Dd5e Old Gus Turning The World v068
Dd5e Old Gus Turning The World v068
Dd5e Old Gus Turning The World v068
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The following high-incidence table is well-suited for The following high-incidence table is useful for
races with low birth (for example, elves or fey races). cultures with a low birth rate, more open sexual politics,
or that celebrate love beyond the romantic or sexual.
Gender Identity: High-Incidence
Sexual Orientation: High-Incidence
d100 Gender Identity
d100 Sexual Orientation
1-50 Cisgender
1-44 Heterosexual
51-80 Non-binary
45-69 Bisexual
81-90 Transgender
91-100 Intersex 70-92 Homosexual
93-100 Asexual/Aromantic
Additionally, not every race follows the general
breakdown of sexes that humans so. For example, a
plant race might be dominated by intersex individuals Intersex-Dominance
that display traits of both sexes, or have a sex that Intersex races include harpies, medusas, myconids and most
emerges in response to a specific partner or situation. other plant races (see Old Gus’ Errata: Plantfolk, Undead
Gender Identity: Intersex-Dominant and Other Oddities). Ursula K. Leguin’s novel The Left Hand
of Darkness includes a depiction of an example culture with
d100 Gender Identity an intersex-dominance. In the novel, the people of the planet
1-90 Intersex Gethen resemble humans, but they display no sex or gender
90-98 Non-binary for most of their lives. Instead, they regularly go into
96-97 Transgender kemmer (a status akin to the estrous cycle of earth
99-100 Cisgender mammals), during which time they temporarily assume a
sex and/or gender.
The following incidence tables can be used to roll Illustration by Luka Brico
from, or simply referred to ensure you’re providing a
wide variety of people or cultures in the world you’re
presenting to your players. Use players as a guidepost!
Another useful rule is to ensure that the NPCs of your world
Extra-Racial Sexuality: Low Incidence
frequently include characters whose identities are those of
d20 Extra-Racial Sexuality the players themselves, and those of their characters. This
1-13 Same-race attraction only kind of signal that you’re willing and happy to include
14-17 Neighbor-race attraction depictions of people like them can go a long way toward
18 Open to like creatures building the kind of trust you want to have at your table.
19 Open to difference Even if you yourself are uncomfortable roleplaying
20 Pansexual romantic or sexual relationships with your players (which is
fine!), you can easily include NPCs with these identities! For
Extra-Racial Sexuality: High Incidence example, a pair of elderly gnome women who are married
d20 Extra-Racial Sexuality and operate a potion shop together.
1-4 Same-race attraction only
5-10 Neighbor-race attraction NPCs have character beyond sex and gender!
11-15 Open to like creatures You can vary these tables as needed for any given race or
16-18 Open to difference culture within a given race to generate NPCs, or simply refer
19-20 Pansexual to them to ensure you’re being inclusive in the NPCs you are
creating and designing, but remember: sex and gender
identity is just one of several aspects that make up a good
NPC, so be sure each one you create also has the usual sets
of traits, ideals, bonds, flaws, skills and abilities that make
them into a memorable three-dimensional person.
17%
Encounter Table Template
2d6 Encounter
14% 14% 2 A traveling merchant, spellcaster, hireling or
potential sidekick.
11% 11% 3 A rival adventuring party. Roll a d6 to determine
their disposition: (1-2): Hostile; (3-4):
8% 8%
Indifferent; (5-6): Friendly
4 Humanoids
6% 6%
5 Humanoids
6 Humanoids (preferred)
3% 3%
7 Monsters (preferred)
8 Monsters (preferred)
2 3 4 5 6 7 8 9 10 11 12 9 Monsters
10 Monsters
Displayed percentages do not add up to 100% due to rounding. 11 Monsters (difficult)
12 Monsters (deadly)
FEATS
This rule prevents a spellcaster from too easily breaking a
Observant geas or other powerful curses too easily. When using this
rule, ensure you spell level equivalents to any curses (or
You can alter the feat’s description to the following cursed item) you employ.
language:
Under this alternate rule, characters might not be killed quite Drinking a potion whose only effects are to restore
as quickly, but a greater penalty is imposed for reaching 0 hit missing hit points can also be performed using a bonus
points and failing that resulting death saving throw. action. Administering such a potion to another creature
Remember: reaching 3 levels of exhaustion imposes still requires an action.
disadvantage on all saving throws, including death saving
throws, and a total of six levels of exhaustion results in
This rule is ideal for parties without healing, games where
death.
parties hoard these kinds of potions, and games where you
want to employ more damage volatility than usual. As
Escalation Counter always, it is also important to adjust how often the various
potions of healing are made available, or how costly they
Combat is difficult and tiring work, and even the finest might be to produce or obtain.
warrior tire as combat continues. An escalation counter
begins at 0, and has a limit of 10. On initiative count 0,
the DM can declare escalation, and raising the counter's
value by 1. Improving Turn-Taking
The escalation counter's value is added as a bonus to These questions can help players take their turns quicker,
all attack rolls, and subtracted as a penalty to all saving and more in character. Encourage them to focus on
throws for creatures in combat. animating the spectacle, not continuously reviewing the
When combat ends, the escalation counter myriad options at their disposal!
immediately decreases by 1. Once each minute • What can I see?
thereafter, the counter decreases by 1 again. • What am I holding?
• What is the state of my visible allies?
Escalation can be used to end protracted combat quickly, or • What is the most important goal to accomplish?
to provide a heightened danger due to degrading
• What is the biggest threat?
environmental conditions. For example, to simulate a stone
temple crumbling around the battle, or a lengthy battle
against warring armies.
Attack Bonuses
Creature Name You might need to increase the Strength of the creature
Medium swarm of [creature size and type], unaligned by 1d2 for each size category increase to simulate the
additional force created by the swarm’s movement
through other creature’s spaces. You can ignore this
Additional Health increase if the swarming creature is of Tiny size and
insignificant strength so as to not impede an
The size of a swarm’s hit dice is increased for each size adventurer’s movement, for example, a normally-sized
category increase in accordance with the swarm’s size, insect. Use your best judgement when modifying these
and it gains 1d2 + 2 additional hit dice for each size statistics.
category increase.
Damage and Resolution Speed
Resistances, Immunities, and Traits
Increase the number of damage dice for the creature’s
Swarms tend to be so dense that one member cannot be attacks by 1 for each size category increase, and increase
distinguished from another in combat effectively, which the damage dice’s size for every 2 size categories.
makes them harder to damage while they remain
together until they become compromised by losing half Typically, a swarm only attacks creatures it can
their health. Swarms gain certain resistances and surround, so the nature of its attacks is changed. The
immunities to simulate this level of togetherness. reach of its attacks becomes 0, and its attacks only target
creatures whose space it occupies using its Swarm trait.
An additional clause is also added to a swarm’s attacks
Damage Resistances bludgeoning, piercing and slashing to simulate degrading effectiveness as its members are
damage eliminated when the swarm reaches half its maximum
Condition Immunities charmed, frightened, grappled, hit points. The reduced damage should resemble
paralyzed, petrified, prone, restrained, stunned damage equivalent to half the initial strength of the
attack. Note that to aid making expedient rolls, only
You might wish to waive some of these immunities for damage dice are used for swarm attacks, and modifiers
larger creature swarms, as with the knights fighting the for damage rolls are ignored entirely:
adult black dragon mentioned earlier. If the dragon uses
its frightful presence ability, the swarm of knights might Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one target
be affected at your discretion to simulate morale, in the swarm's space. Hit: 14 (4d6) piercing damage, or 7
although you would not allow a warlock to target the (2d6) piercing damage if the swarm has half of its hit points
swarm with a cause fear XGE spell. or fewer.
ACTIONS
Ichor Squirt. Ranged Weapon Attack: +4 to hit, range 10 ft., Illustration by Jose Arias
one target. Hit: 4 (1d4 + 2) acid damage.
Shock Susceptibility
BENEFITS (MAJOR)
If you take lightning damage, you become debilitated,
A gillen might gain the following additional features at gaining the following penalties until the end of your next
the DM’s discretion. They might be granted under the turn:
following conditions:
• You lose your reaction.
• In lieu of an Ability Score Increase or feat • Your speed is halved.
• as a reward for learning more about your curse (treating the • You have a −2 penalty to AC and Dexterity saving throws.
benefit as if it were an attuned magical item) • You can only make one attack on your turn, and you can use
• as a reward for reaching a particular character level or either an action or a bonus action, not both.
undergoing special training
Somatic Communication
Advanced Water Magic
You lack the physiology to produce speech in the air, and
Prerequisite: 8th Level can only communicate with others through gestures and
You can cast the tidal wave and control water spells signs.
once. Wisdom is your spellcasting ability for these spells,
and once you cast either spell, you must complete a long Uncanny Appearance
rest before you can cast either spell with this trait. Your large fish-like eyes and mouth are inscrutable to
most people. You have disadvantage on Charisma ability
Great Strength checks you make to influence them.
Your Strength score receives a +4 bonus (to a maximum
of 30). Uncouth Excretions
Your body secretes various scents, fluids or other things
Quick Healing that are useful underwater, but humanoids find
When you recover hit points from a magic spell or item, distasteful, unpleasant or even sickening.
you recover additional hit points equal to your When within 30 feet of a humanoid or beast that
Constitution Modifier. breathes are and lacks a swim speed, you have
disadvantage on Dexterity (Stealth) checks.
Integrated Tool
An artisan’s tool is integrated into your body, and you
double your proficiency bonus for any ability checks
made with it.
Winged
You have wings that grant you a flying speed equal to
your movement speed. As an action, you can create a
buffet of wind in a 15-foot cone. Each creature in the
area must make a Strength saving throw DC 8 + your
proficiency bonus + your Strength modifier. On a failure,
they are pushed 5 feet away from you and knocked
prone.
Tail
You have an especially long, thick tail. It is a natural
weapon with the reach property. When you take the
Attack action, you can use your bonus action to make an
additional attack with your tail. If it hits, it deals 1d10
bludgeoning damage.
BENEFITS (MAJOR)
An irvikuva might gain the following additional features
at the Dungeon Master’s discretion. They might be
granted under the following conditions:
• In lieu of an Ability Score Increase or feat
• as a reward for learning more about your curse (treating the Illustration by Ryan Lang
benefit as if it were an attuned magical item)
• as a reward for reaching a particular character level or Quick Healing
undergoing special training
When you recover hit points from a magic spell or item,
Enhanced Natural Weapons you recover additional hit points equal to your
Constitution Modifier.
Your natural weapons increase to a d8. When you
successfully start a grapple, you can deal 1d4 Rapid Petrification
bludgeoning damage to the grappled creature. Until the
You can use your bonus action to enter your petrified
grapple ends, you can also deal this additional damage to
state with your Petrification feature.
the creature whenever you hit it with a melee attack.
Additionally, your unarmed strikes count as magical for
the purpose of overcoming resistance and immunity to
Stone Sense
nonmagical attacks and damage. While you are petrified, you can still see and hear out of
Special Weapons. At the Dungeon Master’s your stone form.
discretion, an irvikuva’s natural weapons might become
a d10 or d12 (if they are not holding any other weapons),
Stoneskin
or their natural weapons might gain the finesse or reach You resist bludgeoning, piercing, slashing from
properties. nonmagical attacks that aren't adamantine.
Great Strength
Your Strength score receives a +4 bonus (to a maximum
of 24).
Sunlight Petrification
While in sunlight, you immediately become petrified and
unconscious until your body is no longer in sunlight. You
can rest in this petrified state (or perform any other
functions you would during a completed short or long
rest), but cannot perform any other actions. If your
surroundings have shifted or you are met with
unexpected visitors, you might be surprised when you
awaken from your petrified state.
Weight of Stone
You increased weight and density can be troublesome:
• Swimming is challenging. You tend to sink quickly when
submerged, and have disadvantage on ability checks you
make to swim.
• Teleporting you is difficult. Whenever another creature
teleports you, they must succeed on a DC 10 spellcasting
ability check. If they fail, the caster most choose to leave you
Illustration by Ed Binkley behind or allow the spell to fail.
DRAWBACKS
In addition to the benefits that come with your curse,
there are drawbacks as well. The DM should consider
assigning at least one of the following drawbacks in play
to counteract an irvikuva’s powerful physical attributes.
Curse Compulsion
Certain aspects of your curse (such as venturing too far
away from your assigned warded area or object or
person) might force you to become petrified (requiring a
successful Constitution or Charisma saving throw), or
compel you to take actions unwillingly (requiring an
Intelligence or Wisdom saving throw). These DCs are at
the discretion of the Dungeon Master.
STRANGE VISITOR 3
of this world on behalf of your people.
You were sent to this world to learn about its
people in preparation for a possible future invasion.
FROM ANOTHER WORLD 4 You came to find out if the inhabitants of this world
The multiverse is a big place, and occasionally, would make for worthy prey. You can cast the
individuals from other realms become travelers that hunter’s mark spell once, and regain the ability to
traverse from world to world. Be it through ships or do so again when you finish a short rest.
portals, these unexpected journeys are sometimes 5 You came to study this world’s abundant plant life.
intentional, sometimes accidental, and a clash of worlds 6 Your ship crashed, stranding you among strangers
can end up changing the course of history for one or in a strange land. You’ll need a supply of precious
more world’s inhabitants forever. materials to get it space-worthy again.
The strange visitor is marked by unusual appearance
and custom, or unusual technology or technique.
Darkvision
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.
Healing Touch
You can focus your mind to 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 your proficiency bonus × 10.
As an action, you can touch a creature and draw power
from the pool to restore 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
Illustration by Miro Petrov neutralize one poison affecting it. You can cure multiple
this ability, expending hit points separately for each one.
BENEFITS (MINOR) This feature has no effect on undead and constructs.
A strange visitor has 1d4 additional traits, choosing from Natural Weapons
the following: You have natural weapons with which you can make an
unarmed strikes, which deal 1d6 damage. When you
Acidic Exudation gain this trait, you choose the type of damage the
A part of your body can secrete a volatile gel, which you appendage deals, choosing from bludgeoning, piercing
can use as a weapon. You can activate this gland using or slashing.
an action. For the next 1 minute, you can use a bonus Special Weapons. At the Dungeon Master’s
action on your turn to throw a globule of the substance discretion, a strange visitor’s natural weapons might
up to 30 feet. The globule explodes upon impact, become a d8, d10 or d12, or their weapons might gain
creating a shower of hissing acid in a 5-foot radius. the finesse or reach properties.
Creatures in the area must make a Dexterity saving
throw DC 8 + your proficiency bonus + your Dexterity Prehensile Limbs
modifier, taking 2d6 acid damage on a failed save, or half
as much damage on a successful one. You can use this You have a series of prehensile tentacles, cilia or
trait, and regain expended uses of it when you finish a additional hands. While these limbs cannot wield
long rest. weapons, they can carry objects that weight less than 5
pounds. You can use the limbs to make an additional
Aquatic Adaptation number of object interactions on your turn equal to your
Dexterity modifier (minimum: 1).
You have a swimming speed equal to your movement
speed, and you can breathe water in addition to air.
DRAWBACKS
In addition to the benefits that come with your curse,
there are drawbacks as well. The DM should consider
assigning at least one of the following drawbacks in play
to counteract a strange visitor’s other attributes.
Arsenic
Ingested, 1500 gp (refined)
Arsenic is a particularly dastardly poison because it is
tasteless, colorless, and odorless. A few grains of the
stuff can kill a person. The symptoms of arsenic
poisoning are often initially misdiagnosed as food
poisoning, and include sweating, confusion, cramping
muscles, and stomach pain.
Arsenic powder must be refined from 500 gp worth of
copper or iron ore, spending 8 hours in preparation, and
making a successful DC 16 Intelligence check with
alchemist’s supplies to produce a single dose of arsenic
powder grains.
10 minutes after a creature ingests arsenic powder,
they must make a DC 18 Constitution saving throw. On a
failure, they take 2d10 poison damage and vomit
prodigiously and become poisoned for 24 hours. On a
success, they take half the amount of damage and suffer Illustration by Jeffy Noctis
no other effects.
For the duration, the poisoned creature makes a new
For the duration, a creature poisoned creature must
saving throw at the start of each of their turns. On a
repeat their saving throw every 1 hour. On a failure, they
take 2d10 poison damage, lose their next turn vomiting failure, they spend their turn doing nothing, lost in their
or excreting and take one level of exhaustion. On a hallucinations. If they fail their saving throw by 5 or
success, they take half the amount of damage but suffer more, they vomit, taking 1d4 poison damage. On a
no other effects. If the creature succeeds on six saving success, they take no damage and suffer no other effects.
throws, the poison passes through their system and they In addition to potable liquid, the berries can be used to
are no longer poisoned. produce dye, make-up or refined into eyedrops, allowing
the poison to be applied by contact as well as ingested. A
Belladonna refined infusion of belladonna poison has similar effects.
A creature proficient with the poisoner's kit or
Ingested, contact, 500 gp (refined)
alchemist's supplies can spend 1 hour to refine the
The belladonna plant is a an extremely poisonous plant poison from the plant’s leaves or berries by making an
which produces toxic leaves and red-black berries. The Intelligence check with their tools and adding one
plant is notoriously difficult to cultivate, requiring a quarter of the resulting roll to the DC of the Constitution
successful DC 14 check with an herbalist’s kit to saving throw.
successfully transplant a wild belladonna plant Belladona has a natural antidote derived from the
elsewhere. pilocarpus or jaborandi plant.
One minute after a creature ingests belladonna poison,
it must succeed on a DC 11 Constitution saving throw or
be poisoned for 1 hour. Their pupils dilate, their pulse
quickens, and they begin to hallucinate.
Basket of Crab-Apples
Wondrous item, uncommon
This wicker basket contains 4d6 plump, ripe apples. The
apples never spoil, but if a creature bites into one, the
apple becomes a crab, which is hostile toward the
creature that bit into it. The DM has the creature’s
statistics.
Illustration by Kutty-Sark
Color-Master’s Lenses
Wondrous item, rare (requires attunement)
This pair of lenses can be worn over both eyes. While
wearing them, colors seem more vivid and it is easier to Illustration by Tom Sharp
tell apart minor differences in hue, saturation, or
luminance. Dandy Dan’s Dapper Duds
The lenses have 4 charges and regain 1d4 expended Wondrous item, very rare (requires attunement)
charges daily at dawn. While wearing the lenses, you can
expend these charges to perform any of the following: You gain a +1 bonus to AC while wearing this enchanted
set of garments and no armor. It includes a pair of
• Focal Enhancement. As a bonus action, you can expend 1
slacks, a jacket, a shirt, and an array of optional
charge and focus the lenses. Until the end of your next turn,
accessories: a vest, a tie, a tie clip, a pocket square, a pair
you can add your Intelligence modifier as a bonus to Wisdom
of cufflinks, a pair of socks, and a pair of shoes. The
(Perception) check, and your Wisdom modifier to
garments have 4 charges, and regain 1d4 expended
Intelligence (Investigation) checks you make.
charges daily at dawn.
• Light Amplifier. As an action, you can expend 1 charge to
cast the darkvision spell on yourself. If you already have If you remove the clothes, you can expend 1 charge
darkvision, its range increases by 60 feet and you can see in and speak the command word, and the garments will
color for the duration of the spell. clean and mend themselves (as if casting the
• Octarine Overlay. As an action, you can expend 1 charge to Prestidigitation and Mending cantrips upon themselves).
cast the detect magic spell. After 1 hour, the garments neatly press, fold and, (if a
• Photonic Reversal. As an action, you can expend 1 or more suitable peg or hangar is available) hang themselves.
charges to cast the color spray spell. The level of the spell As an action, you can expend 2 charges and can speak
equals the number of charges expended. You cannot use this the clothing’s command word to alter the garments’
ability if you are in dim light or darkness. appearance, fabric choice, or details, for example: adding
If you exhaust all of the lenses’ charges, roll a d20. On a frilled cuff to a shirt, change the jacket from velvet
a 1, the lenses crack and cannot be used again. single-breasted to pinstripe linen double-breasted, and
the tie from a paisley cotton to a solid silk. The
retailoring process takes 1 hour.
As an action, you can expend 3 charges to cast the
enhance ability spell on yourself.
Digger’s Shovel
Illustration by Sketchy-Stories Wondrous item, rare (requires attunement)
While attuned to this magical shovel, you gain the
Dead Man's Die following benefits:
Wondrous item, very rare (requires attunement) • You can use the shovel as simple melee weapon with the
two-handed and heavy properties. On a hit, it deals 2d6
A lumpy, slightly uneven-looking but perfectly balanced
bludgeoning damage.
heavy brass die. When held, it imparts a feeling of
• You can use the shovel to make a thrown weapon attack if
nervous excitement. It functions as any normal gaming
loose soil within 5 feet of you (range 30/90 feet). If it hits, the
die would.
target takes 1d6 bludgeoning, piercing or slashing damage
Play for Keeps. When used in games of chance with (as determined most appropriate for the terrain by the DM).
another creature, you can speak the die’s command This damage is not magical.
word and announce to the other gamblers that you are • As an action, you can use the shovel and choose a portion of
playing for keeps. The die’s magic ensures all who hear loose earth that you can see within range and that fits within
your ominous declaration and understand your words, a 5-foot cube, and instantaneously excavate it, moving it
even if you don’t share a language. The die then along the ground, and depositing it a number of feet away
conforms to any number of sides required to play the from you equal to 5 times your Strength modifier (25 feet).
intended game with all creatures who agree to play. This movement can't cause damage.
When the game ends, the die deals 3d10 necrotic • While holding the shovel, difficult terrain due to sandy or
damage to the loser of the game, and reduces their hit muddy conditions doesn't cost you extra movement.
point maximum by an equal amount until they finish a
long rest or until they are targeted by a remove curse
spell or similar magic. If the cursed creature is reduced
to 0 hit points before their hit point maximum is
restored, the creature's body, anything they are wearing
and carrying and its very soul are trapped in the die, and
the die gains 1 charge. The die has a maximum capacity
of 3 charges, and when it is discovered, roll a d6, and
divide the results by 2 and them up to the nearest integer
for the number of charges in the die.
Whenever you make an attack roll, an ability check, or
a saving throw, you can expend 1 charge to roll an
additional d20. You can choose to expend the charge
after you roll the die, but before the outcome is
determined. You choose which of the d20s is used for
the attack roll, ability check, or saving throw.
You can also expend 1 charge when an attack roll is
made against you. Roll a d20, and then choose whether
the attack uses the attacker's roll or yours. If another
creature uses an ability to cause the outcome to be
rerolled, for example, the use of a divination wizard’s
portent feature or a halfling’s lucky trait to influence the
outcome of a roll, the magics cancel each other out; no
additional dice are rolled.
Eshu Pipe
Wondrous item, common
With the pipe lit and in-hand, you can use an action or
bonus action to exhale smoke from the pipe, and cause
the smoke to assume an animated shape, glyph, symbol,
word, or image of your choice. The smoke dissipates at
the end of your next turn.
Additionally, if you are a spellcaster, the pipe can be Illustration by Manuel Castañón
used as a spellcasting focus for your spells. ETHEREAL ITEMS
Ethereal items exist in a state of flux between the Border
Ethereal and the worlds that it touches. Once in
possession of a powerful adventurer, remnants of these
artifacts are caught between planes when their bearer
was whisked into the Deep Ethereal by powerful magic
or sinister spirits. Ethereal items appear ghostly and
translucent, weighing only half as much as their physical
counterparts, and are cold to the touch.
Ethereal weapons and armor have unique, useful
properties, but with the wear and rigor of battle, they
fade further away. Repairing them is impossible, even by
magical means.
Some adventurers vow never to use ethereal weapons,
out of superstition or respect for the departed. Others
are wary of the ever-present danger that the items will
disappear at the most inopportune time: in the midst of
deadly combat.
Ethereal Armor
Armor (any), uncommon (+1), rare (+2), or very rare (+3)
This armor warps and shifts around your body, blocking
strikes that would otherwise be lethal. You have a bonus
to AC while wearing this armor. The bonus is Illustration by Randy Vargas
determined by its rarity.
This armor can be donned in half the time as its Ethereal Weapon
physical counterpart. If the armor normally imposes Weapon (any), uncommon (+1), rare (+2), or very rare
disadvantage on Dexterity (Stealth) checks or has a (+3)
Strength requirement, the Ethereal version of the armor
This weapon pierces through physical armor with deadly
doesn’t.
efficiency. You have a bonus to attack and damage rolls
When an attacker scores a critical hit against you this weapon, determined by its rarity.
while you are wearing this armor, the critical hit
When you score a critical hit with a weapon attack
becomes a normal hit, and you roll a d4. On a 1, the
using this weapon, you can roll one of the weapon’s
armor degrades, reducing the bonus granted to AC by 1.
damage dice one additional time and add it to the extra
When the bonus is reduced to 0, the armor fades away damage of the critical hit. After the attack, roll a d4. On a
into ghostly mist and is lost. 1, the weapon degrades, reducing the bonus granted to
attack and damage rolls by 1.
Ethereal Shield You can also use this weapon to attack creatures you
Shield, uncommon (+1), rare (+2), or very rare (+3) can see on the Ethereal Plane, or creatures outside the
This shield rests almost weightlessly in your grip. You Ethereal Plane if you are currently on the Ethereal
can don or doff this shield as a bonus action, and while Plane. In either case, roll a d4 if your attack hits. On a 1,
holding this shield, you have a bonus to AC; the bonus is the weapon degrades, reducing the bonus granted to
determined by its rarity. This bonus is in addition to the attack and damage rolls by 1.
shield's normal bonus to AC. When the bonus is reduced to 0, the weapon fades
When an attacker scores a critical hit against you away into ghostly mist and is lost.
while you are holding this shield, the critical hit becomes
a normal hit, and you roll a d4. On a 1, the shield Nobody is truly certain where ethereal items go when they
degrades, reducing the bonus granted to AC by 1. fade away. Some scholars believe they eventually must find
When the bonus is reduced to 0, the shield fades away their way back to their owner, doomed to return as a
into ghostly mist and is lost. revenant. Others believe they move through worlds,
disappearing from one place only to reappear in another
where they are most needed, part of an endless cycle.
d6 Froggy Effects
1 You assume the form of a frog.
2 You assume the form of a giant frog.
3 Your head becomes that of a frog’s. You can
breathe air and water. Your Intelligence score
cannot be higher than 4, and you cannot speak any
languages you know, but frogs can understand
your words. You have advantage on Charisma
checks you make to influence them.
4 Your eyes bulge, your voice becomes a hoarse Illustration by Kirwick
croak, and you grow webbing between your fingers
and toes. You can breathe air and water. You have Fruit of Unquenchable Longing
a swimming speed of no less than 30 feet. Your Wondrous item, rare
long jump is no less than 20 feet, and your high
jump is no less than 10 feet, with or without a When a creature eats this delicious, colorful fruit, they
running start. must succeed on a DC 18 Wisdom saving throw or
5 Your mouth becomes a froggy grimace. Your become cursed. Creatures with the fey ancestry trait
tongue is a natural weapon, which you can use to have advantage on their saving throw. For the duration, a
make unarmed strikes with the reach property. On cursed creature has disadvantage on Wisdom and
you hit, your tongue deals bludgeoning damage Intelligence ability checks, and on Constitution saving
equal to 1d4 + your Strength modifier, instead of throws they make to maintain concentration on a spell
the bludgeoning damage normal for an unarmed when they take damage. Additionally, their dreams are
strike. Additionally, when you hit a creature of a haunted by the memory of the fruit's delicious taste and
size category equal to or less than your own with texture. A creature can make a new saving throw to end
your tongue, you can use a bonus action to the curse at the end of a long rest. A remove curse spell
attempt to grapple the target. If you succeed, the or similar magic, or eating a second piece of the fruit
target is grappled and pulled 5 feet toward you. ends the effects early.
6 Roll a d6 again. If the result is another 6, you
assume the form of a froghemoth.
Handyman’s Sledge
Warhammer, rare
You gain a +1 bonus to attack and damage rolls made
with this magic weapon.
Shrink. While holding the hammer, you can press a
button just above its leather grip as a bonus action.
Pressing the button shrinks the hammer down to the
size and inconspicuous appearance of a carpenter’s
hammer. For the duration, the hammer can be used as a
part of carpenter’s tools, granting a +1 to checks made
with them. It is still usable as a weapon while reduced,
but its damage dice are reduced to 1d4. Pressing the
button a second time restores the hammer to its full size.
Hive-Queen’s Mantle
Wondrous item, uncommon (requires attunement)
This helm has the appearance of massive compound
eyes and mandibles, resembling that of a bee or wasp.
While wearing it, you can communicate telepathically
with bees and wasps within 100 feet of you, and you
have advantage on Charisma checks you make to
influence such creatures.
A heavy hollow pocket hangs from the helm’s rear,
from which protrudes two gossamer wings. You can use
the wings to slow your fall and allow you to glide. When
you fall and aren't incapacitated, you can subtract up to
100 feet from the fall when calculating falling damage,
and you can move up to 2 feet horizontally for every 1
foot you descend.
As part a long rest, you can wear the helm and perform Illustration by Vertry
a 10-minute ritual, recruiting bees or wasps within 1
mile of you. When you do, the insects congregate into a Jar of Beastly Stink
swarm of wasps, which crawls inside the rear pocket of Wondrous item, uncommon
the helm, remaining under your control as long as you
wear it. The DM has the creatures' statistics. If the A small tub of jelly that reeks of animal musk. When the
swarm is damaged, you can perform this ritual again, handful of jelly is removed and applied to an object or
causing the swarm of wasps to regain a number of hit person, the smell will frighten off small beasts, but
dice determined by the DM, based on the availability of attract medium to large rutting beasts within a 1-mile
such insects in your location. radius. The first time a humanoid comes within 10 feet
As a bonus action on your turn, you can unleash your of the source of the smell, they must succeed a DC 10
swarm of wasps, which appears in the nearest Constitution save or retch, becoming incapacitated for 1
unoccupied space to you. The swarm is friendly to you round. The musky smell lasts for 24 hours.
and your companions. Roll initiative for the swarm,
which has its own turns. It obeys any telepathic
commands that you issue to it (no action required by
you). If you don't issue any commands to it, it defend
itself from hostile creatures, but otherwise take no
actions.
If the swarm is within 5 feet of you, you can use a
bonus action on your turn to return the swarm to the
helm's rear pocket.
If the swarm moves move than 100 feet away from
you, you lose telepathic contact, and the swarm’s
allegiance to you ends after 1 hour away from your
influence. You can also dismiss the swarm's insects
forever (no action required).
Locks of Love
Wondrous item, uncommon
These braided and tied locks of hair must belong to a
close relative, treasured friend or loved one of the braid’s
bearer, and must be blessed by a cleric capable of
casting the ceremony spell. A creature can give their hair
away to create such a braid only once.
By performing a 1-hour ritual, you can burn the braid
of hair as a part of a short or long rest, consuming and
destroying the braids. When the ritual is complete, the
creature that donated their hair to create the braid
knows it, and you are energized by your connection to
them. For the next 24 hours, whenever you make an
ability check, attack roll or saving throw, you can roll a
d4 and add the number rolled to the save.
Plague-Nurse’s Mask
Wondrous item, uncommon (requires attunement)
While wearing this mask, you gain the following benefits:
• You cannot become diseased, and you have advantage on
saving throws against poison and resistance to poison
damage.
• As a bonus action on your turn, you can speak the mask’s
command word, causing it to shed a bright magical light for
5 feet and dim light for an additional 5 feet. The light ends if
you speak the command word in the same manner, or
remove the mask from your face.
• Whenever you make a Wisdom (Medicine) check that
includes your proficiency bonus, you can roll a d4, adding the
results as a bonus to the check.
Psionic Circlet
Wondrous item, very rare (requires attunement by a
creature with an Intelligence score of at least 13)
While wearing this circlet, you know the mage hand
cantrip. The circlet has 6 charges and regains 1d6 Illustration by Atomic Joe
expended charges daily at dawn. You can use an action
to expend 1 or more of its charges to cast one of the Psychic Metal
following spells from it: Tenser’s floating disk (1 charge),
calm emotions (1 charges), detect thoughts (2 charges), Wondrous item, uncommon
mind spike (2 charges, plus 1 charge per additional spell While holding this amorphous hunk of metal in one
level, up to 4th), telekinesis (5 charges). hand, you can use your action to cause the hunk to
The spells have a DC of 14, or 8 + your proficiency assume the form of an inanimate object in your hand or
bonus + your Intelligence modifier, whichever is higher. on the ground in an unoccupied space that you can see
within 10 feet of you. This form can be no larger than 3
feet on a side and weigh no more than 10 pounds, and its
form must be that of a nonmagical object that you have
seen. The object can have moving parts, but any
component pieces are inseparable from the others.
Regardless of the form, the material it is composed of
appears to be made of opaque, dull metal.
As an object, the metal (or any form it takes) has an AC
of 17. The object immediately reverts to its amorphous
state if it takes any damage, or if it deals any damage.
Each time the metal assumes a new form other than
its native amorphous hunk, roll a 1d20. On a 1, the metal
becomes brittle, unable to assume new forms, and the
next time it takes damage, it is destroyed, dissipating in a
fine, powdery dust.
Returner's Shield
Shield, legendary (requires attunement)
While holding this circular, lightweight, and perfectly
balanced adamantine shield, you have a +3 bonus to AC.
This bonus is in addition to the shield's normal bonus to
AC. You have a +3 bonus to attack and damage rolls
made with this shield when using it as a weapon.
A clever thumb trigger on the shield’s mounting brace
allows the disc to be detached from the brace or re-
summoned to it using your bonus action.
The shield has 6 charges for the following properties.
It regains 1d6 expended charges daily at dawn.
Block. If you aren't incapacitated, you can expend 1
charge to add the shield's AC bonus to any Dexterity
saving throw you make against a spell or other harmful
effect that targets only you.
Shove. When you take the Attack action on your turn,
Illustration by Limin Studio
you can use your bonus action and expend 1 charge to
attempt to shove a creature. When you do, add the
shield's AC bonus to your Strength (Athletics) check. Rebuking Shield
Smash. When you take the Attack action on your turn, Wondrous item, rare (requires attunement by cleric or
you can use your bonus action and expend 1 charge to paladin)
make a melee weapon attack with the shield. If it hits, it A creature gains a +1 bonus to Armor Class while
deals 1d8 bludgeoning damage. wielding this shield. The shield has 3 charges and
Reflect. When a creature misses you with a ranged regains 1d2+1 expended charges daily at dawn.
attack, you can use your reaction and expend 2 charges Rebuke the Unholy. If an undead or fiend creature
to redirect the attack toward another creature. Make a misses you with an attack, you can use your reaction and
ranged attack against a creature you can see within 30 expend one charge to deal 1d6 radiant damage to your
feet of you. If it hits, the creature becomes the target of attacker, and shove your attacker. If you succeed, you
the triggering attack. can immediately fly up to 10 feet.
Ricochet. You can use your bonus action and expend 2
charges to make a ranged weapon attack against a
creature you can see within 45 feet of you. If it hits, the
shield deals 1d8 bludgeoning damage. You concentrate
(as if on a spell), and for the next 1 minute, you can use
your bonus action on your turn to command the shield to
attack another creature, or to return to the mounting
brace. For the duration, you can use your hand freely, but
do not benefit from the shield’s AC bonus. If your
concentration is interrupted, the shield falls to the floor.
Ring of Asmodeus
Wondrous item, artifact (requires attunement)
Illustration by Nikita Khokhlyavin
While wearing this signet ring, you gain the following
benefits:
Ring of Channeling
• You are immune to fire damage. Whenever you take radiant
damage, roll a d4 and add it to the total damage. Wondrous item, uncommon (requires attunement)
• You can speak, read and write Infernal and Abyssal. A copper ring with a small clear gem that shimmers
• Devils in the service of Asmodeus are indifferent towards slightly, even in the dark. It is crudely crafted, showing
you, or might even defer to your commands. scuffs and scratches abound along its loop, and yet, there
• Your identity, location and actions are known to Asmodeus, is something quaintly charming about its simple design.
even if you aren’t on the same plane.
Signature Cantrip. Choose one cantrip you know that
Infernal Command. You can cast command at-will requires an attack roll or saving throw. When you cast
(DC 17), targeting any devil whose CR is less than 10. the cantrip, it has a +1 bonus to its attack and damage
To the Hells and Back. As an action, you can rolls, and its spell save DC.
transport yourself and one creature you can touch to a
location you are familiar with within the Nine Hells, and
you appear in or near that destination, at the DM's
discretion. An unwilling creature must make a DC 17
Charisma saving throw. If the creature fails this save, it
is transported with you. For the next 1 hour, you can use
your action to return to the location you were on the
plane you left. You can similarly transport one other
creature you can touch with you when you do so.
Once you use the ring in this manner, you must wait at
least 8 hours before you do so again.
Death Pact. As an action, you can destroy the ring.
Each creature in a 60-foot-radius sphere centered on you
(except you) must make a Dexterity saving throw. A
target takes 10d12 fire damage on a failed save, or half
as much damage on a successful one. The fire spreads
around corners, and ignites flammable objects in the
area that aren't being worn or carried.
ACTIONS
Scream. Melee Spell Attack: +4 to hit, reach 10 ft., one target
Hit: 3 (1d4 + 1) thunder damage.
REACTIONS
Shriek. When a creature the screaming shroom can see
makes an attack, the screaming shroom can emit a
distracting thrum of sound, imposing disadvantage on the
attack roll.