside the context of 
  mountainous environments in which the beasts that are their 
  namesake dwell. 
  Within those mountains and their neighboring tribes, 
  however, the visors are commonplace, given to nearly all 
  warriors that they might better navigate the darkness.
  
  173
  Magic Items
  Notoriety
  It’s impossible to miss these headpieces.  Anyone wearing 
  one automatically gets noticed; those familiar with 
  dreadhawk visors will recognize the item immediately with 
  no skill checks necessary.
  Mountainous tribes and those hailing from mountain regions 
  will have a chance to recognize the item’s origins.  Those 
  who have seen a dreadhawk, the creature from which the 
  visor’s structure comes, will at least note that aspect of the 
  headdress.
  If it’s obvious that the wearer does not hail from 
  mountainous regions, those who do may have questions for 
  someone with a dreadhawk visor.
    In game terms, owning a dreadhawk visor could be a 
  lightning rod for subsequent Quests or plotlines involving 
  mountainous regions in your gaming world.
  Quirks of Ownership
  As the item 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, a dreadhawk visor has no other quirks or 
  impacts.
  History & Background
  The first tribes to encounter dreadhawks found them lurking 
  in the vile chasms under dark mountains.  For a long time, 
  the birds were viewed with awe and respect, owing to their 
  combat prowess and their ability to dwell in such horrid 
  conditions.
  Though primitive, these tribes were rich in arcane 
  knowledge; a few generations on from the initial discovery, 
  they were able to slay what they once revered as pets of the 
  gods themselves.  With this power came a fear, that they had 
  stepped too far into the realm of the divine.
  To combat this fear, the Elders decreed that the tribe would 
  honor the gods, and each slain dreadhawk that might 
  be of their ilk.  The fearful visage of each slain creature 
  would therefore be transformed into a headdress, worn by 
  tribespeople into the very darkness from which the hawks 
  originate.
  Although some headdresses have been lost to the ravages 
  of time and to slain warriors wandering afield, nearly all 
  dreadhawk visors remain within the control of the tribes who 
  created and first used 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 Charisma 
  (Persuasion) in this manner; the DC listed applies equally to 
  either of these skills.  Alternately, a PC may use Knowledge 
  (History), suffering no circumstance penalty so long 
  as the check is conducted in a geographical area that is 
  mountainous, for the dreadhawk visor is somewhat location-
  bound.
  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 dreadhawk visor, 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 26: Dreadhawk Visor Flavors
  Difficulty Band
  Prefix
  Darkvision
  Morale Bonuses
  Luck Bonuses
    Low
  Lesser
  30’
  +1 attack rolls and Perception
  -
    Moderate
  Lesser
  60’
  +3 attack rolls and Perception
  -
    Advanced
  Greater
  90’
  +3 attack rolls; +4 Perception
  +3 attack rolls, damage rolls, Strength 
  checks, and Strength-based skill checks
    Elite
  Greater
  120’
  +3 attack rolls; +7 Perception
  +6 attack rolls, damage rolls, Strength 
  checks, and Strength-based skill checks
  
  174
  Magic Items
  Hooks & Integration
  If you’re looking for an excuse to introduce a dreadhawk 
  visor into your gaming sessions beyond simply “the 
  tribesman drops a nifty-looking headpiece”, 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 dreadhawk visor.
  Paladins & Clerics
  These classes might consider it apt to honor fallen foes and 
  enemies.  Alternately, they may view it as necessary to don 
  these items as a tribal means of navigating the darkness of 
  mountainous adventures.
  Rogues
  Rogues would likely prefer to remain more anonymous than 
  a dreadhawk visor allows; however, the capabilities granted 
  in the darkness are undeniable.
  Bards may don these items ironically, pretending as though 
  they are parts of a costume rather than a mechanism for 
  combat bonuses.
  Martial Characters
  Barbarians in particular may see benefit in these items, 
  despite of or perhaps because of their ostentatious nature.
  Arcane Classes
  Although likely interested in the abilities granted by 
  dreadhawk visors, most wizards would shy away from the 
  attention these items would attract.  
  Some arcanists who cultivate a mystique or dramatic 
  appearance would embrace these aspects of the headdress, 
  however.
  Monks, Rangers, and Druids
  Druids, perhaps more than any other class, would see honor 
  in using the repurposed headpiece of a slain animal.  Monks 
  may have little use for these devices.
  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.
  Headdress Mystique
  The party learns of an erratic thespian whose performances 
  are enhanced by the use of a garish headpiece resembling a 
  formidable giant gird.
  Rumor tells of the man’s thievery, but nobody has yet been 
  able to determine his hiding place at night.  Some spectulate 
  as to peculiar abilities granted by what is assumed to be an 
  entertainment piece.  
  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 
  dreadhawk visor 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 particular, one might seek to return dreadhawk visors to 
  their place and tribe of origin; perhaps this is a persistent 
  theme in your campaign world, with an open bounty reward 
  for any such pieces returned.
  The God’s Own Hunters in the Dark
  The PCs encounter a tribe of mountainous people who have 
  formed an attachment to local beasts who dwell in the inky 
  black of the cavernous reaches to the north.  They have lost 
  a good number of dreadhawk visors to a rival tribe from the 
  tundra, who has taken the artifacts into the wilderness.
  They offer a reward for every visor returned to their tribe, 
  no questions asked.  And if some of their rival tribes’ 
  warriors should fall in defense of the stolen items, well, 
  that’s none of their business.
  This scenario forms the basis for the Quest below.
  Quests
  Another, more thorough, means of introducing the 
  dreadhawk visor 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: Honoring the Warriors in the 
  Dark
    Summary: The PCs are offered a bounty for every 
  dreadhawk visor returned to a local tribe, from whom a 
  number of the headdresses were recently stolen.
    Rewards:  
    2,000 gp / 
    5,000 gp / 
    12,000 gp 
  / 
    20,000 gp (promised); up to 
    2 Reward Stars; 
  dreadhawk visor
    Locations: Any mountainous.
    Key NPCs: Any.
    Kickoff: Random Encounter.
    Description:
  The party encounters a tribe whose members dwell on 
  the outside and outer caves of a mountainous region.  As 
  part of their society, they dessicate and repurpose slain 
  dreadhawks from inside the dark bowels of their mountain.  
  
  175
  Magic Items
  FlexTable 24: Dreadhawk Visor Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-17
  01-30
  01-25
  31-40
  10
  In the caverns of the northern 
  mountains dwell a giant moth with 
  the ability to see in the dark.
    True.  Doesn’t have much to 
  do with the powers of the visor 
  itself, however.
  18-33
  31-50
  26-40
  41-50
  13
  Giant hawks that live in the deep 
  dark of the mountains are rumored 
  to be pets of the gods themselves.  
  Fearful of wrath, tribes turned slain 
  hawks into magical artifacts.
    True.  Accurate from an 
  historical perspective, but not 
  very descriptive of the visors’ 
  abilities.
  34-50
  51-70
  41-65
  51-55
  14
  Magical headpieces, forged of dead 
  moths, grant the ability to see in 
  darkness, and other powers besides.
    True.  This is 100% accurate, 
  but still a bit vague as to what 
  other abilities are being granted.
  51-67
  71-85
  66-75
  56-60
  16
  Warriors who don magic masks of the 
  mountain tribes gain increased vision 
  and strength.
    True.  
  68-84
  86-93
  76-90
  61-80
  13
  Magic masks from the mountains 
  grant the ability to suck a victim’s 
  soul out of their chest via a 
  dessicated proboscis.
    False.  Not at all accurate.
  85-00
  94-00
  91-00
  81-00
  14
  Evil tribesmen in the north 
  ritualistically kill innocent warriors 
  from rival tribes with the assistance 
  of magic demon masks.
    False.  Well, actually, this 
  may be true, but it has nothing 
  to do with dreadhawk visors or 
  the tribes who created them.
  These headpieces are ceremonial, but also quite useful and 
  powerful magical artifacts.  
  The tribe once owned many dozen of these items, though 
  they are shy as to divulging precisely how many.  Recently, 
  though, a rival tribe of the plains to the south raided the 
  mountain clan’s armory, and made off with more than a 
  dozen dreadhawk visors.
  The ask is simple: retrieve as many visors as possible, and 
  return with them for a reward.  
  As the artifacts were stolen, and as the thieves were of the 
  rival tribe, the mountain clan is not too particular about the 
  manner in which their beloved items are recovered; indeed, 
  one of their number suggests placing an additional bounty 
  on the warriors suspected of the theft, but that approach is 
  deemed too gruesome and ignoble.
    The party may ignore the plea.  The Quest remains 
  active, however, and the PCs may re-engage at any time.
    If the party pursues the rival tribe, they find it to be a 
  medium-sized gang, a few hundred strong, with several 
  dozen of their number warriors.  They are Lawful 
  Evil in nature, and isolationist as well; any outsiders 
  approaching their ranks will be attacked immediately.   
   
  As a result, the PCs will find negotiations or even 
  investigation or research difficult and pointless; the only 
  means of recovering visors from these people is to kill 
  whomever who wears one.   
   
  Once in the domain known to be controlled by the plains 
  tribe, once per hour, 
    2d6 of them will attempt to 
  attack the party in an ambush as they roam.  For each 
  group of attackers, 
    1d4 of them will be wearing the 
  pilfered visors. 
   
  Returning to the mountain tribes at any time, with any 
  number of dreadhawk visors, results in the listed award, 
  per returned visor.  The party is given one visor as a gift 
  upon the first time they return with any number of visors, 
  both as an additional token of thanks as well as to increase 
  the likelihood that the PCs will continue to work in their 
  interests.
  This Quest remains active in perpetuity; the PCs may return 
  with any number of dreadhawk visors at any time.
  
  176
  Magic Items
  Dreadhawk Visor 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 Druid 1
  Druid 6
  Druid 10
  Druid 14
  Size / Aln
  Medium LN  
  Half-Elf
  Medium LN  
  Half-Elf
  Medium LN  
  Half-Elf
  Medium LN  
  Half-Elf
  HP
  10
  43
  69
  92
  Armor 
  Class
  13
  14
  15
  16
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  16 (+3) 
  DEX  13 (+1) 
  CON  14 (+2) 
  INT  9 (+1) 
  WIS  15 (+4) 
  CHA  9 (-1)
  STR  16 (+3) 
  DEX  13 (+1) 
  CON  14 (+2) 
  INT  9 (+2) 
  WIS  17 (+6) 
  CHA  9 (-1)
  STR  16 (+3) 
  DEX  13 (+1) 
  CON  14 (+2) 
  INT  9 (+3) 
  WIS  19 (+8) 
  CHA  9 (-1)
  STR  16 (+3) 
  DEX  13 (+1) 
  CON  15 (+2) 
  INT  9 (+4) 
  WIS  20 (+10) 
  CHA  9 (-1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 14 
  +2 Herbalism Kit
  Passive Perception 16 
  +3 Herbalism Kit
  Passive Perception 18 
  +4 Herbalism Kit
  Passive Perception 20 
  +5 Herbalism Kit
  Languages Common, Druidic, Dwarvish, Elvish
  Attacks
  Melee Dagger +5 (1d4+3)
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+3); 60 ft.’: +5 
  (1d4+3)
  Melee Spear +5 (1d6+3)
  Ranged Spear (Thrown) 20 
  ft.’: +5 (1d6+3); 60 ft.’: +5 
  (1d6+3)
  Melee Dagger +6 (1d4+3)
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+3); 60 ft.’: +6 
  (1d4+3)
  Melee +1 Spear +7 (1d6+4)
  Ranged +1 Spear (Thrown) 
  20 ft.’: +7 (1d6+4); 60 ft.’: 
  +7 (1d6+4)
  Melee Dagger +6 (1d4+3)
  Ranged Dagger (Thrown) 
  20 ft.’: +6 (1d4+3); 60 ft.’: 
  +6 (1d4+3)
  Melee +2 Spear +9 (1d6+5)
  Ranged +2 Spear (Thrown) 
  20 ft.’: +9 (1d6+5); 60 ft.’: 
  +9 (1d6+5)
  Melee Dagger +8 (1d4+3)
  Ranged Dagger (Thrown) 20 
  ft.’: +8 (1d4+3); 60 ft.’: +8 
  (1d4+3)
  Melee +3 Spear +11 (1d6+6)
  Ranged +3 Spear (Thrown) 
  20 ft.’: +11 (1d6+6); 60 ft.’: 
  +11 (1d6+6)
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear
  LN; Medium Humanoid (Half-Elf)
  
  177
  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.
  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 
  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 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Cantrips, Druidic, Ritual 
  Casting, Spellcasting, 
  Spellcasting Focus
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  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, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  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, Darkvision, 
  Fey Ancestry, Languages, 
  Skill Versatility, 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
  Spell-
  casting
  Save DC 12; Spell Atk +4
  1st: charm person; fog 
  cloud
  Save DC 14; Spell Atk +6
  3rd: dispel magic; sleet 
  storm; water breathing
  2nd: flame blade; gust of 
  wind; hold person
  1st: charm person; fog 
  cloud; jump; longstrider
  Save DC 16; Spell Atk +8
  5th: greater restoration; 
  wall of stone
  4th: blight; dominate beast; 
  ice storm
  3rd: dispel magic; sleet 
  storm; water breathing
  2nd: flame blade; gust of 
  wind; hold person
  1st: charm person; fog 
  cloud; jump; longstrider
  Save DC 18; Spell Atk +10
  7th: mirage arcane
  6th: sunbeam
  5th: greater restoration; wall 
  of stone
  4th: blight; dominate beast; 
  ice storm
  3rd: dispel magic; sleet 
  storm; water breathing
  2nd: flame blade; gust of 
  wind; hold person
  1st: charm person; fog 
  cloud; jump; longstrider
  Equipment
  Spear; dagger; hide armor
  +1 Spear; dagger; +1 hide 
  armor
  +2 Spear; dagger; +2 
  hide armor
  +3 Spear; dagger; +3 hide 
  armor
  
  178
  Magic Items
  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.
  
  179
  Magic Items
  Dunnari Promise Choker
    Dunnari Promise Choker (neck)
  Value:  
    2-50 gp / 
    2,500 gp /  
    20,000 gp / 
    60,000 gp
  Weight 1 lb.; Materials leather, gemstones;  
  Nature  
    mundane / 
    magical;  
  Aura 
    none / 
    moderate transmutation; Slot neck
  CL:  
    n/a / 
    6th / 
    10th / 
    14th
  Effect Summary: 
    no magical / mechanical effect
    +1 insight bonus to AC
    +2 insight bonus to AC; +1 Charisma
    +4 insight bonus to AC; +2 Charisma
  Description
  Largely a ceremonial item, the choker is a cultural device 
  commonly used to signify the betrothal of one to another.  
  The device itself is unisex, though typically the styling used 
  for a particular item will reflect the gender and personality 
  of the wearer and/or their intended.  Cheap iterations are 
  simple wound leather echoes of the traditional expensive 
  versions reserved historically for those of high rank or 
  extreme wealth.
  Of late, and extremely rarely in the past, promise chokers 
  have been imbued with magic to additional effect beyond 
  simple social signalling.  Protection charms, wards, and 
  detection spells are common in such uses.  The newly 
  wealthy may also grant their garments illusory effects to 
  enhance certain cosmetic aspects of the wearer... though 
  such applications are often viewed upon with disfavor by the 
  entrenched nobility.
  Effect
  The predominance of dunnari promise chokers were 
  constructed simply as well-crafted, beautiful ornamentation, 
  with no built-in abilities as such.  The social connotation of 
  being promised to another is the central focus of these items; 
  indeed, the basic concept is easily executed even on the most 
  stringent of budgets.  A simple loop of rope, adorned with a 
  flower, still serves as a straightforward, although mundane, 
  veraion of these devices.
  Of course, such approaches lack mechanical benefit in terms 
  of gameplay.  More advanced versions offer a slight bonus to 
  AC, and 
    Advanced and 
   Elite iterations offer a boost to 
  Charisma as well.
  These bonuses are automatic, cannot be suppressed, and 
  function at all times when the device is worn about the neck.  
  Looping a dunnari promise choker about any other part of the 
  body may serve as a means of carrying the item, but it will 
  not enable these magical effects.
  Higher-end versions with these powers were crafted by 
  the wealthy, only in the past generation or so, and are 
  oft frowned upon as too “noveau riche” by those with 
  established legacies and power.
  Synergy & Sets
  None.  Dunnari promise chokers are standalone items, and 
  do not gain further benefit or effects from use alongside any 
  other specific equipment.
  Discovery
  Dunnari promise chokers are for sale in many clothing and 
  jewelry shops, and even in flower shops as well.  
  Since the core concept is so easy to execute, flavors of the 
    Low version of these devices are for sale in virtually 
  any establishment with a mercantile connection to love, 
  marriage, or ceremony.  
  Even churches offer them as a token of binding, though 
  typically these iterations will feature imagery of the faith 
  prominently.
  More advanced versions with powers are always described 
  by sellers, as this is the only conceivable way that someone 
  would part with more than a hundred gold or so for a piece 
  of ornamentation.
  Mundane chokers may show up in lovelorn places, torn and 
  cast off by those who have broken with their betrothed for 
  any number of reasons.  Under bridges, on tavern floors, or 
  in alleys behind brothels, one might find a handful of chokers 
  discarded by those who have lost faith.
  Ubiquity
  Dunnari promise chokers are quite common in Aquilae, most 
  notably among the young, who will wear them for up to a 
  few years between when they fall in love and when they 
  
  180
  Magic Items
  actually marry in ceremony.  
  Even after marrying, some sentimental sorts will keep 
  wearing their promise choker.
  Some couples will wear the items together; in other 
  scenarios, only one of the two of a pair will don one.  Neither 
  custom is “correct” or even truly preferred, and both 
  approaches are widely accepted.
  It’s not uncommon for someone to wear a choker for a 
  duration, and then take it off, if they break up with their 
  intended.  It is considered the worst sort of bad luck to reuse 
  a choker once this occurs, however; used magical iterations 
  often therefore sell for a fraction of their full value.
  The only case in which re-using a dunnari promise choker 
  is acceptable is if one is passed down from one’s parents or 
  other guardian; as the custom goes back centuries, there 
  are chokers which have served as symbols of devotion for a 
  dozen generations in some cases.
  Notoriety
  There is zero social stigma to wearing a dunnari promise 
  choker, other than the expectation that it implies a social 
  signal of one’s involvement.
  Quirks of Ownership
  As the item is a non-sentient, and in many costs non-magical, 
  item, and not an artifact or relic, it exerts no particular will 
  or influence on its owner or wielder.  
  Other than implying social circumstances, a dunnari promise 
  choker has no other quirks or impacts.
  History & Background
  Rumors differ as to the origins of the very first dunnari 
  promise choker.
  One version claims that it was “forged” from the hand of a 
  delicate maiden, sitting in a field; as she idly played with 
  wildflowers, her hands twined stems to form a decoration 
  which she later gave to her lower at the time.  The couple’s 
  friends took notice, thought the custom adorable, and many 
  others soon followed suit.
  Another, perhaps darker, tale, describes a prince, promised 
  at a young age to a much older and decrepit noblewoman 
  for political reasons.  Aghast, the young lad fashioned the 
  first choker, affixing it to himself as a symbol of what he 
  considered to be enslavement.  His parents were horrified 
  at the reaction, but decided to pay it no mind, assuming that 
  as he matured, he would appreciate the role politics has in a 
  nobleman’s life.
  Unfortunately for the parents, the boy had attached the 
  choker too tightly.  As he grew in the following two years, 
  he stuck to his perspective, never taking the device off.  He 
  was never a thin lad to begin with, and as he went through a 
  growth spurt, the choker eventually grew into his neck, and 
  ended up suffocating him in his sleep a few months before he 
  came of age and would have married the noblewoman.
  It would seem that any moral involved in this version of the 
  item’s origin is in stark contrast to the intended symbolism 
  of the jewelry.  Despite the horrific and deadly nature of the 
  tale, however, it took root, and to this day, there is a certain 
  dark humor to the use of dunnari promise chokers.
  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 Charisma 
  (Persuasion) 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 dunnari promise choker 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 dunnari promise choker, 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.
  Table 27: Dunnari Promise Choker Flavors
  Difficulty Band
  Prefix
  AC Insight Bonus
  Charisma Bonus
    Low
  Lesser
  -
  -
    Moderate
  Lesser
  +1
  -
    Advanced
  Greater
  +2
  +1
    Elite
  Greater
  +4
  +2
  
  181
  Magic Items
  • 
    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 dunnari 
  promise choker into your gaming sessions beyond simply “the 
  shopkeep says she has the best dunnari promise chokers”, 
  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 dunnari promise 
  choker.
  Paladins & Clerics
  Faith-based classes would likely have a strong respect for 
  these items, used as they are in ceremony to join souls.  As 
  a result, they might easily be persuaded to retrieve lost 
  dunnari promise chokers, or to deliver them to farway 
  fiances.
  Rogues
  Rogues might pilfer a magical iteration of these devices.  
  However, as almost every single dunnari promise choker is 
  individually crafted and special, it can be difficult to fence 
  them, even more advanced versions that confer benefits.
  Martial Characters
  Charisma and a slight AC bonus are worthwhile benefits 
  to most martial classes; however, at higher levels, there is 
  likely to be a much better option for the neck slot.
  Arcane Classes
  Sorcerers and those whose powers rely on Charisma are 
  likely to derive a great deal of use from these devices.
  Monks, Rangers, and Druids
  To the extent to which these classes have no better neck-
  slotted offering, an advanced dunnari promise choker may be 
  a useful item.
  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.
  To Thee, My Beloved
  The PCs are asked to deliver a dunnari promise choker to the 
  intended fiancee of a middling merchant prince.
  This forms the basis of the Quest described 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 high-
  level dunnari promise choker from a current user, 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.
  A Symbol of Our Love
  The party is asked to retrieve a lost dunnari promise choker.  
  Distraught over is loss, the couple in question has begun 
  to evaluate their pairing; one of the couple’s parents have 
  begun to fear that without the return of this particular 
  choker, the marriage is likely in jeopardy.
  Quests
  Another, more thorough, means of introducing a dunnari 
  promise choker 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: Though Ye Be Afar
    Summary: The PCs are tasked with delivering a dunnari 
  promise choker to someone’s intended lover, far away.
    Rewards:  
    150 gp / 
    500 gp / 
    1,500 gp / 
    
  5,000 gp (promised); up to 
    2 Reward Stars.
    Locations: Any; taverns or alcohol-based locations work 
  best.
    Key NPCs: Any.
    Kickoff: Random Encounter.
    Description:
  In an inn, tavern, or other alcohol-fueled circumstance, the 
  PCs find a somewhat well-dressed but dishelved man in his 
  early 20s.  His every aspect screams that he is depressed, 
  and his anguished, loud sighs fill the room.  Unless the PCs 
  leave, it’s almost inevitable that they will speak with him.
  It turns out, he is in love, which explains much of his 
  demeanor immediately.  He’s the son of a merchant of 
  middling success, and on a trip last year to a somewhat 
  faraway city, he fell in love with a woman over the course of 
  
  182
  Magic Items
  FlexTable 25: Dunnari Promise Choker Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-17
  01-30
  01-25
  31-40
  10
  Across the land, custom 
  dictates that marriages must 
  first involve a binding ring or 
  other band.
    True.  Lacks much information 
  about the choker itself.
  18-33
  31-50
  26-40
  41-50
  13
  Most couples go through a 
  period of commitment before 
  marriage, during which they 
  wear a token of their decision.
    True.  Again, accurate in terms of 
  what happens socially, but does not 
  describe the choker well.
  34-50
  51-70
  41-65
  51-55
  14
  A promise choker is a symbol 
  of emotional commitment... 
  and certain versions may 
  even imbue the wearer with 
  additional powers.
    True.  This is 100% accurate, but 
  still a bit vague as to what abilities are 
  being granted.
  51-67
  71-85
  66-75
  56-60
  16
  The betrothed of the wealthy 
  may become more beautiful 
  and impervious by virtue of 
  a symbolic token they don to 
  represent their commitment.
    True.  This is very close to a 
  complete description of advanced forms 
  of the dunnari promise choker.
  68-84
  86-93
  76-90
  61-80
  13
  Although socially a positive, 
  some promise chokers are 
  cursed to reverse the emotions 
  of the wearer.
    False.  Could be a rumor spread by 
  a wronged lover.
  85-00
  94-00
  91-00
  81-00
  14
  Those who wear a promise 
  choker as a symbol of being 
  engaged, and then cheat, will 
  be strangled by the device.
    False.  This likely stems from the 
  darker version of the item’s origin 
  story, and perhaps from the dark 
  wishes of those emotionally wronged.
  a long weekend.  Desperate to see her again, he has tried and 
  schemed to concoct an excuse to visit her city, but has been 
  unable to do so.
  Finally, his emotion has reached its climax: he wants 
  to propose to her, or at least to commit to her, and has 
  purchased a dunnari promise choker, which he shows the PCs.  
  He had it crafted specifically for his beloved.
  Desperate, he asks the PCs to deliver the choker, and to ask 
  for her commitment on his behalf.  He’s certain that if he is 
  connected in this semi-formal manner, custom will dictate 
  to his father to take another trip, and in so doing, cement his 
  connection to his intended.
  As this scheme is his own, and not of his father’s intent, 
  he has but little to offer, but every penny remaining of his 
  savings is the party’s if they but aid his lovelorn quest.
    Ruthless PCs may take the choker and ignore the Quest.  
  That’s cold, even for evil PCs, but if it’s in keeping with 
  their character, it may be worth 
    1 Reward Star. at the 
  GM’s discretion, and of couse they keep the choker.
    Good-aligned PCs will have little choice but to do as the 
  man requests, and make the delivery.  The delivery itself 
  is not challenging, but getting there is: it’s a city several 
  days’ journey away.  Once in town, they have no problem 
  finding the cited address: it is a barracks.  It turns out 
  that the woman they are seeking is the daughter of a 
  wealthy noble, and she had given this man the address 
  of a barracks out of fear for others finding her, or of him 
  loving her only for her money.   
   
  The PCs soon meet with her, and it turns out that she, 
  too, has felt similarly.  She takes the choker gladly, 
  tearfully, and puts it on with relish.  The princess thanks 
  the PCs, and gives them a sum ten times what her newly-
  betrothed had promised them.
  This Quest terminates only when the delivery is made; the 
  two lovers are meant to be, and will wait in this condition 
  until they are committed to each other formally.
  
  183
  Magic Items
  Dunnari Promise Choker 
  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 Rogue 1
  Rogue 6
  Rogue 10
  Rogue 14
  Size / Aln
  Medium LN  
  Elf (High)
  Medium LN  
  Elf (High)
  Medium LN  
  Elf (High)
  Medium LN  
  Elf (High)
  HP
  7
  26
  44
  57
  Armor 
  Class
  13
  13
  15
  17
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  7 (-2) 
  DEX  14 (+4) 
  CON  9 (-1) 
  INT  16 (+5) 
  WIS  13 (+1) 
  CHA  16 (+3)
  STR  7 (-2) 
  DEX  14 (+5) 
  CON  9 (-1) 
  INT  16 (+6) 
  WIS  13 (+1) 
  CHA  18 (+4)
  STR  7 (-2) 
  DEX  16 (+7) 
  CON  9 (-1) 
  INT  16 (+7) 
  WIS  13 (+1) 
  CHA  20 (+5)
  STR  7 (-2) 
  DEX  18 (+9) 
  CON  9 (-1) 
  INT  16 (+8) 
  WIS  13 (+1) 
  CHA  20 (+5)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 15 
  Armor - Disadvantage on 
  Stealth 
  +4 Thieves’ Tools
  Passive Perception 17 
  Armor - Disadvantage on 
  Stealth 
  +6 Thieves’ Tools
  Passive Perception 19 
  Armor - Disadvantage on 
  Stealth 
  +8 Thieves’ Tools
  Passive Perception 21 
  Armor - Disadvantage on 
  Stealth 
  +10 Thieves’ Tools
  Languages Common, Dwarvish, Elvish
  Attacks
  Melee Dagger +4 (1d4+2)
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2)
  Ranged Sling ) --> 30 ft.’: 
  -6 (1d4+2); 120 ft.’: -6 
  (1d4+2)
  Melee +1 Dagger +6 
  (1d4+3)
  Ranged +1 Dagger (Thrown) 
  20 ft.’: +6 (1d4+3); 60 ft.’: 
  +6 (1d4+3)
  Ranged Sling ) --> 30 ft.’: 
  -5 (1d4+2); 120 ft.’: -5 
  (1d4+2)
  Melee +2 Dagger +9 
  (1d4+5)
  Ranged +2 Dagger (Thrown) 
  20 ft.’: +9 (1d4+5); 60 ft.’: 
  +9 (1d4+5)
  Ranged Sling ) --> 30 ft.’: 
  -3 (1d4+3); 120 ft.’: -3 
  (1d4+3)
  Melee +3 Dagger +12 
  (1d4+7)
  Ranged +3 Dagger (Thrown) 
  20 ft.’: +12 (1d4+7); 60 ft.’: 
  +12 (1d4+7)
  Ranged Sling ) --> 30 ft.’: -1 
  (1d4+4); 120 ft.’: -1 (1d4+4)
  Special
  -
  -
  -
  -
  LN; Medium Humanoid (Elf)
  
  184
  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.
  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.
  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.
  Expertise At 1st level, choose two of your skill proficiencies, or one of 
  your skill proficiencies and your proficiency with thieves’ tools. Your 
  proficiency bonus is doubled for any ability check you make that uses 
  either of the chosen proficiencies. At 6th level, you can choose two more 
  of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
  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 4.
  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
  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
  Special 
  Qualities
  Ability Score Increase, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Expertise, Sneak 
  Attack, Thieves’ Cant
  Ability Score Increase, Ability 
  Score Increase, Cantrip, 
  Darkvision, Elf Weapon 
  Training, Extra Language, 
  Fey Ancestry, Keen Senses, 
  Languages, Trance, 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, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, 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, Cantrip, 
  Darkvision, Elf Weapon 
  Training, Extra Language, 
  Fey Ancestry, Keen Senses, 
  Languages, Trance, 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; sling; sling 
  bullets (20x); padded 
  armor
  +1 Dagger; sling; sling 
  bullets (20x); leather 
  armor
  +2 Dagger; sling; sling 
  bullets (20x); +1 leather 
  armor
  +3 Dagger; sling; sling 
  bullets (20x); +2 leather 
  armor
  
  185
  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.
  
  186
  Magic Items
  Dunnari Royal Headpiece
    Dunnari Royal Headpiece (headband)
  Value:  
    1,500 gp / 
    3,500 gp /  
    5,500 gp / 
    10,500 gp
  Weight 2 lbs.; Materials leather, gemstones; Nature 
    mundane, 
    magical; Aura 
    moderate 
  transmutation; Slot headband
  CL:  
    4th / 
    8th / 
    10th / 
   14th
  Effect Summary: 
    none
    +1 competence bonus to Charisma (Persuasion) checks
    +4 competence bonus to Charisma (Persuasion) checks
    +8 competence bonus to Charisma (Persuasion) checks
  Description
  A somewhat simple leather headwrap, this crownlike device 
  denotes royal status within the faction.  
  The gem centered above the forehead of the wearer, as well 
  as the swatch of colored leather underneath, denote the rank 
  of the bearer.
  Effect
  Although politically very significant, and although most 
  are indeed magical, dunnari royal headpieces are primarily 
  signifiers of rank, and not repositories of magical energies.
  Those wearing 
    Low-tier headpieces benefit simply from 
  the explicit and passive communication of their rank.  These 
  mundane devices may be important and well-crafted, even 
  beautiful, and coveted; however, they lack magical abilities.
  All other versions of the headpiece grant a competence bonus 
  as listed to 
    Charisma (Persuasion) skill checks made 
  while wearing the device.  This bonus is automatic, requiring 
  no trigger, and cannot be supressed.  Those affected by 
  this benefit view the wearer as a source of leadership, 
  inspiration, and wisdom; their words are interpreted as 
  orders, even if worded as mere suggestions.
  All iterations of dunnari royal headpieces may have a variety 
  of jewels embedded in the center, and/or about the sides of 
  the device.  The value and construction costs listed should be 
  interepreted as representative of a median device; some may 
  be lower, and others may be much higher, in value, owing to 
  differences in the gemstones used.  
  Regardless of inherent value, however, the items all share 
  the same profile from a game mechanics perspective.
  Synergy & Sets
  None.  Dunnari royal headpieces are standalone items, and 
  do not gain further benefit or effects from use alongside any 
  other specific equipment.
  Discovery
  These items are ceremonial, political, and are as much a 
  token of station within Druidic, Elven, and Ranger ranks as 
  uniforms or formal rank insignia.  
  Upon elevation or promotion to a worthy rank, each noble, 
  merchant, warrior, or other citizen typically has a a dunnari 
  royal headpiece commissioned for them specifically.  Upon 
  its completion, it is placed atop the recipient’s head in a 
  ceremony; even during a war or other circumstance in which 
  ritual is often challenging, time is made.  
  Recipients usually wear the headpiece at all times, removing 
  it to sleep or bathe as circumstances dictate.
  Upon death, exile, or other fell incident, an owner’s 
  headpiece is taken back into the armory, and is either passed 
  down to an heir (if the original recipient died) or, in less 
  favorable circumstances, melted down to form a bust, a grim 
  reminder of the betrayal.
  Additionally, great bounties are often paid for recovery of 
  these artifacts from the hands of those who took them from 
  battles or fights.  Turning one in voluntarily may also garner 
  a cash reward or the sizeable gratitude of those to whom it is 
  returned.
  As a result, it is rare to find a headpiece that is not actively 
  owned and worn by its recipient.  They might be pilfered 
  from bedstands in the night, or retrieved from enemies 
  following battle, but in the eyes of the leadership who 
  commissioned and bestowed the item, ownership remains 
  with the slain or slumbering.
  
  187
  Magic Items
  Ubiquity
  Dunnari royal headpieces are exceedingly rare outside of 
  “legitimate” circles in which they are created and given.  
  With certain extremely rare exceptions, all headpieces found 
  “in the wild” are likely in transit, either being ferried to the 
  battlefront as a gift to a worthy warrior, or en route back to 
  the Enclave for a somber return.
  Those exceptional cases are typically in recognition for a 
  major debt owed the recipient by the Enclave—saving the life 
  of a Council Elder, for instance.  
  Even in those circumstances where one from outside the 
  Enclave’s elite owns a headpiece legitimately, they typically 
  shy away from wearing them in public outside of ceremony 
  or official visits.
  Notoriety
  They are designed to be noteworthy, and as such, even those 
  unaccustomed to seeing them will take interest upon seeing 
  one worn.
  For those familiar with their use and customs surrounding 
  them, a PC wearing one in public will face one of two 
  outcomes: favorably, the onlooker will assume the wearer 
  is a noble or has rendered some great favor unto the Druid 
  Enclave community.  
  Unfavorably, they will assume the device was stolen or 
  otherwise come by illegally.
    In game terms, owning a dunnari royal headpiece could 
  be a lightning rod for subsequent Quests or plotlines 
  involving the Druid Enclave—indeed, coming across 
  one could be a fascinating means of introdcution to the 
  setting.
  Quirks of Ownership
  As the headpiece 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, a dunnari royal headpiece has no other quirks 
  or impacts.
  History & Background
  The first dunnari royal headpieces were means of showcasing 
  wealth to others in elite meetings, and were often little 
  more than bands of silve embedded with the most prominent 
  gemstones owned by the wearer’s house.
  As time wore on, and the Druid Enclave gained in power, 
  notoriety, and wealth, elites began to commission special 
  versions.  
  The renderings grew ever more ornate, and inevitably, some 
  with greater means began to imbue them with a modicum 
  of magical power.  Not too much, lest the items be deemed 
  a weapon, but just a little edge, judged to be in line with the 
  rank that the owner possessed.
  Culturally, there is an unspoken set of rules that guide which 
  ranks and which personalities are considered “appropriate” 
  to wear which versions.  A sergeant-at-arms in the militia, 
  for example, should never wear an 
    Elite Dunnari Royal 
  Headpiece, even if she was the most powerful warrior in a 
  thousand years.
  These societal norms change from year to year.  One year, for 
  example following a great and successful battle, the military 
  will be in vogue, and those of lower rank allowed to wear 
  more powerful headpieces.  The next year, perhaps following 
  a very profitable season, merchants will be granted largesse.
  In some extreme cases, these fluxes occasionally get to the 
  point where someone granted a headpiece last year must turn 
  it in, in order to receive a greater or lesser iteration.
  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 Charisma 
  (Persuasion) in this manner; the DC listed applies equally to 
  either of these skills.  Alternately, a PC may use Knowledge 
  (History), with no penalty, so long as the History of which 
  the checker is aware is somewhat proximate to the Druid 
  Enclave, as the dunnari royal headpiece is somewhat 
  location-bound.
  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 dunnari royal headpiece, 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 28: Dunnari Royal Headpiece Flavors
  Difficulty Band
  Prefix
  Charisma (Persuasion) 
  Bonus
    Low
  Lesser
  -
    Moderate
  Lesser
  +1
    Advanced
  Greater
  +4
    Elite
  Greater
  +8
  
  188
  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 dunnari royal 
  headpiece into your gaming sessions beyond simply “the 
  ranger drops a nifty-looking headband”, 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 dunnari royal 
  headpiece.
  Paladins & Clerics
  These classes, typically steeped in ritual and symbolism, 
  would likely wish to help return stolen headpieces to their 
  rightful owners or leadership.
  Rogues
  Of course, Rogues are obvious choices to pilfer a dunnari 
  royal headpiece, but consider a more interesting angle: for 
  example, a Bard might steal one, only to return it and claim 
  that she recovered it from a thief, simply to gain favor with 
  the owner and gain access to his influence.
  Martial Characters
  Charisma (Persuasion) is not often a strong suit of these 
  classes, and a stolen headband that might not even be 
  magical may seem a bit pointless for these types.
  That said, they are solid candidates to receive a dunnari royal 
  headpiece for battlefield prowess.
  Arcane Classes
  Some arcanists, particularly those relying upon Charisma to 
  fuel their powers, might greatly benefit from the influence a 
  magical iteration of a dunnari royal headpiece provides.
  Monks, Rangers, and Druids
  Druids, of course, might feel a moral or collective obligation 
  to return stolen headpieces if they become aware of the 
  tradition.  Monks, Rangers, and Druids alike might also 
  benefit from the boons of magical versions, but only 
  inasmuch as their talents already lean that way.
  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.
  Create and Pilfer
  In this scenario, the PCs are tasked with stealing a dunnari 
  royal headpiece right after it has been created.
  This 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 
  dunnari royal headpiece 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.
  Danger in Transit
  As headpieces are typically forged, then delivered to the 
  recipient or their leadership, there tends to be ample 
  opportunity in between these two events for thieves to 
  intercept the item.
  The PCs may be involved in two different ways during this 
  stage of the item’s development: they might be commissioned 
  by the Druid Enclave, or the forgers themselves, to defend a 
  caravan or courier.  
  Alternately, they may be contracted by a third party to steal 
  the dunnari royal headpiece while it is in transit.
  Quests
  Another, more thorough, means of introducing a dunnari 
  royal headpiece 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: Fresh from the Forge
    Summary: The PCs are asked to steal a dunnari royal 
  headpiece right after it has been forged.
    Rewards:  
    500 gp / 
    1,500 gp / 
    5,500 gp / 
    
  13,500 gp (promised); up to 
    2 Reward Stars; dunnari 
  royal headpiece
    Locations: Any.
    Key NPCs: Any.
    Kickoff: Random Encounter.
    Description:
  A shady-looking underword broker—perhaps one the PCs are 
  already familiar with—approaches the party and asks them if 
  they are interested in an opportunity.  
  The underworld broker tells them that a dunnari royal 
  headpiece is being forged at a blacksmith not too far from 
  here.  To defend against possible thieves, guards have been 
  
  189
  Magic Items
  FlexTable 26: Dunnari Royal Headpiece Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-17
  01-30
  01-25
  31-40
  10
  Druid society grants a decorative 
  headpiece to those deserving of respect.
    True.  Lacks much 
  information about the 
  headpiece itself.
  18-33
  31-50
  26-40
  41-50
  14
  Rangers, merchants, nobles, elders, and 
  warriors may all receive a dunnari royal 
  headpiece, which signifies their rank 
  and influence.  These items are forged 
  individually for the worthy person.
    True.  Again, accurate 
  in terms of what happens 
  socially, but does not 
  describe the headpiece’s 
  abilities well.
  34-50
  51-70
  41-65
  51-55
  15
  Circlets denoting rank and respect may 
  also possess magical properties.
    True.  This is 100% 
  accurate, but still a bit vague 
  as to what abilities are being 
  granted.
  51-67
  71-85
  66-75
  56-60
  16
  Those gifted with advanced forms 
  of royal headpieces gain even more 
  influence in interpersonal conversations.
    True.  This is very close 
  to a complete description 
  of advanced forms of the 
  dunnari royal headpiece.
  68-84
  86-93
  76-90
  61-80
  11
  Politicos lording their power over others 
  may soon lose their minds to the diadems 
  which grant them influence.
    False.  There is no 
  magical disadvantage to 
  wearing a headpiece.
  85-00
  94-00
  91-00
  81-00
  13
  Royal headpieces are actually mind-
  control devices, jeweled and gifted 
  to Druid leaders by an ancient race 
  underground who seek to control the 
  Enclave.
    False.  This is entirely 
  untrue.
  stationed, but only two.
  The contract is simple: steal the headpiece after construction 
  is complete.  The PCs must return the item to the broker, 
  who will verify its authenticity; if legit, the party will benefit 
  from the cash reward described above.
  This mission is being financed by an unknown third party, 
  who mainly wishes to deny the dunnari royal headpiece 
  from its intended recipient out of spite and revenge.  The 
  headpiece itself would actually be something of a lightning 
  rod, and an obvious admission of guilt, should the authorities 
  discover it in the third party’s possession.
  As a result, the PCs are welcome to keep the pilfered item 
  once it has been verified by the broker.
    If the party ignores the opportunity, or has moral 
  objections to the task, it will be carried out by someone 
  else, and this Quest will terminate in a week.
    A Good-minded party might consider defending the 
  blacksmith themselves, or informing the smith or the 
  guards as to the intent of the broker.  Although damaging 
  to any relationship the party has to the broker and the 
  criminal element of the city, they will be rewarded by 
    
  2 Reward Stars.  Taking this approach cannot gain them 
  the headpiece, however.  The GM should also consider 
  making the party defend against waves of thieves or 
  brigands.
    If the party agrees, they have a few options, the 
  challenge and skill of which is left to the GM.  Note that 
  any of these approaches implies certain things about 
  the PCs’ character and alignment; as always, the GM is 
  encouraged to only grant 
    Reward Star rewards in 
  cases where the action matches the character. 
   
  They can stake out the blacksmith, waiting until the item 
  is forged, and then slay the guards.  This will grant them 
  the headpiece and the listed reward if they return it to the 
  broker, and 
    1 Reward Star. 
   
  Alternately, they can attempt to stealth in and take the 
  completed item from its box in the warehouse adjoining 
  the blacksmith.  This requires a 
    Stealth check for 
  each participating PC, of DC appropriate to the level of 
  difficulty of the PCs: 
    16 / 
    20 / 
    22 / 
    25.  
  Failure by any character means the guards have detected 
  them; the PCs must either flee empty-handed, or defeat 
  the guards.  Successfully stealthing into the warehouse 
  and pilfering the item grants the PCs the money reward, 
  the headpiece, and 
    2 Reward Stars. 
   
  Finally, the PCs can intercept the item in transit.  This 
  requires a 
    Tracking / Survival check for one 
  participating PC: 
    14 / 
    16 / 
    18 / 
    21.  Once 
  the caravan is located, the party must take out a number 
  of guards to secure the item.  The reward is the money, 
  headpiece, and 
    1 Reward Star. 
  
  190
  Magic Items
  Dunnari Royal Headpiece 
  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 Druid 1
  Druid 6
  Druid 10
  Druid 14
  Size / Aln
  Medium TN  
  Elf (High)
  Medium TN  
  Elf (High)
  Medium TN  
  Elf (High)
  Medium TN  
  Elf (High)
  HP
  7
  20
  31
  48
  Armor 
  Class
  12
  14
  16
  18
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  9 (-1) 
  DEX  13 (+1) 
  CON  9 (-1) 
  INT  14 (+4) 
  WIS  15 (+4) 
  CHA  13 (+1)
  STR  9 (-1) 
  DEX  15 (+2) 
  CON  9 (-1) 
  INT  14 (+5) 
  WIS  15 (+5) 
  CHA  13 (+1)
  STR  9 (-1) 
  DEX  17 (+3) 
  CON  9 (-1) 
  INT  14 (+6) 
  WIS  15 (+6) 
  CHA  13 (+1)
  STR  9 (-1) 
  DEX  19 (+4) 
  CON  9 (-1) 
  INT  14 (+7) 
  WIS  15 (+7) 
  CHA  13 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 14 
  +2 Herbalism Kit
  Passive Perception 15 
  +2 Herbalism Kit
  Passive Perception 16 
  +4 Herbalism Kit
  Passive Perception 17 
  +5 Herbalism Kit
  Languages Common, Druidic, Dwarvish, Elvish
  Attacks
  Melee Dagger +3 (1d4+1)
  Ranged Dagger (Thrown) 20 
  ft.’: +3 (1d4+1); 60 ft.’: +3 
  (1d4+1)
  Melee Spear +3 (1d6+1)
  Ranged Spear (Thrown) 20 
  ft.’: +3 (1d6+1); 60 ft.’: +3 
  (1d6+1)
  Melee Dagger +5 (1d4+2)
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+1); 60 ft.’: +5 
  (1d4+2)
  Melee +1 Spear +6 (1d6+3)
  Ranged +1 Spear (Thrown) 
  20 ft.’: +6 (1d6+3); 60 ft.’: 
  +6 (1d6+3)
  Melee Dagger +7 (1d4+3)
  Ranged Dagger (Thrown) 
  20 ft.’: +7 (1d4+3); 60 ft.’: 
  +7 (1d4+3)
  Melee +2 Spear +9 (1d6+5)
  Ranged +2 Spear (Thrown) 
  20 ft.’: +9 (1d6+5); 60 ft.’: 
  +9 (1d6+5)
  Melee Dagger +9 (1d4+4)
  Ranged Dagger (Thrown) 20 
  ft.’: +9 (1d4+4); 60 ft.’: +9 
  (1d4+4)
  Melee +3 Spear +12 (1d6+7)
  Ranged +3 Spear (Thrown) 
  20 ft.’: +12 (1d6+7); 60 ft.’: 
  +12 (1d6+7)
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Dagger, Dart, Javelin, Longbow, Longsword, Mace, Quarterstaff, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear
  TN; Medium Humanoid (Elf)
  
  191
  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.
  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.
  Circle Spells Your mystical connection to the land infuses you with the 
  ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access 
  to circle spells connected to the land where you became a druid. Choose 
  that land-arctic, coast, desert, forest, grassland, mountain, swamp, or 
  Underdark-and consult the associated list of spells. Once you gain access 
  to a circle spell, you always have it prepared, and it doesn’t count against 
  the number of spells you can prepare each day. If you gain access to a 
  spell that doesn’t appear on the druid spell list, the spell is nonetheless a 
  druid spell for you.
  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: 15. 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 
    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, Druidic, 
  Ritual Casting, Spellcasting, 
  Spellcasting Focus
  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, 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, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, 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, Ability Score 
  Increase, Cantrip, Darkvision, 
  Elf Weapon Training, Extra 
  Language, Fey Ancestry, Keen 
  Senses, Languages, Trance, 
  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
  Spell-
  casting
  Save DC 12; Spell Atk +4
  1st: faerie fire; fog cloud
  Save DC 13; Spell Atk +5
  3rd: conjure animals; plant 
  growth; wind wall
  2nd: flaming sphere; gust of 
  wind; spike growth
  1st: faerie fire; fog cloud; 
  healing word; thunderwave
  Save DC 14; Spell Atk +6
  5th: antilife shell; tree stride
  4th: blight; conjure 
  woodland beings; dominate 
  beast
  3rd: conjure animals; plant 
  growth; wind wall
  2nd: flaming sphere; gust 
  of wind; spike growth
  1st: faerie fire; fog cloud; 
  healing word; thunderwave
  Save DC 15; Spell Atk +7
  7th: mirage arcane
  6th: conjure fey
  5th: antilife shell; tree stride
  4th: blight; conjure 
  woodland beings; dominate 
  beast
  3rd: conjure animals; plant 
  growth; wind wall
  2nd: flaming sphere; gust of 
  wind; spike growth
  1st: faerie fire; fog cloud; 
  healing word; thunderwave
  Equipment
  Dagger; spear; leather 
  armor
  Dagger; +1 spear; 
  studded leather armor
  Dagger; +2 spear; +1 
  studded leather armor
  Dagger; +3 spear; +2 
  studded leather armor
  
  192
  Magic Items
  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 
  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.
  
  193
  Magic Items
  Dunnari Royal Leather
    Dunnari Royal Leather (armor)
  Value:  
    1,200 gp / 
    4,200 gp /  
    18,000 gp / 
    35,000 gp
  Weight 15 lbs.; Materials leather; Nature magical; Aura 
  moderate transmutation (polymorph); Slot armor (light)
  CL:  
    4th / 
    10th / 
    12th / 
    16th
  Effect Summary: 
    +2 armor bonus; +6 max dex bonus; 0 armor check 
  penalty; 10% arcane spell fail chance; +1 competence 
  bonus to Perception checks
    +3 armor bonus; +5 max dex bonus; -1 armor check 
  penalty; 15% arcane spell fail chance; +3 competence 
  bonus to Perception checks
    +3 armor bonus; +2 insight bonus to AC; +5 max dex 
  bonus; -1 armor check penalty; 15% arcane spell fail 
  chance; +1 insight bonus to Dexterity; +5 competence 
  bonus to Perception checks
    +3 armor bonus; +4 insight bonus to AC; +5 max dex 
  bonus; -1 armor check penalty; 15% arcane spell fail 
  chance; +2 insight bonus to Dexterity; +8 competence 
  bonus to Perception checks
  Description
  These sets of lightweight, flexible leather armor are the 
  standard worn by militants in the Dunnari kingdom.  Speed, 
  stealth, and skill are the tennets of their martial style, and 
  this armor supports this approach well. 
  Ordinary versions of this armor are adroned simply, with 
  filligree or embroidery in the leather.  Whorls and runes and 
  gems can embellish more expensive suits, granting bonuses 
  to Dexterity and skill.  The most advanced versions provide 
  arcane shielding and even divine protection.
  Effect
  Dunnari royal leather behaves much like normal leather 
  armor.  All versions incorporate a passive competence bonus 
  to 
    Perception skill checks as noted.
  In addition, 
    Advanced and 
    Elite iterations grant an 
  insight bonus to AC which stacks with the armor bonus 
  granted.  Wearers of these versions also benefit from an 
  insight bonus to Dextrity as listed.
  All effects of dunnari royal leather are automatic, require 
  no activation or trigger, and cannot be suppressed while the 
  armor is worn.
  Synergy & Sets
  None.  Dunnari royal leather suits are standalone items, and 
  do not gain further benefit or effects from use alongside any 
  other specific equipment.
  Discovery
  These armors are normally worn exclusively by military or 
  militia in the charge of the Druid Enclave.  Thus they will 
  almost always be discovered on the body of a slain militant 
  in this context.
  Nearly every suit of dunnari royal leather is actively in use; 
  the Enclave is not in the habit of producing suits in excess 
  of the demand currently implied by the forces actively 
  conscripted.
  Dunnari royal leather may in extremely rare situations be 
  discovered unused in a vault or armory; these have typically 
  been stolen, taken from the murdred bodies of warriors, or 
  commissioned on the black market from blacksmiths and 
  wizards of corruptible nature.
  Ubiquity
  Dunnari royal leather is standard issue for advanced or 
  sufficiently ranked units in the Druid Enclave militia.  
  Surrounding areas may also see their use, almost always in 
  the defense of the Enclave.
  Outside this context, it is extremely rare to see the armor.
  Notoriety
  Those with any exposure to, travel near, or hailing from 
  the area surrounding the Druid Enclave will immediately 
  recognize the armor on sight.  They will assume the wearer 
  is part of the armed forces; if circumstances (other garb, 
  behavior or demeanor) suggest otherwise, they may 
  even inform local law enforcement, security, or military 
  
  194
  Magic Items
  authorities, particularly if they are somewhat near the 
  Enclave.
    In game terms, owning a suit of dunnari royal leather 
  could be a lightning rod for subsequent Quests or 
  plotlines involving the Druid Enclave.
  Quirks of Ownership
  As the armor 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, a suit of dunnari royal leather has no other 
  quirks or impacts.
  History & Background
  These suits were first commissioned hundreds of years 
  ago by the Elders of the Druid Enclave following a major 
  battlefield victory that granted them huge spoils of war.
  While successful, the Enclave’s forces had suffered massive 
  casualties.  The best and brightest engineering minds worked 
  together to form a lightweight, protective, and flexible armor 
  that granted other useful benefits, both on the battlefield and 
  en route to and from it.
  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 Charisma 
  (Persuasion) in this manner; the DC listed applies 
  equally to either of these skills.  Alternately, a PC may use 
  Knowledge (History), with no penalty if the checker has 
  some connection to the Druid Enclave or its surrounding 
  environment.
  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 dunnari royal leather, 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 dunnari royal 
  leather into your gaming sessions beyond simply “the orc 
  chieftain drops some nifty-looking 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 dunnari royal 
  leather.
  Paladins & Clerics
  Typically adorned in heavier armors to which they have 
  access, these classes might nevertheless don this equipment 
  if they are gifted it in recognition of deeds committed to aid 
  the Enclave.
  Table 29: Dunnari Royal Leather Flavors
  Difficulty 
  Band
  Prefix
  Armor 
  Bonus to AC
  Insight 
  Bonus to AC
  Max Dex 
  Bonus
  Armor Check 
  Penalty
  Arcane 
  Spell Fail
  Dex Bonus
  Perception 
  Bonus
    Low
  Lesser
  +2
  -
  +6
  -
  10%
  -
  +1
    Moderate
  Lesser
  +3
  -
  +5
  -1
  15%
  -
  +3
    Advanced
  Greater
  +3
  +2
  +5
  -1
  15%
  +1
  +5
    Elite
  Greater
  +3
  +4
  +5
  -1
  15%
  +2
  +8
  
  195
  Magic Items
  These classes would also be most likely to undertake a 
  mission to retrieve stolen armor and return it to legitimate 
  authority.
  Rogues
  Not only would Rogues of any flavor do best at thieving these 
  suits, but they would also gain the most benefit from them, 
  owing to the leather’s light weight and bonuses aligned with 
  traditionally Rogue-ish talents.
  Martial Characters
  Barbarians favoring light armor might consider these suits, 
  but Fighters and other more traditionally heavily-armored 
  warriors would likely seek other adornment.
  Arcane Classes
  Wizards have never been given this armor, which is good 
  given that few can wear it effectively.  
  Arcanists of nearly every stripe would be more likely to sell 
  dunnari royal leather than to wear or return it.
  Monks, Rangers, and Druids
  Druids and Rangers of course would literally wear this 
  armor as a symbol of honor, particularly if granted them by 
  authority.  Less Good- or Lawfully-aligned characters might 
  still seek these armors out however they might, given the 
  enormous utility granted by 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.
  Theft of Valor
  The PCs are commissioned by an authority—perhaps the 
  Druid Enclave itself—to seek out set of dunnari royal leather 
  claimed rightfully from the battlefield by the victors of the 
  conflict, and return it.
  This Quest is quite flexible and can take any number of 
  shapes in service to your gaming world.  It’s also potentially 
  an interesting conundrum, given that right and wrong are 
  somewhat flexible in the description: yes, the armor was 
  taken, but if the rightful wearer was slain, were not all his 
  possessions then forefeit in the fight?  
  Creatively-minded PCs of any alignment might find 
  justification in taking any action they desire.
  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 suit 
  of dunnari royal leather 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.
  My Only Token
  The PCs are commissioned to recover armor stolen, not 
  from a warrior on the field of battle, but from an elderly 
  residence.
  This forms the basis of the Quest below.
  Quests
  Another, more thorough, means of introducing dunnari royal 
  leather 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: My Only Token
    Summary: The PCs are asked to recover a set of 
  treasured armor from a thief. 
    Rewards:  
    750 gp / 
    2,500 gp / 
    8,500 gp / 
    
  13,000 gp (promised); up to 
    2 Reward Stars; dunnari 
  royal leather
    Locations: Any.
    Key NPCs: Any.
    Kickoff: Random Encounter.
    Description:
  A widower greets the party in a comfortable social setting—a 
  church or a tavern, perhaps.  After striking up conversation, 
  the PCs notice that although charismatic and somewhat 
  jovial, his eyes harbor a great sadness.
  If the party inquires at all about this, the man will sigh 
  and reveal his story: his wife, a great Ranger in the Druid 
  Enclave militia, was slain in battle decades ago.  He has 
  never remarried, preferring to remain dedicated to his 
  deceased wife in heart and mind.
  Times have been tough, over the years, and the man has been 
  forced to sell much of the couple’s possessions.  The only 
  item of value the widower could not make himself give up is 
  his wife’s old armor: a suit of dunnari royal leather.  Though 
  bittersweet to look at, glimpsing it in its display case in their 
  home has always given the man a fond thought and a smile, 
  hearkening back to their youthful days spent adventuring 
  together.
  A week ago, the armor was stolen as the man slept.  He got a 
  good look at the thief, and can point him out.
  The widower does not have much left of value with which to 
  reward the party.  Losing the armor, though, has underscored 
  to him how vulnerable he feels with it still in his possession.  
  He admits that he, and the spirit of his dead wife, would feel 
  better if the armor were being actively worn by younger, 
  more capable warriors still in their adventuring prime.
  He promises that if the party returns the armor, he’ll let 
  them have it, if they in turn promise to wear it in her 
  memory.
    If the PCs ignore the Quest, it will persist; they may 
  even glimpse someone wearing the pilfered armor as an 
  additional reminder.
  The PCs will have no trouble locating the thief, as she is well-
  known and has taken to wearing the stolen armor, which is 
  
  196
  Magic Items
  FlexTable 27: Dunnari Royal Leather Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-17
  01-30
  01-25
  31-40
  10
  Military forces in the Druid Enclave 
  wear specialized leather armor to help 
  protect them.
    True.  Lacks much 
  information about the leather 
  itself.
  18-33
  31-50
  26-40
  41-50
  12
  Druidic leather armor is magical, and 
  grants additional protection in combat 
  for Enclave forces.
    True.  A bit closer 
  to the truth here with 
  the description, but still 
  incomplete.
  34-50
  51-70
  41-65
  51-55
  13
  Those stealing dunnari royal leather, 
  even in combat, are sure to be pursued.
    True.  This is 100% 
  accurate, but still a bit vague 
  as to what abilities are being 
  granted.
  51-67
  71-85
  66-75
  56-60
  16
  Those wearing magical militiary leather 
  armor benefit from increased protection, 
  are more nimble, and notice more than 
  other forces might in traditional leather 
  armor.
    True.  This is very close 
  to a complete description 
  of advanced forms of the 
  dunnari royal leather.
  68-84
  86-93
  76-90
  61-80
  12
  Ever wonder what makes the Druidic 
  military so great?  Likely their special 
  leather armor, forged by the Drow in 
  the bowels of mountains through ritual 
  sacrifice.
    False.  This sounds like 
  complete gibberish, but 
  makes for a dark tale.
  85-00
  94-00
  91-00
  81-00
  14
  Those who steal a suit of dunnari royal 
  leather are cursed with a dozen years of 
  bad luck.
    False.  There is no curse; 
  this rumor was likely started 
  by those who wished to 
  discourage thieves.
  quite recognizable.  Asking around, even without any skill 
  checks, will soon establish the thief’s whereabouts. 
    The PCs can take the direct approach, and attack the 
  thief.  Success means they recover the armor, which will 
  unfortunately suffer a few cuts and scratches as a result.  
  The widower will weep openly at what he cannot help 
  but feel is a desecration, though he will hardly blame 
  the party for their role in the wounds to the leather.  He 
  will stand good by his offer, and reward them with the 
  money described, and the dunnari royal leather armor.  
  Additionally, the party will benefit of  
    1 Reward Star.
    Alternately, the party can approach the thief, and tell the 
  widower’s tale.  A successful 
    Charisma (Persuasion) 
  or Intimidate check (DC 
    16 / 
    18 / 
    21 / 
    24) 
  added to the story, along with pointing out the obvious 
  noticeability of the pilfered armor, will convince her to 
  hand it over without bloodshed.  Relieved that the armor 
  has come to no harm, the widower will make good on 
  the same reward as described above—but the party also 
  benefits from of  
    2 Reward Stars.
  This Quest terminates only if the PCs return the armor; 
  the old man will stand by his offer until the end of his days 
  should the PCs change their mind.
  
  197
  Magic Items
  Dunnari Royal Leather 
  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 Druid 1
  Druid 6
  Druid 10
  Druid 14
  Size / Aln
  Medium NG  
  Elf (High)
  Medium NG  
  Elf (High)
  Medium NG  
  Elf (High)
  Medium NG  
  Elf (High)
  HP
  8
  24
  43
  69
  Armor 
  Class
  13
  15
  17
  19
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  15 (+2) 
  DEX  13 (+1) 
  CON  10 (+0) 
  INT  10 (+2) 
  WIS  16 (+5) 
  CHA  12 (+1)
  STR  15 (+2) 
  DEX  15 (+2) 
  CON  10 (+0) 
  INT  10 (+3) 
  WIS  16 (+6) 
  CHA  12 (+1)
  STR  15 (+2) 
  DEX  17 (+3) 
  CON  10 (+0) 
  INT  10 (+4) 
  WIS  16 (+7) 
  CHA  12 (+1)
  STR  15 (+2) 
  DEX  19 (+4) 
  CON  10 (+0) 
  INT  10 (+5) 
  WIS  16 (+8) 
  CHA  12 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 15; 
  +2 Herbalism Kit
  Passive Perception 16; 
  +3 Herbalism Kit
  Passive Perception 17; 
  +4 Herbalism Kit
  Passive Perception 18; 
  +5 Herbalism Kit
  Languages Common, Druidic, Dwarvish, Elvish
  Attacks
  Melee Dagger +4 (1d4+2)
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2)
  Melee Spear +4 (1d6+2)
  Ranged Spear (Thrown) 20 
  ft.’: +4 (1d6+2); 60 ft.’: +4 
  (1d6+2)
  Ranged Longbow ) --> 150 
  ft.’: +3 (1d8+1); 600 ft.’: +3 
  (1d8+1)
  Melee Dagger +5 (1d4+2)
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+2); 60 ft.’: +5 
  (1d4+2)
  Melee +1 Spear +6 (1d6+3)
  Ranged +1 Spear (Thrown) 
  20 ft.’: +6 (1d6+3); 60 ft.’: 
  +5 (1d6+3)
  Ranged Longbow ) --> 150 
  ft.’: +5 (1d8+2); 600 ft.’: +5 
  (1d8+2)
  Melee Dagger +7 (1d4+3)
  Ranged Dagger (Thrown) 
  20 ft.’: +7 (1d4+3); 60 ft.’: 
  +7 (1d4+3)
  Melee +2 Spear +9 (1d6+5)
  Ranged +2 Spear (Thrown) 
  20 ft.’: +9 (1d6+5); 60 ft.’: 
  +9 (1d6+5)
  Ranged Longbow ) --> 150 
  ft.’: +7 (1d8+3); 600 ft.’: 
  +7 (1d8+3)
  Melee Dagger +9 (1d4+4)
  Ranged Dagger (Thrown) 20 
  ft.’: +9 (1d4+4); 60 ft.’: +9 
  (1d4+4)
  Melee +3 Spear +12 (1d6+7)
  Ranged +3 Spear (Thrown) 
  20 ft.’: +12 (1d6+7); 60 ft.’: 
  +12 (1d6+7)
  Ranged Longbow ) --> 150 
  ft.’: +9 (1d8+4); 600 ft.’: +9 
  (1d8+4)
  Special
  -
  -
  -
  -
  NG; Medium Humanoid (Elf)
  
  198
  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.
  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.
  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: 16. 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 
    Low
    Moderate
    Advanced
    Elite
  Proficiencies
  Club, Dagger, Dart, Javelin, Longbow, Longsword, Mace, Quarterstaff, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear
  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, Druidic, 
  Ritual Casting, Spellcasting, 
  Spellcasting Focus
  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, 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, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, 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, Ability Score 
  Increase, Cantrip, Darkvision, 
  Elf Weapon Training, Extra 
  Language, Fey Ancestry, Keen 
  Senses, Languages, Trance, 
  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
  Spell-
  casting
  Save DC 10; Spell Atk +2
  1st: charm person; cure 
  wounds
  Save DC 11; Spell Atk +3
  3rd: daylight; dispel magic; 
  water breathing
  2nd: enhance ability; hold 
  person; gust of wind
  1st: charm person; cure 
  wounds; jump; thunderwave
  Save DC 12; Spell Atk +4
  5th: greater restoration; 
  mass cure wounds
  4th: confusion; 
  hallucinatory terrain; 
  polymorph
  3rd: daylight; dispel magic; 
  water breathing
  2nd: enhance ability; hold 
  person; gust of wind
  1st: charm person; 
  cure wounds; jump; 
  thunderwave
  Save DC 13; Spell Atk +5
  7th: reverse gravity
  6th: heal
  5th: greater restoration; 
  mass cure wounds
  4th: confusion; hallucinatory 
  terrain; polymorph
  3rd: daylight; dispel magic; 
  water breathing
  2nd: enhance ability; hold 
  person; gust of wind
  1st: charm person; cure 
  wounds; jump; thunderwave
  Equipment
  Dagger; spear; studded 
  leather armor; longbow; 
  arrows (20x)
  Dagger; +1 spear; +1 
  studded leather armor; 
  longbow; arrows (20x)
  Dagger; +2 spear; +2 
  studded leather armor; 
  longbow; arrows (20x)
  Dagger; +3 spear; +3 
  studded leather armor; 
  longbow; arrows (20x)
  
  199
  Magic Items
  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 
  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.
  
  200
  Magic Items
  Dunnari Swiftguard Helm
    Dunnari Swiftguard Helm (head)
  Value:  
    1,200 gp / 
    3,400 gp /  
    6,800 gp / 
    13,500 gp
  Weight 8 lbs.; Materials leather; steel; Nature magical; 
  Aura moderate transmutation; Slot head
  CL:  
    4th / 
    8th / 
    12th / 
    14th
  Effect Summary: 
    10’ enhancement bonus to base speed for 1 hour/day 
  total duration
    10’ enhancement bonus to base speed for 4 hours/day 
  total duration; spider climb 3x/day
    10’ enhancement bonus to base speed for 8 hours/day 
  total duration; spider climb 5x/day; haste 3x/day
    10’ enhancement bonus to base speed for 12 hours/
  day total duration; spider climb 5x/day; haste 5x/day; 
  expeditious retreat 3x/day
  Description
  These well-crafted leather helmets do little in the way of 
  actual protection; they instead grant speed and combat 
  initiative bonuses to the wearer.
  Effect
  All versions of dunnari swiftguard helms grant a temporary 
  enhancement bonus to base speed as described.  
  This boost can be turned on and off as a standard or bonus 
  action at any time.  The activation is physical, typically a 
  press of part of the helm, toggles between on and off states.
  Advanced versions also grant the power to effect spell-like 
  abilities a certain number of times per day, as described.  
  Each of these abilities requires a standard action to activate, 
  and is physical, requiring the user to touch part of the helm.
  Activation counts for spell-like abilities is tracked per helm, 
  not per user; someone who dons the helm and expends uses 
  of its abilities may transfer the item to another wearer, but 
  the uses per day do not reset when she does so.
  Synergy & Sets
  None.  Dunnari swiftguard helms are standalone items, and 
  do not gain further benefit or effects from use alongside any 
  other specific equipment.
  Discovery
  These items are typically encountered worn by couriers, 
  usually in service to the Druid Enclave, though Enclave 
  couriers often freelance and render their services elsewhere.
  It is quite rare to see these items for sale, not because 
  they’re not valuable, and not because their sale is illegal... 
  but rather, because any time one is made available, it sells 
  rather quickly.  
  This has often led to very inflated prices, particularly in 
  urban environments.
  The activation triggers are typically somewhat obvious 
  portions of the helm, sometimes stylized with iconography 
  describing the buttons’ purpose.  Trial and error tends to 
  work well to figure it out for an un-knolwedgable new user.
    At the GM’s discretion, such knowledge can simply be 
  assumed to be automatic.  This can streamline gameplay 
  considerably and allow the wielder to immediately gain 
  the benefit of the dunnari swiftguard helm’s capabilities. 
   
  Gaming groups wishing to use this option may assume 
  the knowledge comes magically with picking up the 
  item.  Alternately, and for a bit of greater immersion 
  and roleplaying opportunity, instructions for using the 
  weapon might be discovered written down nearby, or 
  attached via twine to the dunnari swiftguard helm.
  Ubiquity
  Swiftguard helms are uncommon, but they’re frequently seen 
  in the region of the Druid Enclave.  
  Within the Enclave, it’s actually more rare to see a courier 
  without one of these items than to see a courier wearing 
  one.  
  Notoriety
  There’s little social stigma or negative consequence 
  to wearing a dunnari swiftguard helm, other than the 
  assumption from knowledgable onlookers that the wearer is, 
  or could be asked to be, a courier.
  As nearly all of these devices came about from the Druid 
  
  201
  Magic Items
  Enclave and its surrounding area, however, wearing one far 
  afield of that region might prompt some questions as to the 
  wearer’s connection.
    In game terms, owning a dunnari swiftguard helm could 
  be a lightning rod for subsequent Quests or plotlines 
  involving the Druid Enclave.
  Quirks of Ownership
  As the helmet 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, a dunnari swiftguard helm has no other quirks 
  or impacts.
  History & Background
  Though typically used today by couriers wishing to better 
  their travel performance, the first dunnari swiftguard helms 
  were military in nature, which may help explain their 
  somewhat grim appearance.
  Druid Enclave leadership designed and commissioned the 
  helms with a thought to form a new type of military unit, 
  one that was fast-moving and nimble.  More than a picket, 
  less than a phalanx, this concept was extremely useful 
  in many situations... but woefully under-equipped when 
  cornered.  
  For military purposes, the tactics of the swiftguard soon 
  faded into a more traditional role.  Their namesake helms 
  found successful civilian use, however, as a boost to the able-
  bodied courier.
  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 Charisma 
  (Persuasion) in this manner; the DC listed applies equally to 
  either of these skills.  Alternately, a PC may use Knowledge 
  (History), with no penalty so long as the checker has some 
  knowledge of the Druid Enclave region.
  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 dunnari swiftguard helm, 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 dunnari 
  swiftguard helm into your gaming sessions beyond simply 
  “the half-elf thief drops a nifty-looking hat”, 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 dunnari 
  swiftguard helm.
  Table 30: Dunnari Swiftguard Helm Flavors
  Difficulty Band
  Prefix
  Base Speed Bonus
  Spell-Like Abilities
    Low
  Lesser
  +10’ for up to 1 hour/day
  -
    Moderate
  Lesser
  +10’ for up to 4 hour/day
  spider climb 3x/day
    Advanced
  Greater
  +10’ for up to 8 hour/day
  spider climb 5x/day; haste 3x/day
    Elite
  Greater
  +10’ for up to 12 hour/day
  spider climb 5x/day; haste 5x/day; expeditious retreat 3x/day
  
  202
  Magic Items
  Paladins & Clerics
  Speed is always useful, and the military appearance of these 
  devices make them even more interesting for these classes.
  Rogues
  A bit foreboding in appearance for most purposes, these 
  helms might nevertheless help effect a successful getaway.  
  The capabilities of more advanced versions might make the 
  act requiring a getaway easier to accomplish in the first 
  place!
  Martial Characters
  Fighters, Barbarians, and other traditionally melee-focused 
  classes would benefit from the extra speed, particularly in 
  cases where they wish to close ranks more rapidly.  
  The other effects may be useful in situations where their 
  more-skilled, more-nimble compatriots have talents that 
  they themselves may lack.
  Arcane Classes
  Speed is useful when keeping one’s distance from true 
  combat, that’s for sure... but ultimately, these helms may be 
  too unseemly and huge for most arcanists’ use.
  Monks, Rangers, and Druids
  These classes perhaps more than any other operate with 
  speed as a virtue; it’s fitting therefore that many Monks, 
  Rangers, and Druids greatly benefit from a dunnari 
  swiftguard helm.
  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.
  Beat the Rush
  The PCs are tasked with getting to a certain location before 
  another party.  This can take many, many forms: get to an 
  oasis before an evil necromancer poisons the water, for 
  example.
  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 
  dunnary swiftguard helm from a current wearer, 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.
  Get the Message
  The framing for this one is simple: the PCs are asked to 
  deliver something.  To help them out, they’re loaned a 
  dunnari swiftguard helm.
  This forms the basis of the Quest below.
  Quests
  Another, more thorough, means of introducing the dunnari 
  swiftguard helm 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: Swift Deliverance
    Summary: A valuable message, and crucial equipment, is 
  entrusted to the PCs.
    Rewards:  
    1,000 gp / 
    3,500 gp / 
    9,000 gp 
  / 
    14,000 gp (promised); up to 
    1 Reward Star; 
  dunnari swiftguard helm
    Locations: Any.
    Key NPCs: Any.
    Kickoff: Random Encounter.
    Description:
  Someone contracts the PCs to deliver a wooden case.  
  Who the contractor is depends upon your party and their 
  connections, but it works most naturally if it is somehow 
  related to one or more Factions with which the PCs have an 
  established connection.
  The contractor explains that this case is very valuable, but 
  only to the recipient, and it needs to get there as quickly as 
  possible.
  What the case contains is left to the GM to establish.  It could 
  be a gag, a prank pulled on the recipient in retribution for 
  the most recent similar such prank that the recipient pulled 
  on the contractor, with a cycle of jest dating back decades.  It 
  could be platinum bars or jewels, worth a fortune.  It could 
  be a magical weapon or wondrous item of some sort.
  To aid the party in their journey, the contractor produces 
  dunnari swiftguard helms, one for each party member; these 
  are to be used to gain speed, but must be turned in to the 
  recipient upon delivery.  
  The contractor promises that, upon delivery, the recipient 
  will pay them the gold reward described above.  He further 
  promises that if they get to their destination in record 
  time, the party will be allowed to keep one of the dunnari 
  swiftguard helms.
  Where the destination is, and the time to beat to get there, is 
  left to the GM, as a function of the geography in your gaming 
  world, as well as the caliber of helm the party receives.  It 
  should be a distance and duration impossible to achieve 
  without use of the helms, but quite manageable with them.
  Along the way, the party may fall victim to random 
  encounters as you would typically expect during inter-city 
  transportation.
    If the party ignores the Quest, they may return at any 
  time to pick up the job.
    If the party takes the job and the hats, busts open the 
  case (it is locked, but requires no skill to break), and 
  decides to keep everything, they will be set upon a week 
  later by a group of hired thugs, seeking to retrieve the 
  
  203
  Magic Items
  FlexTable 28: Dunnari Swiftguard Helm Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-17
  01-30
  01-25
  31-40
  10
  Headgear issued by Druid military 
  grant speed bonuses.
    True.  This is a great 
  description of all iterations.
  18-33
  31-50
  26-40
  41-50
  12
  Originally designed for military 
  purposes, the swiftguard helm is 
  now used mostly by couriers.
    True.  But doesn’t speak to the 
  capabilities of the helm itself.
  34-50
  51-70
  41-65
  51-55
  13
  Couriers around the Druid Enclave 
  typically wear magical helmets that 
  can let them escape quickly and 
  scale walls.
    True.  This refers to the 
  spell-like abilities of advanced 
  iterations.
  51-67
  71-85
  66-75
  56-60
  16
  Those using a dunnari swiftguard 
  helm benefit from increased speed 
  and possibly other movement-
  related magical abilities.
    True.  This is very close to a 
  complete description of advanced 
  forms of the dunnari swiftguard 
  helm.
  68-84
  86-93
  76-90
  61-80
  12
  Magical couriers can transform into 
  spiders and hawks to more swiftly 
  get to their destinations.
    False.  This may stem from 
  misinterpreted descriptions of 
  the spell-like abilities of advanced 
  versions of the helm.
  85-00
  94-00
  91-00
  81-00
  14
  Couriers sometimes wear special 
  helms to help them deliver more 
  quickly; failing to deliver on time, 
  however, places an automatic curse 
  on them as a punishment.
    False.  There is no curse; 
  this rumor was likely started by 
  disgruntled couriers who failed 
  in their mission and wanted an 
  explanation that shifted the blame 
  from themselves.
  items.   
   
  If the party survives, they will have proven that they are 
  more danger than the return of the items is worth, and 
  will benefit from the full set of dunnari swiftguard helms. 
    If the party takes the job and pursues it with good faith—
  whether they open the case or not—they will be paid in 
  full upon delivery.   
   
  If the case remains sealed upon delivery, the recipient 
  will make good on the promise of one dunnari swiftguard 
  helm; if the case has been opened, the offer is off the 
  table.  Successful delivery of a sealed case is also worth 
    1 Reward Star.
  This Quest terminates only when the delivery is made, or the 
  PCs slay the thugs hired to retrieve the stolen case.
  
  204
  Magic Items
  Dunnari Swiftguard Helm 
  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 Ranger 1
  Ranger 6
  Ranger 10
  Ranger 14
  Size / Aln
  Medium CG  
  Half-Elf
  Medium CG  
  Half-Elf
  Medium CG  
  Half-Elf
  Medium CG  
  Half-Elf
  HP
  11
  34
  59
  106
  Armor 
  Class
  16
  19
  22
  24
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  10 (+2) 
  DEX  17 (+5) 
  CON  12 (+1) 
  INT  8 (-1) 
  WIS  15 (+2) 
  CHA  12 (+1)
  STR  10 (+3) 
  DEX  19 (+7) 
  CON  12 (+1) 
  INT  8 (-1) 
  WIS  15 (+2) 
  CHA  12 (+1)
  STR  10 (+4) 
  DEX  20 (+9) 
  CON  13 (+1) 
  INT  8 (-1) 
  WIS  15 (+2) 
  CHA  12 (+1)
  STR  10 (+5) 
  DEX  20 (+10) 
  CON  15 (+2) 
  INT  8 (-1) 
  WIS  15 (+2) 
  CHA  12 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 12
  Passive Perception 12
  Passive Perception 12
  Passive Perception 12
  Languages Common, Dwarvish, Elvish, Gnomish
  Attacks
  Melee Javelin +5 (1d6+3)
  Ranged Javelin (Thrown) 30 
  ft.’: +5 (1d6+3); 90 ft.’: +5 
  (1d6+3) Range 30, Long 90 
  Melee Dagger +5 (1d4+3)
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+3); 60 ft.’: +5 
  (1d4+3)
  Ranged Shortbow ) --> 30 
  ft.’: +5 (1d6+3); 120 ft.’: +5 
  (1d6+3)
  Melee Javelin +7/+7 (1d6+4)
  Ranged Javelin (Thrown) 30 
  ft.’: +7/+7 (1d6+4); 90 ft.’: 
  +7/+7 (1d6+4) Range 30, 
  Long 90 
  Melee Dagger +7/+7 
  (1d4+4)
  Ranged Dagger (Thrown) 20 
  ft.’: +7/+7 (1d4+4); 60 ft.’: 
  +7/+7 (1d4+4)
  Ranged Shortbow ) --> 30 
  ft.’: +9/+9 (1d6+4); 120 ft.’: 
  +9/+9 (1d6+4)
  Melee Javelin +9/+9 
  (1d6+5)
  Ranged Javelin (Thrown) 30 
  ft.’: +9/+9 (1d6+5); 90 ft.’: 
  +9/+9 (1d6+5) Range 30, 
  Long 90 
  Melee Dagger +9/+9 
  (1d4+5)
  Ranged Dagger (Thrown) 
  20 ft.’: +9/+9 (1d4+5); 60 
  ft.’: +9/+9 (1d4+5)
  Ranged Shortbow ) --> 30 
  ft.’: +11/+11 (1d6+5); 120 
  ft.’: +11/+11 (1d6+5)
  Melee Javelin +10/+10 
  (1d6+5)
  Ranged Javelin (Thrown) 30 
  ft.’: +10/+10 (1d6+5); 90 
  ft.’: +10/+10 (1d6+5) Range 
  30, Long 90 
  Melee Dagger +10/+10 
  (1d4+5)
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10 (1d4+5); 60 
  ft.’: +10/+10 (1d4+5)
  Ranged Shortbow ) --> 30 
  ft.’: +12/+12 (1d6+5); 120 
  ft.’: +12/+12 (1d6+5)
  CG; Medium Humanoid (Half-Elf)
  
  205
  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.
  Defensive Tactics At 7th level, you gain one of the following features 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.
  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 
    Low
    Moderate
    Advanced
    Elite
  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, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Favored Enemy, Natural 
  Explorer, Giants, Forest 
  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, Giants, 
  Plants, Desert, Forest
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Colossus Slayer, Defensive 
  Tactics, Escape the Horde, 
  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, Archery, Giants, 
  Plants, Coast, Desert, Forest
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Colossus Slayer, Defensive 
  Tactics, Escape the Horde, 
  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, Vanish, Whirlwind 
  Attack, Archery, Giants, 
  Humanoids, Plants, Coast, 
  Desert, Forest
  Spell-
  casting
  -
  Save DC 13; Spell Atk +5
  2nd: barkskin; pass without 
  trace
  1st: cure wounds; detect 
  magic; jump; longstrider
  Save DC 14; Spell Atk +6
  3rd: plant growth; speak 
  with plants
  2nd: barkskin; pass without 
  trace; silence
  1st: cure wounds; detect 
  magic; jump; longstrider
  Save DC 15; Spell Atk +7
  4th: stoneskin
  3rd: plant growth; speak with 
  plants; water walk
  2nd: barkskin; pass without 
  trace; silence
  1st: cure wounds; detect 
  magic; jump; longstrider
  Equipment
  Javelins (4x); leather 
  armor; shield; shortbow; 
  arrows (20x); dagger
  Javelins (4x); studded 
  leather armor; +1 shield; 
  shortbow; arrows (20x); 
  dagger
  Javelins (4x); +1 studded 
  leather armor; +2 shield; 
  shortbow; arrows (20x); 
  dagger
  Javelins (4x); +2 studded 
  leather armor; +3 shield; 
  shortbow; arrows (20x); 
  dagger
  
  206
  Magic Items
  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 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.
  Archery You gain a +2 bonus to attack rolls you make with ranged 
  weapons.
  Giants Advantage on Wisdom (Survival) checks to track Giants, 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.
  
  207
  Magic Items
  Headdress of the Fern Priestess
    Headdress of the Fern Priestess 
  (head)
  Value:  
    2,800 gp / 
    32,000 gp /   
    72,500 gp / 
    144,500 gp
  Weight 6 lbs.; Materials wood, plant; Nature magical; 
  Aura moderate transmutation, transmutation (polymorph), 
  conjuration (creation); Slot head
  CL:  
    4th / 
    8th/ 
    12th / 
    16th
  Effect Summary: 
    detect animals or plants at will; entangle 3x/day
    detect animals or plants at will; detect poison at will; 
  entangle 5x/day; plant growth 2x/day
    detect animals or plants at will; detect poison at will; 
  detect aberrations at will; entangle 5x/day; plant growth 
  5x/day; plant shape 1x/day
    detect animals or plants at will; detect poison at will; 
  detect aberrations at will; detect undead at will; entangle 
  5x/day; plant growth 5x/day; plant shape 4x/day; 
  animate plants 1x/day; control plants 1x/day
  Description
  A beautiful, flowing, otherworldly helmet, this seems like a 
  portable forest, living and breathing amidst the head of the 
  wearer.
  Effect
  Headdresses of the fern priestess are formidable artifacts 
  which grant a host of powers to the wearer.  
  Foremost among these is the ability to detect as per a 
  spell-like effect at will.  All flavors allow detect animals or 
  plants at will; advanced versions offer additional abilities as 
  described.  These detection effects are automatic, perpetual, 
  and cannot be suppressed while the headdress is worn.
  Other spell-like abilities are also possible, but must be 
  activated intentionally by the wearer.  Each ability has a 
  separate mental command trigger, and requires a standard 
  action to initiate.
  Maximum counts for each spell-like ability’s use reset 24 
  hours after they are first used, and are headdress-dependent, 
  not wearer-dependent; thus someone who expends uses of 
  the item’s abilities and gives it to another does not reset the 
  counts by the transition.
  Synergy & Sets
  None.  Headdresses of the fern priestess are standalone 
  items, and do not gain further benefit or effects from use 
  alongside any other specific equipment.
  Discovery
  Headdresses of the fern priestess will almost always be 
  discovered in active, ceremonial use in a jungle or forest 
  culture.  In rare circumstances, swamp- or plains-based 
  cultures will possess one.
  It is exceptionally rare to find a headdress “on its own” in a 
  treasure hoard, and they are virtually never found for sale in 
  a shop.
  The activation triggers are not documented anywhere on the 
  headdress; this knowledge must either be passed down from 
  a former owner or the item’s crafter, or discovered through 
  research and experimentation.
    At the GM’s discretion, such knowledge can simply be 
  assumed to be automatic.  This can streamline gameplay 
  considerably and allow the wielder to immediately 
  gain the benefit of the headdress of the fern priestess’ 
  capabilities. 
   
  Gaming groups wishing to use this option may assume 
  the knowledge comes magically with picking up the 
  item.  Alternately, and for a bit of greater immersion 
  and roleplaying opportunity, instructions for using the 
  weapon might be discovered written down nearby, or 
  attached via twine to the headdress.
  Ubiquity
  Headdresses of the fern priestess are exceedingly rare.  Even 
  within tribal cultures of the environments described, they 
  number a maximum of one per society, and many tribes lack 
  them altogether.
  
  208
  Magic Items
  Notoriety
  As the artifact is intended both as a ceremonial focus as well 
  as a font of magical power, it is next to impossible to wear 
  one without it being noticed.
  Those unused to the device will still take interest, perhaps 
  even going so far as to approach the wearer and inquire as to 
  the nature of the device.  
  Someone from a culture where these devices are used will 
  instantly notice, even from afar, and will almost certainly 
  approach the wearer.
    In game terms, owning a headdress of the fern priestess 
  could be a lightning rod for subsequent Quests or 
  plotlines involving tribes who use them.
  Quirks of Ownership
  As the headpiece 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, a headdress of the fern priestess has no other 
  quirks or impacts.
  History & Background
  The eponymous priestess was the daughter of a tribal 
  chieftain of the forest realms of Aquilae.  Gifted with a 
  natural talent for natural magic, she devoted all her energies 
  to cultivating her powers, and to teaching others in her 
  tribe.  Her crowning achievement—pun intended—was the 
  headdress of the fern priestess, which she fashioned and 
  meant to be her coronation headpiece upon her assumption 
  to the throne when her father passed the mantle on.
  It was not meant to be, however: her tribe was vanquished 
  by another one, a few short years before she would have 
  come of age to become queen.  She and her kinsmen were 
  exiled, slain, or enslaved; the priestess herself was claimed 
  for the son of the enemy chieftain; their forced union was 
  intended to grant some legitimacy to the conquest.
  The rival tribe—her new tribe, such as it was—viewed magic 
  skeptically, and as a fundamentally evil force; that she with 
  such natural power was allowed to live was something 
  of a shock to most.  Some chalked it up to her beauty; 
  others whispered that the rival chieftain was fearful of the 
  priestess’ powers and did not wish to offend forces he did 
  not understand.
  No matter the real reason, the priestess was not one to take 
  such matters lying down.  She kept the headdress, claiming it 
  to be used for meditation.  One night, she snuck out with it, 
  and used it to escape into the forest.  
  The priestess was never heard from, or seen, again.  Folk 
  say that, lacking a tribe, and having ever been one with the 
  forest and its magic, she was simply absorbed back into it, 
  becoming one with the forces she had so loved.
  Legend says that she dwells there still, crafting additional 
  headdresses and leaving them in the forest for worthy 
  tribespeople to come across for the benefit for their people.  
  (More practically-minded folk assume that new headdresses 
  are crafted in secret and revealed with splendor and 
  ceremony as a means of imbuing the item with social and 
  spiritual power.)
  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 Charisma 
  (Persuasion) 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 headdress of the fern priestess 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 headdress of the fern priestess, or as a means of 
  introducing a plot hook into the Quests listed herein.
  Table 31: Headdress of the Fern Priestess Flavors
  Difficulty Band
  Prefix
  At-Will Detect Abilities
  Spell-Like Abilities
    Low
  Lesser
  detect animals or plants
  entangle 3x/day
    Moderate
  Lesser
  detect animals or plants; detect 
  poison
  entangle 5x/day; plant growth 2x/day; 
    Advanced
  Greater
  detect animals or plants; detect 
  poison; detect aberrations
  entangle 5x/day; plant growth 5x/day; plant shape 1x/day
    Elite
  Greater
  detect animals or plants; detect 
  poison; detect aberrations; detect 
  undead
  entangle 5x/day; plant growth 5x/day; plant shape 4x/day; 
  animate plants 1x/day; control plants 1x/day
  
  209
  Magic Items
  • 
    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 headdress into 
  your gaming sessions beyond simply “the dryad drops a 
  nifty-looking leaf helmet”, 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 headdress of the 
  fern priestess.
  Paladins & Clerics
  These classes might wish to recover a headdress and restore 
  it to its tribe of origin.
  Rogues
  There’s much to be interested in here, but ultimately, too 
  much pomp and fuss for too little benefit for a Rogue.  
  Performing Bards may find a great deal to like, however.
  Martial Characters
  It would take a very particular sort of Fighter or Barbarian 
  to value the ceremonial properties of a headdress; using it 
  routinely in melee combat seems a bit far-fetched.
  A unique use of a headdress might be by a performing 
  warrior in a gladiator scenario.
  Arcane Classes
  The powers granted by a headdress of the fern priestess 
  seem very much in line with some flavors of arcanist.  Those 
  with an eye toward performance and grandiose use of their 
  powers will greatly value a headdress, particularly in the 
  wild.
  Monks, Rangers, and Druids
  These classes moreso than any other will likely value 
  a headdress for their own use and for its abilities as 
  an augmentation of their own approach to combat and 
  adventuring.
  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.
  Stolen Visage
  A headdress has been stolen from the local tribe; find it and 
  return it.  
  Along the way, the PCs may make use of its power to find a 
  safe path back to the commissioning tribe.
  This straightforward framing can take a great many 
  forms, and the challenge may be structured to last several 
  gaming sessions just on its own, depending on the distance 
  to the rival tribe, the approach to getting it back, and 
  the challenges faced on the return journey, which would 
  presumably be more vicious than those faced on the 
  approach because the party would have use of the headdress 
  coming back.
  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 
  headdress of the fern priestess 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.
  Powers of the Wood
  The PCs must pass through a particularly vile and 
  unwelcoming area of deep and dark forest in order to 
  continue their journey.  
  To increase their odds of survival, they ask the loan of a 
  headdress from a local tribe; they agree, but with a steep 
  price asked in return.
  This Quest works best if set in the context of a larger 
  journey or objective; on its own, it suffers from a lack of 
  intrinsic motivation for the party other than wanting to 
  battle jungle monsters.
  This scenario forms the basis of the Quest below.
  Quests
  Another, more thorough, means of introducing the headdress 
  of the fern priestess 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 Forest Deeps
    Summary: In order to traverse a challenging section of 
  forest, the PCs must borrow a powerful artifact from a 
  
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  Magic Items
  FlexTable 29: Headdress of the Fern Priestess Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-17
  01-30
  01-25
  31-40
  10
  Long ago, a priestess of great power 
  fashioned a magic headpiece out of 
  plants.
    True.  This does not describe 
  anything about the headdress’ 
  power, though.
  18-33
  31-50
  26-40
  41-50
  12
  A princess formed a magic headdress 
  out of ferns, and used it to escape 
  slavery hundreds of years ago in the 
  forests near here.
    True.  But doesn’t speak to 
  the capabilities of the headdress 
  itself.
  34-50
  51-70
  41-65
  51-55
  13
  A tribal priestess forged a magic 
  helm of great power that granted the 
  ability to detect plants, animals, and 
  more.
    True.  This refers to the basic 
  capabilities of all headdresses.
  51-67
  71-85
  66-75
  56-60
  16
  A magic helm sits in the forest, lost 
  to time, but granting the wearer 
  power over plants and animals.
    True.  This hints at some of 
  the spell-like abilities of the more 
  advanced versions.
  68-84
  86-93
  76-90
  61-80
  12
  Wizards and smiths have labored 
  long to reproduce the work 
  of a tribal priestess, but their 
  reproductions steal life rather than 
  control it.
    False.  So far as is known, 
  nobody has tried unsuccessfully 
  to reproduce the designs of the 
  priestess.
  85-00
  94-00
  91-00
  81-00
  14
  Fern priestesses long ago sacrificed 
  people to give new life to plants, 
  which would then obey their 
  commands.
    False.  While advanced 
  versions of the headdress do 
  grant power over plants, no 
  sacrifice is required to use this 
  ability.
  neary tribe, and meet the steep price asked in return.
    Rewards: safer passage through the forest; up to 
    2 
  Reward Stars; headdress of the fern priestess
    Locations: Any forest or jungle.
    Key NPCs: Any.
    Kickoff: Random Encounter.
    Description:
  As part of a larger journey, the PCs must pass through a 
  particularly deadly section of forest or jungle.  In order to 
  better their chances of successfully traversing this region, 
  the party has heard rumor of a ceremonial headdress with 
  significant powers.
  Their goal, then, becomes borrowing the headdress to assist 
  in the journey.
  Dealing with the tribe who owns the headdress is fairly 
  straighforward, though depending on the scope of your 
  gaming world, it may grow to become its own set of 
  challenges.
  The end result is simple: the tribe agrees that the party may 
  borrow their artifact... so long as they return it, and give 
  fully half of any treasure gained to the tribe as payment of 
  their loan.
  Further terms: Treasure that cannot be split (magic items) 
  must be given in their entirety to the tribe.  If there are 
  multiple such treasures, the quantity may be shared (e.g., 
  two magic swords means the tribe gets one).  The tribe gets 
  first pick of each type or category of item.
  Lacking a larger objective, you may still undertake this 
  Quest: simply place a favorable reward on the other side 
  of the deadly forest.  Perhaps rumor speaks of a damsel in 
  distress, or a magic sword, or an ancient and lost ritual that 
  would give power to the group’s arcanist.
    If the party ignores the opportunity, they may well find 
  the forest or jungle too difficult, and may return at any 
  time to take the tribe up on the bargain, with the same 
  terms.
    If the party agrees, but then tries to keep the headdress, 
  either after their intended journey or abandoning it 
  altogether, the tribe will notice, and will hunt them 
  down.  A few weeks on, the tribe will send out assassins, 
  rangers, and other investigators and warriors to locate 
  the PCs.  They may gain the use of the headdress 
  temporarily, but they will incur the wrath of the tribe and 
  may even perish from ambushes and assassins.
    Taking the headdress, using it to navigate the forest 
  or jungle, and returning as promised to fully divvy up 
  half of the secured treasure in an honest and forthright 
  manner gains the party the respect of the tribe.   
   
  They may return at any time to borrow the headdress, so 
  long as they return with half of treasure gained through 
  its use and so long as their actions do not run counter to 
  those of the tribe itself. 
   
  Finally, they will gain 
    2 Reward Stars.
  
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  Magic Items
    Returning as promised, but with only a portion of the 
  treasure gained—perhaps having buried the remainder, or 
  left it elsewhere—will gain the party 
    1 Reward Star, 
  and of course the extra, lied-about, treasure. 
   
  The tribe will not necessarily detect the lie, though they 
  will sense something is amiss, and will not promise 
  further loans of the headdress.
  
  212
  Magic Items
  Headdress of the Fern 
  Priestess 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 Druid 1
  Druid 6
  Druid 10
  Druid 14
  Size / Aln
  Medium NG 
  Half-Elf
  Medium NG 
  Half-Elf
  Medium NG 
  Half-Elf
  Medium NG 
  Half-Elf
  HP
  7
  30
  46
  64
  Armor 
  Class
  12
  13
  15
  17
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  9 (-1) 
  DEX  13 (+1) 
  CON  8 (-1) 
  INT  10 (+2) 
  WIS  18 (+6) 
  CHA  17 (+3)
  STR  9 (-1) 
  DEX  13 (+1) 
  CON  8 (-1) 
  INT  10 (+3) 
  WIS  20 (+8) 
  CHA  17 (+3)
  STR  9 (-1) 
  DEX  15 (+2) 
  CON  8 (-1) 
  INT  10 (+4) 
  WIS  20 (+9) 
  CHA  17 (+3)
  STR  9 (-1) 
  DEX  17 (+3) 
  CON  8 (-1) 
  INT  10 (+5) 
  WIS  20 (+10) 
  CHA  17 (+3)
  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, Dwarvish, Elvish
  Attacks
  Melee Spear +3 (1d6+1)
  Ranged Spear (Thrown) 20 
  ft.’: +3 (1d6+1); 60 ft.’: +3 
  (1d6+1)
  Melee Scimitar +3 (1d6+1)
  Melee +1 Spear +5 (1d6+2)
  Ranged +1 Spear (Thrown) 
  20 ft.’: +4 (1d6+2); 60 ft.’: 
  +4 (1d6+2)
  Melee Scimitar +4 (1d6+1)
  Melee +2 Spear +8 (1d6+4)
  Ranged +2 Spear (Thrown) 
  20 ft.’: +8 (1d6+2); 60 ft.’: 
  +8 (1d6+4)
  Melee Scimitar +6 (1d6+2)
  Melee +3 Spear +11 (1d6+6)
  Ranged +3 Spear (Thrown) 
  20 ft.’: +11 (1d6+6); 60 ft.’: 
  +11 (1d6+6)
  Melee Scimitar +8 (1d6+3)
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear
  NG; Medium Humanoid (Half-Elf)
  
  213
  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.
  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 
  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 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Cantrips, Druidic, Ritual 
  Casting, Spellcasting, 
  Spellcasting Focus
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  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, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  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, Darkvision, 
  Fey Ancestry, Languages, 
  Skill Versatility, 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
  Spell-
  casting
  Save DC 14; Spell Atk +6
  1st: entangle; jump
  Save DC 16; Spell Atk +8
  3rd: meld into stone; sleet 
  storm; wind wall
  2nd: flame blade; hold 
  person; moonbeam
  1st: entangle; jump; speak 
  with animals; thunderwave
  Save DC 17; Spell Atk +9
  5th: geas; insect plague
  4th: confusion; giant insect; 
  polymorph
  3rd: meld into stone; sleet 
  storm; wind wall
  2nd: flame blade; hold 
  person; moonbeam
  1st: entangle; jump; speak 
  with animals; thunderwave
  Save DC 18; Spell Atk +10
  7th: reverse gravity
  6th: wall of thorns
  5th: geas; insect plague
  4th: confusion; giant insect; 
  polymorph
  3rd: meld into stone; sleet 
  storm; wind wall
  2nd: flame blade; hold 
  person; moonbeam
  1st: entangle; jump; speak 
  with animals; thunderwave
  Equipment
  Spear; scimitar; leather 
  armor
  +1 Spear; scimitar; 
  studded leather armor
  +2 Spear; scimitar; +1 
  studded leather armor
  +3 Spear; scimitar; +2 
  studded leather armor
  
  214
  Magic Items
  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.
  
  215
  Magic Items
  Hoodded Armorcoat
    Hooded Armorcoat (armor)
  Value:  
    1,700 gp / 
    6,450 gp /  
    18,500 gp / 
    41,500 gp
  Weight 22 lbs.; Materials leather, steel; Nature magical; 
  Aura moderate transmutation; Slot armor (light)
  CL:  
    4th / 
    8th / 
    12th/ 
    16th
  Effect Summary: 
    +4 armor bonus; +3 max dex bonus; -2 armor check 
  penalty; 20% arcane spell fail chance; max speed 
  20’/15’; +1 competence bonus to Stealth and Sleight of 
  Hand checks; longstrider 2x/day
    +4 armor bonus; +1 insight bonus to AC; +3 max dex 
  bonus; -2 armor check penalty; 20% arcane spell fail 
  chance; max speed 25’/20’; +3 competence bonus to 
  Stealth and Sleight of Hand checks; longstrider 3x/day; 
  spider climb 2x/day
    +4 armor bonus; +2 insight bonus to AC; +3 max dex 
  bonus; -2 armor check penalty; 20% arcane spell fail 
  chance; max speed 25’/20’; +5 competence bonus to 
  Stealth and Sleight of Hand checks; longstrider 5x/day; 
  spider climb 3x/day; haste 2x/day
    +4 armor bonus; +4 insight bonus to AC; +3 max dex 
  bonus; -2 armor check penalty; 20% arcane spell fail 
  chance; max speed 30’/20’; +7 competence bonus to 
  Stealth and Sleight of Hand checks; longstrider 5x/day; 
  spider climb 5x/day; haste 3x/day; air walk 1x/day
  Description
  A combination trenchcoat, hooded cloak, and leather armor, 
  these coats are prized by rogues and nimble fighters.  
  They grant movement abilities as well as Rogue-related skill 
  bonuses.
  Effect
  Hooded armorcoats function largely as enhanced armored 
  coats, and derive much of their core statistics from these 
  items.  
  All versions incorporate an armor bonus and passive, 
  ongoing competence bonuses to 
    Stealth and Sleight 
  of Hand skill checks while the armor is worn.  In addition, 
  all versions but 
    Low grant an insight bonus to AC as 
  described.  These passive effects cannot be surpressed, and 
  require no activation.
  All iterations also allow the wearer to activate movement-
  related spell-like abilities a certain number of times per day, 
  as described.  The activation for each is separate, requires a 
  standard action, and is physical, typically pressing or pulling 
  a seemingly innocuous component of the garment such as an 
  eyelet or buckle.
  The usage frequency of each spell-like ability resets 24 
  hours after the first such ability is expended, and is armor-
  dependent, not wearer-dependent.  This means that someone 
  wearing a 
    Low Hooded Armorcoat and expending a use 
  of longstrider can give the armor to someone else, but that 
  person will only have one remaining use of the ability.
  Synergy & Sets
  None.  Hooded armorcoats are standalone items, and do not 
  gain further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  Hooded armorcoats may be found for sale at shops or even 
  blacksmiths.  They’re also often discovered on the bodies of 
  thieves, rogues, couriers, and others who tend to lurk in the 
  shadows of society, figuratively or literally.
  The activation triggers for a given coat’s spell-like abilities is 
  not obvious, but some poking around and experimenting will 
  swiftly reveal which parts of the armor do what.
    At the GM’s discretion, such knowledge can simply be 
  assumed to be automatic.  This can streamline gameplay 
  considerably and allow the wielder to immediately gain 
  the benefit of the hooded armorcoat’s capabilities. 
   
  Gaming groups wishing to use this option may assume 
  the knowledge comes magically with picking up the 
  item.  Alternately, and for a bit of greater immersion 
  and roleplaying opportunity, instructions for using the 
  weapon might be discovered written down nearby, or 
  attached via twine to the hooded armorcoat.
  
  216
  Magic Items
  Ubiquity
  Hooded armorcoats are somewhat common, particularly in 
  high-magic or affluent areas.  
  As wealth rises, so too typically does crime without 
  deterrents; hooded armorcoats are prime tools in such 
  endeavors so the richer the city, the greater the chance that 
  these items will be found.
  Notoriety
  For those unfamiliar with the item, hooded armorcoats will 
  be interpreted as a stylish coat, particularly well-made, and 
  little more.
  As the very intent of this item is in part to help avoid 
  suspicion, it’s challenging to verify that this sort of coat is 
  actually magical, let alone a hooded armorcoat, even if the 
  observer is aware of the items’ existence.
  Those confirming the ownership of this specific item will 
  likely annotate their internal consideration of the wearer’s 
  character, as few legitimate professions outside of courier 
  merit such an item.
  Quirks of Ownership
  As the armor 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 being recognized as a possible rogue and thief, a 
  hooded armorcoat has no other quirks or impacts.
  History & Background
  These items were actually created by mistake.
  A successful thief found himself addicted to the challenge, 
  the risk, the thrill, of stealing, and attempted ever more 
  difficult heists.  To fuel the high, he had to keep raising the 
  bar; nothing less would do to feed the addiction.
  This made it increasingly hard to steal, for two reasons.  
  First, as the thief was sure if he ever was caught, he would 
  be executed, he grew more and more afraid and paranoid 
  about guards and fighting, as his skills were not in the 
  combat area.
  Second, he was running out of valid targets.  There were only 
  so much jewels, so much gold, and so many rare artifacts one 
  could take without arousing too much suspicion.
  Frantic, and more than a little manic, the thief found 
  an underworld wizard—unreliable, and rumored to be a 
  drunk, but she could keep her mouth shut about a private 
  commission for a magic item whose use would quite 
  obviously not be legal.
  The thief asked the wizard to build him a suit of leather 
  armor, one that would grant him protection and invisibility.  
  He offered a fairly large sum for the work, and left her to it.
  In the intervening week in which she worked, the wizard 
  grew resentful of the fee, and spent much of her advance 
  payment on high-end booze, which she drank immediately.  
  Inebriated and with a sense of loathing, she scaled back the 
  design, and incorporated some things that had not even been 
  asked for. 
  At the end of the day, the thief got something he could use, 
  that was quite innovative and valuable... but it wasn’t quite 
  what he had had in mind.  
  Tragically, he didn’t realize this upon receipt of the armor.  
  Determined and with renewed confidence granted him by 
  what he thought the armor could do, he engaged in his most 
  brilliant heist ever—only to be captured when he could not 
  figure out how to turn invisible as he had asked.
  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 Charisma 
  (Persuasion) in this manner; the DC listed applies equally to 
  Table 32: Hooded Armorcoat Flavors
  Difficulty 
  Band
  Prefix
  Armor 
  Bonus
  Insight 
  Bonus 
  to AC
  Max 
  Dex 
  Bonus
  Armor 
  Check 
  Penalty
  Arcane 
  Spell 
  Fail
  Max 
  Speed
  Skill 
  Bonus
  Spell-Like Abilities
    Low
  Lesser
  +4
  -
  +3
  -2
  20%
  20’/15’
  +1
  longstrider 2x/day
    Moderate
  Lesser
  +4
  +1
  +3
  -2
  20%
  25’/20’
  +3
  longstrider 3x/day; 
  spider climb 2x/day
    Advanced
  Greater
  +4
  +2
  +3
  -2
  20%
  25’/20’
  +5
  longstrider 5x/day; 
  spider climb 3x/day; 
  haste 2x/day
    Elite
  Greater
  +4
  +4
  +3
  -2
  20%
  30’/20’
  +7
  longstrider 5x/day; 
  spider climb 5x/day; 
  haste 3x/day; air walk 
  1x/day
  
  217
  Magic Items
  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 hooded armorcoat 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 hooded armorcoat, 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 hooded 
  armorcoat into your gaming sessions beyond simply “the 
  assassin drops some nifty-looking 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 a hooded 
  armorcoat.
  Paladins & Clerics
  These classes would most likely recognize that this armor 
  has few legitimate uses, and would want to claim it, perhaps 
  to turn into authorities.  
  They would look with suspicion upon anyone else who wore 
  a hooded armorcoat.
  Rogues
  They’d love a hooded armorcoat, perhaps obviously.  They 
  might even do atrocious things to get their hands on one.
  Martial Characters
  Most martial classes would have much more formidable 
  options for their armor, but depending on the style of the 
  Fighter or Barbarian involved, they might yet benefit from 
  its bonuses, particularly at lower levels if heavy magical 
  armor has not yet made itself available to them.
  Arcane Classes
  Leather armor doesn’t typically mix well with arcanists, but 
  they would certainly be interested in someone else in the 
  party making use of a hooded armorcoat.
  Monks, Rangers, and Druids
  To the extent to which such characters are prone to sneaking 
  about, a hooded armorcoat may be a great alignment of 
  ability and style.
  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 Great Heist
  The PCs become aware of a major opportunity to conduct 
  a robbery.  However, the risk is steep; in order to be 
  successful, they might first consider obtaining a hooded 
  armorcoat, which might grant them the edge they need.
  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 
  hooded armorcoat from its current wearer, 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.
  Risk / Reward
  A shady character offers the party a deal: he will give them 
  a hooded armorcoat if they will use it to steal something of 
  great value.
  This hook is immensely flexible: what is being stolen?  Does 
  it have material value, or is it only contextual, like blackmail 
  material or an unwanted contract?  If it has inherent value, 
  do the PCs get to split that value with the contractor?
  A version of what is possible with this approach forms the 
  basis of the Quest below.
  Quests
  Another, more thorough, means of introducing the hooded 
  armorcoat 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.
  
  218
  Magic Items
  FlexTable 30: Hooded Armorcoat Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-17
  01-30
  01-25
  31-40
  10
  A magical cloak provides 
  protection, but only for 
  thieves.
    Partially True.  The “robe” does 
  provide protection, and it is primarily 
  used by thieves, but it’s not as though 
  the armor’s abilities fail or activate 
  based on the wearer’s class.
  18-33
  31-50
  26-40
  41-50
  12
  Armored coats sometimes 
  allow thieves and ruffians 
  enhanced abilities in their 
  trade.
    True.  Somewhat vague as to 
  exactly what bonuses, but accurate so 
  far as it goes.
  34-50
  51-70
  41-65
  51-55
  13
  Forged by master thieves, a 
  magical coat grants magical 
  movement to the wearer.
    True.  This refers to the spell-like 
  abilities of the hooded armorcoat.
  51-67
  71-85
  66-75
  56-60
  16
  A dozen years ago, a master 
  thief commissioned a 
  protective coat from a drunken 
  mage that ended up being his 
  doom.
    True.  This is historically accurate, 
  though it does nothing to describe the 
  armorcoat’s properties.
  68-84
  86-93
  76-90
  61-80
  12
  Thieves may be snared by a 
  magical coat that purports to 
  aid their abilities, but instead 
  will call the authorities to 
  their location.
    False.  Perhaps a rumor started to 
  prevent colleagues from looking too 
  closely at a legitimate armorcoat?
  85-00
  94-00
  91-00
  81-00
  14
  A wizard got revenge on a 
  master thief by forging an 
  armored coat that paralyzed 
  him.
    Partially True.  A wizard did 
  semi-intentionally mis-craft a magical 
  armored coat for a master thief, but it 
  did not paralyze him so much as simply 
  failed to make him invisible.
    Quest: Risk / Reward
    Summary: Someone offers to give the PCs a hooded 
  armorcoat if they use it to perform a robbery.
    Rewards:  
    3,000 gp / 
    8,500 gp / 
    15,000 gp 
  / 
    20,000 gp (promised); up to 
    2 Reward Stars; 
  hooded armorcoat
    Locations: Any.
    Key NPCs: Any.
    Kickoff: Random Encounter.
    Description:
  Someone shady, but reputable within the underworld 
  community, contacts the PCs about a possible joint 
  undertaking.  He seems quite straightforward about the job, 
  and mentions that he has other folks whom he could use to 
  do it, so they’d better decide quickly.
  He wants the PCs to steal something from a wealthy 
  merchant.  Upon the item’s return, he promises a cash 
  payment to the party, and offers that they may keep a hooded 
  armorcoat they may use for the heist, which he feels will 
  greatly increase their chances of success.
  He warns that if they are discovered mid-heist, then they 
  may still keep the hooded armorcoat, but they forefeit any 
  cash reward.
    Feel free to adapt the target, the environment, the level 
  of skill and challenge, and other factors of this scenario 
  in service to your gaming world.
    If the PCs ignore the Quest, perhaps in consideration 
  of their moral leanings, it goes off anyway.  Although 
  this Quest is terminated as a result, they may encounter 
  the thief wearing the hooded armorcoat in a subsequent 
  context.  Or, perhaps they were followed to the meeting 
  with the shady contractor by the town militia, who 
  accosts the party afterwards and charges them with 
  helping to foil the heist.
    If the PCs undertake the robbery, they will have to break 
  into the merchant’s house and steal a map tube.  The 
  exact execution remains to the GM and your gaming 
  context, but it should involve challenges in which 
  the hooded armorcoat’s abilities prove beneficial, for 
  example, 
    Stealth and Sleight of Hand skill checks.   
   
  Success means they retrieve the item without being 
  detected.  In such a case, upon return of the map case, 
  he will let them keep the hooded armorcoat, as well as 
  paying out the reward in gold.  Finally, the party benefits 
  from 
    2 Reward Stars.
    If they undertake the robbery, but are discovered mid-
  heist, but are able to escape, the shady contractor will 
  make good on his word, letting them keep the hooded 
  armorcoat, but keeping any gold to himself.  It’s also 
  
  219
  Magic Items
  worth 
    1 Reward Star to the PCs.
    Optionally, the party can open the map case to see what’s 
  inside.  It turns out to be a contract which appears to 
  bind someone to the merchant for a period of 10 years.  
  Although no relation to the shady contractor, it is the 
  son of a poor farmer from the outskirts of the city; that 
  farmer begged the shady contractor’s help in freeing his 
  son from indentured servitude to the merchant.   
   
  The shady contractor will notice if the seal is breached, 
  and will renege on paying out any gold if it is.  They may 
  keep the armorcoat, and their endeavors also grant 
    2 
  Reward Stars if they went undiscovered,  
    1 Reward 
  Star if they were discovered.
  
  220
  Magic Items
  Hooded Armorcoat 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 Rogue 1
  Rogue 6
  Rogue 10
  Rogue 14
  Size / Aln
  Medium CN  
  Elf (High)
  Medium CN  
  Elf (High)
  Medium CN  
  Elf (High)
  Medium CN  
  Elf (High)
  HP
  9
  43
  84
  123
  Armor 
  Class
  17
  18
  19
  20
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  10 (+0) 
  DEX  20 (+7) 
  CON  13 (+1) 
  INT  14 (+4) 
  WIS  6 (-2) 
  CHA  13 (+1)
  STR  10 (+0) 
  DEX  20 (+8) 
  CON  15 (+2) 
  INT  14 (+5) 
  WIS  6 (-2) 
  CHA  13 (+1)
  STR  10 (+0) 
  DEX  20 (+9) 
  CON  17 (+3) 
  INT  14 (+6) 
  WIS  6 (-2) 
  CHA  13 (+2)
  STR  10 (+0) 
  DEX  20 (+10) 
  CON  19 (+4) 
  INT  14 (+7) 
  WIS  6 (-2) 
  CHA  13 (+2)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 12 
  +4 Thieves’ Tools
  Passive Perception 14 
  +6 Thieves’ Tools
  Passive Perception 16 
  +8 Thieves’ Tools
  Passive Perception 18 
  +10 Thieves’ Tools
  Languages Common, Dwarvish, Elvish
  Attacks
  Melee Dagger +7 (1d4+5)
  Ranged Dagger (Thrown) 20 
  ft.’: +7 (1d4+5); 60 ft.’: +7 
  (1d4+5)
  Melee Rapier +7 (1d8+5)
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +7 (1d8+5); 320 
  ft.’: +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)
  Ranged Crossbow, Light ) --> 
  80 ft.’: +8 (1d8+5); 320 ft.’: 
  +8 (1d8+5)
  Melee Dagger +9 (1d4+5)
  Ranged Dagger (Thrown) 
  20 ft.’: +9 (1d4+5); 60 ft.’: 
  +9 (1d4+5)
  Melee +2 Rapier +11 
  (1d8+7)
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +9 (1d8+5); 320 
  ft.’: +9 (1d8+5)
  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 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, Longbow, 
  Longsword, Mace, Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
  CN; Medium Humanoid (Elf)
  
  221
  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.
  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.
  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, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Expertise, Sneak 
  Attack, Thieves’ Cant 
  Ability Score Increase, Ability 
  Score Increase, Cantrip, 
  Darkvision, Elf Weapon 
  Training, Extra Language, 
  Fey Ancestry, Keen Senses, 
  Languages, Trance, 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, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, 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, Cantrip, 
  Darkvision, Elf Weapon 
  Training, Extra Language, 
  Fey Ancestry, Keen Senses, 
  Languages, Trance, 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; light 
  crossbow; crossbow 
  bolts (20x)
  Dagger; +1 rapier; +1 
  studded leather armor; 
  light crossbow; crossbow 
  bolts (20x)
  Dagger; +2 rapier; 
  +2 studded leather 
  armor; light crossbow; 
  crossbow bolts (20x)
  Dagger; +3 rapier; +3 
  studded leather armor; 
  light crossbow; crossbow 
  bolts (20x)
  
  222
  Magic Items
  Leatherweb Corset
    Leatherweb Corset (belt)
  Value:  
    1,800 gp / 
    17,500 gp / 
    62,000 gp / 
    118,000 gp
  Weight 5 lbs.; Materials leather; Nature magical; Aura 
  moderate evocation; Slot belt
  CL:  
    6th / 
    10th / 
    14th / 
    18th
  Effect Summary: 
    automatically provides material components for Druid, 
  Ranger, or Bard spells requiring material components up 
  to 1 gp
    automatically provides material components for Druid, 
  Ranger, or Bard spells requiring material components up 
  to 5 gp; +1 DC competence bonus to Druid, Ranger, or 
  Bard spells cast by wearer
    automatically provides material components for Druid, 
  Ranger, or Bard spells requiring material components 
  up to 15 gp; +2 DC competence bonus to Druid, Ranger, 
  or Bard spells cast by wearer; count +1 caster level for 
  Druid, Ranger, or Bard Evocation spells
    automatically provides material components for Druid, 
  Ranger, or Bard spells requiring material components 
  up to 50 gp; +3 DC competence bonus to Druid, Ranger, 
  or Bard spells cast by wearer; count +2 caster level for 
  Druid, Ranger, or Bard Evocation spells
  Description
  Worn atop padded armor or simple clothing of any sort, 
  these corsets (male versions are available as girdles) can be 
  used to grant bonuses to Druidic, Ranger, or Bardic magic, 
  and typically conceal material components for spellcasting or 
  reagents for alchemical purposes.
  Masculine versions of these items may be referred to as 
  leatherweb girdles.
  Effect
  All versions of leatherweb corsets have myriad pockets, 
  from which the wearer may draw any amount of material 
  components to be used for their Druid, Ranger, and/or Bardic 
  spells that require them.  Each corset has a limit of the total 
  gp value of material components per spell, as listed.  Using 
  the corset in this manner does not affect the speed or other 
  requirements or attributes of the spell(s) being cast, but 
  it does require that the wearer physically be capable of 
  reaching into the corset’s pockets.
  All but the lowliest iterations grant more power to all 
  Druidic, Ranger, or Bardic spells cast by the wearer, effecting 
  a competence bonus as described.
  Finally, 
    Advanced and 
    Elite versions grant even more 
  power to the wearer, who benefits from a competence bonus 
  to their effective Caster Level while casting Druidic, Ranger, 
  or Bardic spells from the Evocation school.
  These effects are all passive and automatic, and cannot be 
  suppressed while the item is worn.  The exception is the 
  material components; the wearer may choose to ignore the 
  corset’s abilities and use their own material components on a 
  spell-by-spell basis if desired.
  Synergy & Sets
  None.  Leatherweb corsets are standalone items, and do not 
  gain further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  These items may on occasion be discovered for sale, but are 
  instead typically found in use by those most suited to benefit 
  from the abilities granted.  
  Once a Ranger, Bard, or Druid gains possession of a 
  leatherweb corset, it tends to remain with them until they die 
  or are otherwise forced to give it up.
  The powers of a leatherweb corset are not immediately 
  apparent to a new owner; unless they are described or 
  experimented with, the wearer may be ignorant of the new 
  power granted them.
    At the GM’s discretion, such knowledge can simply be 
  assumed to be automatic.  This can streamline gameplay 
  considerably and allow the wielder to immediately gain 
  the benefit of the leatherweb corset’s capabilities. 
   
  Gaming groups wishing to use this option may assume 
  the knowledge comes magically with picking up the 
  item.  Alternately, and for a bit of greater immersion 
  and roleplaying opportunity, instructions for using the 
  weapon might be discovered written down nearby, or 
  attached via twine to the leatherweb corset.
  
  223
  Magic Items
  Ubiquity
  Leatherweb corsets are exceedingly rare.  
  Owing to their power and versatility, they are not produced 
  in great quantities; indeed, in all but the most high-magic 
  areas, the art of crafting these artifacts has been all but lost.
  Those already in possession of a leatherweb corset usually go 
  to great lengths to protect them, and to try to hide their true 
  nature.
  Notoriety
  These artifacts are quite innocuous in appearance, and 
  indeed, can easily be mistaken for a simple belt or girdle.  
  Leather webbing with pockets is hardly rare, so it’s 
  commonplace to see many folk walking about with devices 
  that appear similar to a leatherweb corset.
  Among those familiar with the device, it’s not unseen for 
  some of meager means to fashion fake leatherweb corsets: 
  simply stuff a few material components in the pockets of 
  a well-fashioned leather girdle, and you’re all set!  This is 
  usually done in a boastful manner, and to add to the faker’s 
  presumed mystique and appearance of magical prowess.
  If somehow word of a true leatherweb corset gets out, then 
  the wearer is certain to be the target of attention, if not 
  outright thievery, from Rangers, Bards, and Druids alike.
  Quirks of Ownership
  As the corset 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, a leatherweb corset has no other quirks or 
  impacts.
  History & Background
  These items were first crafted by the more magically-focused 
  elites of the Druid Enclave in response to increased attacks 
  from raiding bands of giants.  
  After a particularly brutal defense, the Enclave was for a 
  time cut off from resupply and its surrounding environs.  
  The leatherweb corset was intended first as a means of 
  continuing the defense while lacking essential magical 
  ingredients; more advanced forms were reserved for their 
  most powerful magician-soldiers, to further bolster their 
  prowess.
  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 Charisma 
  (Persuasion) in this manner; the DC listed applies equally to 
  either of these skills.  Alternately, a PC may use Knowledge 
  (History), with no penalty so long as the checker has some 
  connection to the regions around the Druid Enclave, as the 
  leatherweb corset is a somewhat location-connected item.
  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 leatherweb corset, 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 leatherweb 
  corset into your gaming sessions beyond simply “the orc 
  magus drops a nifty-looking girdle”, here are some ideas.  
  Table 33: Leatherweb Corset Flavors
  Difficulty Band
  Prefix
  Material Components Provisioned
  Spell DC 
  Bonus
  Caster Level 
  Bonus
    Low
  Lesser
  Druid, Ranger, or Bard; up to 1 gp
  -
  -
    Moderate
  Lesser
  Druid, Ranger, or Bard; up to 5 gp
  +1
  -
    Advanced
  Greater
  Druid, Ranger, or Bard; up to 15 gp
  +2
  +1 Evocation
    Elite
  Greater
  Druid, Ranger, or Bard; up to 50 gp
  +3
  +2 Evocation
  
  224
  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 a leatherweb 
  corset.
  Paladins & Clerics
  These classes would likely have little use for a leatherweb 
  corset themselves, but would easily recognize the tactical 
  advantages of such an item.  If their party contains a Ranger, 
  Druid, or Bard, then a Paladin or a Cleric might go out of 
  their way to help obtain a corset for their use.
  Rogues
  Definitely not useful inherently to a Rogue, but to a Bard, a 
  leatherweb corset would be a significant advantage.  
  Martial Characters
  Aside from looking slightly nifty, and from keeping it out 
  of the hands of enemy Bards, Druids, and Rangers, martial 
  classes have zero interest in such items as a leatherweb 
  corset.
  Arcane Classes
  Arcanists have no use for this sort of item, though clever 
  wizards may examine it to see how it was crafted out of 
  professional respect if nothing else.
  Monks, Rangers, and Druids
  Monks would have no use for this item.  Leatherweb corsets 
  were, however, made specifically to aid the powers of 
  Rangers and Druids.
  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.
  Into the Woods
  As part of a Faction challenge, a Druid or Ranger in the party 
  must venture into a section of forest known to contain Plant, 
  Animal, Fey, and related monsters.  
  This is intentionally vague, as it could flexibly apply to any 
  number of Factions who employ skills related to staying alive 
  in the woods.  The particular purpose could be anything: 
  escort an innocent through the woods; seek and find a 
  particular kind of nut, leaf, or flower; collect a certain 
  number of hides of a kind of creature found there; etc.
  To aid them in their journey, the PC in question should 
  obtain (or is loaned, or sold, or even promised) a leatherweb 
  corset.
  This hook plays best in circumstances where the PC in 
  question has a strong connection to the Faction making the 
  request, or the party is personally invested in the quest 
  itself.  It could be that the innocent to be guided is a relative 
  of one of the PCs; or that in order to curry favor with the 
  Faction, the party must perform this task.
  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 
  leatherweb corset 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.
  Serve the Forest
  The party is asked to deliver a leatherweb corset to a needful 
  Druid, located deep in the dangerous part of the forest 
  nearby.
  This hook forms the basis of the Quest below.
  Quests
  Another, more thorough, means of introducing the 
  leatherweb corset 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: Serve the Forest
    Summary: The PCs are tasked with delivering a 
  leatherweb corset to a Druid in a deep and dangerous 
  part of the forest. 
    Rewards:  
    3,000 gp / 
    8,000 gp / 
    15,000 gp 
  / 
    24,000 gp (promised); up to 
    2 Reward Stars; 
  leatherweb corset
    Locations: Any forest.
    Key NPCs: Any.
    Kickoff: Random Encounter.
    Description:
  Perhaps in connection with an appropriate Faction, the PCs 
  are asked to venture into a particularly dark and dangerous 
  part of a nearby forest.  Their mission is to deliver a magical 
  artifact known as a leatherweb corset.
  The quest-giver explains the corset’s function, and if there is 
  someone of an appropriate class in the party, they may freely 
  make use of it on the journey.  Once to their destination, 
  however, they should give it to its intended recipient: an old 
  Druid, once a formidable member of the Enclave, but now a 
  somewhat crazed loner, a hermit who has committed himself 
  to the forest itself.
    If the party ignores the Quest, they may come back to it 
  
  225
  Magic Items
  FlexTable 31: Leatherweb Corset Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-17
  01-30
  01-25
  31-40
  10
  A certain kind of magical leather girdle 
  only works for Druids, Rangers, and 
  Bards.
    True.  Only these classes 
  can obtain benefit from the 
  leatherweb corset.
  18-33
  31-50
  26-40
  41-50
  12
  Rangers, Druids, and Bards can eschew 
  spell ingredients to a certain limit while 
  wearing a special magical corset.
    True.  This is only one of 
  the powers of the corset, but 
  accurate.
  34-50
  51-70
  41-65
  51-55
  13
  Certain girdles were crafted by the Druid 
  Enclave long ago in response to supply 
  shortages; the resulting item enhances 
  magical powers of Bards, Rangers, and 
  Druids.
    True.  This is accurate, 
  both from a historical 
  as well as capability 
  perspective.
  51-67
  71-85
  66-75
  56-60
  16
  Druid elders crafted a magical corset that 
  allows wearers of certain magical classes 
  to eschew some materials and enhance 
  the power of their spells.
    True.  This is as close a 
  complete description here of 
  the leatherweb corset.
  68-84
  86-93
  76-90
  61-80
  12
  Giant raiders once gifted Druid Elders a 
  girdle purported to enhance their magic... 
  but instead it led to blight and famine in 
  the Enclave.
    False.  Giant raiders 
  were related to the origins 
  of the item, but not at all in 
  the way described.
  85-00
  94-00
  91-00
  81-00
  14
  Magic girdles intended for use by Bards, 
  Druids, and Rangers will instead constrict 
  and injure wearers outside these classes.
    False.  Other classes will 
  derive no benefit from the 
  device, but will not suffer 
  injury.
  at any time.  At the DM’s discretion, however, someone 
  else may be tasked with the delivery, and after a week, 
  the Quest will terminate.
    If the party accepts the Quest, taking the leatherweb 
  corset, but then ignores the execution of their task in 
  favor of trying to keep the item, they will be hunted down 
  by Rangers and Druids.   
   
  If they are defeated by this gang, the PCs will be allowed 
  to live, but the corset will be stripped from them, they 
  will each be robbed of a random magical item in their 
  possession.   
   
  If they are successful in fending off the gang, the 
  party may keep the corset, but there is no material or 
  experience reward outside of that gained from fighting 
  the Rangers and Druids. 
   
  It goes without saying, too, that regardless of whether 
  they defeat the gang or are themselves defeated, the party 
  will definitely lose favor with the Faction or group who 
  asked them to perform this duty. 
    If the PCs take the job, enter the forest, but are 
  overwhelmed by the monsters there, they may return 
  the corset at any time to the Faction who commissioned 
  the deed.  They will be respected for their honesty, if 
  not their combat prowess, and will receive 1/4 of the 
  promised gold reward, rounded down. 
   
  At the GM’s discretion, they may also receive 
    1 
  Reward Star depending on how far they got.
    The “best path” here is for the PCs to fight their way to 
  the hermit Druid... only to discover that he has died, not 
  a few weeks ago.  His possessions have been stripped 
  from him.  Returning to the quest-giver, the PCs will 
  sadly be thanked for their efforts, will be given the gold 
  reward, and will be allowed to keep the leatherweb 
  corset.  They will also receive 
    2 Reward Stars.
  
  226
  Magic Items
  Leatherweb Corset 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 Bard 1
  Bard 6
  Bard 10
  Bard 14
  Size / Aln
  Medium NE Human
  Medium NE Human
  Medium NE Human
  Medium NE Human
  HP
  10
  44
  70
  101
  Armor 
  Class
  13
  14
  16
  17
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  10 (+0) 
  DEX  15 (+4) 
  CON  15 (+2) 
  INT  8 (-1) 
  WIS  9 (-1) 
  CHA  18 (+6)
  STR  10 (+0) 
  DEX  17 (+6) 
  CON  15 (+2) 
  INT  8 (-1) 
  WIS  9 (-1) 
  CHA  18 (+7)
  STR  10 (+0) 
  DEX  19 (+8) 
  CON  15 (+2) 
  INT  8 (-1) 
  WIS  9 (-1) 
  CHA  18 (+8)
  STR  10 (+0) 
  DEX  19 (+9) 
  CON  15 (+2) 
  INT  8 (-1) 
  WIS  9 (-1) 
  CHA  20 (+10)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 9 
  Armor - Disadvantage on 
  Stealth 
  +2 Horn, Lute, Lyre
  Passive Perception 12 
  +3 Horn, Lute, Lyre
  Passive Perception 17 
  +4 Horn, Lute, Lyre
  Passive Perception 19 
  +5 Horn, Lute, Lyre
  Languages Common, Elvish
  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+4); 60 ft.’: 
  +8 (1d4+4)
  Melee +2 Rapier +10 
  (1d8+6)
  Ranged Shortbow ) --> 30 
  ft.’: +8 (1d6+4); 120 ft.’: 
  +8 (1d6+4)
  Melee Dagger +9 (1d4+4)
  Ranged Dagger (Thrown) 20 
  ft.’: +9 (1d4+4); 60 ft.’: +9 
  (1d4+4)
  Melee +3 Rapier +12 
  (1d8+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, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
  NE; Medium Humanoid (Human)
  
  227
  Magic Items
  Special Abilities
  Ability Score Increase Your ability scores each increase by 1.
  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 
  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 
    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: charm person; disguise 
  self
  Save DC 15; Spell Atk +7
  3rd: fear; major image; 
  hypnotic pattern
  2nd: calm emotions; 
  enthrall; invisibility
  1st: charm person; disguise 
  self; heroism; sleep
  Save DC 16; Spell Atk +8
  5th: dominate person; hold 
  monster
  4th: compulsion; 
  dimension door
  3rd: fear; major image; 
  hypnotic pattern
  2nd: calm emotions; 
  enthrall; invisibility
  1st: charm person; disguise 
  self; heroism; sleep
  Save DC 18; Spell Atk +10
  7th: forgecage
  6th: mass suggestion
  5th: dominate person; hold 
  monster
  4th: compulsion; dimension 
  door
  3rd: fear; major image; 
  hypnotic pattern
  2nd: calm emotions; enthrall; 
  invisibility
  1st: charm person; disguise 
  self; heroism; sleep
  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)
  
  228
  Magic Items
  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.
  
  229
  Magic Items
  Lychwing Crest
    Lychwing Crest (headband)
  Value:  
    2,100 gp / 
    24,500 gp /  
    31,000 gp / 
    62,000 gp
  Weight 6 lbs.; Materials wood, bone; Nature magical; 
  Aura strong necromancy, conjuration (summoning); Slot 
  headband
  CL:  
    6th / 
    10th / 
    14th / 
    18th
  Effect Summary: 
    evil creatures summoned by wearer default to an 
  Attitude of Friendly (each summoned creature 
  may attempt a Wisdom save at DC 16 to overcome); 
  wearer automatically speaks any languages spoken by 
  summoned creatures
    evil creatures summoned by wearer default to an 
  Attitude of Friendly (each summoned creature 
  may attempt a Wisdom save at DC 18 to overcome); 
  wearer automatically speaks any languages spoken 
  by summoned creatures; evil creatures summoned by 
  wearer benefit from +4 enhancement bonus to Strength 
  and Constitution
    evil creatures summoned by wearer default to an 
  Attitude of Friendly (each summoned creature may 
  attempt a Wisdom save at DC 20 to overcome); 
  wearer automatically speaks any languages spoken 
  by summoned creatures; evil creatures summoned by 
  wearer benefit from +4 enhancement bonus to Strength 
  and Constitution; when summoning more than one 
  creature, summon one extra creature
    evil creatures summoned by wearer default to an 
  Attitude of Friendly (each summoned creature 
  may attempt a Wisdom save at DC 22 to overcome); 
  wearer automatically speaks any languages spoken 
  by summoned creatures; evil creatures summoned by 
  wearer benefit from +4 enhancement bonus to Strength 
  and Constitution; when summoning more than one 
  creature, summon one extra creature; may summon 
  skeletons instead of living creatures
  Description
  These nefarious, darkly-magicked items appear to be a pair 
  of skeletal, evil, dragon wings grafted onto the temples of 
  the wearer.  
  They grant communion bonuses with evil summoned 
  creatures, and enhancements to such summoned creatures..
  Effect
  Lychwing crests all allow the wearer a default Attitude of 
  Friendly for evil creatures they summon.  This ability has 
  no effect for any summoned creature who would otherwise 
  have an Attitude of Friendly or better toward the wearer; in 
  other words, it does not override or degrade similar effects 
  that are equivalent or better.  Each summoned creature 
  may attempt a Wisdom save to resist this effect, with DC 
  as noted; success means they revert to whatever Attitude 
  toward the caster would normally apply.
  Secondly, lychwing crests grant the wearer the ability 
  to communicate with any of their summoned creatures, 
  regardless of alignment.  This effect requires that the 
  summoned creature speaks or understands at least one 
  language; the wearer receives no beneift for summoned 
  creatures with no language.  The lychwing crest does 
  not grant the wearer the ability to speak or understand 
  languages in general; it allows communication only between 
  the wearer and any creatures the wearer summons while 
  wearing the crest.  Removing the crest causes this effect 
  to dissipate; similarly, any creatures summoned prior to 
  donning the crest receive no benefit from this effect.
  All versions except 
    Low Lychwing Crests grant 
  enhancement bonuses to Strength and Constitution for 
  all evil creatures summoned by the wearer.  These bonuses 
  are automatic for each evil summoned creature; there is no 
  save to resist the effect.  Note the secondary effect of these 
  bonuses on attack, damage, hit points, and related properties 
  of the summoned creatures.
  Finally, the two most powerful iterations grant the wearer 
  additional power and options when they summon creatures.  
    Advanced Lychwing Crests allow the wearer to summon 
  one extra creature each time they summon more than one 
  creature as the result of a single spell or effect.  For example, 
  if the wearer summons 2 creatures, the lychwing crest allows 
  them the option of summoning 3 instead.  This aspect of 
  the crest’s power has no effect when summoning a single 
  creature.
    Elite Lychwing Crests receive the above benefit, but 
  in addition, whenever the wearer summons one or more 
  creatures of any kind, s/he may instead choose to summon 
  Skeleton versions of those creatures, as with the Skeleton 
  Summoner feat.
  
  230
  Magic Items
  The options to summon additional creatures, and/or to make 
  them skeletons, are mental commands by the wearer made at 
  the time of casting a summoning spell.  
  All other effects and abilities are passive, require no 
  activation, and cannot be surpressed while the crest is worn.
  Synergy & Sets
  None.  Lychwing crests are standalone items, and do not 
  gain further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  Lychwing crests are often handed down from one evil 
  summoner to another, continuing a chain of powers that 
  might go back several generations.  
  They may on very rare occasion be purchased in a magical 
  items shop, but then, only available via special conversation 
  or connection with the owner.  Likely the item is stored 
  in a back room, or attic; the fear would be the shopkeeper 
  would have a negative stigma due to the connection with 
  necromantic and evil magic.
  Encountered in the wild, so to speak, lychwing crests are 
  almost always atop the heads of conquered summoners; 
  anyone who possesses one of these items is loathe to leave it 
  in a vault owing to its enormous benefits when needed.
  Versions of the crest which have activateable abilities “tell” 
  their wearers of these options as they cast summoning 
  spells; no foreknowledge is required to make use of or 
  understand them, though it will likely come as a surprise 
  when first used.
    At the GM’s discretion, full knowledge of the crest’s 
  abilities and nature can simply be assumed to be 
  automatic.  This can streamline gameplay considerably 
  and allow the wielder to immediately gain the benefit of 
  the lychwing crest’s capabilities. 
   
  Gaming groups wishing to use this option may assume 
  the knowledge comes magically with picking up the 
  item.  Alternately, and for a bit of greater immersion 
  and roleplaying opportunity, instructions for using the 
  weapon might be discovered written down nearby, or 
  attached via twine to the crest.
  Ubiquity
  Lychwing crests are very rare.  Only a handful were produced 
  originally, and these scattered quickly to the corners of the 
  Realm.  
  Those few that have been crafted over the centuries are in 
  the hands of powerful necromancers and summoners, who 
  are quite resistant to sharing the information that they exist, 
  let alone sharing the item itself.
  Notoriety
  Lychwing crests look somewhat vile, but can easily be 
  mistaken or chalked up to a fancy headdress.  The items do 
  look ceremonial, in a dark sort of manner.
  It’s almost impossible to tell via mundane means that a 
  lychwing crest is anything other than a particularly brooding 
  and dark form of headdress, a costume perhaps for a play or 
  festival.
  Those aware of their existence will immediately recognize 
  them, however.  Necromancers, summoners, or evil magic-
  users of any ilk who know of these items will stop at nothing 
  to get their hands on a lychwing crest if they know where to 
  find one... and woe betide the person who already wears it!
  Quirks of Ownership
  As the headdress 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, a lychwing crest has no other quirks or impacts.
  History & Background
  First forged in the dark swamps of the Realm with the 
  assistance of evil Fey, lychwing crests were formed from 
  the mind of a horrid witch and necromancer.  Hungry for 
  power and hating of all people, he bent his will to the task 
  of crafting an item that would grant him power over his 
  summoned creations.  Although formidable in both magical 
  power and intellect, this witch had become drunk on his 
  own power in isolation from other sentients; he had come 
  to believe that when he summoned a creature, he did not 
  summon it to his location but rather that he created it out of 
  nothing.
  Successful in his pursuit of crafting an item beneficial to 
  his aims, he then set forth on what he saw as his purpose: 
  bringing death to those living, via the new life he called 
  forth.
  His ravages across the Realm were legion, and his decades 
  Table 34: Lychwing Crest Flavors
  Difficulty 
  Band
  Prefix
  Summoned Evil 
  Creature Attitude
  Summoned 
  Attitude Save
  Summoned Evil Creature 
  Bonuses
  Summoned Evil 
  Creatures
    Low
  Lesser
  Friendly
  Wis 16
  +4 Str; +4 Con
  -
    Moderate
  Lesser
  Friendly
  Wis 18
  +4 Str; +4 Con
  -
    Advanced
  Greater
  Friendly
  Wis 20
  +4 Str; +4 Con
  +1
    Elite
  Greater
  Friendly
  Wis 22
  +4 Str; +4 Con
  +1; may be Skeletons
  
  231
  Magic Items
  of conquest and destruction the stuff of grim legend.  
  Eventually, the odds caught up with him, and one of his 
  summoned creations turned on him, having shrugged off the 
  power of his artifact.
  In the aftermath, many sought the lychwing crest fabled to 
  be the source of the witch’s power.  Some must have found 
  it, and even replicated the design, for a few dozen have 
  been found over the generations, always in the hands of a 
  misguided and power-hungry summoner.
  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 Charisma 
  (Persuasion) 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 lychwing crest 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 lychwing crest, 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 lychwing crest 
  into your gaming sessions beyond simply “the necromancer 
  drops a nifty-looking headdress”, 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 lychwing crest.
  Paladins & Clerics
  These classes, barring Clerics of evil faith, would likely 
  be inclined to locate lychwing crests with an eye toward 
  destroying them.
  Rogues
  Rogues have no direct use for these items, but would be 
  essential in stealing them away from those who are already 
  in possession of them.
  Martial Characters
  Fighters, Barbarians, and the like have no use for a lychwing 
  crest, and would unfortunately find it difficult to fence such 
  a powerful and stigmatized artifact.
  Arcane Classes
  These classes are the target audience of a lychwing crest, 
  particularly those who have a focus in summoning evil 
  creatures.  
  Such is the power of these artifacts that even those not 
  attuned to summoning might shift their focus if they have 
  access to it.
  Monks, Rangers, and Druids
  It’s possible for Druids to summon monsters, so they might 
  well have an interest in lychwing crests.  
  Monks and Rangers, however, would likely only be interested 
  in a greater context of story.
  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.
  Building an Army
  A nearby necromancer has been producing more and more 
  horrible creations, either from raising the dead or from 
  summoning.  Either way, he has been raiding villages for 
  months, showing up with many monsters and laying waste to 
  all life he encounters.  
  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 
  
  232
  Magic Items
  FlexTable 32: Lychwing Crest Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-17
  01-30
  01-25
  31-40
  10
  A magical tiara grants power to 
  summoners.
    True.  Very limited in 
  description, however.
  18-33
  31-50
  26-40
  41-50
  12
  First forged by a mad, power-hungry 
  necromancer witch, a formidable circlet 
  grants summoners of evil creatures the 
  ability to speak with their summoned 
  creatures, and to make those creatures 
  more powerful.
    True.  Very nearly 
  complete description of the 
  crest’s powers.
  34-50
  51-70
  41-65
  51-55
  13
  Forged by a mad witch, there is a crest 
  that grants the wearer’s summoned 
  creatures enhanced strength and 
  durability.
    True.  This is one of 
  the features of advanced 
  versions of the lychwing 
  crest.
  51-67
  71-85
  66-75
  56-60
  16
  Evil creatures summoned by a magical 
  tiara will look to the caster favorably, 
  benefit from enhanced strength, and the 
  caster may even bring forth more of them 
  as a result of the artifact’s power.
    True.  This is as close a 
  complete description here of 
  the lychwing crest.
  68-84
  86-93
  76-90
  61-80
  12
  Evil headdresses grant summoners power, 
  but at the possible expense of the caster’s 
  soul.
    False.  As with most “at 
  the expense of your soul” 
  rumors, this one has no 
  basis in reality.
  85-00
  94-00
  91-00
  81-00
  14
  Morally-corrupt summoners may 
  wield horrible circlets that grant their 
  summoned creatures the power of fire 
  and resistance to all forms of corporeal 
  attack.
    False.  These 
  characteristics are far 
  beyond the capabilities of 
  the lychwing crest.
  lychwing crest 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.
  Fueling the Ritual
  Rumor tells of a cult nearby where sacrifice is commonplace, 
  and a key component to their rituals.  Dozens of creatures 
  are slain in service to their faith each month.  
  Although the cult doesn’t seem to interfere much in the 
  day-to-day lives of the townsfolk, villagers are growing 
  concerned over the practice, why the cult feels it is 
  necessary, and they’re also worried as to what the cult’s 
  practitioners will resort to when they inevitably run out of 
  goats and the like.
  It turns out that the cult’s sacrifices are being fueled by a 
  particularly gruesome application of a lychwing crest: their 
  summoner priest is using his to call forth creatures to be 
  slain.
  Quests
  Another, more thorough, means of introducing the lychwing 
  crest 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: Building an Army
    Summary: The PCs are tasked with defeating a 
  necromancer who has been raiding villages and slaying 
  every living thing he discovers.
    Rewards:  
    2,500 gp / 
    6,000 gp / 
    11,000 gp 
  / 
    20,000 gp (promised); up to 
    3 Reward Stars; 
  lychwing crest
    Locations: Any.
    Key NPCs: Any.
    Kickoff: Random Encounter.
    Description:
  Villagers approach the PCs, describing a horrid practice 
  whereby a raiding necromancer has been going from farm to 
  farm, village to village, in the countryside in this area.  
  In his raids, he brings with him a formidable array of 
  monsters—more of them, and each one more powerful, more 
  compliant, than one might expect from even a formidable 
  summoner might.
  Disturbing in the extreme is the necromancer’s behavior as 
  he churns through an area: any living thing is a target for his 
  wrath, and that of his minions.  If they are aware of anything 
  alive, it is slain; very few have escaped after being noticed.  
  Worse still, the vile summoner seems hardly dispassionate 
  about the practice: he wears a gleeful, spittle-drenched grin 
  
  233
  Magic Items
  as he goes about his grim business.
  Fearful of a similar event in their town, the villagers have 
  pooled their money and offer it, everything they have, to the 
  PCs if they can seek out the necromancer and stop him.  
  Mechanically, the details of finding the necromancer, 
  confronting him, and slaying him are all flexible, in service 
  to your gaming world and campaign setting.  The PCs 
  can visit the bloodied, smoking remains of the town most 
  recently destroyed; tracks lead away from the area.  
  The pursuit should at minimum involve some Survival 
  and/or Tracking checks to locate the necromancer’s lair.  
  Approaching undetected, the party might try to slay him in 
  his sleep.
  Alternately, a head-on fight will be quite difficult, though not 
  impossible.
  It is not possible to talk the necromancer out of his power-
  lust-fueled rampages; he is beyond all reason and can only be 
  stopped if the PCs kill him.
    If the PCs ignore the plea, consider a negative 
  consequence if any of them is Good, and certainly if there 
  is a Paladin amongst them.  The appeal to good intentions 
  here is fairly clear, and although the strength of the 
  necromancer is unknown, seeking him out at least seems 
  a minimum activity.
    If the PCs agree, discover the necromancer, and either 
  are overwhelmed by him in combat or decide not to slay 
  him, they can return to the village and benefit empty-
  handed, but still receive 
    1 Reward Star for their 
  efforts.  The village will not pay as nothing has been 
  prevented.
    If the PCs agree, discover the necromancer, and slay him 
  successfully, upon their return to the village they will 
  receive the full cash award promised, plus 
    3 Reward 
  Stars.  In addition, they may keep the lychwing crest 
  recovered from the necromancer’s corpse, whether they 
  share that detail with the town or not.
  
  234
  Magic Items
  Lychwing Crest 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 Wizard 1
  Wizard 6
  Wizard 10
  Wizard 14
  Size / Aln
  Medium CE  
  Half-Orc
  Medium CE  
  Half-Orc
  Medium CE  
  Half-Orc
  Medium CE  
  Half-Orc
  HP
  6
  23
  37
  63
  Armor 
  Class
  12
  12
  13
  13
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  15 (+2) 
  DEX  9 (-1) 
  CON  11 (+0) 
  INT  20 (+7) 
  WIS  9 (+1) 
  CHA  13 (+1)
  STR  17 (+3) 
  DEX  9 (-1) 
  CON  11 (+0) 
  INT  20 (+8) 
  WIS  9 (+2) 
  CHA  13 (+1)
  STR  17 (+3) 
  DEX  11 (+0) 
  CON  11 (+0) 
  INT  20 (+9) 
  WIS  9 (+3) 
  CHA  13 (+1)
  STR  17 (+3) 
  DEX  11 (+0) 
  CON  13 (+1) 
  INT  20 (+10) 
  WIS  9 (+4) 
  CHA  13 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 9
  Passive Perception 9
  Passive Perception 9
  Passive Perception 9
  Languages Common, Orc
  Attacks
  Ranged Crossbow, Light ) 
  --> 80 ft.’: -5 (1d8-1); 320 
  ft.’: -5 (1d8-1)
  Melee Dagger +4 (1d4+2)
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2)
  Ranged +1 Crossbow, Light ) 
  --> 80 ft.’: -3 (1d8); 320 ft.’: 
  -3 (1d8)
  Melee +1 Dagger +7 
  (1d4+4)
  Ranged +1 Dagger (Thrown) 
  20 ft.’: +7 (1d4+4); 60 ft.’: 
  +7 (1d4+4)
  Ranged +2 Crossbow, Light 
  ) --> 80 ft.’: +0 (1d8+2); 
  320 ft.’: +0 (1d8+2)
  Melee +2 Dagger +9 
  (1d4+5)
  Ranged +2 Dagger (Thrown) 
  20 ft.’: +9 (1d4+5); 60 ft.’: 
  +9 (1d4+5)
  Ranged +3 Crossbow, Light ) 
  --> 80 ft.’: +2 (1d8+3); 320 
  ft.’: +2 (1d8+3)
  Melee +3 Dagger +11 
  (1d4+6)
  Ranged +3 Dagger (Thrown) 
  20 ft.’: +11 (1d4+6); 60 ft.’: 
  +11 (1d4+6)
  Special
  -
  -
  -
  -
  Proficiencies
  Crossbow (Light), Dagger, Dart, Quarterstaff, Sling
  CE; Medium Humanoid (Half-Orc)
  
  235
  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.
  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.
  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.
  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. 
  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 19. 
  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 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Arcane Recovery, Cantrips, 
  Preparing and Casting 
  Spells, Ritual Casting, 
  Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  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, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  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, Darkvision, 
  Languages, Menacing, 
  Relentless Endurance, 
  Savage Attacks, 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 15; Spell Atk +7
  1st: charm person; fog 
  cloud
  Save DC 16; Spell Atk +8
  3rd: fly; lightning bolt; sleet 
  storm
  2nd: acid arrow; hold 
  person; invisibility
  1st: charm person; fog 
  cloud; mage armor; magic 
  missile
  Save DC 17; Spell Atk +9
  5th: cloudkill; dream
  4th: greater invisibility; ice 
  storm
  3rd: fly; lightning bolt; sleet 
  storm
  2nd: acid arrow; hold 
  person; invisibility
  1st: charm person; fog 
  cloud; mage armor; magic 
  missile
  Save DC 18; Spell Atk +10
  7th: teleport
  6th: irresistible dance
  5th: cloudkill; dream
  4th: greater invisibility; ice 
  storm
  3rd: fly; lightning bolt; sleet 
  storm
  2nd: acid arrow; hold person; 
  invisibility
  1st: charm person; fog 
  cloud; mage armor; magic 
  missile
  Equipment
  Light crossbow; 
  crossbow bolts (20x); 
  dagger
  +1 Light crossbow; 
  crossbow bolts (20x); +1 
  dagger
  +2 Light crossbow; 
  crossbow bolts (20x); 
  +2 dagger
  +3 Light crossbow; 
  crossbow bolts (20x); +3 
  dagger
  
  236
  Magic Items
  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.
  
  237
  Magic Items
  Lyrehelm
    Lyrehelm (headband)
  Value:  
    1,700 gp / 
    6,200 gp /  
    18,500 gp / 
    43,000 gp
  Weight 4 lbs.; Materials wood, leather, gemstones; 
  Nature magical; Aura moderate divination, transmutation, 
  enchantment (compulsion) [mind-affecting, emotion] Slot 
  headband
  CL:  
    4th / 
    8th / 
    12th / 
    16th
  Effect Summary: 
    comprehend languages for up to 4 hrs/day; +1 
  competence bonus to Perform checks
    comprehend languages for up to 5 hrs/day; +2 
  competence bonus to Perform checks; +1 competence 
  bonus on Charisma (Persuasion) and Wisdom (Insight) 
  checks; calm emotions 5x/day
    comprehend languages for up to 6 hrs/day; +4 
  competence bonus to Perform checks; +3 competence 
  bonus on Charisma (Persuasion) and Wisdom (Insight) 
  checks; calm emotions 5x/day; glibness 3x/day
    comprehend languages for up to 6 hrs/day; +6 
  competence bonus to Perform checks; +5 competence 
  bonus on Charisma (Persuasion) and Wisdom (Insight) 
  checks; calm emotions 5x/day; glibness 5x/day
  Description
  A simple, elegantly-wrought curved band of leather, adorned 
  with jesteresque accents, these items are prized by Bards and 
  entertainers of more mundane nature.  
  While often found in a mixture of purple, green, and gold, all 
  manner of color combinations are possible.  
  These items, when worn, grant the bearer advantages in 
  performance and conversation skills.
  Effect
  All flavors of lyrehelm grant the ability to comprehend 
  languages, per the spell, for a total number of hours each 
  day.  The wearer activates this ability with a thought, 
  and deactivates it with a similar thought; whenever the 
  wearer thinks something along the lines of “I wish I could 
  understand what is being said”, the effect activates.
  Secondly, lyrehelms grant passive competence bonuses 
  to certain skills.  All flavors grant bonuses to all forms of 
    Perform skill checks as described.  Advanced versions 
  may also grant bonuses to Charisma (Persuasion) and 
  Wisdom (Insight).  These bonuses are automatic, require 
  no activation or trigger, and cannot be surpressed while the 
  device is worn.
  Finally, advanced versions of the lyrehelm allow the wearer 
  to initiative spell-like abilities a certain number of times 
  per day, as described.  The activations of these abilities are 
  mental commands, requiring a standard action to execute.
  The comprehend languages duration, and the spell-like effect 
  frequencies, reset 24 hours after each is first used in a 
  given day.  Each is item-dependent, not wearer-dependent; 
  if someone wears a “fresh” 
    Low Lyrehelm and uses 
  comprehend languages for a single hour, for example, and 
  gives it to someone else, that person will still only have 3 
  hours of remaining comprehend languages use.
  Synergy & Sets
  None.  Lyrehelms are standalone items, and do not gain 
  further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  Most lyrehelms are worn by bards or other performers.  
  Even when not in active use, rare is the owner who trusts 
  such an artifact to a vault or lockbox; far easier to bear it 
  and not use it, or to hide it underneath a larger or bulkier 
  headpiece.
  Activations of spell-like abilities are mentally-triggered; 
  each roughly takes the form of thinking about a certain spell 
  effect, so it’s actually quite straightforward to use so long as 
  the capabilities are known.  
  It’s rare to have any instructions or other inkling of the 
  artifact’s capabilities written down anywhere, or inscribed 
  on the item.  
    At the GM’s discretion, such knowledge can simply be 
  assumed to be automatic.  This can streamline gameplay 
  considerably and allow the wielder to immediately gain 
  the benefit of the lyrehelm’s capabilities. 
   
  
  238
  Magic Items
  Gaming groups wishing to use this option may assume 
  the knowledge comes magically with picking up the 
  item.  Alternately, and for a bit of greater immersion 
  and roleplaying opportunity, instructions for using the 
  weapon might be discovered written down nearby, or 
  attached via twine to the lyrehelm.
  Ubiquity
  Lyrehelms are rare, but not exceptionally so, less so among 
  the bardic elite.  
  Well-known bards often make prominent the presence of 
  their lyrehelms; the absolute best performers go out of their 
  way to make it understood that they do not use the devices, 
  and that their natal talents are such that enhancement is not 
  required.
  Notoriety
  Although some take the form of elaborate headdresses, 
  lyrehelms are not always very conspicuous.  As such it can be 
  quite difficult to identify one worn by someone else, even if 
  the observer is aware of the device’s existence.
  If someone identifies or suspects a lyrehelm in use, it’s 
  typically not noteworthy; although the item’s powers are 
  very useful, they’re not volatile or overwhelming enough 
  that they give a threatening sensation to others.
  Quirks of Ownership
  As the headpiece 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, a lyrehelm has no other quirks or impacts.
  History & Background
  The first lyrehelms were forged, predictably, by a vain and 
  power-hungry bard, in service to an increasingly-demanding 
  prince who tired easily of repetitive routines and acts.
  Although the chief palace bard was quite skilled and 
  renowned, rumors began to swirl that he was soon to be 
  replaced.  The prince’s history echoed this likelihood: no 
  palace bard had lasted more than a year; the current one had 
  been in residence half again that duration.
  So although ambitious by nature, the palace bard’s main 
  objective was merely self-preservation.  Behind the scenes, 
  he spoke with a palace magician; for a guaranteed cut of 
  the bard’s pay going forward, the mage agreed to craft an 
  innocuous headpiece that would greatly enhance the bard’s 
  natural gifts.
  Sadly, the arrangement was doomed: buoyed by the 
  agreement, the palace bard began to perform with greater 
  confidence.  The prince, bored of the same routines and 
  abilities, resented this new quality, which he interpreted as 
  haughty self-satisfaction.  
  One day before the mage’s commission was completed, the 
  prince had the bard exiled from the palace.  Thus, in a way, 
  the very first lyrehelm brought about the doom of its owner.
  All was not sad, however.  The prince, quite used to 
  entertainment of some form, soon granted the title of 
  Court Bard to another, whom the savvy mage approached 
  immediately.  The mage explained that the use of the 
  lyrehelm was a time-honored arrangement; he made the 
  same deal he had had with the ill-fated former bard.
  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 Charisma 
  (Persuasion) 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 lyrehelm 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 35: Lyrehelm Flavors
  Difficulty 
  Band
  Prefix
  Comprehend 
  Languages Duration
  Perform Skill 
  Bonus
  Charisma 
  (Persuasion) & 
  Wisdom (Insight) 
  Skill Bonus
  Spell-Like Abilities
    Low
  Lesser
  4 hrs/day
  +1
  -
  -
    Moderate
  Lesser
  5 hrs/day
  +2
  +1
  calm emotions 5x/day
    Advanced
  Greater
  6 hrs/day
  +4
  +3
  calm emotions 5x/day;  
  glibness 3x/day
    Elite
  Greater
  6 hrs/day
  +6
  +5
  calm emotions 5x/day;  
  glibness 5x/day
  
  239
  Magic Items
  Generally speaking, the information in this FlexTable may be 
  inserted into your campaign as foreshadowing for eventually 
  revealing a lyrehelm, 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 lyrehelm into 
  your gaming sessions beyond simply “the ponce drops a 
  nifty-looking headband”, 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 lyrehelm.
  Paladins & Clerics
  Influence and social power are not uncommon weapons 
  in the arsenal of these classes.  Although use of a lyrehelm 
  is more stereotypically in the domain of bards and other 
  performers, one might reasonably argue that Paladins and 
  Clerics oft act in this capacity in many adventuring parties.
  Rogues
  Socially-inclined rogues can find great sport in these 
  artifacts, either as a means of finding entry where none 
  seems possible, or as a tool to talk one’s self out of a tight 
  situation when a plan goes awry.
  Martial Characters
  In parties lacking a dedicated full Paladin or socially-affable 
  Cleric, more battle-worthy classes might find themselves 
  in the role of social leader: Fighters and even charismatic 
  Barbarians might well benefit from a lyrehelm to aid their 
  role.
  Arcane Classes
  Arcanists whose talents rely upon Charisma are most likely 
  to be inclined to the use of a lyrehelm.
  Monks, Rangers, and Druids
  It’s not unheard of for these classes to possess talent in 
  social circles, although in truth they are likely the least 
  served by a lyrehelm’s powers.
  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.
  Slippery as an Eel
  The PCs are at a social event.  It later turns out that someone 
  wearing a lyrehelm stole something of great value at the 
  event. 
  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 
  lyrehelm from its current user, 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.
  Find a Way In
  The PCs, or more accurately the Rogue of the party, are 
  commissioned to steal something.  To aid their task, they 
  are loaned or given a lyrehelm, as the item in question will 
  be on display (perhaps worn?) at a grand ball, and having 
  enhanced social prowess is a surefire means of getting close 
  enough to snatch it.
  Quests
  Another, more thorough, means of introducing the lyrehelm 
  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: Behind Our Backs
    Summary: At a social function, the PCs are unaware 
  that a thief commits a robbery.  The party sets forth to 
  discover what happened, and how.
    Rewards:  
    3,000 gp / 
    8,000 gp / 
    16,000 gp 
  / 
    28,000 gp (promised); up to 
    2 Reward Stars; 
  lyrehelm; other magical item(s) or valuable treasure
    Locations: Any urban.
    Key NPCs: Any.
    Kickoff: Social function or event (this can be as flexibly 
  innocuous as spending an evening in a tavern, however).
    Description:
  
  240
  Magic Items
  FlexTable 33: Lyrehelm Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-17
  01-30
  01-25
  31-40
  10
  There exists a magical 
  headband that gives bards 
  extra power.
    True.  Very limited in description, 
  however.
  18-33
  31-50
  26-40
  41-50
  12
  Long ago, a court bard 
  commissioned a magic item to 
  save him from disfavor from 
  the prince he served.
    True.  This is a great summary of 
  the item’s backstory.
  34-50
  51-70
  41-65
  51-55
  13
  A desperate palace bard had 
  a mage forge him a headband 
  that would enhance his social 
  powers.
    True.  This hints at the item’s 
  capabilities.
  51-67
  71-85
  66-75
  56-60
  16
  Bardic headbands can grant 
  social powers to the wearer, 
  and allow them to cast 
  socially-enhancing spells.
    True.  This is as close a complete 
  description here of a lyrehelm.
  68-84
  86-93
  76-90
  61-80
  12
  Though forged to grant bards 
  skill, cursed headbands instead 
  steal life force through song.
    False.  This is not what a lyrehelm 
  does.
  85-00
  94-00
  91-00
  81-00
  14
  Beware powerful bards 
  wearing magical headbands, 
  for theirs is the power to turn 
  onlookers to stone with but a 
  strum of their strings.
    False.  This sounds like a 
  completely different magical artifact!
  Whether they realize it or plan it or not, the PCs attend a 
  social function with at least a dozen people present.  Though 
  at the time they notice nothing untoward, it later turns out 
  that an item of extreme value was stolen during the event.
  How the PCs get involved, and why they care, is a function of 
  your game world and campaign.  It could be that the PCs are 
  falsely accused of stealing it themselves; their alibi turns out 
  to be airtight, and by way of apology, the accuser offers the 
  party a job finding the real thief.
  It could be that the PCs are friends with the person from 
  whom the valuable has been stolen: to set their friend right, 
  they seek the truth and justice besides.
  Finally, it could simply be that the valuable item was stolen 
  from one of the PCs themselves.  In this last scenario, ignore 
  the monetary reward, but perhaps up the ante by having 
  multiple treasured items stolen—the mage’s protective ring, 
  the monk’s cloak of concealment, and the paladin’s most 
  powerful potions.
    If the PCs ignore the threat, nothing further comes of it.  
  The culprit is still out there, however, and the wronged 
  party still interested in justice; the group may return to 
  the Quest at any time.
    If the PCs engage fully, they have little difficulty locating 
  the thief; despite her pickpocketing skills, she is a 
  poor fence, and her blundering attempts to resell the 
  stolen item(s) results in widespread knowledge of her 
  whereabouts and description. 
   
  When confronted, the thief admits that she is actually 
  a singer by trade, but having fallen on hard times, 
  she discovered a magic headband that gives her social 
  powers.  She’s used these newfound enhancements to 
  turn to a life of semi-successful crime.  She offers the 
  return of any items stolen, as well as the lyrehelm, so 
  long as the PCs keep her identity secret. 
   
  Merely finding the thief and confronting her is worth  
    
  1 Reward Star.
    If the party slays the thief, either following a verbal 
  confrontation or as the result of a fight-first, ask-
  questions-later approach, they recover the stolen item(s) 
  and will receive any promised monetary reward, and of 
  course recover the lyrehelm from the body.  They do not, 
  however receive any  
    Reward Stars.
    If the PCs confront the thief, and turn her in to the 
  authorities, they receive no further benefit beyond the 
  monetary reward (if it had been offered to begin with).
    Confronting the thief, taking the items, taking the 
  lyrehelm, and keeping her secret is worth an additional 
    Reward Star, for a total of 2.  This is the “best path” 
  in terms of reward.
  
  241
  Magic Items
  Lyrehelm 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 Bard 1
  Bard 6
  Bard 10
  Bard 14
  Size / Aln
  Medium CN  
  Half-Elf
  Medium CN  
  Half-Elf
  Medium CN  
  Half-Elf
  Medium CN  
  Half-Elf
  HP
  8
  29
  50
  66
  Armor 
  Class
  13
  14
  16
  18
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  10 (+0) 
  DEX  15 (+4) 
  CON  10 (+0) 
  INT  15 (+2) 
  WIS  7 (-2) 
  CHA  19 (+6)
  STR  10 (+0) 
  DEX  17 (+6) 
  CON  10 (+0) 
  INT  15 (+2) 
  WIS  7 (-2) 
  CHA  19 (+7)
  STR  10 (+0) 
  DEX  19 (+8) 
  CON  10 (+0) 
  INT  15 (+2) 
  WIS  7 (-2) 
  CHA  19 (+8)
  STR  10 (+0) 
  DEX  20 (+10) 
  CON  10 (+0) 
  INT  15 (+2) 
  WIS  7 (-2) 
  CHA  20 (+10)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 10 
  Armor - Disadvantage on 
  Stealth 
  +2 Horn, Lute, Lyre
  Passive Perception 14 
  +3 Horn, Lute, Lyre
  Passive Perception 16 
  +4 Horn, Lute, Lyre
  Passive Perception 18 
  +5 Horn, Lute, Lyre
  Languages Common, Dwarvish, Elvish
  Attacks
  Melee Longsword +2 (1d8)
  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 Longsword +4 
  (1d8+1)
  Melee Dagger +6 (1d4+3)
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+3); 60 ft.’: +6 
  (1d4+3)
  Ranged Crossbow, Light ) --> 
  80 ft.’: +6 (1d8+3); 320 ft.’: 
  +6 (1d8+3)
  Melee +2 Longsword +6 
  (1d8+2)
  Melee Dagger +8 (1d4+4)
  Ranged Dagger (Thrown) 
  20 ft.’: +8 (1d4+4); 60 ft.’: 
  +8 (1d4+4)
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +8 (1d8+4); 320 
  ft.’: +8 (1d8+4)
  Melee +3 Longsword +8 
  (1d8+3)
  Melee Dagger +10 (1d4+5)
  Ranged Dagger (Thrown) 20 
  ft.’: +10 (1d4+5); 60 ft.’: 
  +10 (1d4+5)
  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
  CN; Medium Humanoid (Half-Elf)
  
  242
  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.
  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.
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Bardic Inspiration, Cantrips, 
  Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill 
  Versatility, 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, 
  Darkvision, Fey Ancestry, 
  Languages, Skill 
  Versatility, 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, Darkvision, 
  Fey Ancestry, Languages, 
  Skill Versatility, 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; disguise 
  self
  Save DC 15; Spell Atk +7
  3rd: fear; hypnotic pattern; 
  nondetection
  2nd: calm emotions; detect 
  thoughts; enthrall
  1st: charm person; disguise 
  self; heroism; hideous 
  laughter
  Save DC 16; Spell Atk +8
  5th: dominate person; hold 
  monster
  4th: compulsion; 
  confusion; dimension door
  3rd: fear; hypnotic pattern; 
  nondetection
  2nd: calm emotions; detect 
  thoughts; enthrall
  1st: charm person; disguise 
  self; heroism; hideous 
  laughter
  Save DC 18; Spell Atk +10
  7th: teleport
  6th: irresistible dance
  5th: dominate person; hold 
  monster
  4th: compulsion; confusion; 
  dimension door
  3rd: fear; hypnotic pattern; 
  nondetection
  2nd: calm emotions; detect 
  thoughts; enthrall
  1st: charm person; disguise 
  self; heroism; hideous 
  laughter
  Equipment
  Longsword; dagger; 
  padded armor; light 
  crossbow; crossbow 
  bolts (20x)
  +1 Longsword; dagger; 
  leather armor; light 
  crossbow; crossbow bolts 
  (20x)
  +2 Longsword; dagger; 
  studded leather 
  armor; light crossbow; 
  crossbow bolts (20x)
  +3 Longsword; dagger; 
  +1 studded leather armor; 
  light crossbow; crossbow 
  bolts (20x)
  
  243
  Magic Items
  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 
  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.
  
  244
  Magic Items
  Magekiller Helm
    Magekiller Helm (head)
  Value:  
    10,200 gp / 
    28,000 gp /  
    68,000 gp / 
    125,500 gp
  Weight 8 lbs.; Materials brass, steel; Nature magical; Aura 
  moderate transmutation; Slot head
  CL:  
    4th / 
    8th / 
    12th / 
    16th
  Effect Summary: 
    -1 Int while worn; -1 Int for each ability activated 
  while abilities are active; helm inflicts 1 hp damage on 
  wearer per round while any abilities are active
    enhance ability (bull’s strength) 3x/day for up to 4 min 
  total time;  
  enhance ability (bear’s endurance) 3x/day for up to 4 min 
  total time
    enhance ability (bull’s strength) 5x/day for up to 8 min 
  total time;  
  enhance ability (bear’s endurance) 5x/day for up to 8 min 
  total time;  
  +1 enhancement bonus on attack and damage rolls to all 
  equipped weapons while any abilities are active
    enhance ability (bull’s strength) 5x/day for up to 12 min 
  total time;  
  enhance ability (bear’s endurance) 5x/day for up to 12 
  min total time;  
  enhance ability (cat’s grace) 3x/day for up to 12 min total 
  time;  
  +2 enhancement bonus on attack and damage rolls to all 
  equipped weapons while any abilities are active
    enhance ability (bull’s strength) 5x/day for up to 16 min 
  total time;  
  enhance ability (bear’s endurance) 5x/day for up to 16 
  min total time;  
  enhance ability (cat’s grace) 5x/day for up to 16 min total 
  time;  
  +4 enhancement bonus on attack and damage rolls to all 
  equipped weapons while any abilities are active
  Description
  These are typically full head-wrapping helms, big and 
  cumbersome looking.  The helm conceals small bits in its 
  conical/peaked top portion which drill into the skull of the 
  wearer, decreasing mental abilities, and draining them to 
  bolster physical abilities.
  Effect
  Magekiller helms have up to three effects.
  All helms allow the wearer to activate multiple spell-like 
  abilities a certain number of times a day each.  Activating 
  or deactivating any of these abilities requires a standard or 
  bonus action; a single such action may toggle any number 
  of abilities on or off as the wearer defines.  The limitations 
  described apply to the device, not to the wearer, and the 
  count for each ability resets 24 hours after its first use from 
  a full count.
  While one or more of these abilities is active, the helm 
  imposes a penalty on the wearer as described.  In addition, 
  there is a flat penalty which applies so long as the artifact is 
  worn, regardless of whether any abilities are used (or even if 
  the wearer is even aware of the artifact’s capabilities).
  Finally, some more advanced versions of the artifact grant 
  a passive enhancement bonus to all equipped weapons 
  while any other, activated abilities are active.   This bonus 
  applies to any weapon that is physically touching the 
  creature wearing the magekiller helm; thus it does not affect 
  ammunition or thrown weapons.
  Synergy & Sets
  None.  Magekiller helms are standalone items, and do not 
  gain further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  Magekiller helms are most often discovered on the bodies of 
  slain adversaries.
  They may also be found on occasion in magic item shops, or 
  even in armories or blacksmith shops.
  Inside each helm is typically inscribed a series of glyphs that 
  attempts to describe the device’s powers.  Study and brief 
  practice will grant a new owner a degree of control over the 
  item’s powers after studying these.
  
  245
  Magic Items
    At the GM’s discretion, such knowledge can simply be 
  assumed to be automatic.  This can streamline gameplay 
  considerably and allow the wielder to immediately gain 
  the benefit of the magekiller helm’s capabilities. 
   
  Gaming groups wishing to use this option may assume 
  the knowledge comes magically with picking up the 
  item.  Alternately, and for a bit of greater immersion 
  and roleplaying opportunity, instructions for using the 
  weapon might be discovered written down nearby, or 
  attached via twine to the helm.
  Ubiquity
  Magekiller helms are fairly rare.  
  Notoriety
  In some circles, they’re considered cursed, not least because 
  there is an actual negative impact to wearing and using the 
  device.
  The helm is stark and notable, but not necessarily for its true 
  nature; it simply looks like a well-crafted and somewhat 
  sinister helm to most passersby.  
  Unless an onlooker has knowingly encountered a magekiller 
  helm in the past, they might approach the wearer only in the 
  context of wanting to know where they came by such a neat-
  looking headpiece.
  Quirks of Ownership
  As the helmet 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, a magekiller helm has no other quirks or 
  impacts.
  History & Background
  These devices were first crafted as a means of torture and 
  control of insane arcanists.
  A kingdom hundreds of years ago prized those with gifts over 
  the arcane arts.  So lofty was their aspiration of controlling 
  energies beyond the visible, that they lauded any who 
  dabbled, no matter how successful.
  As the adge goes, rewards incent behavior, no matter 
  how perilous: it was common for the inebriated and the 
  deluded to pretend to greatness, claiming powers that were 
  simply not present.  These cases were annoying, but hardly 
  dangerous; after all, what commoner hasn’t aspired to a 
  meteoric rise due simply to who they are inside?
  More horrifying and terrific were those with actual latent 
  talent, who came by their gifts by virtue of insanity.  
  Savants, the deranged, the psychopathic and sociopathic—our 
  current society has names for many of these ilk, but none for 
  what one such would become if intersected with true, raw, 
  arcane powers.
  In many cultures, there is no love for the insane, and no 
  tolerance; the harsh realities of society and its demands soon 
  swiftly whittles down their numbers so that extremely few, 
  if any, with arcane talents remain.
  In this long-lost kingdom, however, that lauded power and 
  talent, no matter what vessel in which it came?  The talented 
  insane ranked in the dozens.  
  And, soon, in the hundreds: for a new policy was established, 
  that in exchange for giving up their offspring to be placed 
  under the tutleage and care of the kingdom, the parents of 
  any talented youngster were to be paid handsomely in gold.  
  This well-meaning policy swiftly turned vile: many began 
  to dabble in drink, drugs, and ceremonies darker still while 
  pregnant, in the hopes of spawning the means of financial 
  Table 36: Magekiller Helm Flavors
  Difficulty Band
  Prefix
  Spell-Like Abilities
  Equipped Weapon Bonus
    Low
  Lesser
  enhance ability (bull’s strength) 3x/day for up to 4 min total 
  time;  
  enhance ability (bear’s endurance) 3x/day for up to 4 min 
  total time
  -
    Moderate
  Lesser
  enhance ability (bull’s strength) 5x/day for up to 8 min total 
  time;  
  enhance ability (bear’s endurance) 5x/day for up to 8 min 
  total time
  +1
    Advanced
  Greater
  enhance ability (bull’s strength) 5x/day for up to 12 min 
  total time;  
  enhance ability (bear’s endurance) 5x/day for up to 12 min 
  total time;  
  enhance ability (cat’s grace) 3x/day for up to 12 min total 
  time
  +2
    Elite
  Greater
  enhance ability (bull’s strength) 5x/day for up to 16 min 
  total time;  
  enhance ability (bear’s endurance) 5x/day for up to 16 min 
  total time;  
  enhance ability (cat’s grace) 5x/day for up to 16 min total 
  time
  +4
  
  246
  Magic Items
  security.
  Within a generation, the ranks of the protected arcane grew, 
  and the risks to which the kingdom was subjected enlarged 
  proprortionally.  Finding no cure for insanity, yet bound 
  by decree not to harm those with the gift, leadership was 
  truly vexed.  After years of disastrous incidents stemming 
  from the unchecked powers of the maniacal gifted, the King 
  turned to the only solution he could think of.
  The kingdom’s mages forged the first magekiller helms, the 
  title a dark riff: for although the intent was to control, to 
  suppress, and not to kill, for some, the initial versions caused 
  so much stress and pain that they took their own lives rather 
  than live with the agony.
  Further iterations and refinements solved the problem, but 
  sealed their doom: for in reducing the negative impact of 
  the helms, the arcane forgers unwittingly granted powerful 
  beneficial effects to those who wore them.
  Produced and applied en masse, magekiller helms brought 
  down an entire kingdom: one dark night, over a hundred 
  insane wizards, under the burgeoning influence of the helms 
  meant to control them, laid siege to the castle from the 
  inside out.  
  Once the castle was destroyed and its inhabitants enslaved 
  or slain, they proceeded to ravage the kingdom.  Most 
  were never heard from again, either perishing out of their 
  element and unprepared for the trials of weather and simple 
  sustenance, or slain in defense when they laid siege to other 
  villages.
  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 Charisma 
  (Persuasion) 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 magekiller helm 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 magekiller helm, 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 magekiller helm 
  into your gaming sessions beyond simply “the ogre mage 
  drops a nifty-looking helmet”, 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 magekiller helm.
  Paladins & Clerics
  These classes do not rely on Intelligence to fuel their 
  powers, and in most cases, do not value the attribute in their 
  own makeup.  As a result, a magekiller helm would likely do 
  a great deal more benefit than harm, particularly for those 
  Paladins and Clerics relying on melee combat.
  Rogues
  Most Rogues do leverage Intelligence a great deal, so would 
  be loathe to lose a point or more simply to gain physical 
  prowess.  
  That said, assassins might not care too much, particularly in 
  service to the fulfillment of short-term goals.
  Martial Characters
  These classes would likely benefit the most from a 
  magekiller helm: growing in melee capability while 
  sacrificing comparatively little in terms of the utility of their 
  Intelligence.
  Arcane Classes
  It’s unlikely that an arcanist would actively seek such a 
  device out, which makes sense given the artifact’s original 
  purpose of penalizing, controlling, and torturing the 
  wizardly!
  That said, a melee-focused arcane class, or one relying on 
  Charisma as opposed to Intelligence to fuel their powers, 
  may benefit enough from the item’s effects to overlook the 
  drawbacks.
  
  247
  Magic Items
  FlexTable 34: Magekiller Helm Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-17
  01-30
  01-25
  31-40
  10
  Hundreds of years ago, a helmet 
  was devised as a torture device for 
  insane mages.
    True.  This is a great start to 
  the item’s origins.
  18-33
  31-50
  26-40
  41-50
  12
  A long-ago kingdom valued arcane 
  talent so highly, they ignored the 
  dangers of coaxing it out of the 
  insane.
    True.  Although it doesn’t tell 
  much about the artifact itself, it 
  still forms a good historical basis 
  for understanding the magekiller 
  helm’s origins.
  34-50
  51-70
  41-65
  51-55
  13
  A helm once meant as a torture 
  device now grants extraordinary 
  physical properties to the wearer.
    True.  This hints at the item’s 
  capabilities.
  51-67
  71-85
  66-75
  56-60
  16
  A magekiller helm grants the 
  wearer enhanced abilities, at the 
  cost of their own smarts.
    True.  This is as close a 
  complete description here of a 
  magekiller helm.
  68-84
  86-93
  76-90
  61-80
  12
  Cursed helms torture the living by 
  completely suppressing magical 
  talent and boring into their skulls.
    False.  Though the magical 
  suppression aspect comes 
  somewhat close to the truth.
  85-00
  94-00
  91-00
  81-00
  14
  Mages convicted of a crime in 
  olden times were sometimes 
  sentenced to wearing a stupefying 
  helmet as punishment.
    False.  It could conceivably 
  be used this way, but not very 
  successfully in the whole!
  Monks, Rangers, and Druids
  These classes rely on Wisdom primarily for their powers, so 
  losing some Intelligence might not harm them overmuch.  
  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.
  Suffer Not the Deranged
  A wandering loner, scary yet harmless, roams the 
  countryside, occasionally stumbling into a local village.  He’s 
  creepy as heck, and most avoid him, but one villager with 
  latent arcane powers thinks she recognizes some abilities in 
  this strange man.
  The PCs are tasked with investigating, and at minimum, 
  satisfying the young woman’s curiosity.
  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 
  magekiller helm 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.
  Help, Not Harm
  A local hospital does a side business in housing and caring 
  for the insane.  
  One of these is an arcanist, under control and harmless only 
  because of the magekiller helm the hospital keeps on his 
  head.  
  Unfortunately, the helm came off the man, and he has 
  escaped and is roaming free, terrorizing local farms.
  This scenario forms the basis for the Quest below. 
  Quests
  Another, more thorough, means of introducing a magekiller 
  helm 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: Help, Not Harm
    Summary: The PCs are asked to hunt down an insane 
  wizard and stop him from terrorizing the local farms.
    Rewards:  
    1,000 gp / 
    2,000 gp / 
    5,000 gp 
  / 
    8,000 gp (promised); up to 
    3 Reward Stars; 
  magekiller helm
    Locations: Any.
    Key NPCs: None.
    Kickoff: Random Encounter.
    Description:
  
  248
  Magic Items
  A local hospital does a side business in housing and caring 
  for the insane.  
  Although well-intended, this business is hardly flourishing, 
  and is not nurtured by the wealthy in the area, and so they 
  often find themselves strapped for resources and massively 
  understaffed for their population of insane and dangerous.
  One of their number is an insane wizard.  He came into their 
  care anonymously and mysteriously, showing up literally on 
  their doorstop years ago wearing the helmet.  All attempts 
  to remove the helmet were rebuffed; though the man did 
  not seem to speak Common or any other language the 
  hospitaliers could communicate in, he shook his head and 
  refused to take it off.
  Rumors abounded as to the reason, though the prevailing 
  theory has been that the purpose of the helm is to conceal his 
  hideous appearance.
  Unfortunately, the hospital now knows that it was there as 
  a protective measure, meant to suppress the man’s natural 
  talents.  They only came by the knowledge after he removed 
  the helm, threw it on the floor of the hospital, and stormed 
  out, setting roofs ablaze with flicks of his fingers as he did 
  so.
  The insane wizard is now roaming the countryside, 
  terrorizing livestock and farms as whim takes him.  He 
  has yet to kill anyone other than a few cows and chickens, 
  though he has injured a few stablehands.
  The village authority, or the hospital administrator, begs 
  the PCs to find the insane wizard, and ideally, to subdue 
  him and place the helm back on his head.  If they are unable 
  to subdue him, well, then, it may be necessary to... but the 
  authority leaves alternatives to the PCs themselves to figure 
  out.
  While they pursue justice, the PCs of course may have the 
  magekiller helm the insane man wore, in the hopes that they 
  might replace it upon his head.
  Finding the man is relatively easy: the PCs need only visit 
  any local farm, and the man will show up within a day.
    If the PCs ignore the Quest, the man will still be about, 
  and they may resume it at any point.
    If the party kills the man, they receive the monetary 
  reward, and 
    2 Reward Stars.  They may also keep 
  the magekiller helm the man had worn; the hospital 
  knows nothing of its true powers, only that it serves as 
  a protective device to keep the powers of the insane in 
  check, so they do not view this as a reward, so much as 
  they don’t have anything else to do with the device.
    If the party subdues the man and puts the helmet back 
  on his head, he will no longer be a threat, and indeed 
  will follow the PCs willingly back to the hospital.  This 
  is worth the cash reward and a full 
    3 Reward Stars; 
  the drawback is that the magekiller helm will of course be 
  back on the man’s head.
  
  249
  Magic Items
  Magekiller Helm 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 Paladin 1
  Paladin 6
  Paladin 10
  Paladin 14
  Size / Aln
  Medium LG 
  Tiefling
  Medium LG 
  Tiefling
  Medium LG 
  Tiefling
  Medium LG 
  Tiefling
  HP
  10
  40
  59
  76
  Armor 
  Class
  17
  18
  19
  20
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  15 (+2) 
  DEX  13 (+1) 
  CON  10 (+0) 
  INT  7 (-2) 
  WIS  15 (+4) 
  CHA  15 (+4)
  STR  17 (+3) 
  DEX  13 (+1) 
  CON  10 (+0) 
  INT  7 (-2) 
  WIS  15 (+5) 
  CHA  15 (+5)
  STR  19 (+4) 
  DEX  13 (+1) 
  CON  10 (+0) 
  INT  7 (-2) 
  WIS  15 (+6) 
  CHA  15 (+6)
  STR  19 (+4) 
  DEX  15 (+2) 
  CON  10 (+0) 
  INT  7 (-2) 
  WIS  15 (+7) 
  CHA  15 (+7)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 12 
  Armor - Disadvantage on 
  Stealth
  Passive Perception 12 
  Armor - Disadvantage on 
  Stealth
  Passive Perception 12 
  Armor - Disadvantage on 
  Stealth
  Passive Perception 12 
  Armor - Disadvantage on 
  Stealth
  Languages Common, Infernal
  Attacks
  Melee Morningstar +4 
  (1d8+2)
  Melee Dagger +4 (1d4+2)
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2)
  Melee +1 Morningstar +7/+7 
  (1d8+6)
  Melee Dagger +6/+6 
  (1d4+5)
  Ranged Dagger (Thrown) 20 
  ft.’: +6/+6 (1d4+3); 60 ft.’: 
  +6/+6 (1d4+3)
  Melee +2 Morningstar 
  +10/+10 (1d8+8)
  Melee Dagger +8/+8 
  (1d4+6)
  Ranged Dagger (Thrown) 
  20 ft.’: +8/+8 (1d4+4); 60 
  ft.’: +8/+8 (1d4+4)
  Melee +3 Morningstar 
  +12/+12 (1d8+9)
  Melee Dagger +9/+9 
  (1d4+6)
  Ranged Dagger (Thrown) 20 
  ft.’: +9/+9 (1d4+4); 60 ft.’: 
  +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
  LG; Medium Humanoid (Tiefling)
  
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  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.
  Languages You can speak, read, and write Common and Infernal.
  Aura of Courage Starting at 10th level, you and friendly creatures within 
  10 feet of you can’t be frightened while you are conscious.
  Aura of Devotion Starting at 7th level, you and friendly creatures within 
  10 feet of you can’t be charmed while you are conscious.
  Aura of Protection Starting at 6th level, whenever you or a friendly 
  creature within 10 feet of you must make a saving throw, the creature 
  gains a bonus to the saving throw equal to 2. You must be conscious to 
  grant this bonus.
  Channel Divinity Your oath allows you to channel divine energy to fuel 
  magical effects. Each Channel Divinity option provided by your oath 
  explains how to use it. When you use your Channel Divinity, you choose 
  which option to use. 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 
  paladin spell save DC.
  Cleansing Touch Beginning at 14th level, you can use your action to end 
  one spell on yourself or on one willing creature that you touch. You can 
  use this feature 2 times. You regain expended uses when you finish a 
  long rest.
  Divine Health By 3rd level, the divine magic flowing through you makes 
  you immune to disease.
  Divine Sense The presence of strong evil registers on your senses like a 
  noxious odor, and powerful good rings like heavenly music in your ears. 
  As an action, you can open your awareness to detect such forces. Until 
  the end of your next turn, you know the location of any celestial, fiend, or 
  undead within 60 feet of you that is not behind total cover. You know the 
  type (celestial, fiend, or undead) of any being whose presence you sense, 
  but not its identity (the vampire Count Strahd von Zarovich, for instance). 
  Within the same radius, you also detect the presence of any place or 
  object that has been consecrated or desecrated, as with the hallow spell. 
  You can use this feature 3 times. When you finish a long rest, you regain 
  all expended uses.
  Divine Smite Starting at 2nd level, when you hit a creature with a melee 
  weapon attack, you can expend one spell slot to deal radiant damage to 
  the target, in addition to the weapon’s damage. The extra damage is 2d8 
  for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a 
  maximum of 5d8. The damage increases by 1d8 if the target is an undead 
  or a fiend.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Improved Divine Smite By 11th level, you are so suffused with righteous 
  might that all your melee weapon strikes carry divine power with them. 
  Whenever you hit a creature with a melee weapon, the creature takes 
  an extra 1d8 radiant damage. If you also use your Divine Smite with an 
  attack, you add this damage to the extra damage of your Divine Smite.
  Lay on Hands Your blessed touch can heal wounds. You have a pool 
  of healing power that replenishes when you take a long rest. With that 
  pool, you can restore a total number of hit points equal to 70. As an 
  action, you can touch a creature and draw power from the pool to restore 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Divine Sense, 
  Lay on Hands
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Aura of 
  Protection, Channel Divinity, 
  Divine Health, Divine Sense, 
  Divine Smite, Extra Attack, 
  Fighting Style, Lay on Hands, 
  Oath of Devotion, Oath 
  Spells, Sacred Oath, Sacred 
  Weapon, Spellcasting, 
  Spellcasting Focus, Turn the 
  Unholy, Dueling
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Aura of 
  Courage, Aura of Devotion, 
  Aura of Protection, Channel 
  Divinity, Divine Health, 
  Divine Sense, Divine Smite, 
  Extra Attack, Fighting 
  Style, Lay on Hands, Oath 
  of Devotion, Oath Spells, 
  Sacred Oath, Sacred 
  Weapon, Spellcasting, 
  Spellcasting Focus, Turn the 
  Unholy, Dueling
  Spellcaster Spell Slots, Ability 
  Score Increase, Darkvision, 
  Hellish Resistance, Infernal 
  Legacy, Languages, Ability 
  Score Improvement, Aura of 
  Courage, Aura of Devotion, 
  Aura of Protection, Channel 
  Divinity, Cleansing Touch, 
  Divine Health, Divine Sense, 
  Divine Smite, Extra Attack, 
  Fighting Style, Improved 
  Divine Smite, Lay on Hands, 
  Oath of Devotion, Oath 
  Spells, Sacred Oath, Sacred 
  Weapon, Spellcasting, 
  Spellcasting Focus, Turn the 
  Unholy, Dueling
  Spell-
  casting
  -
  Save DC 13; Spell Atk +5
  2nd: lesser restoration; zone 
  of truth
  1st: bless; cure wounds; 
  detect magic; shield of faith
  Save DC 17; Spell Atk +6
  3rd: dispel magic; remove 
  curse
  2nd: aid; lesser restoration; 
  zone of truth
  1st: bless; cure wounds; 
  detect magic; shield of faith
  Save DC 15; Spell Atk +7
  4th: locate creature
  3rd: daylight; dispel magic; 
  remove curse
  2nd: aid; lesser restoration; 
  zone of truth
  1st: bless; cure wounds; 
  detect magic; shield of faith
  Equipment
  Morningstar; scale mail; 
  shield; daggers (2x)
  +1 Morningstar; chain 
  mail; shield; daggers (2x)
  +2 Morningstar; +1 
  chain mail; shield; 
  daggers (2x)
  +3 Morningstar; +2 chain 
  mail; shield; daggers (2x)
  
  251
  Magic Items
  a number of hit points to that creature, up to the maximum amount 
  remaining in your pool. Alternatively, you can expend 5 hit points from 
  your pool of healing to cure the target of one disease or neutralize 
  one poison affecting it. You can cure multiple diseases and neutralize 
  multiple poisons with a single use of Lay on Hands, expending hit 
  points separately for each one. This feature has no effect on undead and 
  constructs.
  Oath of Devotion The Oath of Devotion binds a paladin to the loftiest 
  ideals of justice, virtue, and order. Sometimes called cavaliers, white 
  knights, or holy warriors, these paladins meet the ideal of the knight in 
  shining armor, acting with honor in pursuit of justice and the greater 
  good. They hold themselves to the highest standards of conduct, 
  and some, for better or worse, hold the rest of the world to the same 
  standards. Many who swear this oath are devoted to gods of law and 
  good and use their gods’ tenets as the measure of their devotion. They 
  hold angels-the perfect servants of good-as their ideals, and incorporate 
  images of angelic wings into their helmets or coats of arms.
  Sacred Weapon As an action, you can imbue one weapon that you are 
  holding with positive energy, using your Channel Divinity. For 1 minute, 
  you add +2 to attack rolls made with that weapon. The weapon also emits 
  bright light in a 20-foot radius and dim light 20 feet beyond that. If the 
  weapon is not already magical, it becomes magical for the duration. You 
  can end this effect on your turn as part of any other action. If you are no 
  longer holding or carrying this weapon, or if you fall unconscious, this 
  effect ends.
  Turn the Unholy As an action, you present your holy symbol and speak 
  a prayer censuring fiends and undead, using your Channel Divinity. Each 
  fiend or 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 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.
  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.
  
  252
  Magic Items
  Mistskin Suit
    Mistskin Suit (body)
  Value:  
    1,500 gp / 
    6,100 gp /  
    18,500 gp / 
    48,000 gp
  Weight 15 lbs.; Materials leather; Nature magical; Aura 
  strong transmutation, conjuration (teleportation); Slot body
  CL:  
    6th / 
    10th / 
    14th / 
    18th
  Effect Summary: 
    mistfloat 1x/day for up to 5 minutes
    mistfloat 3x/day for up to 15 minutes total duration; 
  blink 1x/day for up to 10 rounds
    mistfloat 5x/day for up to 30 minutes total duration; 
  blink 3x/day for up to 10 rounds each; gaseous form 1x/
  day for up to 20 min
    mistfloat 5x/day for up to 30 minutes total duration; 
  blink 5x/day for up to 15 rounds each; gaseous form 3x/
  day for up to 20 min each; dimension door 1x/day
  Description
  Laced with fibres of ethereal mist, these suits are a 
  lightweight, flexible leather armor that allows the user to 
  pass undetected under most circumstances.  
  On command, the wearer may enter a semi-mistlike state 
  wherein she and all of her possessions are semi-corporeal; 
  in practical terms this allows her to float in any direction or 
  through most substances for a few minutes.  It’s imperative 
  when doing this that she emerge into “blank” space before 
  the effect ends, otherwise she may resubstantiate inside 
  rock!
  Effect
  All flavors of mistskin suit grant the wearer spell-like 
  abilities, which may be activated or deactivated via a mental 
  command trigger that requires a standard action.
  All four flavors grant some form of mistfloating, a spell-like 
  ability described in detail below.  
  More advanced versions offer blink, gaseous form, and/or 
  dimension door as options as well.  All of a mistskin suit’s 
  spell-like abilities apply to the suit, its wearer, and all 
  carried and worn gear and equipment; it does not apply to 
  any creature(s) carried by the wearer except in cases where 
  the carried creature is contained somehow in the wearer’s 
  belongings (e.g., the carry companion spell, or a bag of 
  holding designed for life).
  Mistfloat Effect
  Each mistskin suit allows the wearer and all equipment 
  carried and worn to change form into a kind of limited semi-
  corporealness.  This is referred to as mistfloating, and is 
  treated in all ways like a spell-like ability (Sp).
  The wearer may enter or emerge from mistfloat form as a 
  standard action each, requiring a mental command trigger.
  While mistfloating, the wearer cannot be affected by 
  mundane corporeal items or effects.  The wearer counts as 
  concealed against any magical attacks or effects, even those 
  which affect an area or which otherwise do not need to 
  specifically target the mistfloating person.
  Visually, a mistfloating person appears as a “smudge” in 
  the vision of onlookers: obviously something is there, but 
  it’s not obvious what it is.  This takes the mechanical form 
  of a circumstance penalty to 
    Perception and any other 
  Wisdom-based observational skill checks which involve 
  locating the mistfloating individual.
  In full daylight, this penalty is -4.  Dusk and other low-light 
  conditions apply a -8 penalty.  Lantern-light and anything 
  less bright grants a -12 penalty.
  Mistfloating creatures emanate heat in the same quantity 
  and nature, but a different shape, as their regular selves.
  Mistfloating creatures can move at their normal speed, 
  run, and otherwise make use of movement-based abilities, 
  excepting those that grant any effects that rely upon taking 
  an action.  All speeds traveled by mistfloating creatures are 
  enhanced by 10’ as a side effect.
  While mistfloating, a creature takes up no space, cannot 
  attack, cannot use items, and cannot cast spells.  Mistfloating 
  creatures do not need to breathe; any ongoing sustenance 
  required to survive is assumed to not be necessary for the 
  duration of the floating.  Unless there is a compelling GM 
  reason to rule otherwise, mistfloating creatures also cannot 
  use spell-like abilities, even racial ones.  
  As a general rule, if it requires any sort of Action to effect, a 
  
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  Magic Items
  mistfloating creature cannot do it.
  Finally, mistfloating creatures must resume their normal 
  shape “in the clear”: that is, in an area with enough open 
  space for the creature to be physically present in their 
  normal form.  If there is not sufficient space for a creature to 
  spring back into normal being, they suffer greatly.
  A creature with zero space—trapped within rock, for 
  example—dies instantly.  Their bones and gear are melded 
  with the substance in which they attempted to resume form; 
  these may be excavated.
  A creature with “partial space”—that is, enough room to get 
  at least half of their body into—suffers half their maximum 
  hit points in damage, with no saving throw allowed; 
  furthermore, at least one appendage remains embedded 
  painfully in the substance they could not escape from.  To 
  remove the appendage, it must be hacked off (the creature 
  must suffer damage intended to free it in excess of one 
  quarter of its maximum hit points), or the creature must 
  become incorporeal for at least one round (either through 
  mistfloating, or through another similar effect, such as 
  gaseous form).
  Note that water or other liquids provide space for exiting a 
  mistfloat; there is no penalty or adverse effects from, say, 
  ending a mistfloat in a lake, aside from the fact that the 
  creature in question will now have to breathe somehow.
  Synergy & Sets
  None.  Mistskin suits are standalone items, and do not gain 
  further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  Typically, a mistskin suit will be discovered on the body 
  of a slain foe.  They are prized by rogues, and will even be 
  handed down from one to another in cases where organized 
  guilds, families, or other factions exist to caretake neophyte 
  rogues.
  They are sometimes found at stores.  In cases where a 
  mistskin suit is for sale, the seller has full awareness of the 
  suit’s triggers and can explain them as part of the sale.
  When found “in the wild”, such knowledge must come 
  through experimentation; with any luck, the new owner 
  watched the old one make use of at least some of the suit’s 
  powers.
    At the GM’s discretion, such knowledge can simply be 
  assumed to be automatic.  This can streamline gameplay 
  considerably and allow the wielder to immediately gain 
  the benefit of the mistskin suit’s capabilities. 
   
  Gaming groups wishing to use this option may assume 
  the knowledge comes magically with picking up the 
  item.  Alternately, and for a bit of greater immersion 
  and roleplaying opportunity, instructions for using the 
  weapon might be discovered written down nearby, or 
  attached via twine to the mistskin suit.
  Ubiquity
  Mistskin suits are uncommon, but only to the extent to which 
  exotic weapons might be.  The suits are useful, but offer no 
  protection, and come with dangers for those unfamiliar with 
  the risks of ending a mistfloat prematurely.
  In large urban centers where magical items are typically 
  for sale, they might appear next to suits of, say, +1 studded 
  leather every day.  Rogues and other sneaky classes make 
  frequent use of the outfits; some thieve’s guilds might even 
  rent them out for certain jobs!
  Notoriety
  Mistskin suits don’t necessarily conform to a single 
  description.  The outfits can be fashioned to fit any manner 
  of dress or style, to fit on or under armor, or even to seem in 
  the manner of clerical vestments.
  The most common spotting of a mistskin suit is to see one 
  clearly designed for a different setting or climate; the wearer 
  sticks out not because they are wearing a particular magical 
  item, but because they are wearing dress unlike those around 
  them.
  In the eventuality of someone knowingly spotting a mistskin 
  suit, there will be little impact, other than for the observer to 
  perhaps assume certain things about the wearer.
  Quirks of Ownership
  As the clothing 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, a mistskin suit has no other quirks or impacts.
  History & Background
  Mistskin suits were intended to enable a new form of travel.
  Table 37: Mistskin Suit Flavors
  Difficulty Band
  Prefix
  Spell-Like Abilities
    Low
  Lesser
  mistfloat 1x/day up to 5 min
    Moderate
  Lesser
  mistfloat 3x/day up to 15 min total; blink 1x/day up to 10 rounds
    Advanced
  Greater
  mistfloat 5x/day up to 30 min total; blink 3x/day up to 10 rounds each;  
  gaseous form 1x/day up to 20 min
    Elite
  Greater
  mistfloat 5x/day up to 30 min total; blink 5x/day up to 15 rounds each;  
  gaseous form 3x/day up to 20 min each; dimension door 1x/day
  
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  Magic Items
  The original purpose was to replace horses in favor of an 
  entirely magic-based form of long-distance travel.  Well-
  meaning civic planners wanted to spur commerce between 
  cities far disconnected by ill-repaired roads.
  Mages, civic and political leaders, and trade guilds all 
  conspired to craft the means of facilitating seamless, long-
  distance travel between cities.  They partly succeeded, as 
  the first mistskin suit was fit for purpose in the intent of 
  incorporeal travel.  However, the main drawback to the 
  device they produced was duration: limited to minutes, not 
  hours, the suit was impossible to conceive of as a means of 
  travel.  Added to the problem was speed: the device rendered 
  the wearer semi-incorporeal, true, and made their movement 
  quicker... but did not unduly boost their speed in doing so.
  The last nail in the coffin was load: the suit worked for any 
  equipment carried, but was limited to what a wearer could 
  normally carry; for heavy or large loads, it was still no better 
  than other mundane options.
  Though the device was judged a poor substitution to the 
  horse it was intended to replace, the first mistskin suit did 
  see nearly immediate successful use: someone took it, and 
  used it to steal the cash advance the creators had secured 
  from the city who had commissioned it.
  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 Charisma 
  (Persuasion) 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 mistskin suit 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 mistskin suit, 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 mistskin suit 
  into your gaming sessions beyond simply “the thief drops a 
  nifty-looking tunic”, 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 mistskin suit.
  Paladins & Clerics
  These classes may view such items as evil, or innately 
  unsavory on a moral level.  That may be true according to 
  creed, but most non-lawful clerics will instantly recognize 
  the potential advantage of a mistskin suit, particularly in 
  convincing those of weak faith.
  Rogues
  Rare would be the Rogue who did not see immediate value 
  in a mistskin suit.  Even for those uninterested in thievery, 
  the powers granted could make combat, escape, or passing 
  difficult terrain infinitely easier.
  Martial Characters
  For much the same non-theft reasons as Rogues, Fighters 
  and Barbarians and their ilk would see potential combat and 
  tactical benefit in a mistskin suit.
  Arcane Classes
  If nothing else, arcainsts would look upon a mistskin suit as 
  a grand means of escape and safety.  The main disadvantages 
  from their perspective are the inability to cast spells while 
  mistfloating, and the time (in actions) required to activate 
  effects limits other options in the round the wearer wishes to 
  activate or de-activate the suit.
  Monks, Rangers, and Druids
  The utility of a device such as the mistskin suit to these 
  classes is really dictated by their approach to things like 
  combat and navigation.  Sneaky, Rogue-ish types would see 
  the benefit without question; loners oft in need of a vareity 
  of skills might also desire one.
  General Hooks
  These hooks are not linked directly to any particular race, 
  class, or other party element, and can be deployed as the 
  
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  Magic Items
  FlexTable 35: Mistskin Suit Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-17
  01-30
  01-25
  31-40
  10
  Long ago, civic planners 
  designed a tunic intended to 
  allow swift travel between 
  cities.
    True.  “Intended to” is a very key 
  wording, however!
  18-33
  31-50
  26-40
  41-50
  12
  Mages crafted a garment that 
  allowed the wearer to float 
  through the air in a semi-
  incorporeal state.
    True.  This is the main ability of a 
  mistskin suit.
  34-50
  51-70
  41-65
  51-55
  13
  A certain shirt grants its 
  wearer the ability to float 
  through space, and to 
  perform certain other magical 
  movement abilities.
    True.  This describes the item’s 
  capabilities well.
  51-67
  71-85
  66-75
  56-60
  16
  Beware magic tunics that grant 
  mistlike floating ability—make 
  sure you have enough space to 
  resume shape when you end 
  your floating!
    True.  This helpfully hints at the 
  consequences of failing to do so.
  68-84
  86-93
  76-90
  61-80
  12
  A cursed tunic designed to 
  grant floating ability instead 
  makes you incorporeal forever!
    False.  The first part is somewhat 
  accurate, but not the second.
  85-00
  94-00
  91-00
  81-00
  14
  Magical tunics can grant the 
  ability to teleport anything, 
  anywhere, any time.
    False.  This far, far outstrips the 
  capabilities of a mistskin suit.
  GM sees fit as best matches the play style and existing 
  motivations of the party.
  Well-Protected
  The party must obtain a particular item.  Problem is, it’s 
  located in a very difficult place: one that requires tight 
  squeezes, magic, combat, and the ability to overcome many 
  other obstacles besides.
  With a mistskin suit, however, one PC could simply slip 
  through all of that, get the item, and come back with little 
  chance of detection or danger.
  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 
  mistskin suit 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.
  Eavesdropping
  A meeting of vital importance is about to take place nearby.  
  The facility is on lockdown, with guards posted everywhere... 
  but it’s possible for something gaseous or incorporeal to slide 
  into the room.
  Using a mistskin suit would be a perfect and relatively 
  safe means of overhearing the proceedings.  Perhaps an 
  interested party might loan or give one to the PCs.
  Quests
  Another, more thorough, means of introducing the mistskin 
  suit 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: Float In, Float Out
    Summary: In order to obtain a well-guarded item, the 
  PCs receive aid in the form of a magic garment designed 
  to grant incorporeal powers to the wearer.
    Rewards:  
    1,500 gp / 
    7,500 gp / 
    14,000 gp 
  / 
    21,000 gp (promised); up to 
    1 Reward Star; 
  mistskin suit
    Locations: Any.
    Key NPCs: Any.
    Kickoff: The PCs are asked by a known faction to steal a 
  well-guarded item.
    Description:
  The item in question could be anything: a magical weapon 
  or piece of armor, a wondrous artifact, a valuable jewel, a 
  spellbook, or even something more mundane but no less 
  useful like a contract, a title deed to property, a treasure 
  map, a treaty, or a stack of letters that could be used (or are 
  
  256
  Magic Items
  actively being!) for blackmail.
  Flexible is the exact nature of the item(s) in question, so 
  that it can be made important and meaningful to the PCs.  It 
  could be something that belongs to them, in fact; something 
  that was stolen, or a birthright that has long been denied 
  them.
  Also vague is the faction or party who contacts the PCs, and 
  tells them of this opportunity.  The best and most motivating 
  combinations are those with which one or more PCs have 
  a personal stake, of course, but even a relatively out-of-
  nowhere “help me recover my family farm” plea from a 
  total stranger is sure to get the party moving in the right 
  direction.
  Finally, the layout of the treasure and the traps leading up 
  to it are similarly adaptable to your gaming group.  All that 
  is essential is that they are formidable, a nearly impossible 
  gauntlet of traps, guards, risks, environmental/terrain 
  hazards, and logistical challenges such as 30’ long tunnels 
  straight up with no handholds.
  The PCs can take a full-frontal assault approach, or they 
  can make use of the mistskin suit that the quest-giver offers 
  to loan them for the fulfillment of the deed.  In this, the 
  quest-giver has and conveys full knowledge of the suit’s 
  capabilities.
    If the PCs ignore the Quest, they may take it back up at 
  any time—the item in question is sure to remain guarded 
  so long as it is valuable.
    If the PCs take the “front door” approach, the GM must 
  concoct a series of traps that will almost certainly defeat 
  the party.  It is suggested that even if the party ignores 
  the semi-obvious warning signs about how lethal this 
  approach might be, they be spared the total-party-kill 
  scenario they may indeed deserve; perhaps a trap that 
  simply spills them embarassingly out into the sewer.
    Giving the mistskin suit to the party’s Rogue and having 
  her mistfloat through the defenses, grab the item, and 
  mistfloat out again seems the no-brainer approach here, 
  and it is, but it’s still worth the promised money reward 
  and 
    1 Reward Star.  
    If the party recovers the item without being detected, 
  they are allowed to keep the mistskin suit as an 
  additional reward.
  
  257
  Magic Items
  Mistskin Suit 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 Ranger 1
  Ranger 6
  Ranger 10
  Ranger 14
  Size / Aln
  Medium NG 
  Elf (High)
  Medium NG 
  Elf (High)
  Medium NG 
  Elf (High)
  Medium NG 
  Elf (High)
  HP
  9
  29
  48
  67
  Armor 
  Class
  13
  15
  16
  18
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  10 (+2) 
  DEX  15 (+4) 
  CON  9 (-1) 
  INT  14 (+2) 
  WIS  16 (+3) 
  CHA  13 (+1)
  STR  10 (+3) 
  DEX  17 (+6) 
  CON  9 (-1) 
  INT  14 (+2) 
  WIS  16 (+3) 
  CHA  13 (+1)
  STR  12 (+5) 
  DEX  17 (+7) 
  CON  9 (-1) 
  INT  14 (+2) 
  WIS  16 (+3) 
  CHA  13 (+1)
  STR  12 (+6) 
  DEX  19 (+9) 
  CON  9 (-1) 
  INT  14 (+2) 
  WIS  16 (+3) 
  CHA  13 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 15
  Passive Perception 16
  Passive Perception 17 
  Passive Perception 18
  Languages Common, Elvish, GIant, Gnomish, Halfling, Orc
  Attacks
  Melee Dagger +4 (1d4+2)
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2)
  Melee Flail +2 (1d8)
  Ranged Longbow ) --> 150 
  ft.’: +4 (1d8+2); 600 ft.’: +4 
  (1d8+2)
  Melee Dagger +6 (1d4+3)
  Ranged Dagger (Thrown) 20 
  ft.’: +6/+6 (1d4+3); 60 ft.’: 
  +6/+6 (1d4+3)
  Melee +1 Flail +4/+4 
  (1d8+1)
  Ranged Longbow ) --> 150 
  ft.’: +6/+6 (1d8+3); 600 ft.’: 
  +6/+6 (1d8+3)
  Melee Dagger +7 (1d4+3)
  Ranged Dagger (Thrown) 
  20 ft.’: +7/+7 (1d4+3); 60 
  ft.’: +7/+7 (1d4+3)
  Melee +2 Flail +7/+7 
  (1d8+3)
  Ranged Longbow ) --> 150 
  ft.’: +7/+7 (1d8+3); 600 
  ft.’: +7/+7 (1d8+3)
  Melee Dagger +9 (1d4+4)
  Ranged Dagger (Thrown) 20 
  ft.’: +9/+9 (1d4+4); 60 ft.’: 
  +9/+9 (1d4+4)
  Melee +3 Flail +9/+9 
  (1d8+4)
  Ranged Longbow ) --> 150 
  ft.’: +9/+9 (1d8+4); 600 ft.’: 
  +9/+9 (1d8+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
  NG; Medium Humanoid (Elf)
  
  258
  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 
    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, Beasts, 
  Grassland
  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, Two-Weapon 
  Fighting, 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, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Steel Will, 
  Two-Weapon Fighting, 
  Beasts, Humanoids, Desert, 
  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, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Steel Will, 
  Vanish, Volley, Two-Weapon 
  Fighting, Beasts, Humanoids, 
  Monstrosities, Desert, 
  Grassland, Mountain
  Spell-
  casting
  -
  Save DC 13; Spell Atk +5
  2nd: barkskin; find traps
  1st: alarm; fog cloud; jump; 
  longstrider
  Save DC 14; Spell Atk +6
  3rd: nondetection; speak 
  with plants
  2nd: barkskin; find traps; 
  lesser restoration
  1st: alarm; fog cloud; jump; 
  longstrider
  Save DC 15; Spell Atk +7
  4th: stoneskin
  3rd: nondetection; speak 
  with plants; water walk
  2nd: barkskin; find traps; 
  lesser restoration
  1st: alarm; fog cloud; jump; 
  longstrider
  Equipment
  Dagger; flail; leather 
  armor; longbow; arrows 
  (20x)
  Dagger; +1 flail; studded 
  leather armor; longbow; 
  arrows (20x)
  Dagger; +2 flail; +1 
  studded leather armor; 
  longbow; arrows (20x)
  Dagger; +3 flail; +2 
  studded leather armor; 
  longbow; arrows (20x)
  
  259
  Magic Items
  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 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.
  Two-Weapon Fighting When you engage in two-weapon fighting, you can 
  add your ability modifier to the damage of the second attack.
  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.
  
  260
  Magic Items
  Oaken Tiara
    Oaken Tiara (headband)
  Value:  
    3,200 gp / 
    18,000 gp /  
    48,000 gp / 
    123,000 gp
  Weight 5 lbs.; Materials wood, gemstone; Nature magical; 
  Aura strong transmutation, conjuration (teleportation); Slot 
  headband
  CL:  
    8th / 
    10th / 
    14th / 
    18th
  Effect Summary: 
    tree shape 1x/day for up to 8 hours
    tree shape 2x/day for up to 12 hours each; plant growth 
  1x/day; tree stride 1x/day for up to 10 hours
    tree shape 3x/day for up to 12 hours each; plant growth 
  3x/day; tree stride 2x/day for up to 10 hours each; 
  transport via plants 1x/week
    tree shape 5x/day for up to 12 hours each; plant growth 
  5x/day; tree stride 3x/day for up to 10 hours each; 
  transport via plants 1x/day; liveoak 1x/week for up to 18 
  days
  Description
  This headpiece appears to be wrought from a single piece of 
  wood; in fact it seems a living thing, in that the tendrils of 
  wood appear to subtly shift from viewing to viewing.  In its 
  center, above the forehead of the wearer, is an amber jewel 
  of oval shape; it seems to pulse with a faint inner light.
  Effect
  These powerful natural artifacts are of the wood, and of the 
  tree, and grant the power of spell-like abilities to those who 
  wear them.
  Each oaken tiara grants a set of spell-like abilities as 
  described; each ability is limited to a certain maximum 
  uses in a certain timeframe.  The uses for each ability reset 
  separately, and will reset starting from their first use.  
  Uses remaining in the device are item-dependent, not user-
  dependent; a user of a “fresh” 
    Moderate Oaken Tiara 
  who uses the item’s tree shape ability once, and then passes 
  the item to another, leaves that person only one remaining 
  use of tree shape that day.
  Synergy & Sets
  None.  Oaken tiaras are standalone items, and do not gain 
  further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  Oaken tiaras are significant magical artifacts; those who 
  know full of their power are loathe to share their existence, 
  let alone the items themselves.
  Each spell-like ability of a given oaken tiara has a different, 
  unique mental command trigger.  These are not written 
  down anywhere on the item itself, and must be discovered 
  or passed down from owner to owner, or meticulously 
  researched.
  Most oaken tiaras are kept in vaults, or other lofty places of 
  reverence in a tribe or faction or house.  They are produced, 
  worn, and used only when absolutely needed, lest thieves be 
  given reason to enact a heist.
    At the GM’s discretion, knowledge of the item’s abilities 
  can simply be assumed to be automatic.  This can 
  streamline gameplay considerably and allow the wielder 
  to immediately gain the benefit of the oaken tiara’s 
  capabilities. 
   
  Gaming groups wishing to use this option may assume 
  the knowledge comes magically with picking up the 
  item.  Alternately, and for a bit of greater immersion 
  and roleplaying opportunity, instructions for using the 
  weapon might be discovered written down nearby, or 
  attached via twine to the item.
  Ubiquity
  Oaken tiaras are exceptionally rare, to the point where a GM 
  might consider that only a single one uniquely exists in your 
  gaming world.  
  Their power and utility, particularly to druidic and ranger-
  based classes, is vast, and the potential to misuse this power 
  is similarly broad.
  They are never, ever for sale; the devices trade hands only 
  with bloodshed, natural death, treaty, or other intentional 
  
  261
  Magic Items
  and weighty phenomenon that transcends mere gold.
  Notoriety
  Oaken tiaras are hard to miss for those familiar with their 
  lore.  Even for those unaccustomed to the devices, it’s worth 
  a second look, as the artifact is striking visually, even in its 
  simplicity.
  Walking about with an oaken tiara on one’s head is a surefire 
  way of getting attention... and almost certainly not the 
  desirable kind.
    In game terms, owning an oaken tiara could be a 
  lightning rod for subsequent Quests or plotlines 
  involving the 
    Druid Enclave or other factions for 
  whom such an artifact would be a centerpiece of lore and 
  culture.
  Quirks of Ownership
  Although the headgear is a non-sentient magical item, and 
  not a true artifact or relic, it nevertheless makes its presence 
  known to those who would wear it regularly.
  Wearing an oaken tiara for more than an hour at a 
  time induces auditory hallucinations, in the form of 
  indecipherable speech in a language that seems like the 
  wearer can almost, just nearly, make it out.  Although non-
  damaging, the wearer suffers from the shaken condition 
  until s/he removes the device (-2 to attack rolls, saving 
  throws, skill and ability checks).
  At more than three hours at a time, the hallucinations 
  elaborate into visuals.  Again, the effect feels just barely 
  beyond comprehension, and the wearer believes that if they 
  just concentrate a little longer, they can figure out what is 
  going on.  Figures, nondescript and ghostly, walk about, 
  perform rituals, and chat in a manner that seems religious... 
  or might it simply be innocuous?  Are they discussing 
  politics, summoning a god, or bartering over the price of 
  wheat?
  These questions, and the distraction that goes along with it, 
  induces a fatigued condition in addition to the shaken of the 
  auditory hallucinations (cannot run or charge, -2 penalty to 
  Strength and Dexterity).
  Removing an oaken tiara immediately and automatically 
  undoes any conditions that were imposed by the distration 
  induced by its hallucinations.  For the item to be “safe” 
  again, the wearer must abstain from wearing it for at least 
  as long as they just wore it; otherwise, the same condition(s) 
  apply upon donning it again.
  For example, a PC who wears the oaken tiara for four hours 
  suffers the shaken and fatigued conditions.  Removing it, 
  he also removes these conditions.  He must wait at least four 
  hours before wearing the tiara again; otherwise, as soon as 
  he puts it back on, he suffers shaken and fatigued again.
  There is no Constitution or other save possible to avoid this 
  effect, and it cannot be suppressed.  There is furthermore no 
  information or wisdom to be gained in paying attention to 
  the hallucinations, as they make no sense and are captured 
  echoes of mental interpretations, as perceived and stored by 
  the remnants of semi-intelligent plantlife in the tiara itself, 
  and as interpreted by the brain of the wearer in reaction to 
  the stimulation of wearing the item.  It is similar to trying to 
  tell what song a seashell is singing when one holds it to one’s 
  ear: all one truly hears is the amplified, nonsensical roar of 
  the bloodflow in one’s own ear.
  History & Background
  Oaken tiaras were crafted to allow nature-based spiritual 
  leaders become one with wildlife.
  The effort backfired, however, and the production of further 
  tiaras was outlawed.  
  Long ago, rustic tribes worshipped the trees, not as 
  emissaries of the gods, but as gods themselves.  After all, 
  they were monstrous and massive, and reached up seemingly 
  to the heavens.  Some even bore some rudiment of obvious 
  intellgience.
  As the tribes’ magic prowess grew, and understanding of life 
  and its workings besides, many sought to grow closer to the 
  natural elements that surrounded them and gave them life 
  and purpose.  Artifact after artifact was forged in an effort to 
  merge man and plant in singular purpose.  Many failed.
  The oaken tiara was such an attempt: specifically, the design 
  was to make it possible for the wearer to enter a tree, and 
  see life from its perspective.  Such knowledge, such ancient 
  and lost wisdom, to be gained, in such an approach: seeing 
  through time hundreds of years to when a sequoia was a 
  sapling, to see time distended in the long view that not even 
  elves could be capable of... ‘twas a noble intent, for certain.
  It backfired, as only human nature could effect: the chief 
  cleric gifted with the right of first trying on the tiara was 
  particularly susceptible to its hallucinatory effects, and 
  went quite made within days.  The man’s distracted and 
  manic nature was quickly noticed, and the chieftain made to 
  remove the oaken tiara.
  Table 38: Oaken Tiara Flavors
  Difficulty Band
  Prefix
  Spell-Like Ability(ies) Granted
    Low
  Lesser
  tree shape 1x/day, up to 8 hours
    Moderate
  Lesser
  tree shape 2x/day, up to 12 hours each; plant growth 1x/day; tree stride 1x/day for up to 
  10 hours
    Advanced
  Greater
  tree shape 3x/day, up to 12 hours each; plant growth 3x/day; tree stride 2x/day for up to 
  10 hours each; transport via plants 1x/week
    Elite
  Greater
  tree shape 5x/day, up to 12 hours each; plant growth 5x/day; tree stride 3x/day for up to 
  10 hours each; transport via plants 1x/day; liveoak 1x/week for up to 18 days
  
  262
  Magic Items
  They did, and the cleric went berzerk: from his perspective, 
  the welcome voices of a family long lost to him had been 
  silenced at the artifact’s removal; to get them back, he slew 
  kin with sword and teeth, until he could once again don the 
  tiara.
  Enraged, and now filled with delerious purpose, the cleric 
  unleashed the brutal power of the tiara, and destroyed nearly 
  his entire clan.
  Though as a result of this sad tale, the production of oaken 
  tiaras was outlawed in all the rural tribes, the design was 
  salvaged from the carnage of the cleric’s wrath, and some 
  attempts to reproduce the effect more safely have succeeded.
  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 Charisma 
  (Persuasion) 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 oaken tiara 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 oaken tiara, 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 oaken tiara 
  into your gaming sessions beyond simply “the druid chieftain 
  drops a nifty-looking piece of elaborate headgear”, 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 oaken tiara.
  Paladins & Clerics
  These classes would likely have the most reverence for this 
  artifact, and would seek its return to whatever tribe most 
  currently claims its provenance. 
  In desperate circumstances, Paladins or Clerics might make 
  use of the item, but only toward the ultimate aim of its 
  rightful return.
  Rogues
  Even theft-oriented Rogues might shy away from stealing an 
  artifact such as an oaken tiara—not necessarily out of respect 
  or even a moral compunction, but out of fear for retribution, 
  as such an item is impossible to lift without the absence 
  quickly being noticed.  
  That said, it might be a grand test of one’s skills to pull off a 
  heist of this caliber, and although it woud be challenging to 
  fence, oaken tiaras would sell for downright obscene figures 
  if handled to the right buyer.
  Martial Characters
  For most Fighters and Barbarians, devices such as the oaken 
  tiara do not mesh well with their repository of skills and 
  talents.  
  That said, although it might be a waste of the artifact to 
  be used merely to traverse the woods swiftly, it might be a 
  short-term boon to the right adventuring party regardless of 
  its class makeup.
  Arcane Classes
  Historically, the oaken tiara’s use was in the wheelhouse of 
  arcanists, to whose care the artifact has been traditionally 
  entrusted.  
  Although the tiara might merely replicate the powers already 
  available to mages, these are quite beneficial to nearly every 
  arcanist who dwells anywhere near a wooded area. 
  Monks, Rangers, and Druids
  Rangers, an, even more so, Druids, have a great affinity for 
  oaken tiaras, and if they are smart, a great deal of respect as 
  well.
  Balancing the desire to possess a tiara for use of its 
  synergistic powers, against the respect that should be 
  imbued with such a powerful artifact and its role in the 
  natural alignment of things, would be an entertaining 
  roleplaying opportunity for any of these classes.
  
  263
  Magic Items
  FlexTable 36: Oaken Tiara Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-17
  01-30
  01-25
  31-40
  10
  Long ago, naturalist tribes forged a 
  magic artifact of great power over 
  trees and the woods.
    True.  Quite vague as to 
  capabilities, however.
  18-33
  31-50
  26-40
  41-50
  12
  Druids crafted a formidable headpiece 
  that allows the wearer power over 
  plants and trees.
    True.  This gets a little 
  closer to describing the item’s 
  abilities.
  34-50
  51-70
  41-65
  51-55
  13
  Users of a certain wooden tiara gain 
  an array of spell-like abilities granting 
  power over the woods and trees.
    True.  This describes the 
  item’s capabilities a bit better.
  51-67
  71-85
  66-75
  56-60
  16
  Beware the psychological effects of 
  prolonged exposure to woodland 
  artifacts: the first users of the oaken 
  tiara suffered insanity and slew their 
  kinsmen.
    True.  Although “you’ll go 
  insane” is typically an indicator 
  of a false rumor, in this case, it 
  accurately describes the history 
  behind the artifact.
  68-84
  86-93
  76-90
  61-80
  12
  Wood headpieces grant users the 
  power to become trees for the rest of 
  their lives... a dubious capability at 
  best!
    False.  Somewhat related to 
  the powers of a true oaken tiara, 
  but not quite accurate.
  85-00
  94-00
  91-00
  81-00
  14
  Those unworthy to wear an oaken 
  tiara will immediately be turned into 
  wood for their insolence!
    False.  “Worthiness” is 
  beyond the capabilities of an 
  oaken tiara to determine.
  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.
  I See Dead People
  The PCs come across a hermit witch who has been rendered 
  nearly insane by prolonged wearing of an oaken tiara.  The 
  PCs must find a way of getting the artifact off of her and 
  returning it to the tribe from whom it was stolen.
  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 the 
  oaken tiara 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.
  Woodland Journey
  As part of a larger trek or mission, the party must traverse a 
  section of particularly deadly and challenging forest, jungle, 
  swamp, or other natural obstacle.  
  To facilitate, or even make possible, their journey, they must 
  use an oaken tiara.  In order to obtain one, however, they 
  must either do a significant favor for a tribe who possesses 
  one, steal one, or slay the current owner of one.
  Quests
  Another, more thorough, means of introducing an oaken tiara 
  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 Murmur of Dead Trees
    Summary: The PCs come across an insane hermit who 
  has been rendered mad by wearing an okaen tiara. 
    Rewards:  
    5,000 gp / 
    15,000 gp / 
    35,000 gp 
  / 
    50,000 gp (promised); up to 
    3 Reward Stars; 
  okan tiara
    Locations: Any wooded, jungle, or swamp.
    Key NPCs: Any.
    Kickoff: Random Encounter.
    Description:
  This Quest has an optional introduction component: if the 
  GM desires, the PCs become aware of a tribe of nature-
  oriented Druids and Rangers, from which has been lost an 
  artifact of immense natural power.  
  This introductory awareness of backstory may be skipped, 
  however, in favor of the ignorant shock and impact of simply 
  stumbling across a device this potent.
  No matter how it is set up, the true introduction is the 
  
  264
  Magic Items
  same: in the course of their journeys, either intentionally 
  seeking or simply stumbling about the wilderness, the 
  PCs come across a clearing surrounding a weathered and 
  enormous stump.  Sitting upon it cross-legged is a woman 
  wearing ragged clothes; such is the state of her disarray that 
  neither her age nor the true original nature of her garb can 
  be discerned.  She might have once been wearing leather 
  armor, clerical vestments, ceremonial robes, or simply an 
  embroidered tunic; the fabric is torn, tattered, and smudged 
  with dozens of layers of mud and debris.
  Atop her head sits an elaborate wooden crown.  Even if the 
  party has no prior knowledge of oaken tiaras as a magical 
  device, the ornateness and regal bearing of the artifact 
  seems immediately out of place with the woman, her 
  condition, and the setting.
  The woman is a witch, but not a very powerful one.  She 
  came across the tiara years ago; she was not the one who 
  stole it in the first place, and in that sense is truly an 
  innocent victim of the whole scenario.  Curious, she put the 
  tiara atop her head, and there it has remained ever since.
  If she ever knew the identity or fate of the original thieves, 
  the knowledge has been utterly lost to the mental ravages of 
  the artifact.
  The hapless and gibbering witch has lost all sense of 
  time, history, and what has come before; she knows only 
  the current moment, and that moment is confusing and 
  tantalizing and seems nearly comprehensible until the 
  moment slips irritatingly into the next, which mirrors the 
  same sentiment.
  She will view any attempt to talk or fight as an intrusion 
  into her contemplative state, and will react violently and 
  immediately when approached in any manner.
    If the PCs sense that she is insane, and leave her be, they 
  actually receive 
    1 Reward Star, as this outcome keeps 
  a relative innocent free of further harm.  The party’s 
  motives are irrelevant; they might simply fear the witch’s 
  powers, or they may act out of kindness.
    Attacking the woman outright should result in a frenzied 
  battle; although not truly potent herself, she is well 
  aware of the tiara’s capabilities, and uses them to their   
  utmost to defend herself.  Once she or her attackers have 
  been dealt any damage, she will fight to the death.  If 
  the PCs manage to escape, they will be empty-handed.  If 
  they do slay her, they may of course recover the oaken 
  tiara from her body, and they additionally benefit from 
    1 Reward Star.
    Attempting to talk with the woman results in the same 
  outcome as above: she attacks immediately, and will fight 
  to the death.  However, if the party senses her mental 
  anguish, and takes any actions whatsoever to try and 
  aid her—spells, approaching conversation with mental 
  illness or insanity in mind, offering potions, etc.—they 
  benefit from an additional 
    1 Reward Star.  Sadly, the 
  insanity has progressed beyond the point where the PCs 
  are capable of truly aiding, and inevitably the woman 
  will attack the party once she notices they are trying to 
  interfere.
    Returning the oaken tiara to the tribe who lost it is worth 
  another 
    1 Reward Star, and the listed cash reward; 
  the “best path”, therefore, is to try and heal the witch, 
  slay her out of necessity, and then to return the tiara.  In 
  between obtaining the artifact and its return, the party 
  may use the tiara as they wish.  
    Under no circumstance will the tribe allow the PCs to 
  keep the tiara, even if the party refuses the cash reward 
  in favor of trying to retain the artifact.  If the PCs obtain 
  the tiara in ignorance of its theft, they will be approached 
  by emissaries of the tribe and escorted to the elders.
  
  265
  Magic Items
  Oaken Tiara 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 Druid 1
  Druid 6
  Druid 10
  Druid 14
  Size / Aln
  Medium NG 
  Elf (High)
  Medium NG 
  Elf (High)
  Medium NG 
  Elf (High)
  Medium NG 
  Elf (High)
  HP
  10
  23
  38
  59
  Armor 
  Class
  13
  14
  15
  16
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  10 (+0) 
  DEX  13 (+1) 
  CON  9 (-1) 
  INT  11 (+2) 
  WIS  18 (+6) 
  CHA  15 (+2)
  STR  10 (+0) 
  DEX  13 (+1) 
  CON  9 (-1) 
  INT  11 (+3) 
  WIS  18 (+7) 
  CHA  17 (+3)
  STR  12 (+1) 
  DEX  13 (+1) 
  CON  9 (-1) 
  INT  11 (+4) 
  WIS  18 (+8) 
  CHA  17 (+3)
  STR  12 (+1) 
  DEX  13 (+1) 
  CON  11 (+0) 
  INT  11 (+5) 
  WIS  18 (+9) 
  CHA  17 (+3)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 16 
  +2 Herbalism Kit
  Passive Perception 17 
  +3 Herbalism Kit
  Passive Perception 18 
  +4 Herbalism Kit
  Passive Perception 19 
  +5 Herbalism Kit
  Languages Common, Druidic, Dwarvish, Elvish
  Attacks
  Melee Scimitar +3 (1d6+1)
  Melee Dagger +3 (1d4+1)
  Ranged Dagger (Thrown) 20 
  ft.’: +3 (1d4+1); 60 ft.’: +3 
  (1d4+1)
  Melee +1 Scimitar +5 
  (1d6+2)
  Melee Dagger +4 (1d4+1)
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+1); 60 ft.’: +4 
  (1d4+1)
  Melee +2 Scimitar +7 
  (1d6+3)
  Melee Dagger +5 (1d4+1)
  Ranged Dagger (Thrown) 
  20 ft.’: +5 (1d4+1); 60 ft.’: 
  +5 (1d4+1)
  Melee +3 Scimitar +9 
  (1d6+4)
  Melee Dagger +6 (1d4+1)
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+1); 60 ft.’: +6 
  (1d4+1)
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Dagger, Dart, Javelin, Longbow, Longsword, Mace, Quarterstaff, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear
  NG; Medium Humanoid (Elf)
  
  266
  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.
  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 8, 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: 17. 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.
    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, Bonus Cantrip, 
  Cantrips, Circle Spells, Druid 
  Circle, Druidic, Natural 
  Recovery, Ritual Casting, 
  Spellcasting, Spellcasting 
  Focus, Wild Shape, Circle of 
  the Land
  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, 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, 
  Ability Score Increase, 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, 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, Ability Score 
  Increase, Cantrip, Darkvision, 
  Elf Weapon Training, Extra 
  Language, Fey Ancestry, Keen 
  Senses, Languages, Trance, 
  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
  Spell-
  casting
  Save DC 14; Spell Atk +6
  1st: charm person; cure 
  wounds
  Save DC 15; Spell Atk +7
  3rd: call lightning; sleet 
  storm; water breathing
  2nd: flame blade; hold 
  person; pass without trace
  1st: charm person; cure 
  wounds; detect poison and 
  disease; jump
  Save DC 16; Spell Atk +8
  5th: contagion; scrying
  4th: confusion; ice storm; 
  polymorph
  3rd: call lightning; sleet 
  storm; water breathing
  2nd: flame blade; hold 
  person; pass without trace
  1st: charm person; cure 
  wounds; detect poison and 
  disease; jump
  Save DC 17; Spell Atk +9
  7th: mirage arcane
  6th: move earth
  5th: contagion; scrying
  4th: confusion; ice storm; 
  polymorph
  3rd: call lightning; sleet 
  storm; water breathing
  2nd: flame blade; hold 
  person; pass without trace
  1st: charm person; cure 
  wounds; detect poison and 
  disease; jump
  Equipment
  Scimitar; daggers (2x); 
  studded leather armor
  +1 Scimitar; daggers (2x); 
  +1 studded leather armor
  +2 Scimitar; daggers 
  (2x); +2 studded leather 
  armor
  +3 Scimitar; daggers (2x); 
  +3 studded leather armor
  
  267
  Magic Items
  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 
  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.
  
  268
  Magic Items
  Poisonous Pauldrons
    Poisonous Pauldrons (shoulders)
  Value:  
    150 gp / 
    4,100 gp /  
    22,500 gp / 
    81,000 gp
  Weight 8 lbs.; Materials steel, bone; Nature magical; Aura 
  moderate necromancy [poison]; Slot shoulders
  CL:  
    4th / 
    8th / 
    12th / 
    14th
  Effect Summary: 
    armor worn counts as having armor spikes; +1 
  enhancement bonus to hit and damage using spikes in 
  either grapple or off-hand
    armor worn counts as having armor spikes; +2 
  enhancement bonus to hit and damage using spikes in 
  either grapple or off-hand; enemies who suffer damage 
  from spikes receive effect of ghoul touch (DC 15)
    armor worn counts as having armor spikes; +3 
  enhancement bonus to hit and damage using spikes in 
  either grapple or off-hand; enemies who suffer damage 
  from spikes receive effect of ghoul touch (DC 17); 3x/day 
  delivers poison effect on successful grapple or off-hand 
  attack (DC 19)
    armor worn counts as having armor spikes; +4 
  enhancement bonus to hit and damage using spikes in 
  either grapple or off-hand; enemies who suffer damage 
  from spikes receive effect of ghoul touch (DC 18); 3x/day 
  delivers poison effect on successful grapple or off-hand 
  attack (DC 20); 1x/day delivers harm effect (140 negative 
  energy damage) on successful grapple or off-hand attack 
  (DC 21)
  Description
  Shoulder plates that attach to most any other type of armor.  
  These are covered in barbs and coated in a poisonous slime 
  that persists no matter what elements it is subjected to.
  Effect
  Wearers of all types of poisonous pauldrons count as having 
  armor spikes, regardless of what kind of armor they are 
  wearing or indeed whether they are even wearing armor at 
  all.
  Off-hand or grapple attacks made using the armor 
  spikes granted by poisonous pauldrons benefit from an 
  enhancement bonus to hit and for damage inflicted, as 
  described.
  Advanced pauldrons cause an automatic effect for any 
  enemies damaged by the armor spikes.  Even one point of 
  damage is sufficient to receive the effect of ghoul touch, 
  with a DC to resist as listed.  Each time a creature receives 
  damage from pauldron spikes, it must save against the ghoul 
  touch effect; those who have already failed against this effect 
  are immune from further such effects for 24 hours.
  Finally, all forms of the pauldrons but 
    Low also grant 
  one or more effects that are limited in daily use, but may 
  be triggered.  One of these effects may be triggered prior 
  to rolling to hit in a grapple of off-hand attack; triggering 
  the effect but not hitting does expend a use of that ability.  
  Triggering is a mental command for the wearer, which 
  requires no action; the player simply announces the intent 
  before they roll to hit.  If the hit is successful, the triggered 
  effect (poison or harm) takes place; the victim may attempt a 
  saving throw to negate the effect.
  Synergy & Sets
  None.  Poisonous pauldrons are standalone items, and do not 
  gain further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  Poisonous pauldrons may be found in armories or 
  blacksmiths skirting the edge of the black market, or in dark 
  society.  
  They may, of course, also be found worn on a foe, or in a 
  treasure pile.
  The mental triggers for advanced forms of pauldrons are 
  sometimes documented via an inscription of embroidery on 
  the interior of the device; even so, the approach commonly 
  used is simply to have icons, so deciphering the intent can be 
  challenging without research or instruction by the seller.
    At the GM’s discretion, such knowledge of the pauldrons’ 
  capabilities and triggers can simply be assumed to be 
  automatic.  This can streamline gameplay considerably 
  and allow the wielder to immediately gain the benefit of 
  the poisonous pauldron’s capabilities. 
   
  Gaming groups wishing to use this option may assume 
  
  269
  Magic Items
  the knowledge comes magically with picking up the 
  item.  Alternately, and for a bit of greater immersion 
  and roleplaying opportunity, instructions for using the 
  weapon might be discovered written down nearby, or 
  attached via twine to the item.
  Ubiquity
  Poisonous pauldrons are somewhat rare.  They’re found most 
  often in barbarous, violent, or cultish tribes of ravagers, as a 
  mark of leadership and lethality.
  Notoriety
  The design of the pauldrons is such that they are difficult to 
  miss, even for those unfamiliar with the item’s existence.
  Although not intrinsically evil, these items do make use of 
  poison and related effects, which typically carry a negative 
  stigma.
  In primitive, warlike, or barbarous cultures, merely wearing 
  a set may be interpreted as an act of war, if they are used by 
  that tribe as a mark of leadership.  
  Quirks of Ownership
  As the armor 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 them, poisonous pauldrons have no other quirks or 
  impacts.
  History & Background
  Poisonous pauldrons were originally intended to prevent 
  disease and grant immunity to poison.
  A successful and prominent warlord commissioned them 
  hundreds of years ago.  Although mighty, and his empire 
  vast, he grew ever more fearful that his reign would be 
  undone by something out of his control: poison, pestilence, 
  or some other form of withering or weakness.
  Unable to cope with what he perceived to be an ever-present 
  threat from all quarters, he commissioned his mages to craft 
  a set of shoulder pads that would keep him safe, sane, and 
  free of illness.
  The mages, receiving this commission from the most violent 
  and powerful of men, misinterpreted the enraged rantings of 
  command, and built for him instead the poisonous pauldrons 
  we know today.  
  The warlord, too, misinterpreted them upon receipt, and 
  wore them proudly, glad of the additional capabilities 
  but wholly unaware that the devices did nothing to grant 
  protection.  He rode confidently into battle against a tribe 
  known for its reliance on poison, and fell in battle, only to 
  wither in precisely the manner he had most feared.  
  Unable to accept this most horrid of outcomes, the warlord 
  took his own life by impaling himself on the spikes and 
  activating their most potent of abilities, using the very 
  devices intended to keep him safe.
  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 Charisma 
  (Persuasion) 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 poisonous pauldrons 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 poisonous pauldrons, 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 39: Poisonous Pauldrons Flavors
  Difficulty 
  Band
  Prefix
  Armor 
  Spikes
  Enhancement Bonus 
  for Armor Spikes
  Spike Effect
  Additional Effect Trigger
    Low
  Lesser
  Yes
  +1
  -
  -
    Moderate
  Lesser
  Yes
  +2
  Ghoul touch (DC 15)
  -
    Advanced
  Greater
  Yes
  +3
  Ghoul touch (DC 17)
  Poison 3x/day (DC 20)
    Elite
  Greater
  Yes
  +4
  Ghoul touch (DC 18)
  Poison 3x/day (DC 20);  
  harm 1x/day (140 damage; DC 21)
  
  270
  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 poisonous 
  pauldrons into your gaming sessions beyond simply “the 
  barbarian chief drops some wicked-looking shoulder pads”, 
  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 poisonous 
  pauldrons.
  Paladins & Clerics
  These classes would likely have the least involvement with 
  poisonous pauldrons, almost certainly selling the items if 
  they came across them in the course of other events.  Neutral 
  or evil clerics, particularly those aligned to battle, may use 
  them themselves.
  Rogues
  Brutal melee combat is not typically the style of your 
  average Rogue.  That said, poison and sneaky close-combat 
  maneuvers can be, so poisonous pauldrons may find good use 
  if adapted for leather armor.
  Martial Characters
  The bread and butter of poisonous pauldron use, and the 
  original intent behind their creation.  Fighters, Barbarians, 
  and all manner of melee-focused combative classes are 
  perfect to make ideal use of these items.
  Arcane Classes
  Ever known a wizard who can grapple?  Perhaps not, but 
  Maguses and other classes who mix wizardry with melee 
  styles may find good use of these devices, particularly 
  upper-level elite versions with their enhanced triggerable 
  capabilities.
  Monks, Rangers, and Druids
  Monks rarely wear armor to large degree, but those who do 
  rely upon explicit physical protection might well augment 
  their raiment to aid their grappling capabilities.
  Druids and Rangers would have little compunction about 
  using poisonous abilities, but their interest in poisonous 
  pauldrons would be a funciton of how melee-focused their 
  style was.
  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.
  Struck Down
  A relative innocent seeks the help of the party to heal.  They 
  were struck in combat by an unknown weapon, and need to 
  understand what it was in order to recover.  The PCs must 
  find the assailant and discover what weapon was used: it 
  was in fact a set of poisonous pauldrons.
  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 
  poisonous pauldrons 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.
  Clear the Way
  A horde of weak creatures, goblins perhaps, has taken over 
  a church or other area of sanctuary in a nearby village.  
  Though plentiful, they are terrified of spiky, poisonous 
  things; a brutish adventurer donning a set of poisonous 
  pauldrons could easily brush in and clear the area out with 
  little bloodshed.
  Quests
  Another, more thorough, means of introducing poisonous 
  pauldrons 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: From the Prime of Life
    Summary: A tavernkeeper’s daughter has taken ill 
  following an attack by an unknown weapon.  The PCs are 
  asked to find what weapon did the deed so that she can 
  recover. 
    Rewards:  
    1,500 gp / 
    4,500 gp / 
    12,000 gp 
  / 
    18,000 gp (promised); up to 
    2 Reward Stars; 
  poisonous pauldrons
    Locations: Any.
    Key NPCs: Any.
    Kickoff: Random Encounter.
    Description:
  An innkeeper beseeches the PCs to help him: his daughter 
  had taken to adventuring for the first time a few days ago.  
  
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  Magic Items
  FlexTable 37: Poisonous Pauldrons Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-17
  01-30
  01-25
  31-40
  10
  Long ago, a warlord, fearful of 
  disease, crafted shoulder armor 
  designed to prevent illness.
    True.  This is accurate, though 
  of course the effort was not 
  successful in the vein conceived.
  18-33
  31-50
  26-40
  41-50
  12
  Spiked shoulder armor exists 
  which grants the wearer 
  advantages in close-quarters 
  combat with the spikes.
    True.  This starts to depict the 
  pauldrons’ talents.
  34-50
  51-70
  41-65
  51-55
  13
  An ancient warlord wore spiked 
  shoulderpads into battle, aiding in 
  conquest but ultimately failing to 
  save him.
    True.  Accurate history, but 
  no real info on what the pauldrons 
  might be capable of.
  51-67
  71-85
  66-75
  56-60
  16
  Barbed shoulderpads grant 
  combat bonuses with the spikes 
  as weapons, and potentially lethal 
  close-quarters abilities.
    True.  Still somewhat vague, 
  ultimately, as to the true powers 
  involved.
  68-84
  86-93
  76-90
  61-80
  12
  Intended to cure disease, certain 
  spiked shoulderpads instead 
  spread it.
    False.  Though in a sense, 
  accurate: ghoul touch affects those 
  struck by the pauldrons.
  85-00
  94-00
  91-00
  81-00
  14
  Tragically, those intending to 
  conquer using magical spiked 
  shoulder armor might instead 
  suffer illness and disease 
  themselves from the item’s use.
    False.  The pauldrons do not 
  cure disease, but neither do they 
  incur it on the wearer.
  Though well-equipped, she returned wounded horribly 
  with a wilting sickness that is unknown in these parts.  Her 
  comrades claim they confronted a barbarian who wore 
  sickly-green, spiky shoulder armor; they know nothing more 
  and were themselves unaffected.
  The innkeep begs the party to help: discover the source of 
  the sickness, ideally enact revenge against the brute who did 
  this, and return with the news and information.
  In general terms, it need not be an innkeeper and his 
  daughter; the key lever here is that a bystander is asking 
  on behalf of a relative innocent.  The bystander could be a 
  church or government official, a faction member or leader, 
  or simply just a farmer.  The innocent must be somewhat to 
  blame—she went adventuring, after all!—but can be related 
  to the bystander in some appropriate manner.  A woman 
  might ask on behalf of her foolhardy husband; a priest might 
  seek help for a parishoner, and so on.
    If the PCs ignore the plea, the innocent might die.  
  There’s a ticking clock on the party’s involvement; 
  consider setting it at, say, 2 days.  No penalty incurs to 
  the party if they refuse, but consider the action in the 
  context of the PCs’ character and alignment.
    The barbarian is not hard to find; the innocent’s fellow 
  adventurers will divulge the approximate location, 
  somewhat nearby, from which it’s straightforward to 
  locate the man.  He wears poisonous pauldrons, and 
  there’s no reasoning with him; the party will have to 
  defeat him to get the information they need.  Doing so 
  grants 
    1 Reward Star; the party may of course keep 
  the spoils of war, inclusive of the pauldrons.
    Upon returning to the innkeeper, the party may consider 
  one final decision: to make an antidote, it will be quicker 
  and far less painful for the innocent if the pauldrons are 
  melted down to form the basis of the concoction.  It is up 
  to the PCs, who will not be pressured, and the innocent 
  will survive, albeit in a reduced state, if they refuse.  
  Giving up the newly-acquired magical item in service to 
  the innocent grants another 
    1 Reward Star.
  
  272
  Magic Items
  Poisonous Pauldrons 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 Fighter 1
  Fighter 6
  Fighter 10
  Fighter 14
  Size / Aln
  Medium NG 
  Tiefling
  Medium NG 
  Tiefling
  Medium NG 
  Tiefling
  Medium NG 
  Tiefling
  HP
  12
  54
  89
  137
  Armor 
  Class
  18
  21
  24
  26
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  17 (+5) 
  DEX  17 (+3) 
  CON  15 (+4) 
  INT  13 (+1) 
  WIS  9 (+1) 
  CHA  7 (-2)
  STR  20 (+8) 
  DEX  17 (+3) 
  CON  16 (+6) 
  INT  13 (+1) 
  WIS  9 (+1) 
  CHA  7 (-2)
  STR  20 (+9) 
  DEX  19 (+4) 
  CON  16 (+7) 
  INT  13 (+1) 
  WIS  9 (+1) 
  CHA  7 (-2)
  STR  20 (+10) 
  DEX  20 (+5) 
  CON  19 (+9) 
  INT  13 (+1) 
  WIS  9 (+1) 
  CHA  7 (-2)
  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 Warhammer +5 
  (1d8+5)
  Melee +1 Warhammer 
  +9/+9 (1d8+8)
  Melee +2 Warhammer 
  +11/+11 (1d8+9)
  Melee +3 Warhammer 
  +13/+13/+13 (1d8+10)
  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 (Tiefling)
  
  273
  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 
  11.
  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
  Warhammer; shield; 
  scale mail
  +1 Warhammer; +1 
  shield; plate armor
  +2 Warhammer; +2 
  shield; +1 plate armor
  +3 Warhammer; +3 
  shield; +2 plate armor
  
  274
  Magic Items
  Rampart Shield
    Rampart Shield (shield)
  Value:  
    1,200 gp / 
    5,200 gp /  
    18,500 gp / 
    42,000 gp
  Weight 50 lbs.; Materials wood, steel; Nature magical; Aura 
  moderate abjuration, transmutation, 
    evocation Slot 
  shield
  CL:  
    4th / 
    8th / 
    12th / 
    14th
  Effect Summary: 
    +4 shield bonus to AC; +2 max dex bonus; -10 armor 
  check penalty; 50% arcane spell fail chance; 20% miss 
  chance for ranged attacks targeting bearer
    +4 shield bonus to AC; +1 enhancement bonus to AC; +2 
  max dex bonus; -10 armor check penalty; 50% arcane 
  spell fail chance; 25% miss chance for ranged attacks 
  targeting bearer; bearer gains DR 5/magic against 
  ranged weapons
    +4 shield bonus to AC; +2 enhancement bonus to AC; 
  +2 max dex bonus; -10 armor check penalty; 50% 
  arcane spell fail chance; 30% miss chance for ranged 
  attacks targeting bearer; bearer gains DR 5/magic 
  against ranged weapons; wind wall 1x/day for up to 12 
  rounds
    +4 shield bonus to AC; +3 enhancement bonus to AC; 
  +2 max dex bonus; -10 armor check penalty; 50% 
  arcane spell fail chance; 40% miss chance for ranged 
  attacks targeting bearer; bearer gains DR 10/magic 
  against ranged weapons; wind wall 3x/day for up to 14 
  rounds each
  Description
  This shield is enormous, a rounded rectangle nearly six feet 
  tall, and broader than a man.  It’s tapered a bit at the bottom, 
  but not so much so it would fail to protect legs and feet when 
  placed in front of a defender.  At the top of the shield is a 
  hinged extension that folds back from the front to provide 
  protection against attacks from above.
  Effect
  Rampart shields are, first and foremost, tower shields; their 
  stat profile reflects this core characteristic.  
  All variants protect the bearer against ranged attacks.  The 
  listed miss chance is similar to concealment, except that it 
  applies to all ranged attacks with a specific target: ranged 
  touch attacks and missile weapons most prominently.  
  Attacks, abilities, spells, or other effects that either lack a 
  specific target (e.g., “affects all creatures within 50 feet”) 
  or do not specifically target the bearer (e.g., “affects a 20’ 
  circle around target square”) are not affected by this rampart 
  shield ability and will affect the bearer as normal.
  Elite iterations grant the bearer damage resistance against 
  ranged attacks.  The listed miss chance applies to each attack 
  separately.  These versions also grant an enhancement bonus 
  to AC, just like a +1 tower shield would, for example.
  Finally, 
    Advanced and 
    Elite versions allow the bearer 
  to explicitly trigger one or more spell-like abilities as a 
  standard action.  The maximum uses count for each ability 
  resets 24 hours after the first use of that ability, and is item-
  based, not bearer-based.
  Synergy & Sets
  None.  Rampart shields are standalone items, and do not 
  gain further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  Rampart shields are most commonly encountered on the 
  bodies of slain foes.  They may also be found in treasure 
  hoards, or for sale in elite magic-item shops.
  Higher-level versions which allow spell-like abilities describe 
  the activation trigger in pictures inscribed on the shield 
  back; typically there are patches of metal on the back of the 
  shield near the handle which can be used to activate the 
  apilities.
    At the GM’s discretion, such knowledge can simply be 
  assumed to be automatic.  This can streamline gameplay 
  considerably and allow the wielder to immediately gain 
  the benefit of the rampart shield’s capabilities. 
   
  Gaming groups wishing to use this option may assume 
  the knowledge comes magically with picking up the 
  item.  Alternately, and for a bit of greater immersion 
  and roleplaying opportunity, instructions for using the 
  
  275
  Magic Items
  weapon might be discovered written down nearby, or 
  attached via twine to the shield.
  Ubiquity
  Rampart shields are uncommon, less so in advanced or high-
  magic urban areas.  
  It’s also not unheard of for elite military units to march 
  into battle with each member hoisting a rampart shield; 
  such units are typically used as “arrow-breakers”, against 
  adversaries with formidable missile weapons.
  Notoriety
  Rampart shields are impossible to miss, but that is owed 
  more to being a well-designed tower shield than of anything 
  particular to its nature.  
  Certainly the hinged protective bit at the top makes it 
  instantly recognizable for those acquainted with the devices.
  Even when recognized rampart shields typically do little to 
  call unwanted attention to the bearer; onlookers will simply 
  assume they are from a military unit with frequent need of 
  ranged defenses.
  Quirks of Ownership
  As the shield is a non-sentient magical item, and not an 
  artifact or relic, it exerts no particular will or influence on 
  its owner or wielder.  
  A rampart shield has no quirks or impacts.
  History & Background
  Perhaps obviously from both its name and design, rampart 
  shields were first used to besiege castles.
  Produced in quantity by wealthy warlords, they were 
  ubiquitous a few generations ago, the very pinnacle of 
  weapons technology and proof against the most dug-in of 
  entrenched adversaries.  
  The shield’s very popularity was its eventual downfall, 
  however: the design is a relatively simple one, requiring 
  but basic magic-item forging capabilities, and soon other 
  warlords began to copy the item.  
  Greedy for as much profit and power as she could muster 
  before the item’s production was out of her control, the 
  original warlord behind the first rampart shields started to 
  sell both the design and the shields themselves.  
  Though initially profitable, this approach led to the warlord’s 
  downfall: in every battle, she soon faced the power of her 
  own creation.
  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 Charisma 
  (Persuasion) 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 rampart shield 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 rampart shield, 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 40: Rampart Shield Flavors
  Difficulty 
  Band
  Prefix
  Shield 
  Bonus 
  to AC
  Enhancement 
  Bonus to AC
  Max 
  Dex 
  Bonus
  Armor  
  Check 
  Penalty
  Arcane 
  Spell 
  Fail
  Ranged 
  Atk 
  Miss
  Ranged 
  Weapon 
  DR
  Spell Effects
    Low
  Lesser
  +4
  -
  +2
  -10
  50%
  20%
  -
  -
    Moderate
  Lesser
  +4
  +1
  +2
  -10
  50%
  25%
  5/magic
  -
    Advanced
  Greater
  +4
  +2
  +2
  -10
  50%
  30%
  5/magic
  wind wall 1x/day 
  up to 12 rounds
    Elite
  Greater
  +4
  +3
  +2
  -10
  50%
  40%
  10/magic
  wind wall 3x/day 
  up to 14 rounds 
  each
  
  276
  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 rampart shield 
  into your gaming sessions beyond simply “the captain drops 
  a nifty-looking tower shield”, 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 rampart shield.
  Paladins & Clerics
  Both use shields commonly; depending on the combat stance 
  of a given Paladin or Cleric, a rampart shield might be just up 
  their alley, particularly given its effectiveness at protecting 
  others.
  Rogues
  Rogues don’t usually bear tower shields at all; however, 
  they might well seek a rampart shield out so that their more 
  heavily-armored comrades will have the benefit (and, from 
  a more mercenary standpoint, will then take more fire as a 
  result!).
  Martial Characters
  Fighters in particular would want a rampart shield, and 
  indeed might even change their combat approach if 
  presented with such a device.
  Arcane Classes
  Under only the most very dire and bizarre of circumstances 
  might an arcanist bear a tower shield!  If they were to ever 
  do so, they might do far worse than selecting a rampart 
  shield, of course.  Perhaps the combat-adverse wizard must 
  ineptly cower behind one while under siege from a troupe of 
  bow-wielding goblins.
  Monks, Rangers, and Druids
  These classes would also be rare to see using a shield such 
  as the rampart shield... however, when in need of a specific 
  defense, they might resort to it.
  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.
  Assault the Keep
  This one is straightforward and linked to the original 
  purpose of the shield: the PCs must use rampart shields to 
  assault a defended position, while under multiple ranged 
  attacks.
  What that position is, why, and who is firing what weapons 
  at them are left intentionally flexible in service to your 
  campaign setting.
  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 
  rampart shield 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.
  Pelting Storm
  The PCs, armed with discovered rampart shields, must 
  endure a battering of high-volume, but low-damage, ranged 
  attacks as part of an obstacle they must weather to proceed 
  with some larger mission.
  This scenario forms the basis of the Quest below.
  Quests
  Another, more thorough, means of introducing a rampart 
  shield 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: To Suffer the Slings and 
  Arrows
    Summary: As part of a larger progression, the party 
  must endure ranged attacks under the partial protection 
  afforded by rampart shields. 
    Rewards:  Up to 
    1 Reward Star; rampart shield(s)
    Locations: Any.
    Key NPCs: None.
    Kickoff: Random Encounter.
    Description:
  The PCs come across an area studded with divots, broken 
  arrow shafts, and rocks.  Lying amidst the debris is an 
  assortment of shields—as luck would have it, one for each 
  party member, plus 
    1d4.
    1d4-1 of these, minimum 1, are rampart shields.  The 
  party has only 2 minutes to investigate the scene, however; 
  once they arrive, they will soon come under assault from a 
  myriad of ranged weapons.
  It’s suggested that an array of 
    3d12 low-level, humanoid 
  monsters, bearing shortbows and slings, should do the 
  
  277
  Magic Items
  FlexTable 38: Rampart Shield Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-17
  01-30
  01-25
  31-40
  10
  Long ago, a power-hungry 
  warlord crafted the ultimate 
  proof against castle defenses.
    True.  Quite vague about the 
  shield’s powers, but accurate as to 
  etymology.
  18-33
  31-50
  26-40
  41-50
  12
  A certain shield contains a 
  hinged element at its top that 
  provides greater protection 
  against ranged attacks.
    True.  Still vague, but at least 
  mentions ranged attacks.
  34-50
  51-70
  41-65
  51-55
  13
  Bearers of certain tower 
  shields can defend themselves 
  against ranged attacks with 
  ease, whether assaulting a 
  castle or in regular combat.
    True.  Still a little less than 
  complete.
  51-67
  71-85
  66-75
  56-60
  16
  Rampart shields grant 
  protection against ranged 
  attacks.  Some grant additional 
  spell-like powers too.
    True.  A thorough description.
  68-84
  86-93
  76-90
  61-80
  12
  Though promising to deflect 
  arrows, certain tower shields 
  instead attract them!
    False.  Actually, the statement itself 
  may apply to cursed tower shields, but 
  has nothing to do with rampart shields.
  85-00
  94-00
  91-00
  81-00
  14
  A warlord long ago made a 
  pact with evil forces to curse 
  those who bore shields he 
  crafted into war.
    False.  This statement has nothing 
  to do with rampart shields or their 
  history.
  trick.  They are located about 25’ away, well-entrenched in 
  hollowed trees, cave niches, or other terrain appropriate 
  for the environment.  Goblins, gnolls, skeletons, or other 
  beasties should work.
  The point of the attack is that the PCs must suffer a high 
  volume of ranged attacks, each of relatively low lethality, 
  but collectively very threatening, even to higher-level 
  parties.  Rampart shields should make a big difference in the 
  effectiveness of the party’s defense.
  The attack lasts for 
    3d8 rounds, or until the party 
  manages to wipe out at least half of their attackers; the 
  remaining will flee at that point.
  This Quest is somewhat unique in that it is “enforced”; the 
  PCs have no choice but to participate.
    If the PCs are slain... well, at least they got the use of 
  nifty shields before they died!
    If the PCs flee the area, they may of course keep the 
  shields they discovered.  No further benefit accrues them, 
  and the zone will still be pelted if they return.
    If the PCs manage to fight back their attackers, or 
  simply endure the attack, survivors will benefit from 
    1 Reward Star, but only if they were able to identify 
  which shields were rampart shields, and make best use of 
  them.  For example, giving the lowliest and/or weakest 
  members of the bunch the best protection.
  This Quest ends after the attack does.
  
  278
  Magic Items
  Rampart Shield 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 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
  14
  59
  92
  129
  Armor 
  Class
  18
  21
  24
  26
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  20 (+7) 
  DEX  13 (+1) 
  CON  18 (+6) 
  INT  7 (-2) 
  WIS  7 (-2) 
  CHA  10 (+0)
  STR  20 (+8) 
  DEX  13 (+1) 
  CON  20 (+8) 
  INT  7 (-2) 
  WIS  7 (-2) 
  CHA  10 (+1)
  STR  20 (+9) 
  DEX  15 (+2) 
  CON  20 (+9) 
  INT  7 (-2) 
  WIS  7 (-2) 
  CHA  10 (+1)
  STR  20 (+10) 
  DEX  17 (+3) 
  CON  20 (+10) 
  INT  7 (-2) 
  WIS  7 (-2) 
  CHA  14 (+2)
  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 Morningstar +7 
  (1d8+5)
  Ranged Crossbow, Heavy ) 
  --> 100 ft.’: +3 (1d10+1); 
  400 ft.’: +3 (1d10+1)
  Melee +1 Morningstar +9/+9 
  (1d8+6)
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +4/+4 
  (1d10+1); 400 ft.’: +4/+4 
  (1d10+1)
  Melee +2 Morningstar 
  +11/+11 (1d8+7)
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +6/+6 
  (1d10+2); 400 ft.’: +6/+6 
  (1d10+2)
  Melee +3 Morningstar 
  +13/+13/+13 (1d8+8)
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +8/+8/+8 
  (1d10+3); 400 ft.’: 
  +8/+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 (Half-Orc)
  
  279
  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
  Morningstar; scale mail; 
  shield; heavy crossbow; 
  crossbow bolts (10x)
  +1 Morningstar; +1 chain 
  mail; +1 shield; heavy 
  crossbow; crossbow bolts 
  (10x)
  +2 Morningstar; +1 plate 
  armor; +2 shield; heavy 
  crossbow; crossbow 
  bolts (10x)
  +3 Morningstar; +2 plate 
  armor; +3 shield; heavy 
  crossbow; crossbow bolts 
  (10x)
  
  280
  Magic Items
  Ravendown Helm
    Ravendown Helm (head)
  Value:  
    1,800 gp / 
    8,200 gp / 
    45,000 gp / 
    108,000 gp
  Weight 8 lbs.; Materials wood, steel; Nature magical; Aura 
  moderate enchantment (compulsion) [fear, mind-affecting], 
    necromancy [fear, mind-affecting, emotion], 
    illusion 
  (phantasm) [fear, mind-affecting] Slot head
  CL:  
    4th / 
    8th / 
    12th / 
    16th
  Effect Summary: 
    +2 competence bonus to Intimidate checks
    +4 competence bonus to Intimidate checks; +1 
  Charisma; bane 2x/day for up to 8 min each
    +6 competence bonus to Intimidate checks; +2 
  Charisma; bane 3x/day for up to 12 min each; fear 1x/
  day for up to 12 rounds (DC 18)
    +8 competence bonus to Intimidate checks; +3 
  Charisma; bane 5x/day for up to 16 min each; fear 3x/
  day for up to 12 rounds each (DC 20); phantasmal killer 
  1x/day (DC 20)
  Description
  If glimpsed quickly, the owner may be seen as having a face 
  ringed with ravens; the feathers and tufts of varicolored 
  darkness ring the face of the wearer and give a sinister, grim 
  and dark expression.  
  Wearers gain intimidation and presence bonuses, and with 
  major versions of the item grant minor spellcasting abilities 
  as well.
  Effect
  Ravendown helms all grant competence bonuses to 
    
  Intimidate skill checks as described.  Advanced versions 
  also grant competence bonuses to Charisma as listed.  These 
  effects are passive, automatic, and cannot be surpressed 
  while the item is worn.
     Moderate,  
    Advanced, and 
    Elite iterations also 
  grant the wearer the ability to trigger spell-like effects.  
  These are mental commands, requiring no somantic 
  component, and each require a standard action to initiate.
  The listed restrictions on frequency reset 24 hours after the 
  first use of each ability, and the counts are item-dependent, 
  not wearer-dependent.
  Synergy & Sets
  None.  Ravendown helms are standalone items, and do not 
  gain further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  It’s most common to discover a ravendown helm on the body 
  of a slain enemy, most notably an evil one.
  On extremely rare occasion, they might be found in a shop, 
  but in such a scenario, they’d be likely to be in the back of 
  the shop, or in a secret chamber.
  The mental triggers required to activate the powers of 
  advanced versions are not documented anywhere on the 
  item, and require either communication from a present 
  owner, or research.
    At the GM’s discretion, such knowledge can simply be 
  assumed to be automatic.  This can streamline gameplay 
  considerably and allow the wielder to immediately gain 
  the benefit of the ravendown helm’s capabilities. 
   
  Gaming groups wishing to use this option may assume 
  the knowledge comes magically with picking up the 
  item.  Alternately, and for a bit of greater immersion 
  and roleplaying opportunity, instructions for using the 
  weapon might be discovered written down nearby, or 
  attached via twine to the item.
  Ubiquity
  Ravendown helms are quite rare, and even for those 
  possessing them, they tend to keep them hidden unless 
  there’s a pressing need (see Notoriety, below).
  Notoriety
  These items have a sinister appearance, even for those 
  unaccustomed to seeing them.  Those aware of their 
  existence will immediately recognize one, and conclude 
  certain things as a result about the alignment and 
  predilictions of the bearer.
  
  281
  Magic Items
    In game terms, owning a ravendown helm could be 
  a lightning rod for subsequent Quests or plotlines 
  involving Paladins or Good Clerics who wish to root out 
  what they immediately believe they recognize as evil.
  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, a ravendown helm has no other quirks or 
  impacts.
  History & Background
  Ravendown helms were first crafted as a means of solidifying 
  peace.  Warring kingdoms hundreds of years ago forged and 
  broke alliances at whim, and leadership of the rank-and-file 
  commoners changed sometimes daily.
  This constant flux of domination took its toll; disease and 
  famine tore through the nation.  
  Recognizing that without peace, the countryside would soon 
  tear itself apart, one chieftain sought to bring order to the 
  masses.  She put the last of her resources into forging the 
  first ravendown helm—not as a means of conquering, but as a 
  tool to solidify peace through fear.
  One might argue with her methods, but not the results, as 
  the next time her faction found itself on the top of the stack, 
  conflict stabilized for nearly a dozen years.
  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 Charisma 
  (Persuasion) 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 ravendown helm 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 ravendown helm, 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 ravendown helm 
  into your gaming sessions beyond simply “the barbarian 
  chieftain drops a nifty-looking helmet”, 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 ravendown helm.
  Table 41: Ravendown Helm Flavors
  Difficulty Band
  Prefix
  Intimidate Bonus
  Charisma Bonus
  Spell-Like Abilities
    Low
  Lesser
  +2
  -
  -
    Moderate
  Lesser
  +4
  +1
  bane 2x/day for up to 8 min each
    Advanced
  Greater
  +6
  +2
  bane 3x/day for up to 12 min each;  
  fear 1x/day for up to 12 rounds (DC 18)
    Elite
  Greater
  +8
  +3
  bane 5x/day for up to 16 min each;  
  fear 3x/day for up to 12 rounds each (DC 18); 
  phantasmal killer 1x/day (DC 20)
  
  282
  Magic Items
  Paladins & Clerics
  Might makes right, sometimes.  
  Though Paladins in particular may take issue with ruling 
  through fear rather than respect, these classes both 
  recognize the utility and necessity of stability, and that end 
  sometimes justifying the means.
  Rogues
  Rogues and Bards typically appreciate the value of a 
  menacing visage, and the power of social advantage.  
  That said, the ravendown helm is a bit ostentatious and 
  sinister for all but the most parade-esque of Bards.  
  Rogues cultivating an assassin sort of mystique might wish 
  for a headpiece that complements that intent.
  Martial Characters
  Mighty warlords, particularly Lawful Evil types, are very 
  much the target wielder of a ravendown helm.  Those seeking 
  to rule with an iron fist, or at any cost, might seek out an 
  artifact such as this to abet their goals.
  Arcane Classes
  Arcanists are not always socially engaging, but to the extent 
  to which a magic-user relies upon Charisma to fuel their 
  power, they may well derive benefit from a ravendown helm.
  Oracles, witches, and other classes whose powers may or 
  may not stem from Charisma, but who wish to effect a 
  certain demeanor, might also put these items to good use.
  Monks, Rangers, and Druids
  These classes rarely rely upon Charisma to fuel their deeds.  
  In exceptional cases, or perhaps as a knowing boost to an 
  acknowledged weakness, these types may derive temporary 
  utility from the device.
  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.
  Stare-Down
  A local authority has been having difficulty with a nearby 
  gang.  They are unruly, respond poorly to authority, and are 
  just powerful and talented enough that it wouldn’t be wise to 
  tackle them directly.
  A leader (a police chief, militia captain, trade guild 
  director, or other authority figure with a vested interest 
  in minimizing disruption caused by this gang) gives the 
  PCs a task: convince this gang that they should cease their 
  harassment of the town.
  To aid in the task, the PCs acquire a ravendown helm, which 
  they may keep after the immediate objectives are fulfilled.
  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 
  ravendown helm 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.
  Undo Influence
  A local faction “X” has been gaining more and more power 
  in town.  A rival faction, or perhaps the legitimate prevailing 
  authority, feels threatened by this growth, and asks the PCs 
  to see what they can do about it.
  It turns out the faction “X” leader bears a ravendown helm.  
  Though the PCs are hardly immune from its benefits, they 
  might still overcome the effect enough to convince the 
  faction to take an alternate approach.
  This scenario, with elements of the “Stare Down” scenario 
  above, forms the basis for the Quest below.
  Quests
  Another, more thorough, means of introducing the 
  ravendown helm 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: Stare-Down
    Summary: A nearby gang has been harassing villagers.  
  A village authority commissions the PCs to put a stop to 
  it.
    Rewards:  
    2,000 gp / 
    6,000 gp / 
    12,000 gp 
  / 
    18,000 gp (promised); up to 
    1 Reward Star; 
  ravendown helm
    Locations: Any, preferably urban.
    Key NPCs: None.
    Kickoff: Random Encounter.
    Description:
  A village authority contacts the PCs.  This authority can 
  be of any stripe: political leader, military leader, trade 
  or class-based faction leader, or simply a social activist 
  representative of the townsfolk.
  Depending on their background, the wording of the 
  authority’s appeal may differ slightly, but the ask is 
  ultimately identical: help us deal with this problem.
  The townsfolk do not know how the gang has such power.  
  From all reports, they are comprised of teenagers—or the 
  appropriate racial equivalents in longer-lived races—huddled 
  together out of a sense of michief, with no broader political, 
  social, or even monetary aims.
  Rumors swirl that their leader has a magic headdress that 
  makes her will more imposing, but few have claimed to see 
  such a person or device themselves.
  The PCs are asked to find the gang, and figure out how best 
  to dissuade them from harranguing the populace.
  
  283
  Magic Items
  FlexTable 39: Ravendown Helm Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-17
  01-30
  01-25
  31-40
  10
  Long ago, an evil chieftain 
  forged a headdress intended to 
  secure her reign.
    True.  Quite vague about the item’s 
  powers, but accurate as to etymology.
  18-33
  31-50
  26-40
  41-50
  12
  A magical headdress is said to 
  grant its wearer social powers.
    True.  Still vague, however.
  34-50
  51-70
  41-65
  51-55
  13
  Certain magic helmets might 
  do nothing to protect against 
  attacks, but imbue the wearer 
  with social power and other 
  abilities besides.
    True.  Quite accurate as to the 
  possible effects.
  51-67
  71-85
  66-75
  56-60
  16
  A powerful chieftain once 
  commissioned the creation of 
  a magical helmet that would 
  grant its wearer the power to 
  quell unrest in the populace.
    True.  A good description of the 
  history, but not of specific abilities.
  68-84
  86-93
  76-90
  61-80
  12
  Some cursed helms grant 
  the wearer the visage of a 
  weathered, evil sloth.
    False.  While this statement may 
  apply to some cursed helms, it has 
  nothing to do with a ravendown helm.
  85-00
  94-00
  91-00
  81-00
  14
  A ravendown helm grants the 
  wearer the power to see within 
  someone’s soul.
    False.  It’s unclear what this even 
  means, really, but nevertheless, the 
  closest thing to this that the artifact 
  does is to enhance Wisdom (Insight) 
  checks.
  If the PCs seek out the gang, they are easy to find: just 
  outside of town.  They will escort the party to the gang’s 
  leader, who will greet them dressed in a ravendown helm.   
   
  There follows a social-skills challenge.  The exact wording 
  is up to the GM and the tact employed by the players, but 
  mechanically, it should be treated as a “best 3 out of 5” 
  situation: make a series of 
    skill challenges (either 
  Intimidate, Charisma (Persuasion), and/or Wisdom 
  (Insight), as the PCs’ approach dictates), first the PCs, 
  then the leader.  Score 1 point for each success.  The first 
  “side” of the converstion to make it to 3 successes wins the 
  confrontation.
    If the PCs ignore the Quest, the gang continues to harass 
  the population, but to no terminal end; therefore, the PCs 
  may pick the Quest back up at any point.
    If the PCs lose the social-skills challenge, the gang will 
  try to drum them out of town, or at minimum into a 
  position of subservience to the gang.   
   
  The PCs may fight back.  Doing so engages dozens of gang 
  members in a battle that should represent overwhelming 
  odds: no matter that each individual gang member is 
  a paltry threat compared to the might of the PCs, but 
  numbers are quite on the side of the gang. 
   
  The gang will stop short of slaying the PCs; once any one 
  PC falls to zero hit points, they will offer to let the party 
  flee in disgrace.  This results in no reward, of course.
    If the PCs fail the social challenge, but defeat at least 10 
  gang members, the remaining members will lay down 
  their weapons and pledge not to harass the town any 
  longer.  Whether or not the PCs spare the lives of the 
  remaining gang, they benefit from the monetary reward 
  and may ask to take the ravendown helm as well.
    The “best path” is if the party is successful in the social 
  challenge; this grants them the gold-piece reward as 
  described and  
    1 Reward Star.  Furthermore, if they 
  succeed in one further opposed social check, they may 
  ask to take the ravendown helm from the leader.
  
  284
  Magic Items
  Ravendown Helm 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 Druid 1
  Druid 6
  Druid 10
  Druid 14
  Size / Aln
  Medium NE  
  Dwarf (Hill)
  Medium NE  
  Dwarf (Hill)
  Medium NE  
  Dwarf (Hill)
  Medium NE  
  Dwarf (Hill)
  HP
  9
  39
  54
  78
  Armor 
  Class
  15
  16
  17
  18
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR  13 (+1) 
  DEX  13 (+1) 
  CON  10 (+0) 
  INT  7 (+0) 
  WIS  20 (+7) 
  CHA  13 (+1)
  STR  13 (+1) 
  DEX  13 (+1) 
  CON  10 (+0) 
  INT  7 (+0) 
  WIS  20 (+8) 
  CHA  15 (+2)
  STR  13 (+1) 
  DEX  13 (+1) 
  CON  10 (+0) 
  INT  7 (+2) 
  WIS  20 (+9) 
  CHA  17 (+3)
  STR  13 (+1) 
  DEX  13 (+1) 
  CON  10 (+0) 
  INT  7 (+3) 
  WIS  20 (+10) 
  CHA  19 (+4)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 15 
  +2 Herbalism Kit
  Passive Perception 15 
  +3 Herbalism Kit
  Passive Perception 15 
  +4 Herbalism Kit
  Passive Perception 15 
  +5 Herbalism Kit
  Languages Common, Druidic, Dwarvish
  Attacks
  Melee Warhammer +3 
  (1d8+1)
  Melee +1 Warhammer +5 
  (1d8+2)
  Melee +2 Warhammer +7 
  (1d8+3)
  Melee +3 Warhammer +9 
  (1d8+4)
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Club, Dagger, Dart, Handaxe, Javelin, Light Hammer, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear, 
  Warhammer
  NE; Medium Humanoid (Dwarf)
  
  285
  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.
  Tool Proficiency You gain proficiency with the artisan’s tools of your 
  choice: smith’s tools, brewer’s supplies, or mason’s tools.
  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, 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Ability Score Increase, 
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Smith’s Tools, 
  Stonecunning, Tool 
  Proficiency, Cantrips, 
  Druidic, Ritual Casting, 
  Spellcasting, Spellcasting 
  Focus
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Ability Score Increase, 
  Darkvision, Dwarven 
  Combat Training, Dwarven 
  Resilience, Dwarven 
  Toughness, Languages, 
  Smith’s Tools, Stonecunning, 
  Tool Proficiency, 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, 
  Ability Score Increase, 
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Smith’s Tools, 
  Stonecunning, Tool 
  Proficiency, 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, Ability 
  Score Increase, Darkvision, 
  Dwarven Combat Training, 
  Dwarven Resilience, Dwarven 
  Toughness, Languages, 
  Smith’s Tools, Stonecunning, 
  Tool Proficiency, 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
  Spell-
  casting
  Save DC 15; Spell Atk +7
  1st: cure wounds; fog cloud
  Save DC 16; Spell Atk +8
  3rd: conjure animals; meld 
  into stone; water walk
  2nd: gust of wind; lesser 
  restoration; locate animals 
  or plants
  1st: cure wounds; fog cloud; 
  purify food and drink; speak 
  with animals
  Save DC 17; Spell Atk +9
  5th: commune with nature; 
  tree stride
  4th: conjure woodland 
  beings; control water; giant 
  insect
  3rd: conjure animals; meld 
  into stone; water walk
  2nd: gust of wind; lesser 
  restoration; locate animals 
  or plants
  1st: cure wounds; fog 
  cloud; purify food and 
  drink; speak with animals
  Save DC 18; Spell Atk +10
  7th: regenerate
  6th: transport via plants
  5th: commune with nature; 
  tree stride
  4th: conjure woodland 
  beings; control water; giant 
  insect
  3rd: conjure animals; meld 
  into stone; water walk
  2nd: gust of wind; lesser 
  restoration; locate animals 
  or plants
  1st: cure wounds; fog cloud; 
  purify food and drink; speak 
  with animals
  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)
  
  286
  Magic Items
  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 
  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.
  
  287
  Magic Items
  Riftwoven Leather
    Riftwoven Leather (armor)
  Value:  
    2,100 gp / 
    8,050 gp /  
    23,000 gp / 
    62,000 gp
  Weight 18 lbs.; Materials leather; Nature magical; Aura 
  moderate transmutation, abjuration [force]; Slot armor
  CL:  
    4th / 
    8th / 
    12th / 
    14th
  Effect Summary: 
    +2 armor bonus to AC; +6 max dex bonus; 0 armor 
  check penalty; 10% arcane spell fail chance; 30’/20’ 
  max speed; AC bonus counts vs. incorporeal attacks
    +3 armor bonus to AC; +5 max dex bonus; -1 armor 
  check penalty; 15% arcane spell fail chance; 30’/20’ 
  max speed; +2 natural armor bonus to AC; AC bonuses 
  count vs. incorporeal attacks
    +5 armor bonus to AC; +5 max dex bonus; -1 armor 
  check penalty; 15% arcane spell fail chance; 30’/20’ 
  max speed; +4 natural armor bonus to AC; AC bonuses 
  count vs. incorporeal attacks
    +6 armor bonus to AC; +5 max dex bonus; -1 armor 
  check penalty; 15% arcane spell fail chance; 30’/20’ 
  max speed; +5 natural armor bonus to AC; AC bonuses 
  count vs. incorporeal attacks; wearer gains damage 
  reduction 5
  Description
  Forged of the hides of evil and chaos, and stitched together 
  with silk from rift spiders, these suits of lightweight armor 
  have the power to stop even otherworldly weapons.
  Effect
  All sets of riftwoven leather are based on leather armor, 
  from which mundane item their core stats are derived.  All 
  four types of the armor grant armor bonuses to AC; these 
  bonuses count  against incorporeal attacks of all kinds, even 
  those which would normally pass through armor.
  All iterations but 
    Low grant an additional natural armor 
  bonus, which also applies to incorporeal attacks and effects.
  Finally, 
    Elite suits of riftwoven leather grant the wearer 
  damage resistance in the form of DR 5/adamantine.
  All of the effects of riftwoven leather are automatic, require 
  no activation, and cannot be suppressed while the armor is 
  worn.
  Synergy & Sets
  None.  Riftwoven leather suits are standalone items, and do 
  not gain further benefit or effects from use alongside any 
  other specific equipment.
  Discovery
  Riftwoven leather armor is typically encountered on the body 
  of a slain foe.  
  It is quite uncommon for them to be sold in shops, and if 
  they are, it is typically a rarity reserved for that shop’s 
  elite or frequent customers, or a special order placed for a 
  wealthy patron who has requested it.
  Though the suits come with no documentation, and 
  even resellers may be ignorant of the full extent of some 
  versions, the item’s abilities are fairly evident through 
  experimentation. 
  Ubiquity
  Riftwoven leather suits are rare.  Those who own them are 
  loathe to sell or trade them given their utility.
  Notoriety
  Suits of riftwoven leather appear simply as a very well-
  crafted, slightly stylized leather armor.  As a result, it can be 
  quite challenging to recognize them, even for those who are 
  aware of the item.
  Those who can confirm the presence of riftwoven leather 
  form few conclusions about the wearer beyond the abilities 
  of the armor.
  Quirks of Ownership
  As the armor is a non-sentient magical item, and not an 
  artifact or relic, it exerts no particular will or influence on 
  its owner or wielder.  
  Riftwoven leather has no quirks or impacts.
  
  288
  Magic Items
  History & Background
  Riftwoven leather was first forged by an enclave of dark, 
  underground gnomes long ago.  They themselves used the 
  suits as proof against the weapons of the villages they 
  raided, and against the increasing threat of necromantic 
  forces from underneath their burrows.
  Ghosts, wights, and other etherea slew their ranks in greater 
  numbers, despite the protection of their new invention.  
  Frightened and diminished, the gnomes scattered to the 
  surface, their secret soon absorbed into common society out 
  of necessity of barter for safety.
  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 Charisma 
  (Persuasion) 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 riftwoven leather 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 riftwoven leather, 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 suit of 
  riftwoven leather into your gaming sessions beyond simply 
  “the halfling rogue drops a slick-looking suit of 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 a suit of riftwoven 
  leather.
  Paladins & Clerics
  These classes might benefit from the added protection only 
  to the extent that their approach to combat gear relies upon 
  light armor already.
  Clerics, particularly those dedicated to fighting undead 
  and Outsiders, might well benefit from the proof against 
  incorporeal attacks, particularly at higher levels.
  Rogues
  Rogues seem well-suited to riftwoven leather: added 
  protection at no movement or flexibility cost is a tremendous 
  boon.
  Martial Characters
  Table 42: Riftwoven Leather Flavors
  Difficulty Band
  Prefix
  Armor 
  Bonus 
  to AC
  Max 
  Dex 
  Bonus
  Arcane 
  Spell 
  Fail
  Natural 
  Armor 
  Bonus
  Other Effects
    Low
  Lesser
  +2
  +6
  10%
  -
  AC bonuses count vs. incorporeal
    Moderate
  Lesser
  +3
  +5
  15%
  +2
  AC bonuses count vs. incorporeal
    Advanced
  Greater
  +5
  +5
  15%
  +4
  AC bonuses count vs. incorporeal
    Elite
  Greater
  +6
  +5
  15%
  +5
  AC bonuses count vs. incorporeal; wearer 
  gains DR 5/adamantine
  
  289
  Magic Items
  Most Fighters, Barbarians, and the like rely upon heavier 
  armor than riftwoven leather.  
  That said, particularly at lower levels, or for martial 
  characters with an emphasis on flexibility and use of lighter 
  armor, this artifact is a strong contender for use.
  Arcane Classes
  Most arcanists avoid using armor, even light armor such as 
  riftwoven leather.  
  This artifact in particular might be useful in circumstances 
  where ethereal threats abound, even as it impairs 
  spellcasting and flexibility.
  Monks, Rangers, and Druids
  Riftwoven leather is an ideal companion to these classes, 
  given the prevalence of light armor 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.
  Ghostly Hues
  The PCs must traverse a region invested with Ghosts and/or 
  other incorporeal monsters.
  To make this possible, they must obtain, or are gifted with, 
  riftwoven leather.
  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 suit 
  of riftwoven leather 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 riftwoven 
  leather 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: Ghost of a Chance
    Summary: The PCs must traverse a region infested with 
  monsters with an incorporeal attack.  To aid them, they 
  must use riftwoven leather.
    Rewards:  Up to 
    2 Reward Stars; riftwoven leather
    Locations: Any.
    Key NPCs: Any.
    Kickoff: Random Encounter.
    Description:
  There is a region known to contain incorporeal monsters.  
  The PCs must traverse this region.  
  Where the ghost-infested region is, and what the pressing 
  need might be for the party to venture there, is intentionally 
  left flexible in service to your story.  It could be that a 
  component of a longer trek takes the PCs through this zone; 
  it could be a mountain pass where there truly is no other 
  way through the region.  It could even be that a MacGuffin 
  item or key is located somewhere that lies beyond the 
  problematic region.
  In terms of the monsters themselves, 
    Ghosts are a 
  good default, but particularly against high-level characters, 
  consider using other, perhaps more interesting and varied 
  monsters.
  To aid them, or even make the trip possible, the PCs obtain 
  riftwoven leather.  Depending on the circumstances, they 
  could be given the suits outright, loaned them by a Faction 
  authority, sold them by a vendor who just happens to have 
  them, and so on.  
  Or, to extend this Quest, the PCs might have to go on a 
  separate journey to obtain the special armor beforehand.
    Depending on the level of the PCs, even the simplest 
  incarnation of this challenge might result in a massive 
  threat, irreducible by using the 
    Low form of 
    
  Quadded Statblocks.   
   
  In this scenario, try to use a single, low-level Ghost; if 
  that still proves too dangerous, consider having the Ghost 
  simply move away from, ignore, or simply not even 
  notice the party.
    If the PCs ignore the Quest, the consequences are left to 
  the GM, but as a starting point, whomever gave them the 
  riftwoven leather is going to probably want it back (if that 
  is how you decide to get the party their special armor).
    If the PCs engage in the Quest, and enter the “ghost 
  zone”, but are defeated by it, then of course they derive 
  no reward.
    Entering the problematic area and succeeding, but having 
  one or more PCs damaged, results in the fulfillment of 
  the Quest, and it means the party has earned the right to 
  keep the riftwoven leather.  They also benefit from  
    1 
  Reward Star.
    The “best path” through the Quest is a scenario in which 
  the PCs avoid taking damage at all from the Ghosts; this 
  further benefits them an additional 
    2 Reward Star, 
  for a total of 2.
  
  290
  Magic Items
  FlexTable 40: Riftwoven Leather Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-17
  01-30
  01-25
  31-40
  10
  Long ago, underground 
  gnomes forged suits of magic 
  leather armor.
    True.  Quite vague about the item’s 
  powers, but accurate as to etymology.
  18-33
  31-50
  26-40
  41-50
  12
  Forged by gnomes 
  underground, certain suits of 
  leather armor offer enhanced 
  protection.
    True.  Still vague, however.
  34-50
  51-70
  41-65
  51-55
  13
  Gnomes made magic armor 
  that, if well-made, grants the 
  wearer protection against 
  nearly any attack.
    True.  This refers to the best forms 
  of riftwoven leather.
  51-67
  71-85
  66-75
  56-60
  16
  Riftwoven leather armor grants 
  the wearer protection against 
  even ghostly strikes.
    True.  A good description of the 
  item’s abilities.
  68-84
  86-93
  76-90
  61-80
  12
  Certain magic armor grants 
  the wearer enhanced 
  protection, but they risk fading 
  from the physical world if the 
  armor is worn for too long.
    False.  This is likely a 
  misunderstanding of how the armor 
  works.
  85-00
  94-00
  91-00
  81-00
  14
  Magic leather armor forged by 
  dark gnomes grants the wearer 
  the means to dominate ghosts.
    False.  Protect against ghosts, yes; 
  dominate them, certainly not.
  
  291
  Magic Items
  Riftwoven Leather 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 Rogue 1
  Rogue 6
  Rogue 10
  Rogue 14
  Size / Aln
  Medium CE 
  Human
  Medium CE 
  Human
  Medium CE 
  Human
  Medium CE 
  Human
  HP
  8
  39
  71
  102
  Armor 
  Class
  16
  17
  18
  19
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  10 (+0) 
  DEX  20 (+7) 
  CON  10 (+0) 
  INT  13 (+3) 
  WIS  6 (-2) 
  CHA  15 (+2)
  STR  10 (+0) 
  DEX  20 (+8) 
  CON  12 (+1) 
  INT  13 (+4) 
  WIS  6 (-2) 
  CHA  15 (+2)
  STR  10 (+1) 
  DEX  20 (+9) 
  CON  14 (+2) 
  INT  13 (+5) 
  WIS  6 (-2) 
  CHA  15 (+2)
  STR  12 (+1) 
  DEX  20 (+10) 
  CON  14 (+3) 
  INT  13 (+6) 
  WIS  6 (-2) 
  CHA  15 (+2)
  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, Gnomish
  Attacks
  Melee Spear +7 (1d6+5)
  Ranged Spear (Thrown) 20 
  ft.’: +7 (1d6+5); 60 ft.’: +7 
  (1d6+5)
  Ranged Shortbow ) --> 30 
  ft.’: -3 (1d6+5); 120 ft.’: -3 
  (1d6+5)
  Melee Dagger +7 (1d4+5)
  Ranged Dagger (Thrown) 20 
  ft.’: +7 (1d4+5); 60 ft.’: +7 
  (1d4+5)
  Melee +1 Spear +9 (1d6+6)
  Ranged +1 Spear (Thrown) 
  20 ft.’: +9 (1d6+6); 60 ft.’: 
  +9 (1d6+6)
  Ranged Shortbow ) --> 30 
  ft.’: -2 (1d6+5); 120 ft.’: -2 
  (1d6+5)
  Melee Dagger +8 (1d4+5)
  Ranged Dagger (Thrown) 20 
  ft.’: +8 (1d4+5); 60 ft.’: +8 
  (1d4+5)
  Melee +2 Spear +11 
  (1d6+7)
  Ranged +2 Spear (Thrown) 
  20 ft.’: +11 (1d6+7); 60 
  ft.’: +11 (1d6+7)
  Ranged Shortbow ) --> 30 
  ft.’: -1 (1d6+5); 120 ft.’: -1 
  (1d6+5)
  Melee Dagger +9 (1d4+5)
  Ranged Dagger (Thrown) 
  20 ft.’: +9 (1d4+5); 60 ft.’: 
  +9 (1d4+5)
  Melee +3 Spear +13 (1d6+8)
  Ranged +3 Spear (Thrown) 
  20 ft.’: +13 (1d6+8); 60 ft.’: 
  +13 (1d6+8)
  Ranged Shortbow ) --> 30 
  ft.’: +0 (1d6+5); 120 ft.’: +0 
  (1d6+5)
  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
  CE; Medium Humanoid (Human)
  
  292
  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
  Spear; shortbow; leather 
  armor; arrows (20x); 
  dagger
  +1 Spear; shortbow; 
  studded leather armor; 
  arrows (20x); dagger
  +2 Spear; shortbow; +1 
  studded leather armor; 
  arrows (20x); dagger
  +3 Spear; shortbow; +2 
  studded leather armor; 
  arrows (20x); dagger
  
  293
  Magic Items
  Slavecrest
    Slavecrest (headband)
  Value:  
    750 gp / 
    2,100 gp /  
    16,500 gp / 
    42,000 gp
  Weight 3 lbs.; Materials leather, gemstone; Nature 
  magical; Aura strong enchantment (compulsion) [language-
  dependent, mind-affecting, emotion]; Slot headband
  CL:  
    4th / 
    10th / 
    14th / 
    16th
  Effect Summary: 
    wearer suffers permanent calm emotions effect toward 
  master; master may use command on wearer at will with 
  no save permitted
    as above, plus master may trigger a good hope effect in 
  wearer for up to 30 min/day total
    as above, plus master may trigger a geas, lesser effect in 
  person at any time, lasting up to 14 days each (only one 
  geas may be in effect at a time for the wearer)
    as above, plus the wearer suffers continuous effects of 
  dominate person toward master
  Description
  A simple, not inelegant leather band, these are typically 
  woven around the head of druidic slaves.  The color of the 
  leather’s dye and the type of jewel embedded in the front of 
  the device indicate the source of ownership.  
  It’s somewhat unique in the Realm that slaves receive 
  what is essentially a piece of jewelry as indication of their 
  enslavement.  The devices hold powers dedicated to enforce 
  this arrangement and make it a reality for those slaves who 
  would resist.
  Although the item is not without value, there is no market 
  for the items, as it is forbidden to sell or buy them.  Such an 
  offense is often punished with death or exile.
  Effect
  To understand how slavecrests function, it’s important to 
  establish two terms: master and wearer.
  The wearer, perhaps obviously, is the person who wears a 
  slavecrest.  Anyone who dons one of these devices counts as 
  a wearer.
  The master is the person who has placed a slavecrest on 
  a wearer.  Anyone who places one of these artifacts on 
  someone else becomes that person’s master automatically, 
  establishing a connection between the two people that can 
  only be separated by removing the slavecrest.
  In cases where the wearer has placed a slavecrest upon 
  their own head, nobody is the master initially.  Anyone may 
  become the wearer’s master, however, simply by touching 
  the slavecrest while it is worn.
  Each wearer is not physically capable of removing their 
  slavecrest on their own.  Attempting to do so, they find their 
  arms rubbery, drained of strength; they may lift their hands 
  to touch the device, but that is it.  No save is possible to 
  avoid this effect.
  A slavecrest may be removed at any time by its master with 
  no incident.  This severs the connection between master 
  and wearer, and immediately dispels any lingering effects 
  generated by the artifact.  
  These devices have an effectively unlimited range, though 
  for activated abilities to function properly, the master and 
  the wearer must be on the same dimensional plane.  If 
  separated across planes, the passive effects of the slavecrest 
  will continue to function, but the master will be unable to 
  trigger any other abilities.  The master is aware whenever 
  the wearer is on, or transports away from, the same plane as 
  they reside upon.
  If a wearer’s master is slain, it immediately dispels all effects 
  triggered by the slavecrest.  The slavecrest that had been 
  placed on a wearer by a now-dead master reverts to being 
  just like a crest that a wearer placed there themselves; i.e., 
  there is no master, but anyone can claim mastery simply by 
  touching the device.
  Slavecrests of any stripe harbor two types of effects while 
  worn.
  One type is passive.  These effects apply to the wearer, and 
  describe to their relationship to their master.  All four flavors 
  of slavecrest imbue the wearer with a calm emotions effect as 
  it pertains to the master.  
  Passive effects are automatic, require no activation by the 
  master, and cannot be suppressed while the item is worn.
  The second type of slavecrest ability is active.  These are 
  spell-like abilities the master may trigger at any time; doing 
  so requires but a thought and a standard action.  A similar 
  thought and action can toggle these abilities off.
  Most active abilities describe a total duration maxmium; this 
  
  294
  Magic Items
  limit resets 24 hours after the first usage of each ability.  
  Limitations on activated abilities apply to the slavecrest 
  itself; removing it and re-applying it, either to the same 
  wearer or a new one, does not reset the usage maximums.
  Synergy & Sets
  None.  Slavecrests are standalone items, and do not gain 
  further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  There are entire societies in which slavecrests are worn by a 
  sizable percentage of the population, both as an indicator of 
  subservience and as an enforcement tool.
  In such cultures, most of the activated abilities are never 
  used, such is the slavery built in to the psyche of the 
  wearers.
  Indeed, in some such cultures, most of the rank-and-file 
  slavecrests are in fact fakes, cheap forgeries that look 
  like the real thing, but are just devices of wood and paint 
  designed to inculcate the same subservience that is magically 
  enforced via the true artifacts.
  The complex usage, triggerable abilities, and other aspects 
  of the artifact are not immediately apparent, and must be 
  either researched extensively, or conveyed to a PC by a 
  present owner or wearer.
    At the GM’s discretion, such knowledge can simply be 
  assumed to be automatic.  This can streamline gameplay 
  considerably and allow the wielder to immediately gain 
  the benefit of the slavecrest’s capabilities. 
   
  Gaming groups wishing to use this option may assume 
  the knowledge comes magically with picking up the 
  item.  Alternately, and for a bit of greater immersion 
  and roleplaying opportunity, instructions for using the 
  weapon might be discovered written down nearby, or 
  attached via twine to the device.
  Ubiquity
  Slavecrests are exceedingly rare outside of cultures that 
  make en-masse use of them.  
  Notoriety
  These devices are all common in appearance.  For those 
  unused to them, they look like rather plain jewelry that 
  might even contrast with the resigned visage of those who 
  wear them.  
  For those in the know, slavecrests are immediate tools of 
  recognition for where the wearer is in the social order.
    In game terms, owning a slavecrest could be a lightning 
  rod for subsequent Quests or plotlines involving a 
  culture that makes use of them.
  Quirks of Ownership
  As the headpiece 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 infer a 
  great deal about the wearer, a slavecrest has no other quirks 
  or impacts.
  History & Background
  Slavecrests were actually first forged by slaves themselves, 
  as a means of quieting their own attempted revolts.
  Eons ago, societies frequently made use of slavery as 
  a means of suppressing conquered peoples and as a 
  mechanism to enhance production.  
  Many slaves existed in a resigned manner; life was far from 
  ideal, but there was little expectation of something better.  
  The best a slave could hope for was to be well-treated.
  Trouble was, some slaves resisted their condition, and 
  revolts and uprisings were attempted.  As they grew more 
  common, these resistances were tempered by retaliation by 
  the masters: the more the slaves revolted, the greater and 
  more brutal the retaliations.
  One particularly gifted group of slaves decided that although 
  it would lock them in to the life they knew, a device like a 
  slavecrest would be one way to restore order, and reduce the 
  likelihood of uprisings.
  They crafted the items, and tested them out.  They planned 
  to validate the magic, and then bring the devices to their 
  masters as a gift.  
  Sadly, the masters discovered the invention on their own 
  Table 43: Slavecrest Flavors
  Difficulty Band
  Prefix
  Wearer Effect 
  Toward Master
  Master Abilities On Wearer
    Low
  Lesser
  calm emotions, 
  permanent effect
  command, at will, no save
    Moderate
  Lesser
  calm emotions, 
  permanent effect
  command, at will, no save;  
  good hope up to 30 min/day
    Advanced
  Greater
  calm emotions, 
  permanent effect
  command, at will, no save; good hope up to 30 min/day;  
  geas, lesser up to 14 days
    Elite
  Greater
  calm emotions, 
  permanent effect
  command, at will, no save; good hope up to 30 min/day; geas, lesser 
  up to 14 days; dominate person; permanent effect
  
  295
  Magic Items
  before that could happen.  They interpreted the use of 
  the slavecrest in a test as an attempt to create an army 
  of subservient mutineers, and rather than rewarding the 
  inventors, they tortured and slew them.
  The masters drew the conclusion that the slaves’ unrest 
  needed to be solved.  They began to mass-produce slavecrests 
  as a means of enforcing order, but the brutality of the 
  enforcement took a long time to quell.
  So, due to a misunderstanding, the inventor slaves did not 
  live to see their solution implemented, even though they 
  were proven right in the end.
  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 Charisma 
  (Persuasion) 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 slavecrest 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 slavecrest, 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 slavecrest into 
  your gaming sessions beyond simply “the townsfolk drops a 
  dire-looking headband”, 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 slavecrest.
  Paladins & Clerics
  These classes would almost certainly want to destroy the 
  source of, and end the usage of, slavecrests.  Good characters 
  in general would likely rail against the very concept.
  Lawful, non-Good characters might see the slavecrests as a 
  necessary tool to enforce order: not preferred, but perhaps 
  required.
  Lawful Evil Clerics may even wish to implement use of the 
  items.
  Rogues
  Rogues and Bards, by their nature, tend to be free spirits, 
  unbound and commonly not Lawful.  They might view 
  slavecrests as horrid devices to be erradicated.
  Martial Characters
  Martial classes, particularly those with a military 
  background, are likely to have encountered slavecrests in the 
  past.  
  Those who have served, or continue to serve, in the military 
  may even value their role in enforcing order.
  Arcane Classes
  Arcanists will likely respect the power represented by 
  slavecrests, and even seek to use them in their work to 
  ensure compliance by underlings.
  Monks, Rangers, and Druids
  These classes respect order, and balance, if not necessarily 
  law.  They might equally seek to implement slavecrests, or 
  abolish 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.
  Freedom
  This one is simple: the PCs encounter a fleeing slave who 
  wears a slavecrest.  He seeks their help in removing the 
  device and gaining true freedom.
  Depending on the level of challenge involved, perhaps the 
  slave’s master activates one of the slavecrest’s abilities just 
  as the slave is finishing his plea.
  This scenario forms the basis of the Quest below.
  
  296
  Magic Items
  FlexTable 41: Slavecrest Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-17
  01-30
  01-25
  31-40
  10
  Eons ago, hats were forged that forced 
  people into obedience.
    True.  Kind of.
  18-33
  31-50
  26-40
  41-50
  12
  Diadems of obedience were crafted 
  by slaves to ensure compliance 
  and reduce uprisings, to reduce 
  punishment from their masters.
    True.  A good history of 
  things in a nutshell.
  34-50
  51-70
  41-65
  51-55
  13
  If one is enslaved by magical headgear, 
  they must obey the commands of their 
  master and are compelled to have 
  favorable feelings toward them.
    True.  This summarizes 
  most powers of a slavecrest.
  51-67
  71-85
  66-75
  56-60
  16
  Slaves long ago forged obedience 
  crests that grant their masters psychic 
  control over their actions.
    True.  A good description of 
  the item’s abilities.
  68-84
  86-93
  76-90
  61-80
  12
  Slavecrests were created by brutal 
  masters to force owned people into 
  total obedience.
    False.  Slaves crafted the 
  first crests, not masters.
  85-00
  94-00
  91-00
  81-00
  14
  Obedience is not enough for 
  particularly vile slavemasters: they 
  crafted headgear that forces good 
  emotions of slaves toward their 
  masters.
    Partially True.  Masters did 
  not forge the first crests, but 
  the effect is accurate.
  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 
  slavecrest from its current wearer, 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.
  Restore Order
  This is almost the reverse of the “Freedom” scenario above: 
  a master approaches the party and asks that they recover her 
  property so that order may be restored in their household.
  Quests
  Another, more thorough, means of introducing a slavecrest 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 Taste of Freedom
    Summary: The PCs are approached by a runaway slave, 
  who asks their help in securing his freedom. 
    Rewards:  
    50 gp / 
    500 gp / 
    2,500 gp / 
    5,000 gp (promised); up to 
    3 Reward Stars; 
  slavecrest
    Locations: Any.
    Key NPCs: None.
    Kickoff: Random Encounter.
    Description:
  The PCs run across a fleeing slave who wears a slavecrest.  
  He asks their help in removing the device and gaining 
  true freedom.  He claims to have a stash of money he has 
  skimmed from his master over the years, but does not have 
  it on him.
  Depending on the level of challenge involved, perhaps the 
  slave’s master activates one of the slavecrest’s abilities just 
  as the slave is finishing his plea, thus underscoring the reach 
  of the master’s power, giving the PCs a clue as to the steps 
  that will be required to guarantee freedom, and to grant a 
  sense of immediacy to the proceedings.
  The slave’s master is many miles away.  Rather than send 
  emissaries or soldiers to collect his slave, she has simply 
  activated a command to the runaway, who begins obeying it.
  To secure the slave’s freedom, the party must find the 
  master, and either pay for the slave’s freedom or slay the 
  master.
  Finding the master is not difficult: she lives nearby in a 
  large house, the domicile hardly a castle and herself hardly a 
  warlord.
  It turns out that the slave comes from a family indebted 
  to the master: in exchange for cancelling the considerable 
  debts, she has taken on the man as a servant.  The slavecrest 
  he bears is an heirloom, something handed down from 
  earlier generations and a bygone era where slave ownership 
  was much more commonplace.  The master regrets the item’s 
  
  297
  Magic Items
  necessity, but as she points out, although the man entered 
  into the arrangement willingly and is not unduly mistreated, 
  he still attempts to run away, so the crest is somewhat 
  essential.
  The master’s own means have waned considerably, to the 
  point where she could not profitably sustain her house and 
  residence without the man’s efforts.
  So the PCs encounter a complex situation with no easy 
  solution.
    If the PCs ignore the plea, the slave will run back to the 
  master, as commanded by the slavecrest.  He will attempt 
  to run away again, at least once a month, however, so the 
  party can simply encounter him again in the future.
    If the PCs seek out the master and slay her, they have an 
  option: they can touch the slavecrest themselves, thus 
  binding the man to them instead of his former master.  
  Assuming this is consistent with their alignment, this 
  approach is worth 
    2 Reward Stars, and the PCs can 
  of course command the man to reveal his cache of gold, 
  which is hidden in a bush near the master’s house.
    If the PCs seek out the master and try to reason with 
  her, she will explain the full nature of the situation.  She 
  will refuse to let the man go without compensation; no 
  amount of skill checks will serve to circumvent this.  The 
  man owes twenty times what he has promised in stolen 
  reward money; if the PCs pay, the master will grudgingly 
  let him go, and give the slavecrest to the PCs as well.  
  This route is worth 
    3 Reward Stars, though of course 
  the PCs will lose money.
    If the PCs locate the master, try to reason with her, 
  and then neither slay her nor pay her, the effort is 
  nevertheless worth  
    1 Reward Star.
  
  298
  Magic Items
  Slavecrest 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 Rogue 1
  Rogue 6
  Rogue 10
  Rogue 14
  Size / Aln
  Medium LN 
  Half-Elf
  Medium LN 
  Half-Elf
  Medium LN 
  Half-Elf
  Medium LN 
  Half-Elf
  HP
  10
  43
  71
  99
  Armor 
  Class
  12
  13
  16
  18
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  7 (-2) 
  DEX  15 (+4) 
  CON  15 (+2) 
  INT  13 (+3) 
  WIS  8 (-1) 
  CHA  17 (+3)
  STR  7 (-2) 
  DEX  15 (+5) 
  CON  15 (+2) 
  INT  13 (+4) 
  WIS  8 (-1) 
  CHA  19 (+4)
  STR  7 (-2) 
  DEX  18 (+8) 
  CON  15 (+2) 
  INT  13 (+5) 
  WIS  8 (-1) 
  CHA  20 (+5)
  STR  7 (-2) 
  DEX  20 (+10) 
  CON  15 (+2) 
  INT  13 (+6) 
  WIS  8 (-1) 
  CHA  20 (+5)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 11 
  +4 Thieves’ Tools
  Passive Perception 12 
  Armor - Disadvantage on 
  Stealth 
  +6 Thieves’ Tools
  Passive Perception 13 
  Armor - Disadvantage on 
  Stealth 
  +8 Thieves’ Tools
  Passive Perception 14 
  Armor - Disadvantage on 
  Stealth 
  +10 Thieves’ Tools
  Languages Common, Dwarvish, Elvish
  Attacks
  Melee Dagger +4 (1d4+2)
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2)
  Ranged Sling ) --> 30 ft.’: 
  -6 (1d4+2); 120 ft.’: -6 
  (1d4+2)
  Melee +1 Dagger +6 
  (1d4+3)
  Ranged +1 Dagger (Thrown) 
  20 ft.’: +6 (1d4+3); 60 ft.’: 
  +6 (1d4+3)
  Ranged Sling ) --> 30 ft.’: 
  -5 (1d4+2); 120 ft.’: -5 
  (1d4+2)
  Melee +2 Dagger +10 
  (1d4+6)
  Ranged +2 Dagger (Thrown) 
  20 ft.’: +10 (1d4+6); 60 
  ft.’: +10 (1d4+6)
  Ranged Sling ) --> 30 ft.’: 
  -2 (1d4+4); 120 ft.’: -2 
  (1d4+4)
  Melee +3 Dagger +13 
  (1d4+8)
  Ranged +3 Dagger (Thrown) 
  20 ft.’: +13 (1d4+8); 60 ft.’: 
  +13 (1d4+8)
  Ranged Sling ) --> 30 ft.’: 
  +0 (1d4+5); 120 ft.’: +0 
  (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
  LN; Medium Humanoid (Half-Elf)
  
  299
  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 (2x); sling; sling 
  bullets (20x)
  +1 Dagger (2x); sling; 
  sling bullets (20x); 
  padded armor
  +2 Dagger (2x); sling; 
  sling bullets (20x); +1 
  padded armor
  +3 Dagger (2x); sling; 
  sling bullets (20x); +2 
  padded armor
  
  300
  Magic Items
  Spyrecrest
    Spyrecrest (head)
  Value:  
    3,400 gp / 
    24,000 gp / 
    61,500 gp / 
    102,500 gp
  Weight 12 lbs.; Materials stone, metal; Nature magical; 
  Aura strong transmutation, divination, abjuration; Slot head
  CL:  
    4th / 
    8th / 
    12th / 
    16th
  Effect Summary: 
    wearer may trigger the following effects via mental 
  command: detect secret doors at will; heat metal 3x/day; 
  hold portal 3x/day
    wearer may trigger the following effects via mental 
  command: detect secret doors at will; heat metal 5x/day; 
  hold portal 5x/day; passwall 2x/week
    wearer may trigger the following effects via mental 
  command: detect secret doors at will; heat metal 5x/day; 
  hold portal 5x/day; passwall 1x/day; flesh to stone 2x/
  week
    wearer may trigger the following effects via mental 
  command: detect secret doors at will; heat metal 5x/day; 
  hold portal 5x/day; passwall 2x/day; flesh to stone 1x/
  day; iron body 1x/week
  Description
  A circlet with ornate, almost otherworldy carvings, this 
  metallic headpiece exudes a bizarre, displaced sensibility 
  that makes it feel like an artifact from another time, place, 
  or plane.  
  Common details include helmets that don’t quite seem to fit 
  typical humanoid heads; and spires or columns that elongate 
  almost as buildings, but seem precarious and impossible.
  Effect
  All spyrecrests grant the wearer the ability to trigger 
  multiple spell-like abilities.  
  Most are limited in terms of their activatable uses in a 
  certain timeframe.  The counts for such powers are device-
  based, not user-based; if a wearer of a “fresh” 
    Low 
  spyrecrest uses heat metal twice, and gives the headpiece 
  to a second user, that new user will only be able to use heat 
  metal one further time.  The number of uses of a given 
  ability reset counting from the first use of that ability.
  Synergy & Sets
  None.  Spyrecrests are standalone items, and do not gain 
  further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  Spyrecrests don’t seem of this world.  Whether this is a 
  rational reaction or not, those in possession of this artifact 
  are more likely to sell or trade it than to make use of it 
  themselves.  Therefore, it’s common to find them in treasure 
  piles or in exotic magic-item shops.
  The exception is those who wish to cultivate a feeling of the 
  unknown or mysterious; a warrior shaman, for example, 
  or an insane mystic who claims to source her powers from 
  outside our dimension: these are the folks who would wear a 
  spyrecrest proudly.
  Although the crests are commonly adorned with all manner 
  of carvings and runes, they are of no known language or 
  origin; the device’s powers and how to activate them remain 
  a mystery absent research or a transition of knowledge from 
  one owner to the next.
    At the GM’s discretion, such knowledge can simply be 
  assumed to be automatic.  This can streamline gameplay 
  considerably and allow the wielder to immediately gain 
  the benefit of the spyrecrest’s capabilities. 
   
  Gaming groups wishing to use this option may assume 
  the knowledge comes magically with picking up the 
  item.  Alternately, and for a bit of greater immersion 
  and roleplaying opportunity, instructions for using the 
  weapon might be discovered written down nearby, or 
  attached via twine to the circlet.
  Ubiquity
  Spyrecrests are very rare.  Even in areas where they have 
  been known to exist from time to time, the lack of interest 
  in their use can lead to their long-term storage in vaults and 
  hoards far more than in common use.
  
  301
  Magic Items
  Notoriety
  These headpieces get noticed, and not necessarily in a 
  positive manner.  
  Those familiar with their existence, though terribly few 
  in number, would recognize a spyrecrest immediately.  
  Regardless of their prior experience with the item, they 
  would likely flee or otherwise remove themselves from a 
  situation involving someone who wore the device.
  Those to whom the crest came as a novelty would likely 
  avoid its company, though they might not even be conscious 
  that the artifact acts as a social deterrent in this manner.
  In game terms, NPCs who encounter a PC or other character 
  wearing a spyrecrest may degrade their opinion of the 
  wearer.  
  Mechanically, make a 
    Wisdom (Insight) check for the 
  NPC, at a DC of 5 + the wearer’s combined level (or hit dice, 
  if the wearer has no class levels).  If the NPC fails the check, 
  their Attitude toward the wearer degrades by one level.
  Alternately, if the wearer is aware of the spyrecrest’s social 
  effect, this check may be opposed if you wish by the wearer’s 
  Charisma (Persuasion) or Intimidate.  Assuming the 
  wearer wishes to retain good relations with the viewer, the 
  NPC’s Attitude degrades only if they win the check in this 
  scenario.
    In game terms, owning (and flaunting) a spyrecrest could 
  be a lightning rod for subsequent Quests or plotlines 
  involving assassins, underworld or religious Factions, 
  and/or conspiracy theorists or just plain old crazy loons.
  Quirks of Ownership
  As the headpiece is a non-sentient magical item, and not an 
  artifact or relic, it exerts no particular will or influence on 
  its owner or wielder.  
  That said, the device is of peculiar and mysterious origin, 
  forged of a metal likely alien to the typical environs of the 
  wearer.  Occasionally—once a week, say—while wearing the 
  crest, the wearer will get an icy sensation in their temples, 
  and hear a curious whisper in their ears, in a language they 
  not only don’t know, but indeed have never heard spoken 
  before.  The unsettling phenomenon ceases as quickly as it 
  is introduced, leaving most wearers to wonder whether they 
  truly even heard or felt anything at all.
  Other than this odd sensation, and attracting attention from 
  those who would seek to possess it, a spyrecrest has no other 
  quirks or impacts.
  History & Background
  Spyrecrests are not of this world.
  Or, rather, that is the intent behind their making.  In reality, 
  the circlets were forged from a combination of fairly basic 
  minerals, albeit the ore from which they were produced was 
  discovered in a bit of a bizarre context.
  War of a powerful and magically-inclined nature had ravaged 
  a mountainous region for decades.  It was common for 
  “splash damage” from fireballs, lightning bolts, and cones of 
  cold to create fissures in the peaks, often exposing ore that 
  could then be obtained much more easily than in traditional 
  mines, leading to a very odd side trade of war.
  One day, a mage was scouting the mountainside for such 
  effects, and came across a fissure recently opened.  Within 
  was a soot-black mixture of elements: iron, talc, coal, and 
  obsidian.  
  The mage, although entreprenurial and calculating, had not 
  much of a head for geology, and concluded that this was a 
  new element, a new ore unheralded in history.
  Whether he or others ever figured out that his conclusion 
  was erroneous is largely irrelevant, as the story took hold, 
  and captured the minds and wallets of possible clients.  
  Soon afterward, the mage was rich and powerful as a result, 
  until the “unique ore” he prized ran out, and he was forced 
  to try the crests with other metals.  
  Though successful from the standpoint of pure effect, these 
  “second-run” spyrecrests were derided as seeming common, 
  plain, and therefore useless.
  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 Charisma 
  Table 44: Spyrecrest Flavors
  Difficulty Band
  Prefix
  Spell-Like Abilities
    Low
  Lesser
  detect secret doors (at will); heat metal (3x/day); hold portal (3x/day)
    Moderate
  Lesser
  detect secret doors (at will); heat metal (5x/day); hold portal (5x/day);  
  passwall (2x/week)
    Advanced
  Greater
  detect secret doors (at will); heat metal (5x/day); hold portal (5x/day);  
  passwall (1x/day); flesh to stone (2x/week)
    Elite
  Greater
  detect secret doors (at will); heat metal (5x/day); hold portal (5x/day);  
  passwall (2x/day); flesh to stone (1x/day); iron body (1x/week)
  
  302
  Magic Items
  (Persuasion) 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 spyrecrest 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 spyrecrest, 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 spyrecrest into 
  your gaming sessions beyond simply “the dragon’s hoard 
  contains a nifty-looking circlet”, 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 spyrecrest.
  Paladins & Clerics
  It’s easy to conceive of reasons these classes may have cause 
  to retrieve a spyrecrest—most likely, however, to destroy it or 
  make sure nobody else encounters it.
  The church or other faction driving the character’s 
  motivation might simply commission the PCs to retrieve it.
  Rogues
  Rogues may simply enjoy the challenge of getting a weird-
  looking artifact, though they may find it more difficult to get 
  rid of or fence than anticipated.
  Those more aligned to lawfulness may seek solace in the fact 
  that most spyrecrest owners aren’t too attached to keeping 
  hold of it!
  Martial Characters
  The abilities of a spyrecrest aren’t always too useful to a 
  martial type, but the intimidating aspect of the artifact’s 
  otherworldliness may well fit the demeanor or approach of a 
  PC, particularly a Barbarian.
  Arcane Classes
  For the most part, the spyrecrest replicates likely capabilities 
  of these types, though it’s always nice not to have to burn a 
  spell slot on these capabilities.
  Monks, Rangers, and Druids
  These types tend to be solo, secretive, and/or unobtrusive.  
  As a result, it’s unlikely that these types will go to great 
  lengths to possess a spyrecrest.  That said, the powers 
  granted by such an artifact are worth coveting regardless of 
  the PC’s class.
  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.
  Suffer Not the Inf.idel
  A faction—most appropriately religious, but in truth it 
  could be any ultra-orthodox or conservative movement—
  commissions the PCs to retrieve a spyrecrest they have 
  detected nearby.  
  Their purpose ultimately is to destroy or sequester the crest, 
  that its evil not infect others.
  This scenario forms the basis for the more fleshed-out 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 the 
  spyrecrest 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.
  Not of This World
  Tales speak of an alien—a flat-out, not-of-this-world 
  alien—living among us in the mountains to the east.  Fear 
  and rumor are running amok, hurting travel, trade, and 
  productivity.  
  A city authority tasks the PCs with investigating, and rooting 
  out the presumably-mundane source of the stories.
  Quests
  Another, more thorough, means of introducing the spyrecrest 
  is via the following Quest.
  
  303
  Magic Items
  FlexTable 42: Spyrecrest Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-17
  01-30
  01-25
  31-40
  10
  A diadem crafted of alien 
  metal whispers fragments of a 
  lost language to its wearers.
    Partially True.  This is an effect of 
  the crest, though it’s not quite an alien 
  language.
  18-33
  31-50
  26-40
  41-50
  12
  Those who wear a bizarrely-
  forged headpiece gain power 
  over portals and doors.
    True.  This is one of the possible 
  effects of the spell-like abilities the 
  crest grants.
  34-50
  51-70
  41-65
  51-55
  13
  Many years ago, a mage 
  discovered alien rock and had 
  it forged into powerful circlets.
    Partially True.  This is the origin 
  of the spyrecrest; however, the ore was 
  not truly alien in nature.
  51-67
  71-85
  66-75
  56-60
  16
  Though forged from mundane 
  means, a spyrecrest appears 
  alien, and grants many spell-
  like powers to its wearer.
    True.  A good description of the 
  item’s abilities.
  68-84
  86-93
  76-90
  61-80
  12
  There exist headpieces that 
  grant spell-like powers to 
  their wearers, though it 
  comes at terrible price: the 
  wearer is susceptible to alien 
  domination.
    False.  Aliens have nothing to do 
  with spyrecrests.
  85-00
  94-00
  91-00
  81-00
  14
  Evil, demonic powers forged 
  the first spyrecrests, artifacts 
  designed to suck in the souls 
  of those who would wear it, 
  under the guise of granting 
  terrible powers.
    False.  One’s soul is in no way 
  affected by wearing, or using, a 
  spyrecrest.
    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: Suffer Not the Infidel
    Summary: The PCs are asked to find a spyrecrest nearby, 
  and either destroy it, or return it so it can be stored in a 
  vault.
    Rewards:  
    3,000 gp / 
    8,000 gp / 
    15,000 gp 
  / 
    25,000 gp (promised); up to 
    2 Reward Stars; 
  spyrecrest
    Locations: Any.
    Key NPCs: Any.
    Kickoff: Random Encounter or Faction encounter.
    Description:
  An authority figure contacts the PCs.  The figure may be in 
  a position of traditional authority in the context of the city 
  or environment in which the PCs are—a political figure, 
  a military or security leader, or a Faction leader.  The 
  figure could instead be the leader of a Faction: it need not 
  be someone or an institution with whom the PCs have an 
  existing relationship, but ideally, it would be of conservative 
  or isolated / insular nature, who would fear outsiders and 
  the alien.
  Regardless of his or her nature, the authority figure tells 
  the PCs of an evil and dire magical artifact: they describe a 
  spyrecrest.  One is apparently nearby, not that far away.
  Although admittedly uncertain as to its origins, the authority 
  figure is fearful of the artifact, viewing it as evil, and with 
  the potential to corrupt the minds of those who might wear 
  it.
  The figure asks the PCs’ help in seeking it out, and either 
  destroying it, or returning it to the authority figure so that 
  they might store it in a vault, lock it away, that it might not 
  be used to corrupt the innocent further.
  Fearful for their own soul and safety, the authority figure 
  naturally feels as though they cannot get involved directly, 
  hence their hiring of a third party.
  The details of where the spyrecrest is, and who is in 
  possession of it, are intentionally left flexible to best serve 
  your campaign world and its elements.
  It is suggested that the crest be within a day’s journey of the 
  quest-giver, and that it is in the possession of a small group 
  of enemies who are not interested in parting with it.  While 
  not particularly powerful or evil, they do enjoy the mystique 
  and power the crest grants them.
  At the very least, a series of 
    social challenges (Charisma 
  (Persuasion) and/or Intimidate) should be required to win 
  the crest away from them, as the PCs convince the ruffians 
  that it’s only a matter of time before someone uncovers their 
  secret, and kills them for it.  Better to live now, and lose the 
  
  304
  Magic Items
  crest, than to die trying to keep it.
    If the PCs ignore the Quest, it will still be around later, 
  as the ruffians will continue to steal and raid in just 
  enough quantity to annoy, but not enough to attract the 
  attention of the entire militia or other security force.
    If the PCs manage to win three successive social 
  challenges against the ruffians, the gang will turn 
  over the spyrecrest.  The PCs may keep it, possibly 
  disappointing the Faction which hired them, or return 
  it to the authority figure who commissioned them.  If 
  they return the artifact, they won’t be able to keep it, but 
  they will benefit from the monetary reward promised, 
  plus 
    2 Reward Stars if the Faction who hired them is 
  non-violent or would not condone slaying; 
    1 Reward 
  Star if the hiring Faction was militant, and/or would not 
  particularly object to a violent outcome.
    Finally, if the PCs slay the ruffians, they of course 
  get their hands on the crest, with the same options of 
  returning as above, with of course the 
    Reward Star 
  outcomes reversed.
  This Quest terminates only if the PCs obtain the spyrecrest 
  and/or slay the ruffians.
  
  305
  Magic Items
  Spyrecrest 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 Ranger 1
  Ranger 6
  Ranger 10
  Ranger 14
  Size / Aln
  Medium LE 
  Elf (High)
  Medium LE 
  Elf (High)
  Medium LE 
  Elf (High)
  Medium LE 
  Elf (High)
  HP
  9
  31
  47
  69
  Armor 
  Class
  15
  16
  18
  20
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  13 (+3) 
  DEX  15 (+4) 
  CON  9 (-1) 
  INT  14 (+2) 
  WIS  13 (+1) 
  CHA  15 (+2)
  STR  13 (+4) 
  DEX  15 (+5) 
  CON  9 (-1) 
  INT  14 (+2) 
  WIS  15 (+2) 
  CHA  15 (+2)
  STR  13 (+5) 
  DEX  17 (+7) 
  CON  9 (-1) 
  INT  14 (+2) 
  WIS  15 (+2) 
  CHA  15 (+2)
  STR  13 (+6) 
  DEX  19 (+9) 
  CON  9 (-1) 
  INT  14 (+2) 
  WIS  15 (+2) 
  CHA  15 (+2)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 13
  Passive Perception 15
  Passive Perception 16
  Passive Perception 17
  Languages Common, Draconic, Dwarvish, Elvish, Giant, Goblin
  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 Shortbow ) --> 30 
  ft.’: +4 (1d6+2); 120 ft.’: +4 
  (1d6+2)
  Melee +1 Spear +6/+6 
  (1d6+5)
  Ranged +1 Spear (Thrown) 
  20 ft.’: +6/+6 (1d6+3); 60 
  ft.’: +4 (1d6+3)
  Melee Dagger +5/+5 
  (1d4+4)
  Ranged Dagger (Thrown) 20 
  ft.’: +5/+5 (1d4+2); 60 ft.’: 
  +5/+5 (1d4+2)
  Ranged Shortbow ) --> 30 
  ft.’: +5/+5 (1d6+2); 120 ft.’: 
  +5/+5 (1d6+2)
  Melee +2 Spear +9/+9 
  (1d6+7)
  Ranged +2 Spear (Thrown) 
  20 ft.’: +9/+9 (1d6+5); 60 
  ft.’: +9/+9 (1d6+5)
  Melee Dagger +7/+7 
  (1d4+5)
  Ranged Dagger (Thrown) 
  20 ft.’: +7/+7 (1d4+3); 60 
  ft.’: +7/+7 (1d4+3)
  Ranged Shortbow ) --> 30 
  ft.’: +7/+7 (1d6+3); 120 
  ft.’: +7/+7 (1d6+3)
  Melee +3 Spear +12/+12 
  (1d6+9)
  Ranged +3 Spear (Thrown) 
  20 ft.’: +12/+12 (1d6+7); 
  60 ft.’: +12/+12 (1d6+7)
  Melee Dagger +9/+9 
  (1d4+4)
  Ranged Dagger (Thrown) 20 
  ft.’: +9/+9 (1d4+4); 60 ft.’: 
  +9/+9 (1d4+4)
  Ranged Shortbow ) --> 30 
  ft.’: +9/+9 (1d6+4); 120 ft.’: 
  +9/+9 (1d6+4)
  Special
  -
  -
  -
  -
  LE; Medium Humanoid (Elf)
  
  306
  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.
  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.
    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, Fiends, 
  Grassland
  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, Giant 
  Killer, Hunter, Hunter’s 
  Prey, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Dueling, 
  Constructs, Fiends, Forest, 
  Grassland
  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, 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, Dueling, 
  Constructs, Fiends, Desert, 
  Forest, Grassland 
  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, 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, Whirlwind 
  Attack, Dueling, Beasts, 
  Constructs, Fiends, Desert, 
  Forest, Grassland
  Spell-
  casting
  -
  Save DC 13; Spell Atk +5
  2nd: locate object; pass 
  without trace
  1st: alarm; detect magic; fog 
  cloud; longstrider
  Save DC 14; Spell Atk +6
  3rd: daylight; nondetection
  2nd: find traps; locate 
  object; pass without trace
  1st: alarm; detect magic; 
  fog cloud; longstrider
  Save DC 15; Spell Atk +7
  4th: freedom of movement
  3rd: daylight; nondetection; 
  protection from energy
  2nd: find traps; locate 
  object; pass without trace
  1st: alarm; detect magic; fog 
  cloud; longstrider
  Equipment
  Spear; leather armor; 
  shield; arrows (20x); 
  dagger; shortbow
  +1 Spear; studded leather 
  armor; shield; arrows 
  (20x); dagger; shortbow
  +2 Spear; +1 studded 
  leather armor; shield; 
  arrows (20x); dagger; 
  shortbow
  +3 Spear; +2 studded 
  leather armor; shield; 
  arrows (20x); dagger; 
  shortbow
  
  307
  Magic Items
  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.
  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 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.
  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.
  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.
  
  308
  Magic Items
  Tonic Greaves
    Tonic Greaves (feet)
  Value:  
    1,600 gp / 
    5,200 gp /  
    11,600 gp / 
    31,500 gp
  Weight 14 lbs.; Materials steel, leather; Nature magical; 
  Aura moderate transmutation, enchantment (compulsion) 
  [mind-affecting]; Slot feet
  CL:  
    4th / 
    8th / 
    12th / 
    16th
  Effect Summary: 
    stores up to 4 potion or poison doses (2 on each foot); 
  Acrobatics kick attack to apply one dose as poison to 
  target creature in melee range
    stores up to 6 potion or poison doses (3 on each foot); 
  Acrobatics kick attack to apply one dose as poison to 
  target creature in melee range; accessing any stored vial 
  consumes a Standard or bonus action; +2 competence 
  bonus to Acrobatics checks
    stores up to 10 potion or poison doses (5 on each foot); 
  Acrobatics kick attack to apply one dose as poison to 
  target creature in melee range; accessing any stored vial 
  consumes a Standard or bonus action; +5 competence 
  bonus to Acrobatics checks
    stores up to 10 potion or poison doses (5 on each foot); 
  Acrobatics kick attack to apply one dose as poison to 
  target creature in melee range; accessing any stored vial 
  consumes a Free Action (1x/round); +8 competence 
  bonus to Acrobatics checks
  Description
  Some versions of this item may be attached to other 
  boots; others are integrated into the boots themselves.  In 
  either form, they allow a potion, vial, or other small liquid 
  container to attach to the outside of the footwear.  This has 
  two potential uses:
  First, the wearer may quickly access the potion for their own 
  use in combat.  Second, if the wearer is skilled in Acrobatics, 
  they may employ a kick attack to attempt to break the 
  container over their enemy, applying an adverse potion or 
  topical poison in so doing.
  Effect
  Tonic greaves possess up to three types of effect.
  All iterations allow the storage of potions and/or poisons, 
  up to a total number of doses as listed.  These may be 
  interchanged in any combination desired; the wearer may 
  opt for all doses of the same liquid, or a mixture of potions 
  and poisons.  Furthermore, the liquid stored in a slot need 
  not be either potion or poison; it can be any liquid, in 
  approximate quantity and volume to fill single doses of 
  potion.
    At the GM’s discretion, it may or may not “matter” which 
  foot stores a given dose.  If it does “matter”, write down 
  what doses are stored on what foot in advance.  If you 
  initially did not determine that it mattered, and the 
  wearer finds themself in a scenario in which access to 
  one leg is impossible, simply randomize where the doses 
  are stored.
  Retrieving a dose of any liquid stored in the greaves requires 
  an action as listed; only one dose may be retrieved per 
  round.  
  If desired, the wearer may apply a stored dose of potion 
  or poison to another combatant, friend or foe.  To do so 
  successfully requires a skill check: the wearer’s CMB or 
    
  Acrobatics, whichever is higher, versus the target’s CMD.  
  For a willing friendly target, both the wearer and the target 
  must simply succeed at a 
    Dexterity check, with DC equal 
  to 5, plus the number of points of damage both have received 
  the previous round of combat.  
  In either case, the “kick attack” described inflicts no damage 
  or other effect.  It is assumed that vials of poison smash 
  open, allowing either a topical or injected poison to take 
  effect.
  Finally, higher-level tonic greaves grant a competence 
  bonus to the wearer’s Acrobatics skill checks; this applies 
  regardless of whether it’s used to make the “potion kick 
  attack” described above, or in a more general sense.  
  However, the Acrobatics bonus applies only for checks that 
  involve the use of feet.
  Synergy & Sets
  None.  Tonic greaves are standalone items, and do not gain 
  further benefit or effects from use alongside any other 
  specific equipment.
  
  309
  Magic Items
  Discovery
  Tonic greaves are useful and pair well with most armor: 
  therefore, anyone who owns a pair will most likely be using 
  them.  As a result, they are most commonly discovered on the 
  bodies of slain enemies, particularly adventurers.
  They turn up from time to time in magic-item shops, but are 
  almost always purchased quite quickly.
  Ubiquity
  Tonic greaves are uncommon, but nearly ubiquitous in areas 
  that support a large population of adventurers.  
  Notoriety
  It’s difficult to conceal tonic greaves; apart from wearing a 
  long cloak that masks one’s legs, the nature of this artifact is 
  fairly obvious.
  There is zero social stigma to owning or flaunting a pair, 
  other than a possible assumption from onlookers that the 
  wearer is an adventurer.
  Quirks of Ownership
  As the boots are a non-sentient magical item, and not an 
  artifact or relic, they exerts no particular will or influence on 
  its owner or wielder.  
  A pair of tonic greaves has no quirks or impacts.
  History & Background
  These boots were first created by a thirsty alcoholic caravan 
  driver, as a means of storing and sneaking liquor on long 
  rides.
  There’s not much more to the story than that, actually: 
  the driver was looking for a way to store liquor that didn’t 
  involve a tankard, bottle, or other glassware that had to 
  be set on a holder, something he wouldn’t have to worry 
  about on long drives.  He spent most of his total wealth 
  commissioning the first set of tonic greaves from a mage; 
  weeks later, when he returned to pick them up, they had 
  already been sold for five times the price to a group of 
  adventurers.
  The caravan driver quit his job and turned to the task of 
  helping forge more tonic greaves for sale.  The two profited 
  well beyond what the driver had once envisioned.
  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 Charisma 
  (Persuasion) 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 tonic greaves 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 tonic greaves, 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 tonic greaves 
  into your gaming sessions beyond simply “the rogue drops a 
  Table 45: Tonic Greaves Flavors
  Difficulty Band
  Prefix
  Doses
  Stored Vial Action
  Acrobatics Bonus
    Low
  Lesser
  4
  Standard
  -
    Moderate
  Lesser
  6
  Standard or Bonus
  +2
    Advanced
  Greater
  10
  Standard or Bonus
  +5
    Elite
  Greater
  10
  Free (1x/round)
  +8
  
  310
  Magic Items
  nifty-looking set of boots”, 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 tonic greaves
  Paladins & Clerics
  Both have use of potions, for themselves and others, 
  traditionally in a curative sense.  The ability to store, select, 
  and use cure and remove potions at will is likely an enormous 
  selling point for these classes.
  Rogues
  Everyone needs a little boost from time to time, particularly 
  when on the run: tonic greaves can give nimble classes the 
  edge they need when busy with other things, or en route to 
  an escape.
  Melee assassin types might greatly benefit from the poison 
  potential, as well.
  Martial Characters
  Barbarians, Fighters, and similar builds can well benefit 
  from a fully-stocked set of tonic greaves, wading into combat 
  with confidence.
  Arcane Classes
  Although a mage with versatile boots may not be a common 
  image, arcanists are weak in combat and could well do with 
  the ability to retrieve curative and utility potions at whim.
  Monks, Rangers, and Druids
  These classes more than others have cause for a melee-based 
  application of poison.  The ability to deliver via a kick while 
  wielding other weapons, and the ability to choose from a 
  variety of potential doses, makes tonic greaves a versatile 
  and powerful weapon in the arsenal of 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.
  Morphing Assassin
  The PCs are commissioned to conduct a killing.  What makes 
  it difficult is that the target is immune to some poisons, but 
  it’s uncertain which ones.
  To defeat this opponent, the PCs are loaned or given tonic 
  greaves, or they must acquire a set, and load it with a variety 
  of poisons to ensure success.
  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 tonic 
  greaves 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.
  Diligent Assassin
  A rogue is terrorizing the city, slaying targets for hire from 
  all walks of life.  All fall beneath the assassin’s blade, no 
  matter how well-defended or protected.
  Poison seems to be a common cause of death in these strikes.  
  A village authority tasks the PCs with discovering the secret, 
  and putting an end to these attacks.
  This scenario forms the basis of the Quest below.
  Quests
  Another, more thorough, means of introducing tonic greaves 
  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: Diligent 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:  
    5,000 gp / 
    8,500 gp / 
    18,000 gp 
  / 
    25,000 gp (promised); up to 
    3 Reward Stars; 
  tonic greaves
    Locations: Any urban.
    Key NPCs: None.
    Kickoff: Random Encounter.
    Description:
  An assassin has been striking all manner of folk in a town.  
  S/he seems to be using poison to cause the fatal blows, but 
  there is confusion: most who are evaluating the epidemic of 
  death have concluded that multiple assassins are involved, 
  given that the poisons used are of varying natures and 
  sources.
  A village authority figure talks to the PCs.  This could be a 
  political figure, a military/security figure, or or a Faction 
  leader in the capacity of protection.  Regardless of her 
  nature, she shares a theory: all these deaths stem from a 
  single source, a single assassin, who somehow is able to use 
  myriad poisons effectively against his targets.
  The PCs are asked to solve the mystery of who is committing 
  these crimes, and ideally, to put a stop to them.
  Fortunately (for the PCs!), the authorities have a hunch as to 
  the next target of the assassin: a local blacksmith who has 
  done well for himself despite being a hunchback.  Rumor is 
  that he has captured the eye of a wealthy scion’s fiancee, and 
  
  311
  Magic Items
  FlexTable 43: Tonic Greaves Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-17
  01-30
  01-25
  31-40
  10
  Special boots let the wearer 
  drink potions more quickly.
    Partially True.  HIgher-level 
  versions do make imbibing quicker, but 
  only from the boots themselves.
  18-33
  31-50
  26-40
  41-50
  12
  Magic boots that store potion 
  doses were originally forged 
  by a drunken caravan driver 
  seeking to sneak alcohol on his 
  tours.
    True.  This is precisely the item’s 
  origin.
  34-50
  51-70
  41-65
  51-55
  13
  Special greaves allow the 
  wearer to break poison vials 
  over the bodies of their foes, 
  delivering poisonous kicks 
  with sufficient skill.
    True.  This fully describes the 
  Acrobatics-check effect of the tonic 
  greaves.
  51-67
  71-85
  66-75
  56-60
  16
  Certain boots grant the 
  wearer enhanced balance and 
  flexibility for actions that 
  require the feet.
    True.  A great description of the 
  item’s advanced abilities.
  68-84
  86-93
  76-90
  61-80
  12
  Magical potion-boots will turn 
  any curative elixirs stored 
  within to poison.
    False.  Tonic greaves may be used to 
  store both potion and poison, but will 
  not perform any alchemy of one to the 
  other.
  85-00
  94-00
  91-00
  81-00
  14
  Greaves enchanted to grant 
  the wearer potion-drinking 
  abilities may instead poison 
  the drinker!
    False.  The boots merely let the 
  wearer drink the potions as-is.
  there has been jest of the man taking a hit out on the poor 
  blacksmith to secure his wife-to-be’s affections.
  The PCs can virtually stumble onto the truth simply by 
  staking out the blacksmith’s hut and watching; that very 
  evening, the assassin strikes.  If they are looking, not even a 
  simple 
    Perception check is required to spot the assassin, 
  who sneaks up in the night.
    If the PCs do nothing, and let the assassination occur, 
  they may still return to the authority figure and report.  
  They will note the manner of attack: a roundhouse kick 
  to the chest, after which the blacksmith immediately 
  crumples to the ground.  There is a sound of glass 
  breaking with the strike; afterward, the party can 
  examine the corpse and they will easily determine that 
  poison from a broken vial has caused the damage.  This 
  approach doesn’t solve anything, but does help with the 
  single-killer theory; as a result, the PCs will be rewarded 
  for the information with 1/3 of the promised bounty, and  
    1 Reward Star.
    The PCs may act to prevent the killing.  If they reduce 
  the assassin to under half hit points, the assassin will 
  attempt to flee the scene; letting them go allows the 
  PCs to report back a partial victory.  They will have 
  noted the unusual boots worn by their foe, riddled with 
  potion vials.  This information will be even more helpful 
  in solving the problem, and is worth 1/2 the promised 
  bounty, and 
    2 Reward Stars.
    The “best path” of course is to successfully defeat the 
  assassin before the blacksmith is slain.  Doing so will net 
  the PCs the full reward in gold, and 
    3 Reward Stars, 
  and of course the tonic greaves, which they may keep 
  whether they reveal the item to the authority figure or 
  keep it a secret.
  
  312
  Magic Items
  Tonic Greaves 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 Bard 1
  Bard 6
  Bard 10
  Bard 14
  Size / Aln
  Medium CN  
  Tiefling
  Medium CN  
  Tiefling
  Medium CN  
  Tiefling
  Medium CN  
  Tiefling
  HP
  8
  30
  48
  62
  Armor 
  Class
  13
  16
  18
  20
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  10 (+0) 
  DEX  17 (+5) 
  CON  10 (+0) 
  INT  11 (+0) 
  WIS  7 (-2) 
  CHA  18 (+6)
  STR  10 (+0) 
  DEX  17 (+6) 
  CON  10 (+0) 
  INT  11 (+0) 
  WIS  7 (-2) 
  CHA  20 (+8)
  STR  10 (+0) 
  DEX  19 (+8) 
  CON  10 (+0) 
  INT  11 (+0) 
  WIS  7 (-2) 
  CHA  20 (+8)
  STR  11 (+0) 
  DEX  20 (+10) 
  CON  10 (+0) 
  INT  11 (+0) 
  WIS  7 (-2) 
  CHA  20 (+10)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 8 
  +2 Flute/Pan Flute/
  Shawm
  Passive Perception 11 
  +3 Flute/Pan Flute/
  Shawm
  Passive Perception 16 
  +4 Flute/Pan Flute/
  Shawm
  Passive Perception 18 
  +5 Flute/Pan Flute/Shawm
  Languages Common, Infernal
  Attacks
  Melee Dagger +5 (1d4+3)
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+3); 60 ft.’: +5 
  (1d4+3)
  Melee Shortsword +5 
  (1d6+3)
  Ranged Shortbow ) --> 30 
  ft.’: +5 (1d6+3); 120 ft.’: +5 
  (1d6+3)
  Melee Dagger +6 (1d4+3)
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+3); 60 ft.’: +6 
  (1d4+3)
  Melee +1 Shortsword +7 
  (1d6+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+4); 60 ft.’: 
  +8 (1d4+4)
  Melee +2 Shortsword +10 
  (1d6+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 Shortsword +13 
  (1d6+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
  CN; Medium Humanoid (Tiefling)
  
  313
  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 
  18.
  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 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots 
  , Ability Score Increase 
  , Darkvision , Hellish 
  Resistance , Infernal 
  Legacy , Languages , Bardic 
  Inspiration , Cantrips , 
  Spellcasting
  Spellcaster Spell Slots 
  , Ability Score Increase 
  , Darkvision , Hellish 
  Resistance , Infernal Legacy 
  , 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 
  , Darkvision , Hellish 
  Resistance , Infernal Legacy 
  , 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, Darkvision, 
  Languages, Menacing, 
  Relentless Endurance, 
  Savage Attacks, 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: disguise self; feather 
  fall
  Save DC 16; Spell Atk +8
  3rd: bestow curse; major 
  image; sending
  2nd: calm emotions; hold 
  person; invisibility
  1st: disguise self; feather 
  fall; sleep; unseen servant
  Save DC 17; Spell Atk +9
  5th: dream; modify memory
  4th: compulsion; 
  dimension door; polymorph
  3rd: bestow curse; major 
  image; sending
  2nd: calm emotions; hold 
  person; invisibility
  1st: disguise self; feather 
  fall; sleep; unseen servant
  Save DC 18; Spell Atk +10
  7th: project image
  6th: mass suggestion
  5th: dream; modify memory
  4th: compulsion; dimension 
  door; polymorph
  3rd: bestow curse; major 
  image; sending
  2nd: calm emotions; hold 
  person; invisibility
  1st: disguise self; feather fall; 
  sleep; unseen servant
  Equipment
  Dagger; shortword; 
  shortbow; arrows (20x)
  Dagger; +1 shortword; 
  shortbow; arrows (20x); 
  +1 studded leather armor
  Dagger; +2 shortword; 
  shortbow; arrows (20x); 
  +2 studded leather 
  armor
  Dagger; +3 shortword; 
  shortbow; arrows (20x); 
  +3 studded leather armor
  
  314
  Magic Items
  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 
  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.
  
  315
  Magic Items
  Transient Tunic
    Transient Tunic (body)
  Value:  
    2,000 gp / 
    7,200 gp /  
    31,000 gp / 
    118,000 gp
  Weight 8 lbs.; Materials wood, steel; Nature magical; Aura 
  moderate transmutation; Slot body
  CL:  
    4th / 
    8th / 
    12th/ 
    16th
  Effect Summary: 
    base speed increases by 30’ so long as wearer is walking 
  in a roughly straight path, up to 8 hours a day total 
  duration
    base speed increases by 30’ so long as wearer is walking 
  in a roughly straight path, up to 8 hours a day total 
  duration; expeditious retreat 3x/day
    base speed increases by 30’ so long as wearer is walking 
  in a roughly straight path, up to 8 hours a day total 
  duration; expeditious retreat 3x/day; air walk for up to 
  100 min/day total duration
    base speed increases by 30’ so long as wearer is walking 
  in a roughly straight path, up to 8 hours a day total 
  duration; expeditious retreat 3x/day; air walk for up to 
  150 min/day total duration; overland flight for up to 12 
  hours/day total duration
  Description
  This is the catch-all term for a type of lightweight upper-
  body-wear that grants the wearer the ability to travel swiftly 
  from place to place when purposefully striding in a roughly 
  straight line for an extended period.  Some are actually 
  tunics, but most take the form of padded or leather armor.  
  Exceptionally rare variants are metallic or mailed armor.
  Effect
  Transient tunics have two types of effect.
  The first ability is to greatly increase base speed when the 
  user is walking in a roughly straight line.  For long-distance 
  travel, assume any vaguely purpose-build road connecting 
  cities counts as “roughly straight”.  This effect is automatic 
  while walking, but it can be suppressed by “jinking” from 
  side to side.  Any turn of 45 degrees or more stops the effect; 
  walking straight for one minute resumes it.
  Secondly, tunics more potent than 
    Low quality have 
  one or more activatable spell-like abilities.  These require 
  a verbal command trigger to activate, which consumes a 
  standard or bonus action.
  Both types of effect are limited by a total duration per 
  day.  These limits are wearer-dependent: if a “fresh” 
    
  Low Transient Tunic used by one user for 3 hours is given 
  to another user, that second user may walk for up to 8 
  hours under the benefit of the enhanced speed effect.  The 
  “counter” for each effect, for each user, resets completely 24 
  hours after that effect is used by that user.
  Synergy & Sets
  None.  Transient tunics are standalone items, and do not 
  gain further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  Transient tunics are most often found on the bodies of 
  couriers, or in the treasure hoards of those who slay them.
  On occasion, they will be found for sale in magic-item shops, 
  but they tend to sell quite quickly.
  Tunics which are sold always come with instructions on the 
  verbal command triggers, if applicable.  Those found “in the 
  wild” have a 
    40% chance that the triggers are inscribed 
  inside the tunic in Common.
    At the GM’s discretion, such knowledge can simply be 
  assumed to be automatic.  This can streamline gameplay 
  considerably and allow the wearer to immediately gain 
  the benefit of the transient tunic’s capabilities. 
   
  Gaming groups wishing to use this option may assume 
  the knowledge comes magically with picking up the 
  item.  Alternately, and for a bit of greater immersion 
  and roleplaying opportunity, instructions for using the 
  weapon might be discovered written down nearby, or 
  attached via twine to the tunic.
  Ubiquity
  Transient tunics are uncommon.  
  Among couriers, they are common; indeed, among elite 
  
  316
  Magic Items
  couriers of sensitive information or materiel, they are almost 
  a necessity to remain competitive.
  Notoriety
  These tunics are nearly impossible to recognize, save for 
  noticing the superhuman speeds they make possible.  Even 
  then, witnessing a preternaturally rapid courier is not 
  necessarily cause to conclude the presence of a transient 
  tunic; after all, there is any number of other spells, spell-like 
  effects, and abilities that may account for the accelerated 
  passage.
  Quirks of Ownership
  As the garment is a non-sentient magical item, and not an 
  artifact or relic, it exerts no particular will or influence on 
  its owner or wielder.  
  A transient tunic has no quirks or impacts.
  History & Background
  Although many assume the garment was originated by 
  rogues or for couriers, the first transient tunic was actually 
  fashioned by a coward.
  A dwarven fighter who trained from birth to be a warrior 
  took his first swings at a legitimate monster opponent as 
  part of his first adventuring expedition.  Although successful 
  in combat, he threw up immediately afterwards, weak and 
  nauseous for days aftewards.
  In time, and with repeated attempts, he learned that he 
  had no stomach for slaying.  Ashamed of his very nature, in 
  contrast to such a great extent from his upbringing and his 
  family’s expectations, he devised a garment he could wear 
  under his robes.
  The transient tunic that resulted granted the dwarven 
  coward two boons: he could use it to escape combat if he felt 
  it feasible, and if forced to fight, he could swiftly get away to 
  someplace private to lose his dinner the deed was done.
  Upon retirement, he crafted many more tunics, and sold 
  them, predominantly to couriers, guaranteeing a comfortable 
  lifestyle in his advanced age.
  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 Charisma 
  (Persuasion) 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 transient tunic 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 transient tunic, 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 transient tunic 
  into your gaming sessions beyond simply “the rogue drops a 
  standard-seeming leather vest”, 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 46: Transient Tunic Flavors
  Difficulty 
  Band
  Prefix
  Speed Increase
  Spell-Like Abilities
    Low
  Lesser
  30’ for up to 8 hours a day
  -
    Moderate
  Lesser
  30’ for up to 8 hours a day
  expeditious retreat 3x/day
    Advanced
  Greater
  30’ for up to 8 hours a day
  expeditious retreat 3x/day; air walk up to 100 min/day total 
  duration
    Elite
  Greater
  30’ for up to 8 hours a day
  expeditious retreat 3x/day; air walk up to 150 min/day total 
  duration; overland flight up to 12 hours/day total duration
  
  317
  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 transient tunic.
  Paladins & Clerics
  These classes would greatly appreciate a speedy device, 
  justifying their greed by pointing out that they could use it 
  to get to a destination faster, thus making it easier to serve 
  others.  
  Rogues
  Rogues of all stripes would love a transient tunic, primarily 
  for pilfering and swift getaways, but also for rapid travel 
  between tasks.
  Martial Characters
  Martial classes might leverage a transient tunic to bear 
  a great deal of cargo or gear long distances quickly, even 
  making several trips in the time it takes their colleagues to 
  make a single journey.
  Arcane Classes
  Much like the corwardly dwarf who invented the transient 
  tunic, arcanists could use the device to escape combat.
  Monks, Rangers, and Druids
  These classes tend to rely upon speed and location or 
  logistics; as a result, they could all benefit greatly from a 
  transient tunic.
  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.
  Delivery
  The most standard of missions: take this item to its 
  destination.  Rife with possibility and intrigue, this basic 
  premise has countless permutations.
  In the context of this item, one could assume that the 
  courier-to-be is either gifted, or must seek out and use, a 
  transient tunic.
  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 
  transient tunic 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.
  Race
  Perhaps there is a foot race, or a race between cities.  Anyone 
  using a transient tunic—assuming such devices are not 
  strictly forbidden, of course—would possess an enormous 
  advantage.
  This forms the basis of the Quest below.
  Quests
  Another, more thorough, means of introducing a transient 
  tunic 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: Off to the Races!
    Summary: One or more PCs have an opportunity to join 
  a race; a certain magical item may nearly guarantee their 
  victory. 
    Rewards:  
    2,000 gp / 
    8,000 gp / 
    16,000 gp 
  / 
    25,000 gp (promised); up to 
    1 Reward Star; 
  transient tunic
    Locations: Any.
    Key NPCs: None.
    Kickoff: Random Encounter.
    Description:
  The PCs learn of a race.  Where the race begins, how they 
  learn of it, and its intended destination are all maleable in 
  service to your campaign world.
  It’s suggested that the race may be such a phenomenon 
  that knowledge of it is fairly ubiquitous; perhaps everyone 
  is simply talking about it like a major sporting event.  Or, 
  perhaps the PCs receive a delivery of something unrelated, 
  and in speaking to the courier who gives them the item, they 
  learn about the race.
  The stakes, too, are flexible: perhaps the winner receives 
  the purse, but the last to finish is slain, or their life savings 
  forefeit.
  For another interesting twist, perhaps the Race requires an 
  entry fee, or stake, to qualify to participate.
  Regardless of the details, the key point is that the Race 
  follows a road connecting two major landmarks.  These could 
  be cities or geographical features.
  Walking normally, the journey takes about half a day.  
  There may or may not be dangers along the way; there may 
  similarly be or not be threats posed by other competitors.
  Spells are almost certain to be outlawed, as are scrolls, 
  potions, or other magic items that grant enhanced speed.  
  But perhaps it’s a widely-known secret that some types of 
  effects are overlooked.
  It may or may not be allowed to interfere with other 
  competitors: this ups the challenge considerably if allowed.
  The PCs are approached by a shady-looking character 
  
  318
  Magic Items
  FlexTable 44: Transient Tunic Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-17
  01-30
  01-25
  31-40
  10
  There is a special kind of 
  garment that grants enhanced 
  speed.
    True.  This describes the bare 
  basics of the tunic.
  18-33
  31-50
  26-40
  41-50
  12
  Speedy undergarments were 
  originally concocted by a 
  cowardly dwarf.
    True.  This is precisely the item’s 
  origin.
  34-50
  51-70
  41-65
  51-55
  13
  Conceived of by a fighter 
  nauseated by combat, a 
  transient tunic grants the 
  wearer enhanced speed if 
  they’re traveling in a straight 
  line.
    True.  This fully describes the 
  walking abilities granted by a transient 
  tunic.
  51-67
  71-85
  66-75
  56-60
  16
  In addition to overland travel 
  benefits, some transient tunics 
  grants other movement-based 
  effects to the wearer.
    True.  A great description of the 
  item’s advanced abilities.
  68-84
  86-93
  76-90
  61-80
  12
  A vest exists that grants the 
  wearer enhanced speed... but 
  makes them fearful of combat 
  as well.
    False.  This likely originated when 
  someone misconstrued the origin of the 
  item.
  85-00
  94-00
  91-00
  81-00
  14
  It’s possible to travel quite 
  rapidly using a magic vest, but 
  unfortunately, it comes at a 
  price of total exhaustion once 
  you arrive at your destination.
    False.  Exhaustion is a function of 
  other factors, but not of simply wearing 
  a transient tunic.
  who tells them she wants to split the purse with them.  
  To guarantee victory, she produces a transient tunic, and 
  explains its capabilities.
  Although possibly illegal, there’s little chance of the item 
  being discovered, the shady woman claims.  And if they turn 
  down the offer, she’ll simply contact another competitor, and 
  that person will win instead.
    If the PCs decline the offer, the tunic will indeed be given 
  to another competitor.  If the PCs discover who it is, and 
  catch up with them with the intent of disqualifying them, 
  they benefit from 
    1 Reward Star, though they likely 
  cannot win the Race itself.
    If the PCs accept the offer, they will almost surely win, 
  though how and what they face along the way is up to the 
  GM.  Winning lets them keep the transient tunic, grants 
  them 
    1 Reward Star, and leaves them with half the 
  purse, assuming they honor their agreement with the 
  shady woman.  If they try to double-cross her, she will 
  turn them in to the Race authorities, who will strip the 
  money and the tunic from the PCs.
    If the PCs ignore the Race, it will be held periodically if 
  they wish to return to the Quest.
  
  319
  Magic Items
  Transient Tunic 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 Rogue 1
  Rogue 6
  Rogue 10
  Rogue 14
  Size / Aln
  Small NE 
  Halfling (Lightfoot)
  Small NE 
  Halfling (Lightfoot)
  Small NE 
  Halfling (Lightfoot)
  Small NE 
  Halfling (Lightfoot)
  HP
  11
  42
  85
  117
  Armor 
  Class
  15
  17
  18
  19
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR  10 (+0) 
  DEX  18 (+6) 
  CON  17 (+3) 
  INT  9 (+1) 
  WIS  6 (-2) 
  CHA  16 (+3)
  STR  10 (+0) 
  DEX  20 (+8) 
  CON  17 (+3) 
  INT  9 (+2) 
  WIS  6 (-2) 
  CHA  16 (+3)
  STR  12 (+1) 
  DEX  20 (+9) 
  CON  19 (+4) 
  INT  9 (+3) 
  WIS  6 (-2) 
  CHA  16 (+3)
  STR  14 (+2) 
  DEX  20 (+10) 
  CON  19 (+4) 
  INT  9 (+4) 
  WIS  6 (-2) 
  CHA  16 (+3)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 8 
  +4 Thieves’ Tools
  Passive Perception 8 
  +6 Thieves’ Tools
  Passive Perception 8 
  +8 Thieves’ Tools
  Passive Perception 8 
  +10 Thieves’ Tools
  Languages Common, Halfling
  Attacks
  Melee Mace (Small) +2 
  (1d6)
  Melee Dagger (Small) +6 
  (1d4+4)
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +6 
  (1d4+4); 60 ft.’: +6 
  (1d4+4)
  Ranged Crossbow, Light 
  (Small) ) --> 80 ft.’: +6 
  (1d8+4); 320 ft.’: +6 
  (1d8+4) 
  Melee +1 Mace (Small) +4 
  (1d6+1)
  Melee Dagger (Small) +8 
  (1d4+5)
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +8 (1d4+5); 
  60 ft.’: +8 (1d4+5)
  Ranged Crossbow, Light 
  (Small) ) --> 80 ft.’: +8 
  (1d8+5); 320 ft.’: +8 
  (1d8+5)
  Melee +2 Mace (Small) +7 
  (1d6+3)
  Melee Dagger (Small) +9 
  (1d4+5)
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +9 
  (1d4+5); 60 ft.’: +9 
  (1d4+5)
  Ranged Crossbow, Light 
  (Small) ) --> 80 ft.’: +9 
  (1d8+5); 320 ft.’: +9 
  (1d8+5)
  Melee +3 Mace (Small) +10 
  (1d6+5)
  Melee Dagger (Small) +10 
  (1d4+5)
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +10 
  (1d4+5); 60 ft.’: +10 
  (1d4+5)
  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
  NE; Medium Humanoid (Halfling)
  
  320
  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.
  Expertise At 1st level, choose two of your skill proficiencies, or one of 
  your skill proficiencies and your proficiency with thieves’ tools. Your 
  proficiency bonus is doubled for any ability check you make that uses 
  either of the chosen proficiencies. At 6th level, you can choose two more 
  of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
  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
  Mace (small); dagger 
  (small, 2x); leather armor; 
  light crossbow (small); 
  crossbow bolts (20x)
  +1 Mace (small); dagger 
  (small, 2x); studded 
  leather armor; light 
  crossbow (small); 
  crossbow bolts (20x)
  +2 Mace (small); 
  dagger (small, 2x); +1 
  studded leather armor; 
  light crossbow (small); 
  crossbow bolts (20x)
  +3 Mace (small); 
  dagger (small, 2x); +2 
  studded leather armor; 
  light crossbow (small); 
  crossbow bolts (20x)
  
  321
  Magic Items
  Umbral Diadem
    Umbral Diadem (headband)
  Value:  
    2,150 gp / 
    8,400 gp /  
    28,500 gp / 
    61,000 gp
  Weight 6 lbs.; Materials wood, grave earth; Nature magical; 
  Aura strong necromancy [death, evil]; Slot headband
  CL:  
    4th / 
    8th / 
    12th / 
    16th
  Effect Summary: 
    wearer may trigger the following effects via mental 
  command: bleed at will; chill touch 3x/day (DC 14)
    wearer may trigger the following effects via mental 
  command: bleed at will; chill touch 5x/day (DC 16); death 
  knell 3x/day (DC 17); spectral hand 3x/day
    wearer may trigger the following effects via mental 
  command: bleed at will; chill touch 5x/day (DC 17); death 
  knell 5x/day (DC 18); spectral hand 5x/day; vampiric 
  touch 2x/day
    wearer may trigger the following effects via mental 
  command: bleed at will; chill touch 5x/day (DC 18); death 
  knell 5x/day (DC 19); spectral hand 5x/day; vampiric 
  touch 5x/day; enervation 1x/week (DC 20)
  Description
  Dark wood, with rivulets of ebony, warps and curls around 
  the head of the wearer, appearing like a parasite as much as 
  headdress.  From an outcropping atop the forehead of the 
  wearer dangles a greenish-brown gem ensconced in gold 
  wire.
  Effect
  All umbral diadems grant the wearer the ability to generate 
  one or more spell-like abilities.  Each requires a mental 
  trigger, which is not automatically known, and consumes a 
  standard or bonus action.
  The limitations on the number of times each ability is usable 
  is item-dependent, not wearer-dependent, and each ability’s 
  usage count resets the listed time after the first such ability 
  is used.
  Synergy & Sets
  None.  Umbral diadems are standalone items, and do not 
  gain further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  Umbral diadems are almost always found in dark treasure 
  hoards.  Many are never used by their owners, either because 
  they don’t know how the device works, or because they are 
  afraid of the item’s powers.
  They are almost never offered for sale, and if they are, it 
  is always in the context of a black-market or necromantic 
  transaction, to take place far from the public eye.
  Unless an owner aware of the item’s powers intentionally 
  gives it to the PCs, they will be unaware of an umbral 
  diadem’s capabilities without research.
    At the GM’s discretion, such knowledge can simply be 
  assumed to be automatic.  This can streamline gameplay 
  considerably and allow the wielder to immediately gain 
  the benefit of the umbral diadem’s capabilities. 
   
  Gaming groups wishing to use this option may assume 
  the knowledge comes magically with picking up the 
  item.  Alternately, and for a bit of greater immersion 
  and roleplaying opportunity, instructions for using the 
  weapon might be discovered written down nearby, or 
  attached via twine to the headpiece.
  Ubiquity
  Umbral diadems are exceptionally rare.  
  Notoriety
  Even without foreknowledge of the item, umbral diadems 
  cause a stir.  They seem designed innately to terrify, or to 
  generate a feeling of dark unease in all who see them.
  Onlookers may assume the wearer is a necromancer, or 
  someone obviously vile or evil or simply up to no good.
  Merely wearing this item in public may get one reported to 
  the village authorities or militia.  Regardless of their own 
  knowledge of the device, security forces will almost certainly 
  have some pointed questions for the PCs.
  
  322
  Magic Items
  Quirks of Ownership
  As the headpiece 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 umbral diadem has no other quirks or 
  impacts.
  History & Background
  Umbral diadems are much as they appear: devices born of 
  dark energies, and fashioned by evil creatures who would 
  use them to further their own agendas.
  Fey swamp witches first crafted the items many hundreds 
  of years ago in an effort to grant them power over their 
  competitors.  It was not even that the witches were incapable 
  of wielding the powers they imbued into the headpieces 
  they forged; rather, they wished to augment their abilities 
  by placing these specific hosts of powers into an external 
  device, that they might focus their own mental energies on 
  other spells.
  This worked, for a time: the witches ruled for nearly a 
  dozen years, until greed and self-interest won out over the 
  sharing of rule.  Convinced each was secretly plotting against 
  the others—and, correct in this conclusion—the witches 
  each slew one other within a single day.  The last two 
  witches killed each other nearly at the same time; the final 
  witch died of poison a few minutes after having slain the 
  penultimate hag.
  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 Charisma 
  (Persuasion) 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 umbral diadem 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 umbral diadem, 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 umbral diadem 
  into your gaming sessions beyond simply “the swamp ahg 
  drops a sinister-looking crown”, 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 umbral diadem.
  Paladins & Clerics
  These classes would likely only pursue an umbral diadem 
  if it was a marker of a sorts for who was evil, or needed 
  Table 47: Umbral Diadem Flavors
  Difficulty Band
  Prefix
  Spell-Like Abilities
    Low
  Lesser
  bleed at will; chill touch 3x/day
    Moderate
  Lesser
  bleed at will; chill touch 5x/day; death knell 3x/day; spectral hand 3x/day
    Advanced
  Greater
  bleed at will; chill touch 5x/day; death knell 5x/day; spectral hand 5x/day; vampiric touch 
  2x/day
    Elite
  Greater
  bleed at will; chill touch 5x/day; death knell 5x/day; spectral hand 5x/day; vampiric touch 
  5x/day; enervation 1x/week
  
  323
  Magic Items
  purging.  Or, alternately, to retrive the dark artifact and have 
  it destroyed or sequestered to minimize its influence.
  This scenario forms the basis for the Quest below.
  Rogues
  The powers granted are a bit too macabre—and glaringly 
  obvious—for the taste of most Rogues.  That said, the powers 
  of an umbral diadem may serve assassin-oriented Rogues 
  well.
  Martial Characters
  Only the most blatantly cruel or carnage-driven Fighters or 
  Barbarians would openly seek the powers granted by this 
  headpiece.
  Arcane Classes
  Even if a given arcanist has no direct need for the use of the 
  powers granted, an umbral diadem can add greatly to the 
  dark mystique surrounding some Wizards, Oracles, and the 
  like.
  Monks, Rangers, and Druids
  These classes may cultivate a hard approach to the ending of 
  life, and therefore look favorably upon the suite of powers 
  granted by this artifact.
  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.
  Underworld Lord
  They say an underworld kingpin exerts her influence via the 
  powers granted by a particularly horrid-looking crown.  The 
  PCs are tasked with discovering the root of the crimelord’s 
  power and, if possible, wresting control of it from her.
  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 
  umbral diadem from its current wearer, 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.
  A Fright Too Far
  For a local holiday that bears some semblance to present-day 
  American Halloween, villagers dress up as monsters and try 
  to scare one another.  This celebration goes a bit too far this 
  year, when someone gets hold of an umbral diadem.  Perhaps 
  they naively think that it simply looks weird and scary, or 
  perhaps they have a particularly vile streak in them, that 
  they wish to truly use the item’s powers on celebrating 
  innocents.
  Quests
  Another, more thorough, means of introducing an umbral 
  diadem 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 Evil’s Flow
    Summary: The party gets wind of a dark artifact whose 
  power is being used for evil; their task is to retrieve it 
  and have it destroyed.
    Rewards:  
    1,500 gp / 
    5,000 gp / 
    10,000 gp 
  / 
    16,000 gp (promised); up to 
    2 Reward Stars; 
  umbral diadem
    Locations: Any.
    Key NPCs: Any.
    Kickoff: Random Encounter.
    Description:
  A Lawful and/or Good authority figure commissions the PCs 
  to retrieve an umbral diadem from a local cult of increasing 
  power.  The faction involved can be a church, an urban 
  political entity, a military group, or simply a bunch of 
  concerned citizens.
  The reward promised is assuming the PCs are able to find 
  the headpiece and return it to the authority, who promises 
  to destroy or sequester the artifact so that its evil cannot be 
  wielded further.
    If the PCs ignore the Quest, they may yet run afoul of 
  the artifact: perhaps its wielder encounters them and 
  terrorizes them next.  Whether they act out of altruism, 
  a sense of duty, self-defense, or self-interest, it still 
  “counts” if they are able to gain possession of the diadem 
  and return it.
    Finding the cult leader is surprisingly easy, though 
  prizing the artifact from her without the entire cult of 
  dozens reacting is perhaps a bit more challenging.  The 
  complexities of the approach are left to your gaming 
  group, but perhaps it involves finding the cult leader on 
  her own, or confronting her when she is in plainclothes, 
  and not at night when the cult meets and dons robes.  
  Successfully obtaining the umbral diadem, whether 
  through slaying the cult leader or convincing her to give 
  it up via social skill challenges, is worth 
    1 Reward 
  Star; returning the item as promised to the authority 
  who commissioned the PCs’ activities is worth a further  
    1 Reward Star and the entire purse of reward money.
    If the PCs obtain the umbral diadem, but refuse to 
  return it to the commissioning authority, they receive 
  only half the promised reward, and that only if they can 
  successfully convince the authority (via 
    skill check; 
  perhaps Charisma (Deception) versus the authority’s 
  Wisdom (Insight)) that the item has been lost.  
  However, they will be able in this scenario to keep the 
  umbral diadem.
  
  324
  Magic Items
  FlexTable 45: Umbral Diadem Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-17
  01-30
  01-25
  31-40
  10
  A dark headpiece grants mildly 
  necromantic powers to its 
  wearer.
    True.  This is a very simplistic, but 
  not inaccurate, summary of the item’s 
  power.
  18-33
  31-50
  26-40
  41-50
  12
  A sinister wooden crown was 
  fashioned by creepy swamp 
  hags, and grants creepy 
  powers.
    True.  This is precisely the item’s 
  origin.
  34-50
  51-70
  41-65
  51-55
  13
  Those who fashioned the first 
  umbral diadem slew each other 
  for lust of power.
    True.  Although historically 
  accurate, it doesn’t do much to describe 
  the item’s capabilities.
  51-67
  71-85
  66-75
  56-60
  16
  Spell-like abilities oriented 
  toward death effects are 
  granted by the umbral 
  diadem, a vile-looking wooden 
  headpiece.
    True.  A great description of the 
  item’s nature, appearance, and abilities.
  68-84
  86-93
  76-90
  61-80
  12
  A creepy wooden headpiece 
  is actually a conduit for an 
  Outsider to take mental control 
  of the wearer.
    False.  There is no basis at all for 
  this interpretation of the item’s powers.
  85-00
  94-00
  91-00
  81-00
  14
  An umbral diadem grants 
  necromantic powers to its 
  wearer, but at the cost of 
  premature and rapid aging.
    False.  There is no such cursed or 
  blatantly negative effect for using this 
  artifact.
  
  325
  Magic Items
  Umbral Diadem 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 Sorcerer 1
  Sorcerer 6
  Sorcerer 10
  Sorcerer 14
  Size / Aln
  Medium NE 
  Tiefling
  Medium NE 
  Tiefling
  Medium NE 
  Tiefling
  Medium NE 
  Tiefling
  HP
  8
  35
  61
  78
  Armor 
  Class
  15
  15
  15
  15
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  9 (-1) 
  DEX  15 (+2) 
  CON  13 (+3) 
  INT  11 (+0) 
  WIS  10 (+0) 
  CHA  16 (+5)
  STR  9 (-1) 
  DEX  15 (+2) 
  CON  13 (+4) 
  INT  13 (+1) 
  WIS  10 (+0) 
  CHA  16 (+6)
  STR  9 (-1) 
  DEX  15 (+2) 
  CON  13 (+5) 
  INT  13 (+1) 
  WIS  10 (+0) 
  CHA  18 (+8)
  STR  9 (-1) 
  DEX  15 (+2) 
  CON  13 (+5) 
  INT  13 (+1) 
  WIS  10 (+0) 
  CHA  20 (+10)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 10
  Passive Perception 10
  Passive Perception 10
  Passive Perception 10
  Languages Common, Draconic, Infernal
  Attacks
  Melee Dagger +4 (1d4+2)
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2)
  Ranged Dart ) --> 20 ft.’: -6 
  (1d4+2); 80 ft.’: -6 (1d4+2) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +4 (1d8+2); 320 
  ft.’: +4 (1d8+2)
  Melee Dagger +5 (1d4+2)
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+2); 60 ft.’: +5 
  (1d4+2)
  Ranged Dart ) --> 20 ft.’: -5 
  (1d4+2); 80 ft.’: -5 (1d4+2) 
  Ranged +1 Crossbow, Light ) 
  --> 80 ft.’: +6 (1d8+3); 320 
  ft.’: +6 (1d8+3)
  Melee Dagger +6 (1d4+2)
  Ranged Dagger (Thrown) 
  20 ft.’: +6 (1d4+2); 60 ft.’: 
  +6 (1d4+2)
  Ranged Dart ) --> 20 ft.’: -4 
  (1d4+2); 80 ft.’: -4 (1d4+2) 
  Ranged +2 Crossbow, Light 
  ) --> 80 ft.’: +8 (1d8+4); 
  320 ft.’: +8 (1d8+4)
  Melee Dagger +7 (1d4+2)
  Ranged Dagger (Thrown) 20 
  ft.’: +7 (1d4+2); 60 ft.’: +7 
  (1d4+2)
  Ranged Dart ) --> 20 ft.’: -3 
  (1d4+2); 80 ft.’: -3 (1d4+2) 
  Ranged +3 Crossbow, Light ) 
  --> 80 ft.’: +10 (1d8+5); 320 
  ft.’: +10 (1d8+5)
  Special
  -
  -
  -
  -
  Proficiencies
  Crossbow (Light), Dagger, Dart, Quarterstaff, Sling
  NE; Medium Humanoid (Tiefling)
  
  326
  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 
  18.
  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 5. 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. 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.
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots 
  , Ability Score Increase 
  , Darkvision , Hellish 
  Resistance , Infernal Legacy 
  , Languages , Cantrips 
  , Draconic Bloodline 
  , Draconic Resilience 
  , Dragon Ancestor , 
  Sorcerous Origin , Spell 
  Casting
  Spellcaster Spell Slots 
  , Ability Score Increase 
  , Darkvision , Hellish 
  Resistance , Infernal Legacy 
  , 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 , Subtle Spell 
  Spellcaster Spell Slots 
  , Ability Score Increase 
  , Darkvision , Hellish 
  Resistance , Infernal Legacy 
  , Languages , 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 , Subtle Spell
  Spellcaster Spell Slots 
  , Ability Score Increase 
  , Darkvision , Hellish 
  Resistance , Infernal Legacy 
  , Languages , 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 , Sorcerous 
  Origin , Sorcery Points , Spell 
  Casting , Subtle Spell 
  Spell-
  casting
  Save DC 13; Spell Atk +5
  1st: burning hands; charm 
  person
  Save DC 14; Spell Atk +6
  3rd: lightning bolt; sleet 
  storm; slow
  2nd: hold person; invisibility; 
  knock
  1st: burning hands; charm 
  person; fog cloud; shield
  Save DC 16; Spell Atk +8
  5th: cone of cold; hold 
  monster
  4th: dimension door; 
  greater invisibility
  3rd: lightning bolt; sleet 
  storm; slow
  2nd: hold person; 
  invisibility; knock
  1st: burning hands; charm 
  person; fog cloud; shield
  Save DC 18; Spell Atk +10
  7th: fire storm
  6th: sunbeam
  5th: cone of cold; hold 
  monster
  4th: dimension door; greater 
  invisibility
  3rd: lightning bolt; sleet 
  storm; slow
  2nd: hold person; invisibility; 
  knock
  1st: burning hands; charm 
  person; fog cloud; shield
  Equipment
  Dagger; darts (5x); light 
  crossbow; sling; sling 
  bullets (10x)
  Dagger; darts (5x); +1 
  light crossbow; sling; 
  sling bullets (10x)
  Dagger; darts (5x); +2 
  light crossbow; sling; 
  sling bullets (10x)
  Dagger; darts (5x); +3 
  light crossbow; sling; 
  sling bullets (10x)
  
  327
  Magic Items
  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.
  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.
  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.
  Subtle Spell When you cast a spell, you can spend 1 sorcery point to cast 
  it without any somatic or verbal components.
  
  328
  Magic Items
  Veneer of Tendrils
    Veneer of Tendrils (head)
  Value:  
    3,100 gp / 
    16,500 gp /  
    34,800 gp / 
    85,000 gp
  Weight 8 lbs.; Materials wood, bone, dried sea creatures; 
  Nature magical; Aura moderate conjuration (creation), 
    
  transmutation; Slot head
  CL:  
    4th / 
    8th / 
    12th / 
    16th
  Effect Summary: 
    +1 competence bonus to Intimidate checks; wearer 
  may trigger the following effects via mental command: 
  obscuring mist 1x/day for up to 4 min
    +2 competence bonus to Intimidate checks; wearer 
  may trigger the following effects via mental command: 
  obscuring mist 3x/day for up to 8 min total duration; fog 
  cloud 1x/day for up to 1 hour
    +3 competence bonus to Intimidate checks; wearer 
  may trigger the following effects via mental command: 
  obscuring mist 5x/day for up to 10 min total duration; 
  fog cloud 3x/day for up to 2 hours total duration; water 
  breathing (self only) at will for up to 10 hours/day total 
  duration
    +4 competence bonus to Intimidate checks; wearer 
  may trigger the following effects via mental command: 
  obscuring mist 5x/day for up to 10 min total duration; 
  fog cloud 5x/day for up to 3 hours total duration; water 
  breathing (self only) at will for up to 12 hours/day total 
  duration; control water 1x/day for up to 2 hours total 
  duration
  Description
  Halfway between a squid and tree branches, the tendrils of 
  this helmet/mask are so well-wrought they seem alive, and 
  indeed can be commanded to move by the wearer.  Those 
  bearing these items gain fine-motor manipulation skills and 
  an advantage to intimidation skills.
  Effect
  Veneers of tendrils grant two types of benefits to their 
  wearer.
  First, they passively and continuously grant a competence 
  bonus to 
    Intimidate skill checks.  This effect is 
  automatic, and cannot be suppresed while the headpiece is 
  worn.
  Secondly, the wearer may activate one or more spell-like 
  effects via mental command trigger, consuming a standard 
  action.  Each effect is bounded by a usage count, which is 
  item-based, not user-based; the counter for each ability 
  resets 24 hours after that ability is first used.
  Synergy & Sets
  None.  Veneers of tendrils are standalone items, and do not 
  gain further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  Most commonly, a veneer of tendrils will be discovered on 
  a shaman, village elder, or other authority figure, often 
  venerable of stature and revered of power.  They are, first 
  and foremost, ceremonial items, and in some cases, are even 
  worn by those who know not that they are even magical in 
  nature.
  Unless a knowledgable owner passes the item on with 
  instructions, the PCs will not be aware of the artifact’s 
  capabilities, or the mental triggers required, without 
  research.
    At the GM’s discretion, such knowledge can simply be 
  assumed to be automatic.  This can streamline gameplay 
  considerably and allow the wielder to immediately gain 
  the benefit of a veneer of tendrils’ capabilities. 
   
  Gaming groups wishing to use this option may assume 
  the knowledge comes magically with picking up the 
  item.  Alternately, and for a bit of greater immersion 
  and roleplaying opportunity, instructions for using the 
  weapon might be discovered written down nearby, or 
  attached via twine to the headpiece.
  Ubiquity
  Veneers of tendrils are exceedingly rare.  They are most 
  common among somewhat primitive, but magically adept, 
  perhaps fey-influenced, societies along coastlines and near 
  the beach.
  
  329
  Magic Items
  Notoriety
  Most civilized cities and regions have never seen a veneer 
  of tendrils.  But even they will make note of the odd, 
  ceremonial, and brazen appearance of this headpiece.
  Quirks of Ownership
  As the crown 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, a veneer of tendrils has no other quirks or 
  impacts.
  History & Background
  Originally, veneers of tendrils were crafted to crown a 
  new king or queen.  Although still greatly ceremonial, the 
  artifact in its initial state was purely ceremonial, having no 
  magical powers whatsoever.  It was simply an assemblage of 
  fashioned driftwood, sculpted so as to resemble formidable 
  sea creatures that would indicate strength and power to 
  coastal tribes.
  Over time, and as kings and queens grew more powerful, 
  more magically-inclined villages began to experiment with 
  imbuing items with power.  It wasn’t long before the crown 
  itself benefitted from this treatment.
  Historically, there have been many combinations of powers 
  imbued into a veneer of tendrils.  The version depicted here is 
  the most commonplace of those artifacts that remain intact, 
  and a representative assortment of similarly-themed abilities 
  that all go toward aqueous abilities.
  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 Charisma 
  (Persuasion) 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 unless the 
  checker’s familiarity is with coastal or aqeuous domains.
  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 veneer of tendrils, 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 veneer of 
  tendrils into your gaming sessions beyond simply “the 
  chieftain drops a nifty-looking crown”, 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 veneer of 
  tendrils.
  Table 48: Veneer of Tendrils Flavors
  Difficulty Band
  Prefix
  Intimidate 
  Bonus
  Spell-Like Abilities
    Low
  Lesser
  +1
  obscuring mist 1x/day up to 4 min
    Moderate
  Lesser
  +2
  obscuring mist 3x/day up to 8 min total; fog cloud 1x/day up to 1 hour
    Advanced
  Greater
  +3
  obscuring mist 5x/day up to 10 min total; fog cloud 3x/day up to 2 hours total; 
  water breathing (self) up to 10 hours total
    Elite
  Greater
  +4
  obscuring mist 5x/day up to 10 min total; fog cloud 3x/day up to 3 hours total; 
  water breathing (self) up to 12 hours total; control water 1x/day up to 2 hours
  
  330
  Magic Items
  Paladins & Clerics
  These classes might wish to use the powers for themselves, 
  but much more likely, would seek to return a pilfered veneer 
  to its rightful tribe.  
  Clerics—in particular those of non-Lawful and/or non-Good 
  deity alignment—might seek to use the artifact’s powers 
  in the context of a religious ceremony.  Perhaps a current 
  church leader already possesses one, and uses it in that 
  setting.
  This last scenario forms the basis for the Quest below.
  Rogues
  Many of the veneer’s powers have to do with concealment 
  and obfuscation: prime abilities to complement any Rogue’s 
  approach to doing business!
  Martial Characters
  Although they may not be obvious additions to the 
  reperitoire of a Fighter or Barbarian, the powers of a veneer 
  of tendrils can add a great deal of versatility to these classes’ 
  combat approaches.
  Arcane Classes
  Whether they are “performance-based” or not, arcanists 
  can benefit a great deal from the abilities granted by this 
  artifact.  It can help them escape dangerous situations, 
  conceal their true location and intentions, and so on.  
  Perhaps an Oracle or Witch uses a veneer of tendrils to 
  appear more formidable and talented than they truly are.  
  Perhaps someone in possession of a veneer is impersonating 
  the talents of an arcane class, though in truth they are an 
  untrained commoner!
  Monks, Rangers, and Druids
  These classes might benefit from the disorientation 
  experienced by their foes at the hands of the powers of a 
  veneer, regardless of their 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.
  The False Prophet
  A local seer has been claiming powers of foresight.  Although 
  some townsfolk are skeptical, many are flocking to his 
  services.  Aiding the impression of validity is the atmosphere 
  of his ceremony: a formidable-looking headpiece, smoke, and 
  incense aplenty.
  Several have come forward to the village security forces, 
  claiming that their relatives were fleeced out of large sums 
  of money.
  The PCs are commissioned to investigate, and to determine 
  whether the powers claimed are legitimate.
  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 
  veneer of tendrils 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.
  Thieving Kraken
  Legend tells of a Rogue who steals under cover of darkness, 
  aided by mysterious powers and a mask that grants him an 
  aspect akin to a tentacled sea monster.
  The PCs are tasked with finding this curious character and 
  stopping the robberies.
  Quests
  Another, more thorough, means of introducing a veneer of 
  tendrils 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: Smoke and Tendrils
    Summary: Rumor tells of a local church whose preacher 
  has taken on a more cultlike demenaor following the 
  acquisition of a bizarre headpiece she uses in ceremonies.
    Rewards:  
    1,500 gp / 
    3,500 gp / 
    7,000 gp 
  / 
    13,000 gp (promised); up to 
    1 Reward Star; 
  veneer of tendrils
    Locations: Any.
    Key NPCs: None.
    Kickoff: Random Encounter.
    Description:
  A church in town is a comparatively recent fixture, 
  dating back decades instead of centuries like many of its 
  competitors of faith.
  In the last few weeks, a new preacher has begun sermons, 
  and they are memorable... and frightening.  Using a 
  combination of powers granted her by the veneer of tendrils 
  she dons, as well as the formidable appearance of the 
  headpiece itself, she portends dark powers, impending 
  demise, and other horrid things.
  Although technically taken from doctrine, the sermons and 
  parables within them have nevertheless been clearly sculpted 
  for dramatic effect.  Some citizens, particularly venerable 
  ones, have come forward to village authorities asking that 
  the woman be stopped.
  The village authority offers a reward for putting a stop to the 
  bizarre practices of the church, though they insist that they 
  not be involved at all.
  If in any way the party conducts themselves in a manner 
  where their actions can be linked back to the village militia 
  or its will, they forefeit the reward money entirely.
    If the PCs ignore the Quest, they may return to it at any 
  
  331
  Magic Items
  FlexTable 46: Veneer of Tendrils Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-17
  01-30
  01-25
  31-40
  10
  A tentacled headpiece grants the 
  wearer magic powers.
    True.  This is a very simplistic, 
  but not inaccurate, summary of 
  the item’s power.
  18-33
  31-50
  26-40
  41-50
  12
  A dread crown that appears carved 
  with sea monsters was created 
  by coastal tribes as a mark of 
  leadership.
    True.  This is precisely the 
  item’s origin.
  34-50
  51-70
  41-65
  51-55
  13
  Over time, carved driftwood tiaras 
  were imbued with formidable magic 
  powers to grant kings and queens 
  greater authority over their seaside 
  villages.
    True.  Although historically 
  accurate, it doesn’t do much to 
  describe the item’s capabilities.
  51-67
  71-85
  66-75
  56-60
  16
  A magic headdress called a veneer of 
  tendrils grants the wearer a host of 
  sea-related powers.
    True.  A great description of 
  the item’s nature, appearance, and 
  abilities.
  68-84
  86-93
  76-90
  61-80
  12
  Overuse of a magic headpiece 
  carved of driftwood will cause the 
  wearer to turn into a sea monster 
  themselves!
    False.  There is no basis at 
  all for this interpretation of the 
  item’s powers.
  85-00
  94-00
  91-00
  81-00
  14
  The wood used to carve a magical 
  driftwood crown was once used to 
  burn heretics at the stake. 
    False.  This has nothing to do 
  with the item’s origins.
  time: everyone else either dismisses the entire scenario 
  as pointless, considers the issue to be handled within the 
  scope of the church itself, or is themselves so afraid of the 
  preacher they would do nothing to stop her. 
    If the PCs approach the preacher, she will initially 
  dismiss the concerns as overreactions, admitting that she 
  puts on a show as a means of attracting the young and 
  impressionable, and entertaining as well as informing 
  and educating.   
   
  If pressed or cornered, she will threaten the PCs, claiming 
  that although used for dramatic effect, the powers in 
  question are very much real, and might be turned to 
  purposes other than mere entertainment if her hand is 
  forced.   
   
  If physically confronted, she will fight until reduced to 
  half her hit point maximum, at which point she will use 
  all of the powers of the veneer to try and escape.   
   
  If the PCs slay her, they gain the reward money and her 
  veneer of tendrils.
    If the PCs attempt to convince the preacher that she 
  needs to tone things down a bit, they will have to succeed 
  in two successive skill checks: first 
    Charisma 
  (Persuasion), and then either Charisma (Deception) 
  or Intimidate, all opposed by the preacher’s Wisdom 
  (Insight), Charisma (Deception), or Intimidate (use the 
  highest of the three).  Success twice in a row means the 
  PCs have convinced the woman that her methods need not 
  be so draconian and flamboyant, and she turns the veneer 
  of tendrils over to them.   
   
  The PCs receive the reward money, as well as  
    1 
  Reward Star, with this approach.
  
  332
  Magic Items
  Veneer of Tendrils 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 Ranger 1
  Ranger 6
  Ranger 10
  Ranger 14
  Size / Aln
  Medium LN  
  Human
  Medium LN  
  Human
  Medium LN  
  Human
  Medium LN  
  Human
  HP
  10
  33
  55
  71
  Armor 
  Class
  14
  15
  16
  17
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  11 (+2) 
  DEX  15 (+4) 
  CON  10 (+0) 
  INT  12 (+1) 
  WIS  15 (+2) 
  CHA  15 (+2)
  STR  11 (+3) 
  DEX  15 (+5) 
  CON  10 (+0) 
  INT  12 (+1) 
  WIS  17 (+3) 
  CHA  15 (+2)
  STR  13 (+5) 
  DEX  15 (+6) 
  CON  10 (+0) 
  INT  12 (+1) 
  WIS  17 (+3) 
  CHA  15 (+2)
  STR  13 (+6) 
  DEX  15 (+7) 
  CON  10 (+0) 
  INT  12 (+1) 
  WIS  19 (+4) 
  CHA  15 (+2)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 14
  Passive Perception 16
  Passive Perception 17
  Passive Perception 19
  Languages Common, Gnomish, Goblin, Halfling, Orc
  Attacks
  Melee Shortsword +4 
  (1d6+2)
  Melee Dagger +4 (1d4+2)
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2)
  Ranged Longbow ) --> 150 
  ft.’: +4 (1d8+2); 600 ft.’: +4 
  (1d8+2)
  Melee +1 Shortsword +6/+6 
  (1d6+3)
  Melee Dagger +5 (1d4+2)
  Ranged Dagger (Thrown) 20 
  ft.’: +5/+5 (1d4+2); 60 ft.’: 
  +5/+5 (1d4+2)
  Ranged Longbow ) --> 150 
  ft.’: +5/+5 (1d8+2); 600 ft.’: 
  +5/+5 (1d8+2)
  Melee +2 Shortsword 
  +8/+8 (1d6+4)
  Melee Dagger +6 (1d4+2)
  Ranged Dagger (Thrown) 
  20 ft.’: +6/+6 (1d4+2); 60 
  ft.’: +6/+6 (1d4+2)
  Ranged Longbow ) --> 150 
  ft.’: +6/+6 (1d8+2); 600 
  ft.’: +6/+6 (1d8+2)
  Melee +3 Shortsword 
  +10/+10 (1d6+5)
  Melee Dagger +7 (1d4+2)
  Ranged Dagger (Thrown) 20 
  ft.’: +7/+7 (1d4+2); 60 ft.’: 
  +7/+7 (1d4+2)
  Ranged Longbow ) --> 150 
  ft.’: +7/+7 (1d8+2); 600 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
  LN; Medium Humanoid (Human)
  
  333
  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.
  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.
  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 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots , 
  Ability Score Increase , 
  Languages , Favored Enemy 
  , Natural Explorer , Beasts , 
  Swamp
  Spellcaster Spell Slots , 
  Ability Score Increase , 
  Languages , Ability Score 
  Improvement , Colossus 
  Slayer , Extra Attack , 
  Favored Enemy , Fighting 
  Style , Hunter , Hunter’s 
  Prey , Natural Explorer , 
  Primeval Awareness , Ranger 
  Archetype , Spellcasting , 
  Spell Slots , Dueling , Beasts 
  , Giants , Mountain , Swamp 
  Spellcaster Spell Slots , 
  Ability Score Increase , 
  Languages , 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 Defense 
  , Natural Explorer , Primeval 
  Awareness , Ranger 
  Archetype , Spellcasting , 
  Spell Slots , Dueling , Beasts 
  , Giants , Forest , Mountain 
  , Swamp 
  Spellcaster Spell Slots , 
  Ability Score Increase , 
  Languages , 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 , Multiattack 
  Defense , Natural Explorer , 
  Primeval Awareness , Ranger 
  Archetype , Spellcasting 
  , Spell Slots , Vanish , 
  Whirlwind Attack , Dueling 
  , Beasts , Dragons , Giants , 
  Forest , Mountain , Swamp
  Spell-
  casting
  -
  Save DC 14; Spell Atk +6
  2nd: barkskin; lesser 
  restoration
  1st: detect magic; fog cloud; 
  longstrider; speak with 
  animals
  Save DC 15; Spell Atk +7
  3rd: water breathing; wind 
  wall
  2nd: barkskin; lesser 
  restoration; pass without 
  trace
  1st: detect magic; fog 
  cloud; longstrider; speak 
  with animals
  Save DC 17; Spell Atk +9
  4th: stoneskin
  3rd: daylight; water 
  breathing; wind wall
  2nd: barkskin; lesser 
  restoration; pass without 
  trace
  1st: detect magic; fog cloud; 
  longstrider; speak with 
  animals
  Equipment
  Shortsword; dagger; 
  studded leather armor; 
  longbow; arrows (20x)
  +1 Shortsword; dagger; 
  +1 studded leather armor; 
  longbow; arrows (20x)
  +2 Shortsword; dagger; 
  +2 studded leather 
  armor; longbow; arrows 
  (20x)
  +3 Shortsword; dagger; 
  +3 studded leather armor; 
  longbow; arrows (20x)
  
  334
  Magic Items
  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.
  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.
  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.
  
  335
  Magic Items
  Vorpal Bracers
    Vorpal Bracers (wrists)
  Value:  
    4,200 gp / 
    16,500 gp /  
    33,000 gp / 
    85,900 gp
  Weight 3 lbs.; Materials leather, steel; Nature magical; 
  Aura moderate enchantment; Slot wrists
  CL:  
    6th / 
    10th / 
    14th / 
    16th
  Effect Summary: 
    eqiupped edged weapons have +1 critical threat range
    eqiupped edged weapons have +1 critical threat range; +1 
  enhancement bonus to equipped weapons on attack rolls 
  and damage
    eqiupped edged weapons have +1 critical threat range; 
  +2 enhancement bonus to equipped weapons on attack 
  rolls and damage
    eqiupped edged weapons have +1 critical threat range; 
  +3 enhancement bonus to equipped weapons on attack 
  rolls and damage
  Description
  These beautiful and elaborately-crafted forearm cuffs grant 
  the Keen ability to any weapon with which they are wielded.
  Effect
  Wearers of vorpal bracers benefit from three types of effect.
  First, all equipped edged weapons act as though they had the 
  keen ability; that is, their critical threat range is doubled.  
  This effect lasts only while the weapon and the bracers 
  are equipped; any weapons benefitting from this effect 
  immediately revert to their normal status if the wearer 
  stops touching them (or if the wearer stops wearing the 
  bracers).  Arrows, crossbow bolts, and other ammunition or 
  ranged weapons do not gain this effect; similarly, thrown 
  weapons do not retain this effect long enough for it to make 
  a difference.
  Secondly, 
    Moderate Vorpal Bracers and above grant all 
  equipped weapons an enhancement bonus to both attack 
  rolls and damage.  This effect, like the keen ability, ends 
  immediately once the weapon leaves contact with the wearer 
  of the bracers.
  Thirdly, 
    Advanced and 
   Elite Vorpal Bracers grant 
  their wearer the benefit of having certain feats.  This effect 
  lasts so long as the armguards are worn.  If worn by a 
  creature that already possesses one or more feats granted by 
  the bracers, there is no further effect or benefit to that feat 
  being applied.
  There is no time or usage limit on any of the effects granted 
  by vorpal bracers.  All effects are persistent while the bracers 
  are worn, requiring no command or trigger, and cannot be 
  suppressed.
  Synergy & Sets
  None.  Vorpal bracers are standalone items, and do not gain 
  further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  Vorpal bracers are most often discovered on the body of a 
  fearsome combatant, slain in battle.  Their use and nature 
  may not be immediately apparent, and requires research or 
  trial and error.
  They are also traded and valued highly in militaries; in many 
  cases, they are granted as a mark of honor and esteem upon 
  valiant warriors.  In such circles, the nature of the bracers is 
  always shared with recipients.
    At the GM’s discretion, such knowledge can simply be 
  assumed to be automatic.  This can streamline gameplay 
  considerably and allow the wielder to immediately gain 
  the benefit of the vorpal bracers’ capabilities. 
   
  Gaming groups wishing to use this option may assume 
  the knowledge comes magically with picking up the 
  item.  Alternately, and for a bit of greater immersion 
  and roleplaying opportunity, instructions for using the 
  weapon might be discovered written down nearby, or 
  attached via twine to the item.
  Ubiquity
  Vorpal bracers are exceedingly rare.  They’re most often 
  handed down from one warrior to another in recognition of 
  heroic acts.
  Anyone with a military background has a slight chance 
  of noticing the item even if they have never owned a pair 
  
  336
  Magic Items
  themselves.
  Notoriety
  Even those who recognize this artifact would likely ignore 
  the owner, unless engaged in conversation on an unrelated 
  purpose.  If discussing things with them anyway, they 
  might steer the conversation toward the item as a means of 
  figuring out how they were come by.
  Quirks of Ownership
  As the bracers are a non-sentient magical item, and not an 
  artifact or relic, it exerts no particular will or influence on 
  its owner or wielder.  
  Vorpal bracers have no quirks or impacts.
  History & Background
  These armguards were first crafted as a labor of love.
  A comely wizard fell in love with and married a brutish 
  barbarian with a heart of gold.  Despite his advancing age, 
  his battle prowess made it unavoidable that militaries would 
  conscript him into their ranks; he was often away making 
  war for weeks, if not months, at a time.
  During one particularly long such stretch, the wizard figured 
  she would do whatever she could to help ensure her husband 
  came back home in one piece.  She forged the very first 
  vorpal bracers, as a means of aiding his fighting abilities.
  The item worked splendidly well at first, granting her 
  husband warlike powers; soon he was renowned for his 
  abilities.  Jealous younglings and upstarts would challenge 
  him to duels, which he mostly ignored unless there was a 
  genuine insult at stake.
  Eventually, however, the bracers’ very success doomed the 
  man, for as the years wore on and wore on him increasingly, 
  the bracers and the abilities they granted him meant that he 
  was ever more in demand to help fuel war.  
  With advancing age, he inevitably fell to a more nimble foe.
  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 Charisma 
  (Persuasion) 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 vorpal bracers 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 pair of vorpal bracers, 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 set of vorpal 
  bracers into your gaming sessions beyond simply “the 
  warrior drops some neat-looking wrist cuffs”, 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 49: Vorpal Bracers Flavors
  Difficulty Band
  Prefix
  Enhancement Bonus to Equipped Weapons
    Low
  Lesser
  -
    Moderate
  Lesser
  +1
    Advanced
  Greater
  +2
    Elite
  Greater
  +3
  
  337
  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 vorpal bracers.
  Paladins & Clerics
  Any melee class will benefit from vorpal bracers, regardless 
  of their motives, alignment, or other factors.
  Rogues
  Critical hits are always a boon to Rogues, particularly in 
  concert with Sneak Attack and related skills.  Melee-focused 
  assassins in particular will love the bracers.
  Martial Characters
  Unquestionably, Fighters and Barbarians and their ilk would 
  kill (literally) to get their hands on a set of vorpal bracers.
  Arcane Classes
  With zero prediliction toward melee combat, it’s unlikely 
  that this is the item that arcanists choose to fulfill their 
  forearm body slot!
  Monks, Rangers, and Druids
  The extent to which these classes seek out vorpal bracers 
  depends on how melee-focused they are, and if they are, 
  whether they rely upon edged weapons.
  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.
  Bring Down the Behemoth
  Rumor tells of a massive warrior who dwells in a cave not 
  far from here.  They say he is enormous, deadly, and nigh 
  unkillable, owing in large part to the bandolier of healing 
  potions he perpetually keeps with him.  It would seem that 
  inflicting critical hits may be the best way to defeat this 
  brute.
  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 vorpal 
  bravers 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.
  Vorpal Keepsake
  An aging older warrior was once a great knight, awarded 
  vorpal bracers by his military as a token of esteem and rank.  
  Though far too old now to make use of the cuffs, the warrior 
  has no children or warlike relatives, so keeps the vorpal 
  bracers around as a keepsake.
  Someone has broken in and stolen the bracers.  The warrior 
  offers a reward to whomever can track down the thief and 
  retrieve the item: in addition to some small token of thanks, 
  he will also let the PCs have his heirloom, since they will 
  have proven their worth to receive the honor.
  Quests
  Another, more thorough, means of introducing vorpal bracers 
  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: Anti-Tank
    Summary: The PCs are challenged to bring down a 
  massive warrior who bears a bandolier of healing 
  potions.  Critical hits seem the only means of dealing 
  enough damage! 
    Rewards:  
    1,000 gp / 
    3,000 gp / 
    8,000 gp 
  / 
    12,000 gp (promised); up to 
    1 Reward Star; 
  vorpal bracers
    Locations: Any.
    Key NPCs: None.
    Kickoff: Random Encounter.
    Description:
  The PCs get wind of a massive, monstrous humanoid warrior 
  in the caves nearby the village or town they’re currently 
  in.  There’s little known about the brute, other than he has 
  always been seen wearing sashes which contain a number 
  of healing potions.  Apparently he has been collecting 
  cheap healing potions for years, and uses them to whittle 
  adversaries down through attrition more than anything else.
  Though somewhat reclusive, of late, the brute has been 
  harassing livestock and even raiding the occasional farm.
  Villagers have pooled their means and offer a reward to 
  anyone who might have what it takes to bring down this 
  brute before he causes more damage.
  As both aid and incentive, they offer a set of vorpal bracers, 
  donated by a reitred fighter.
    If the PCs ignore the Quest, they may return to it at any 
  time, as nobody else in town has it in them to take on the 
  formidable brute.
    If the PCs take up the cause, finding the cave is 
  straightforward; fighting the brute might not be, but for 
  the bracers.  It should be a long, threatening fight, but 
  not insurmountable. 
   
  If the PCs are victorious, they may return to town and 
  return the bracers; in such a scenario, they receive the 
  reward money, and 
    1 Reward Star.  There is also a 
    40% chance the aged fighter gifts the bracers to the 
  
  338
  Magic Items
  FlexTable 47: Vorpal Bracers Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-17
  01-30
  01-25
  31-40
  10
  Long ago, formidable arm cuffs 
  were fashioned by a wizard 
  worried about her warlike 
  husband.
    True.  This is a good version of the 
  item’s origins.
  18-33
  31-50
  26-40
  41-50
  12
  Bracers exist that grant 
  combat powers to the wearer.
    True.  Quite vague indeed, but 
  accurate as far as it goes.
  34-50
  51-70
  41-65
  51-55
  13
  Edged weapons gain additional 
  lethality when paired with a 
  certain set of wrist cuffs.
    True.  A good start to describing 
  the item’s powers.
  51-67
  71-85
  66-75
  56-60
  16
  Vorpal bracers may grant 
  the wearer combat prowess 
  in addition to making borne 
  weapons easier to use and 
  more lethal.
    True.  A great description of the 
  item’s nature, appearance, and abilities.
  68-84
  86-93
  76-90
  61-80
  12
  Armcuffs exist that grant 
  combat powers to the wearer, 
  but increase the chances of 
  critical failures or misses.
    False.  This doesn’t happen with 
  vorpal bracers.
  85-00
  94-00
  91-00
  81-00
  14
  Cursed bracers grant increased 
  combat lethality, but also drain 
  intelligence.
    False.  The bracers have zero 
  negative effect, and certainly not this 
  one.
  party as an additional thank you.   
   
  The PCs then have the option of simply keeping the 
  bracers, and forefeitting the reward money.  They also 
  earn one step poorer Attitude from everyone in town, 
  and two steps poorer Attitude from the city’s military 
  forces.
  
  339
  Magic Items
  Vorpal Bracers 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 Fighter 1
  Fighter 6
  Fighter 10
  Fighter 14
  Size / Aln
  Medium CG 
  Half-Orc
  Medium CG 
  Half-Orc
  Medium CG 
  Half-Orc
  Medium CG 
  Half-Orc
  HP
  12
  58
  98
  152
  Armor 
  Class
  17
  19
  21
  22
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR  20 (+7) 
  DEX  13 (+1) 
  CON  15 (+4) 
  INT  13 (+1) 
  WIS  7 (-2) 
  CHA  9 (-1)
  STR  20 (+8) 
  DEX  15 (+2) 
  CON  17 (+6) 
  INT  13 (+1) 
  WIS  7 (-2) 
  CHA  9 (-1)
  STR  20 (+8) 
  DEX  15 (+2) 
  CON  19 (+8) 
  INT  13 (+1) 
  WIS  7 (-2) 
  CHA  9 (-1)
  STR  20 (+10) 
  DEX  18 (+4) 
  CON  20 (+10) 
  INT  13 (+1) 
  WIS  7 (-2) 
  CHA  9 (-1)
  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, Orc
  Attacks
  Melee Longsword +7 
  (1d8+7)
  Melee Dagger +7 (1d4+7)
  Ranged Dagger (Thrown) 20 
  ft.’: +7 (1d4+5); 60 ft.’: +7 
  (1d4+5)
  Melee +1 Longsword +9/+9 
  (1d8+8)
  Melee Dagger +8/+8 
  (1d4+7)
  Ranged Dagger (Thrown) 20 
  ft.’: +8/+8 (1d4+5); 60 ft.’: 
  +8/+8 (1d4+5)
  Melee +2 Longsword 
  +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 Longsword 
  +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
  CG; Medium Humanoid (Half-Orc)
  
  340
  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
  Longsword; scale mail; 
  shield; dagger
  +1 Longsword; +1 chain 
  mail; shield; dagger
  +2 Longsword; +2 chain 
  mail; shield; dagger
  +3 Longsword; +3 chain 
  mail; shield; dagger
  
  341
  Magic Items
  Vyrral Crown
    Vyrral Crown (headband)
  Value:  
    3,200 gp / 
    8,100 gp /  
    28,000 gp / 
    73,000 gp
  Weight 5 lbs.; Materials copper, gold; Nature magical; Aura 
  moderate evocation [evil], necromancy; Slot headband
  CL:  
    6th / 
    10th / 
    14th / 
    16th
  Effect Summary: 
    desecreate at will, up to 4 hours total duration per day
    desecreate at will, up to 8 hours total duration per day; 
  unhallow at will, up to 4 hours total duration
    desecreate at will, up to 12 hours total duration per day; 
  unhallow at will, up to 8 hours total duration; waves of 
  fatigue 2x/day
    desecreate at will, up to 12 hours total duration per day; 
  unhallow at will, up to 12 hours total duration; waves of 
  fatigue 5x/day; waves of exhaustion 2x/day
  Description
  It’s unclear whether this spiked and twisted crown is 
  wrought from steel, dark wood, or something more sinister.  
  It appears painful to wear, and oozes dark fate and foul 
  deeds.
  Effect
  Vyrral crowns grant a number of spell-like abilities to the 
  wearer.  Each must be activated via a separate mental 
  trigger that requires a standard or bonus action.  Toggling a 
  persistent effect on or off requires a dedicated action.
  The limitations specified are per-item, not per-user; 
  furthermore the limits for each ability reset in full 24 hours 
  after the first such use of them.
  Synergy & Sets
  None.  Vyrral crowns are standalone items, and do not gain 
  further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  Vyrral crowns are most often discovered on the bodies of 
  fallen enemies.  They are never found in magic item shops.  
  Occasionally one will be gifted, but only in dark, sinister 
  circles such as cults or necromancy guilds.
  There is no inscription or other explanation for the artifact’s 
  powers or the metnal triggers required to activate them.  
  Such knowledge must be passed on, tortured out of a current 
  owner, or researched.
    At the GM’s discretion, such knowledge can simply be 
  assumed to be automatic.  This can streamline gameplay 
  considerably and allow the wielder to immediately gain 
  the benefit of the vyrral crown’s capabilities. 
   
  Gaming groups wishing to use this option may assume 
  the knowledge comes magically with picking up the 
  item.  Alternately, and for a bit of greater immersion 
  and roleplaying opportunity, instructions for using the 
  weapon might be discovered written down nearby, or 
  attached via twine to the headpiece.
  Ubiquity
  Vyrral crowns are very rare.  
  Notoriety
  Even for those unaware of the item’s true nature, parading 
  about wearing a vyrral crown can draw all sorts of attention, 
  owing to the artifact’s sinister appearance and obvious 
  denotion of regality or dark power.  It’s reasonable to assume 
  that everyday folk will go out of their way to avoid someone 
  wearing this device.
  Those who have come into contact with a vyrral crown before 
  will recognize another one immediately.
    In game terms, owning a vyrral crown could be a 
  lightning rod for subsequent Quests or plotlines involving 
  necromancers, cults, or other “underworld” kinds of 
  Factions or plots.
  Quirks of Ownership
  As the headpiece 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 
  
  342
  Magic Items
  to possess or avoid it, a vyrral crown has no other quirks or 
  impacts.
  History & Background
  The first vyrral crowns were created by a gravemaster.
  At the time, hundreds of years ago, “gravemaster” was a 
  sinister-sounding term that simply identified the person 
  responsible for upkeep of gravesites.  Such a person 
  would collect keepsakes and rotted flowers from grave 
  markers, clean up graffiti, cut the grass, and deter would-be 
  desecrators.
  Although well-intentioned when joining the profession, 
  this gravemaster grew increasingly dispirited and sullen 
  as the years wore on.  Repeated attempts by youngsters to 
  throw parties and fulfill dares to perform carnal acts in the 
  presence of the dead drew his ire; looters drew his rage.  
  In time, even those depositing plants and mementos grated 
  on him: for although the dearly departed cared or noticed 
  not the gestures, they still meant work for the gravemaster 
  here in the mortal realm.
  It turned out that this gravemaster has quite a gift for 
  wizardry.  The cemetary over which he presided held a 
  small library, comprised of donations as well as books left at 
  gravestones by way of gifts to arcanely-oriented loved ones.
  Pouring over moldy tomes, the gravemaster grew in 
  knowledge.  Unsurprisingly, he gravitated toward 
  necromancy, and eventually turned his talents toward 
  forging magical items.
  Thus the first vyrral crown was generated, as a means to 
  experiment, but also to gain power ,particularly over those 
  who would invade the sanctity of this place.
  The item was indeed successful, but it simply cemented the 
  notion that the gravesites belonged to him, the gravemaster, 
  and not to the town, not to those who had lost loved ones.
  Eventually, the gravemaster was killed by a group of 
  adventurers who had been commissioned by the town’s 
  militia to investigate the strange disappearances and 
  complaints arising from the cemetary.
  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 Charisma 
  (Persuasion) 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 vyrral crown 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 vyrral crown, 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 vyrral crown 
  into your gaming sessions beyond simply “the cult leader 
  drops a nifty-looking headpiece”, 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 50: Vyrral Crown Flavors
  Difficulty Band
  Prefix
  Spell-Like Abilities
    Low
  Lesser
  desecrate at will, up to 4 hours total per day
    Moderate
  Lesser
  desecrate at will, up to 8 hours total per day; unhallow at will, up to 4 hours total per 
  day
    Advanced
  Greater
  desecrate at will, up to 12 hours total per day; unhallow at will, up to 8 hours total per 
  day; waves of fatigue 2x/day
    Elite
  Greater
  desecrate at will, up to 12 hours total per day; unhallow at will, up to 12 hours total per 
  day; waves of fatigue 5x/day; waves of exhaustion 2x/day
  
  343
  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 vyrral crown.
  Paladins & Clerics
  Paladins and all but evil-aligned Clerics would likely seek the 
  destruction or safe sequestering of such an item.
  Rogues
  Most Rogues prefer anonymity and stealth to the outright 
  vile display such a garish headpiece offers, but evil Rogues 
  or Assassins may wish to employ the abilities offered by this 
  item.
  Martial Characters
  Evil Fighters and dramatic, Intimidate-oriented Barbarians 
  might have great use for such an artifact; indeed, in the 
  proper context, use of a vyrral corwn might just win them 
  leadership of an entire tribe or regiment.
  Arcane Classes
  Witches, dark wizards, and other sinister arcanists might 
  seek a vyrral crown out, as of course would necromancers of 
  all stripes.
  Monks, Rangers, and Druids
  These classes tend to avoid ostentatious display, but Druids 
  in particular may wish to leverage the intimidating aspects 
  of this device.
  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.
  Disrespecting the Dead
  This is very similar to the origin story of the item, flipped on 
  its head: a gang of cultists uses a vyrral crown to routinely 
  desecreate a hallowed burial area.  The town militia engages 
  the PCs to investigate and put a stop to the behavior.
  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 
  vyrral cornw 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 the vyrral 
  crown 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 Desecration
    Summary: The party is commissioned to investigate the 
  desecration of gravesites in town. 
    Rewards:  
    1,000 gp / 
    2,000 gp / 
    6,000 gp 
  / 
    8,000 gp (promised); up to 
    2 Reward Stars; 
  vyrral crown
    Locations: Any.
    Key NPCs: None.
    Kickoff: Random Encounter.
    Description:
  The village security authority contacts the PCs.  “Authority” 
  in this sense could mean the town militia, the village 
  watch, an armed barracks of soldiers, or other Faction with 
  responsibility for the security and peace of the village.
  With gravity, the authority tells the PCs their concern: a 
  group of cultists with aspirations to necromancy has been 
  desecrating the village cemetary late at night.  Whether 
  this is part of their rituals, part of a rite of initiation, or 
  otherwise driven, the town doesn’t really quite care: the 
  behavior has grown in magnitude and offensiveness, and 
  must be stopped.
  The PCs are tasked with investigating, and if at all possible, 
  bringing the incidents to an end.
    If the party ignores the request, they’ll have opportunity 
  to re-engage later; the cult continues their activities in 
  perpetuity.
    Finding the cult is quite easy: simply stake out the 
  cemetary at night.  A group of 
    3d4 cultists (treat as 
  common townsfolk from a statistics standpoint) stumble 
  onto the scene.  One of them bears a vyrral crown.  They 
  pose nearly zero combat value, and most will in fact flee 
  if faced with violence or the threat thereof.  The leader 
  bearing the crown falls in flight, and the party has a 
  choice: snatch the crown and let him go, or kill him.   
   
  If the party lets the cultists go, they benefit from keeping 
  the crown, the monetary reward, and from  
    2 Reward 
  Stars. 
   
  If instead the party slays the leader, and as many cultists 
  as they can get their hands on before they flee, they 
  retain all rewards mentioned but receive only  
    1 
  Reward Star.
  
  344
  Magic Items
  FlexTable 48: Vyrral Crown Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-17
  01-30
  01-25
  31-40
  10
  A magical crown was 
  fashioned by a disgruntled 
  gravekeeper.
    True.  This is a good version of the 
  item’s origins.
  18-33
  31-50
  26-40
  41-50
  12
  A certain magical headpiece 
  grants the wearer dark powers 
  of desecration.
    True.  Quite vague indeed, but 
  accurate as far as it goes.
  34-50
  51-70
  41-65
  51-55
  13
  Wearers of a magical tiara 
  may desecreate, unhallow, and 
  otherwise manipulate fears 
  and places with dark energies.
    True.  A good start to describing 
  the item’s powers.
  51-67
  71-85
  66-75
  56-60
  16
  A hateful, sociopathic 
  cemetary tender forged 
  the first vyrral crown as a 
  means of deterring would-be 
  hooligans and keeping peace.
    True.  A full summary of the item’s 
  origins.
  68-84
  86-93
  76-90
  61-80
  12
  Although a magical crown may 
  grant one power over the fears 
  of others, it will raise you from 
  the dead as a zombie if you die 
  wearing it.
    False.  This doesn’t happen with 
  vyrral crowns.
  85-00
  94-00
  91-00
  81-00
  14
  Vyrral crowns are potent 
  artifacts, but some are in fact 
  phylacteries for evil liches.
    False.  Though this sounds like an 
  interesting twist!
  
  345
  Magic Items
  Vyrral Crown 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 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
  9
  41
  66
  92
  Armor 
  Class
  14
  14
  15
  16
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR  9 (-1) 
  DEX  13 (+1) 
  CON  16 (+3) 
  INT  18 (+6) 
  WIS  7 (+0) 
  CHA  15 (+2)
  STR  9 (-1) 
  DEX  13 (+1) 
  CON  16 (+3) 
  INT  20 (+8) 
  WIS  7 (+1) 
  CHA  15 (+2)
  STR  9 (-1) 
  DEX  15 (+2) 
  CON  16 (+3) 
  INT  20 (+9) 
  WIS  7 (+2) 
  CHA  15 (+2)
  STR  9 (-1) 
  DEX  17 (+3) 
  CON  16 (+3) 
  INT  20 (+10) 
  WIS  7 (+3) 
  CHA  15 (+2)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 8
  Passive Perception 8
  Passive Perception 8
  Passive Perception 8
  Languages Common, Gnomish
  Attacks
  Melee Dagger (Small) +3 
  (1d4+1)
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +3 
  (1d4+1); 60 ft.’: +3 
  (1d4+1)
  Melee Quarterstaff (Small) 
  +1 (1d6-1)
  Ranged Sling (Small) ) --> 
  30 ft.’: +3 (1d4+1); 120 ft.’: 
  +3 (1d4+1)
  Melee Dagger (Small) +4 
  (1d4+1)
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +4 (1d4+1); 
  60 ft.’: +4 (1d4+1)
  Melee +1 Quarterstaff 
  (Small) +3 (1d6)
  Ranged Sling (Small) ) --> 30 
  ft.’: +4 (1d4+1); 120 ft.’: +4 
  (1d4+1)
  Melee Dagger (Small) +6 
  (1d4+2)
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +6 
  (1d4+2); 60 ft.’: +6 
  (1d4+2)
  Melee +2 Quarterstaff 
  (Small) +5 (1d6+1)
  Ranged Sling (Small) ) --> 
  30 ft.’: +6 (1d4+2); 120 
  ft.’: +6 (1d4+2)
  Melee Dagger (Small) +8 
  (1d4+3)
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +8 (1d4+3); 
  60 ft.’: +8 (1d4+3)
  Melee +3 Quarterstaff 
  (Small) +7 (1d6+2)
  Ranged Sling (Small) ) --> 30 
  ft.’: +8 (1d4+3); 120 ft.’: +8 
  (1d4+3)
  Special
  -
  -
  -
  -
  Proficiencies
  Crossbow (Light), Dagger, Dart, Quarterstaff, Sling
  NE; Small Humanoid (Gnome)
  
  346
  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.
  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. 
    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: fireball; fly; lightning 
  bold
  2nd: detect thoughts; 
  invisibility; scorching ray
  1st: charm person; grease; 
  jump; magic missile
  Save DC 17; Spell Atk +9
  5th: cloudkill; cone of cold
  4th: ice storm; polymorph; 
  wall of fire
  3rd: fireball; fly; lightning 
  bold
  2nd: detect thoughts; 
  invisibility; scorching ray
  1st: charm person; grease; 
  jump; magic missile
  Save DC 18; Spell Atk +10
  7th: arcane sword
  6th: wall of ice
  5th: cloudkill; cone of cold
  4th: ice storm; polymorph; 
  wall of fire
  3rd: fireball; fly; lightning 
  bold
  2nd: detect thoughts; 
  invisibility; scorching ray
  1st: charm person; grease; 
  jump; magic missile
  Equipment
  Dagger (small, 2x); 
  quarterstaff (small); sling 
  (small); sling bullets 
  (20x)
  Dagger (small, 2x); +1 
  quarterstaff (small); sling 
  (small); sling bullets (20x)
  Dagger (small, 2x); +2 
  quarterstaff (small); sling 
  (small); sling bullets 
  (20x)
  Dagger (small, 2x); +3 
  quarterstaff (small); sling 
  (small); sling bullets (20x)
  
  347
  Magic Items
  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.
  
  348
  Appendices
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  mechanics of this Paizo Publishing game product are Open Game Content, as defined in 
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  content does not embody the Product Identity and is an enhancement over the prior art 
  and any additional content clearly identified as Open Game Content by the Contributor, 
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  under copyright law, but specifically excludes Product Identity. (e) “Product Identity” 
  means product and product line names, logos and identifying marks including trade dress; 
  artifacts, creatures, characters, stories, storylines, plots, thematic elements, dialogue, 
  incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, 
  concepts, themes and graphic, photographic and other visual or audio representations; 
  names and descriptions of characters, spells, enchantments, personalities, teams, personas, 
  likenesses and special abilities; places, locations, environments, creatures, equipment, 
  magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any 
  other trademark or registered trademark clearly identified as Product identity by the 
  owner of the Product Identity, and which specifically excludes the Open Game Content; 
  (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a 
  Contributor to identify itself or its products or the associated products contributed to 
  the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, 
  Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of 
  Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice 
  indicating that the Open Game Content may only be Used under and in terms of this 
  License. You must affix such a notice to any Open Game Content that you Use. No terms 
  may be added to or subtracted from this License except as described by the License itself. 
  No other terms or conditions may be applied to any Open Game Content distributed using 
  this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of 
  the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the 
  exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material as 
  Open Game Content, You represent that Your Contributions are Your original creation and/
  or You have sufficient rights to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this 
  License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You 
  are copying, modifying or distributing, and You must add the title, the copyright date, and 
  the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content 
  you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an 
  indication as to compatibility, except as expressly licensed in another, independent 
  Agreement with the owner of each element of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with any Trademark or Registered Trademark 
  in conjunction with a work containing Open Game Content except as expressly licensed 
  in another, independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content does not constitute a 
  challenge to the ownership of that Product Identity. The owner of any Product Identity 
  used in Open Game Content shall retain all rights, title and interest in and to that Product 
  Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which 
  portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions 
  of this License. You may use any authorized version of this License to copy, modify and 
  distribute any Open Game Content originally distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of the 
  Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content 
  using the name of any Contributor unless You have written permission from the Contributor 
  to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this 
  License with respect to some or all of the Open Game Content due to statute, judicial order, 
  or governmental regulation then You may not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with all 
  terms herein and fail to cure such breach within 30 days of becoming aware of the breach. 
  All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provision 
  shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; 
  Author: Paizo Publishing, LLC.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors Wolfgang 
  Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim 
  Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob 
  McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, 
  Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material 
  by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Authors: Jesse 
  Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick 
  Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material 
  by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: Dennis 
  Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy 
  Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen 
  Radney- MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.
  Pathfinder Roleplaying Game GameMastery Guide. © 2010, Paizo Publishing, LLC; 
  Author: Cam Banks, Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, 
  Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito 
  Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard 
  Pett, Rich Redman, Sean K reynolds, F. Wesley Schneider, Amber Scorr, Doug Seacat, 
  Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, 
  Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis 
  Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim 
  Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, 
  Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. 
  Stephens, and Russ Taylor.
  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 1.pdf